Capital ships cant be attaked after editing entity files

Sorry for starting new thread but my old one is not geting responces and im aching to play but cant.

Basically i edited my capitals to be 3 times as powerfull, hul, shields, weapons, antimater, all restore rates, strikecraft, cost and build time all up by 3. But now it seems nothing will attak my capital ships not frigates not other caps but they will use special abilities against one another.

Wondering what could be causing this, for more detailed info on what ive been editing heres original thread.

https://forums.sinsofasolarempire.com/363857

43,112 views 9 replies
Reply #1 Top

Can you post the code to an entity file of one of your capital ships you edited.

Reply #2 Top

TXT
entityType "CapitalShip"
ability:0 "AbilityGaussBlast"
ability:1 "AbilityFlakBurst"
ability:2 "AbilityAdaptiveShield"
ability:3 "AbilityLastStand"
ability:4 ""
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
usesFighterAttack FALSE
autoJoinFleetDefault TRUE
canBomb TRUE
hasBombingLevels FALSE
baseDamage 129.000000
basePopulationKilled 1.700000
bombingFreqTime 10.000000
baseRange 3000.000000
bombTransitTime 12.000000
bombEffectCount 3
bombEffectAngleVariance 15.000000
bombEffectsDef
    weaponType "Projectile"
    burstCount 1
    burstDelay 0.000000
    muzzleEffectName "Weapon_TechCapitalPlanetBombing_Muzzle"
    muzzleSoundMinRespawnTime 0.100000
    muzzleSounds
        soundCount 1
        sound "WEAPON_TECH_PLANETBOMB_MUZZLE"
    hitEffectName "Weapon_TechCapitalPlanetBombing_Hit"
    hitHullEffectSounds
        soundCount 3
        sound "EXPLOSION_SUB4"
        sound "EXPLOSION_SUB4_ALT1"
        sound "EXPLOSION_SUB4_ALT2"
    hitShieldsEffectSounds
        soundCount 3
        sound "EXPLOSION_SUB4"
        sound "EXPLOSION_SUB4_ALT1"
        sound "EXPLOSION_SUB4_ALT2"
    projectileTravelEffectName "Weapon_TechCapitalPlanetBombing_Travel"
mainViewIcon "MAINVIEWICON_CAPITALSHIP_TECHBATTLESHIP"
basePrice
    credits 9000.000000
    metal 1200.000000
    crystal 750.000000
slotCount 50.000000
BuildTime 110.000000
MaxHullPoints
    StartValue 9000.000000
    ValueIncreasePerLevel 360.000000
MaxShieldPoints
    StartValue 3750.000000
    ValueIncreasePerLevel 405.000000
HullPointRestoreRate
    StartValue 4.500000
    ValueIncreasePerLevel 0.300000
ShieldPointRestoreRate
    StartValue 9.000000
    ValueIncreasePerLevel 0.750000
ArmorPointsFromExperience
    StartValue 15.000000
    ValueIncreasePerLevel 1.350000
maxMitigation
    StartValue 5.850000
    ValueIncreasePerLevel 0.091110
MaxAntiMatter
    StartValue 675.000000
    ValueIncreasePerLevel 60.000000
AntiMatterRestoreRate
    StartValue 2.250000
    ValueIncreasePerLevel 0.240000
CultureProtectRate
    StartValue 0.900000
    ValueIncreasePerLevel 0.150000
NameStringID "IDS_CAPITALSHIP_TECHBATTLESHIP_NAME"
DescriptionStringID "IDS_CAPITALSHIP_TECHBATTLESHIP_DESCRIPTION"
picture "CAPITALSHIPPICTURE_TECHBATTLESHIP"
Prerequisites
    NumResearchPrerequisites 0
roleType "Invalid"
statCountType "CapitalShipBattleship"
numRandomDebrisLarge 6
numRandomDebrisSmall 12
numSpecificDebris 0
armorType "CapitalShip"
hudIcon "HUDICON_CAPITALSHIP_TECHBATTLESHIP"
smallHudIcon "HUDICONSMALL_CAPITALSHIP_TECHBATTLESHIP"
infoCardIcon "INFOCARDICON_CAPITALSHIP_TECHBATTLESHIP"
minZoomDistanceMult 1.250000
NumWeapons 3
Weapon
    WeaponType "Beam"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "OVERTIME"
        DamageType "ENERGY"
        WeaponClassType "BEAM"
    DamagePerBank:FRONT 378.000000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 7000.000000
    PreBuffCooldownTime 14.000000
    CanFireAtFighter FALSE
    SynchronizedTargeting TRUE
    PointStaggerDelay 0.250000
    TravelSpeed 0.000000
    Duration 4.000000
    fireConstraintType "CanAlwaysFire"
    WeaponEffects
        weaponType "Beam"
        burstCount 1
        burstDelay 0.000000
        muzzleEffectName "Weapon_TechCapitalBeamHeavy_Muzzle"
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 1
            sound ""
        hitEffectName "Weapon_TechCapitalBeamHeavy_Hit"
        hitHullEffectSounds
            soundCount 1
            sound ""
        hitShieldsEffectSounds
            soundCount 1
            sound ""
        beamEffectSounds
            soundCount 1
            sound "WEAPON_TECHCAPITALBEAMHEAVY_TRAVEL"
