DANMAN3712 DANMAN3712

ASK DANMAN - Question and Answer

ASK DANMAN - Question and Answer

DANMAN GAMES

http://www.danmangames.com

Greetings All!

Throughout my time here playing and modding the game I have become quite knowledgeble in the overall aspects of the game and modding the game as a whole.  While I learn stuff everyday, I feel like I can teach and answer questions as well.  People have helped me along the way, so this is my way of giving back to the community.  So, if you have a question that you think I may know an answer to, feel free to post and I will reply whatever I know.  Feel free to ask about anything about the game, modding, or anything else in general, my head is full of useless facts and knowledge.  I have played most Space/Sci-fi games, love fantasy games (like Oblivion and NWN) watch just about every Sci-Fi & Fantasy TV show, and have a deep knowledge of science and history, especially ancient history.  I have a Marketing and Sales background, with a specialization in graphics and art.  I also know modeling programs, but use 3D MAX specifically for modding.

So, I leave it up to you, the modding and gaming community.  I will be listening....

DANMAN

1,058,259 views 495 replies
Reply #451 Top

I had that same error!

It has to do with texture hook-up with the models. At least, I think so.

I think so because by resizing textures to go with a resized model, I no longer got that error.

Reply #452 Top

Greetings All,

 

Just wanted to let you know I am still alive, and I am preparing responses for you.  Just been a little busy.

DANMAN

Reply #453 Top

I'm having a problem adding a race to an exsiting mod... I've added the player entity, updated the manifest, and the engilsh string, but when i try to load the mod i get a mini dump. It will also be the 8th race in the mod, the original sins races are still active, show i disable them to get it to work? or is it something I'm overlooking?

Reply #454 Top

I have a weird problem witht he mod I am trying to make. Even thou we both have an identical check sum the game tells us that our games differ. Any insight?

Reply #455 Top

Do you know where to make the ships rely on antimater to jump?

 

Reply #456 Top

that's in the 'Player[race name here].entity' file. There's a line near the bottom of the file that specifies the AM loss per jump. Ships don't actually NEED AM to jump, but the way that the devs set it up some AM is lost in transit.

Reply #457 Top

Quoting Volt_Cruelerz, reply 9
Is it possible to add in new armor classes?  As in, currently we have: vl, l, m, h, vh, and cap.  Is it possible to do without yielding a minidump?

 

I asked this a page and a half back but never got an answer...

Reply #458 Top

my guess is that it isn't possible without dev intervention. But there is technically a workaround.

If you want something to have super-heavy armor, just give it the heaviest armor type. I'm not sure the exact type that it is, but it's one of the following- CapitalShip, VeryHeavy, or Module armor types. After that, just give the ship/structure/starbase/fighter an obscenely high armor points number. Voila. A faux-new armor type.

Reply #459 Top

That is all well and good for something heavy, but not something light...  The point behind this is adding in a group of super-caps as well as interceptors.  There would also be heavy orbital turrets that would be able to deal 100% damage vs the super caps, but if I just gave the thing super high damage and anti-very heavy (like the assault cruisers), it would still not get the point across..

Reply #460 Top

with something light rig it to have negative armor (I'm sure you could use a passive ability for that) and give it the 'VeryLight' armor type. Voila. Another faux-new armor type.

Reply #461 Top

Hmm...

Interceptors need to be able to take out fighters, so they would be anti-very light.  If they themselves were very-light, that would make sense in that they would counter themselves and would be taken out easily by flak.  They need very little health and/or low armor.  That said, they would still beat up on LRF's.  I guess another counter to the darn things would be nice, but still...  These things for the TEC lets say, need around 4-5 AVL damage per ship if it was a squad.  On the other hand, making interceptors so that the Advent only had 5, the TEC 3, and the Vasari 1-2, it would make more sense.  That way, you could still have them deal high damage overall, but would be easily killed by flak.  Flak burst would no longer just kill two-three SC, not you are killing the entire squad which yields a much greater drop in DPS...

I like that idea...

 

As far as super-caps go, or SotL's as you would know them from the thread, the heaviest classes are structure/module and capital.  I believe module is slightly heavier, but that is more or less irrelevant.  Currently, the assault cruisers deal good damage to SB's.  Since these would resemble them in many ways, it would make sense to give SotL's the same armor class...  Just give them high health/armor and it would work...

