Terraziel

Terraziel

Joined Member # 2392017
1 Posts 45 Replies 716 Reputation

No, the primary (according to both Windows and the Nvidia Control Panel) is one of the 1920x1080's, and is also the monitor from which I ran the game. Though having thought about and investigated it further, I have a Geforce GTX 295, and to get it to support 3 monitors you have to disable SLI, which makes it count as 2 GPU's, and the 3rd monitor is detected (in the Nvidia control panel) as being the sole connection to one of them, so It maybe that it's only questioning the one GPU<

5 Replies 5,910 Views

First Bug: Prior to start up the game pops up a window saying "Your desktop resolution is currently set to 1280 X 720. The minimum supported resolution for Elemental: War of Magic is 1024 x 768..." The bug being that 1280 x 720 is the resolution of my third monitor, the other two are both 1920 x 1080, so I assume it's either checking them all and complaining about the lowest, or for some reason only checking the third monitor. After Cli

5 Replies 5,910 Views

Additionally, If you really are going to add them by hand I reccomend using the Developer.exe, firstly because it has a function that shows the location and orientation of all the points on a mesh, and secondly because it automatically enables file watching, combined making it so that you will be able to see what your changes do instantly.

11 Replies 11,146 Views

Alright, just had a test of this, and it can work, I changed the basic AbilityDeploySpaceMinePhaseExplosive to being an "applybufftoself" and then had that buff apply the aforementioned effects. Now, what intrigues me about it is that I could not get the exact same ability to work on a custom race. It just minidumped at the moment it tried to spawn the mines.

13 Replies 12,343 Views

Whats the problem your having? Surely, although admittedly i haven't tried it, it's just a matter of using "CreateSpaceMine" with an additional OnBuffFinish "MakeDead"?

13 Replies 12,343 Views

For the record, negative numbers work fine for "ApplyForceFromSpawner", I used it whilst making a Black hole. Though I'm not sure it would suit this particular purpose.

12 Replies 5,991 Views

No, you don't need 3DSMax, dummy points are merely what Max uses for the Weapons,Exhaust, and other particle effect locations. As XSI is the "official" tool It can clearly place the points as well, but I don't use it so can't confirm that Null Point are what we mean.

16 Replies 56,039 Views

I would imagine they are taking the ChanceToHitTargetType at face value, and for circumstances like that its not as big an issue, and hard to test. What ChanceToHitTargetType seems to do is change damage from being a set number to being a calculated range of numbers e.g. 100 damage done to a ship with it set to 1.00000 does 100 damage, with it set to 0.5 you get results of 17, 34, 50, and 67 damage. In fact, theorising briefly, I suspect that it's a left over

9 Replies 6,505 Views

I'll point out that, contrary to the name, ChanceToHitTargetType doesn't actually effect the chance to hit something, it's essentially just another damage modifier, if one that makes little sense,

9 Replies 6,505 Views

Yeah, I have to say people seem to drastically under appreciate the Dev.exe, in addition to the aforementioned advantages, it has a huge number of very useful analysis tools, it's brilliant for checking the effects of changes on the AI, as well as everything from checking on mesh point errors to setting up specific scenarios for testing. To say nothing of the things about the inner workings of Sins you will learn from playing around with it. Alright, mini rant over

6 Replies 16,741 Views

Link For the record, Some of the files will reference icons\meshes etc that are part of another mod so won't work, but the important files (Abilities and Buffs) should be fine (strings aside)

46 Replies 107,130 Views

Whilst they can have weapons, you would be lucky if they actually used their weapons. as to combat ships having cargo types, technically yes, essentially No, because adding cargo overrides the other roles and AI of the ship and just turns it into a cargo ship

7 Replies 6,010 Views

Ha! Success! Well with the ship being a frigate\cruiser at least. Though it's not perfect it's atleast a start Essentially what i've got is an ability on ship A that spawns Ships B,C, and D and destroys ship A which is the simple part obviously Then on ship B, there is an ability which will destroy ships B,C, and D and recreate Ship A, said ability will only work if Ships B, C and D are All within range otherwise it does nothing. The main flaws are that <

46 Replies 107,130 Views

I think the difference is that you keep being able to research and improve the "Civilisation" tree (infinitely assuming it's in) even once you have acquired all the "Diplomacy" style branch offs that it has, Basically, i see it as a way of removing the feeling of redundancy in the tech tree by framing them in a different way, ie your not wasting your empire researching Phasors II even though 3 turns later it will be superceded by Phasors III, you're just researching Phasors and th

84 Replies 171,553 Views

"BuffStackingLimitType" determines whether the stack limit is "PerPlayer" or "ForAllPlayers", for example if i set the stacking limit to 1 "ForAllPlayers" then it really will only stack once, however if i set it to 1 "PerPlayer" then each player will be able to apply 1 instance of the buff. "PrioritizeOldBuffs" means that it keeps the oldest instance(s) of the buff when reapplying, so if I have a 30 second long buff and 10 seconds in it gets reapplied it will just ignore it and kee

2 Replies 4,852 Views

Where you have buffInstantActionType for OverTimeActions it needs to be buffOverTimeActionType As to the question about having different lengths for overtime buffs, you would need to have them as seperate files, but it should work fine.

13 Replies 61,943 Views