        beamGlowTextureName "TechCapitalBeam_Core"
        beamCoreTextureName "TechCapitalBeam_Glow"
        beamWidth 60.000000
        beamGlowColor ffffffff
        beamCoreColor ffffffff
        beamTilingRate 9.000000
Weapon
    WeaponType "Projectile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "PHYSICAL"
        WeaponClassType "AUTOCANNON"
    DamagePerBank:FRONT 81.000000
    DamagePerBank:BACK 147.500000
    DamagePerBank:LEFT 147.500000
    DamagePerBank:RIGHT 81.000000
    Range 7000.000000
    PreBuffCooldownTime 4.500000
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 1.000000
    TravelSpeed 3500.000000
    Duration 0.000000
    fireConstraintType "CanAlwaysFire"
    WeaponEffects
        weaponType "Projectile"
        burstCount 4
        burstDelay 0.300000
        muzzleEffectName "Weapon_TechCapitalAutoCannonHeavy_Muzzle"
        muzzleSoundMinRespawnTime 0.770000
        muzzleSounds
            soundCount 3
            sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE"
            sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT1"
            sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT2"
        hitEffectName "Weapon_TechCapitalAutoCannonHeavy_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
        projectileTravelEffectName "Weapon_TechCapitalAutoCannonHeavy_Travel"
Weapon
    WeaponType "Projectile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "ENERGY"
        WeaponClassType "LASERTECH"
    DamagePerBank:FRONT 135.375000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 7000.000000
    PreBuffCooldownTime 5.500000
    CanFireAtFighter FALSE
    SynchronizedTargeting TRUE
    PointStaggerDelay 0.900000
    TravelSpeed 3500.000000
    Duration 0.000000
    fireConstraintType "CanAlwaysFire"
    WeaponEffects
        weaponType "Projectile"
        burstCount 3
        burstDelay 0.600000
        muzzleEffectName "Weapon_TechCapitalLaserHeavy_Muzzle"
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 2
            sound "WEAPON_TECHCAPITALFIREBALLHEAVY_MUZZLE"
            sound "WEAPON_TECHCAPITALFIREBALLHEAVY_MUZZLE_ALT1"
        hitEffectName "Weapon_TechCapitalLaserHeavy_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
        projectileTravelEffectName "Weapon_TechCapitalLaserHeavy_Travel"
m_weaponIndexForRange 0
firingAlignmentType "Default"
TargetCountPerBank:FRONT 1
TargetCountPerBank:BACK 1
TargetCountPerBank:LEFT 1
TargetCountPerBank:RIGHT 1
canOnlyTargetStructures FALSE
mass 10000.000000
ShieldMeshName "Shield_TechBattleship"
renderShield TRUE
maxAccelerationLinear 100.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 1.000000
maxDecelerationAngular 9.999996
maxSpeedLinear 525.000000
maxRollRate 2.000000
maxRollAngle 35.000000
squadTypeEntityDef:0 "SquadTechCombat"
squadAntiMatterCost:0 95.000000
squadTypeEntityDef:1 "SquadTechBomber"
squadAntiMatterCost:1 120.000000
squadTypeEntityDef:2 "SquadTechElectronicWarfare"
squadAntiMatterCost:2 110.000000
squadTypeEntityDef:3 ""
squadAntiMatterCost:3 0.000000
NumSoundsFor:ONATTACKORDERISSUED 4
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONATTACKORDERISSUED_0"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONATTACKORDERISSUED_1"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONATTACKORDERISSUED_2"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONATTACKORDERISSUED_3"
NumSoundsFor:ONCREATION 1
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONGENERALORDERISSUED_0"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONGENERALORDERISSUED_1"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONSELECTED_0"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONSELECTED_1"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONSTARTPHASEJUMP_0"
MeshNameInfoCount 1
MeshNameInfo
    meshName "CapitalShip_TechBattleship"
    criteriaType "None"
meshNameIncreasedEffectName ""
meshNameDecreasedEffectName ""
ExhaustParticleSystemName "Exhaust_TechBattleship"
ExplosionName "CapitalShip0"
CommandPoints
    StartValue 3.000000
    ValueIncreasePerLevel 0.500000
weaponCooldownDecreasePerc
    StartValue 0.000000
    ValueIncreasePerLevel 0.090000
weaponDamageIncreasePerc
    StartValue 0.000000
    ValueIncreasePerLevel 0.150000
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_TECHCAPITALSHIP"
formationRank 0
minShadow 0.000000
maxShadow 1.000000