As far as the damage they would deal...  They would need to take out SB's as well as capitals and HC's.  I can't see them killing anything smaller on a large scale, so just make them deal AVH.  That would yield a good rate against all those things...  Give them around 150 DPS to begin with and max of 600 DPS at level 10...  That would make them cap killers but would require an escort fleet of frigates to kill off the LF's/Illums/Torpedo Bombers/Assault Frigates the enemy would use against it...

I do believe this would work...

 

Its simple, but effective.

Reply #462 Top

actually, give them 'CAPITALSHIP' attack types. The CAPITALSHIP attack type has a 100% bonus to everything (meaning the damage of its weapons is the damage it puts out). This allows it to be a little more cap-like, but still give off a good amount of damage.

With Entrenchment however, a whole new box of goodies comes along. This is because you can have research-linked mesh upgrades that add new weapons. The Vasari Orkulus has three attack types, for its three weapons. You could easily code different attack types for different weapons, that are researchable upgrades. Though this may counteract the purpose of the SotL's.

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Reply #463 Top

I guess I just need to get entrenchment...

Reply #464 Top

Whiskey144

I see where your talking about in the player ent file.

baseHyperspaceSpeed 29500.000000
    hyperspaceSpeedBetweenStarsMultiplier 24.000000
    hyperspaceSpeedToFriendlyOrbitBodiesMultiplier 1.000000
    baseHyperspaceAntiMatterCost 100.000000
    baseHyperspaceChargeUpTime 7.000000

I don't see a line like mustHaveAntiMatterToJump FALSE

Hmm...I would think there was something of the like.

I played a mod where it was like this maybe last year.

Reply #465 Top

are you sure that the mod had that in it? I've never seen anything like it.

Reply #466 Top

Quoting DarkCloud, reply 14
Whiskey144

I see where your talking about in the player ent file.

baseHyperspaceSpeed 29500.000000
    hyperspaceSpeedBetweenStarsMultiplier 24.000000
    hyperspaceSpeedToFriendlyOrbitBodiesMultiplier 1.000000
    baseHyperspaceAntiMatterCost 100.000000
    baseHyperspaceChargeUpTime 7.000000

I don't see a line like mustHaveAntiMatterToJump FALSE

Hmm...I would think there was something of the like.

I played a mod where it was like this maybe last year.

You have the line you need right there, baseHyperspaceAntiMatterCost. Just change the number to 0 if you don't want them to use AM to jump.

Reply #467 Top

No, I think cloud means that he wants to make it so that you NEED x number of AM to jump.  Not just so it drains it, but it is a requirement...

Reply #468 Top

that's what I gathered. Personally, IF I made a new race (*wink wink*) I would make it so that they had no Jump AM cost. Of course, the new races I come up with typically use something different from phase space.

Reply #469 Top

Okay I,m startign to look into abilaties for my mod and I need to know how and abilati knows what buffs to apply ont he target.

Reply #470 Top

there is a line of code which is within the first 10 lines that says something like "applybufftotarget"

Reply #471 Top

Does anyone know specifically what this error refers too?  I know its referencing an ability. but any thoughts? thanks :|

c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IAbility.cpp(264): assert! [NeedsSingleTarget()]

Reply #472 Top

Not sure which one it is talking about, but it looks like the autocast AI tried using it on multiple targets when it is only supposed to target one.

 

At any rate, you could just use that file extension and check... >_>   There is a reason it is there...

Reply #473 Top

Quoting Volt_Cruelerz, reply 472
Not sure which one it is talking about, but it looks like the autocast AI tried using it on multiple targets when it is only supposed to target one.

 

At any rate, you could just use that file extension and check...   There is a reason it is there...

ok not to sound stupid ,but how looked at all the entitys and they look fine. Also I have vista and cant get any of the debug programs to work

thanks josh

Reply #474 Top

Yes What I'm going for is X antimatter to jump. For all ships. I don't want ships to be able to jump without AM.

Reply #475 Top

@Taylor: No, check that actual file extension...  There's your problem...

 

@Cloud: well, I don't think you can do that...  I suppose you could get around it by having some passive on everything that if it doesn't have enough AM for itself, it yields a debuff which shuts down the phase drive.  

But you do realize how much this would slow down games?  Fleets would crawl around.  Not to mention that the Kortul would be able to prevent an entire fleet from leaving thanks to DS.  I'm just saying...  Sure, you could find a way around it through buffs/debuffs, but do you really want to?  I know it makes sense for realism's sake, but this is also a game, and I have a feeling that would kill gameplay...