Reply #3 Top

I don't see anything wrong with it.  What I would do is put the original entity files back in then modify one at a time and test them to make sure they work.  This is what I normally do; when I even create a new ship I take an entity file that I like and rename and use the mesh I want, make sure it works as default, then edit the entity till it's what I want.  Makes problem finding so much easier.

+1 Loading…
Reply #4 Top

Ok I think i solved it, apparentlly not thinking about it i also multyplied the mittigation rate by 3 which makes it 192% which is apparentlly so high that it causes this issue. But thanks for help

I was also resizing the cap ship models using this tool https://forums.sinsofasolarempire.com/326876 it worked fine exept the shields on the ships remained the same size so now only on smal sections of the ship do the shields go farther out then the ship hull. First im wondering does this actully leave my ship unprotected, or is it just an animation thing and the shields are still kicking in? Second how i would go about expanding the shields?

Reply #5 Top

The shields should still be working just fine, even with the mesh being smaller.  But you can resize it the same way you resized your ship, they're just meshes like any other object.  But they are a *seperate* mesh from the ship.

+1 Loading…
Reply #6 Top

yup just figured that out while looking through mesh folder tried it and worked like a charm.

 

Thanks alot for the help guys

Reply #7 Top

OK well i ran into another problem (seems endless).

When i increased the starbase count in all the planet entity files to 3 in the DS mod folder. But it seems that only on the new planets added by the mod (fores, industrial etc) can i build multiple starbases. On the original planets(terran, ice) ican only build one still. I thought that i might need to edit the original entity files in sins main folder, but doing this did not change anything. I even went as far as removingthe planet entity files from original folder and leaving only the ones in the DS mod folder, and the game plays fine but still only one base on original planet.

Help would be apreciated

Reply #8 Top

Quoting kozakkk, reply 7

We are aware of some issues with activating copies of Majesty 2 purchased through Impulse.  We are trying to work through them as quickly as possible.

If you are having trouble with your registration, please send an email to [email protected] with the email address associated to your Impulse account.  Please use the subject line "Majesty 2 Registration Issue" so I can filter them and get to them quickly.

The DS mod completely rebuilds the file structure for the game towards planets due to incorporating so many new planets, the files your looking for are the "ProtoPlanetXXX" Just out of curiosity here, what is it you guys are doing?

Reply #9 Top

Um im not working on anything these are just tweeks im making for my own game.

So since the changes work for all the new planets should i change the protoplanet files only for the original planets,?