Terraziel

Terraziel

Joined Member # 2392017
1 Posts 45 Replies 716 Reputation

You need to add the "delayTime 0.000000" line to the second instant action, but nothing else is wrong with that file, having just tested it myself. That said have you added the new buff file to the entity.manifest? because I forgot to and that caused a crash whilst hovering over the ability. Other than that, I suggest using the Developer.exe as it's the easiest way of finding the little errors

13 Replies 61,951 Views

Yeah, you can. all it requires is two instant actions, one "DoDamage" set to "OnDelay", which applies the initial entry damage, and a second "DoDamage" set to "OnBuffFinish" with the buff having the "OutOfRange" finish condition done. oh, remember to set the buff to "PrioritizeOldBuffs"

328 Replies 498,134 Views

I read this thread and could not for the life of me figure out what on earth you were trying to accomplish with the "Shell" idea, now that you've explained it.....I'm intrigued Why are you making it a damage over time at all? why not make the buff simply apply the damage once as it enters the area, and once as it leaves the area?

328 Replies 498,134 Views

To get the removebuff effect to work properly I recommend adding a delay to the effect of the buffs you are trying to remove, so that the buff itself is on for a few seconds before anything actually happens, giving ample time for the removebuff effect to apply.

10 Replies 3,960 Views

The way we do it is by making a prespawned building have the ability, making said ability passive (and therefore one-shot) and linked to a research, that way the ship still has a cost associated with it and will spawn when only when you want it to spawn (ie when you finish the research)

9 Replies 33,261 Views

For the build penalties,i would assume, you need this line in the gameplay.constants file InCombatFighterBuildRatePenalty EDIT: Or possibly this one enemyDPSInOrbitBodyISquadOwnerBuildRateScalar

13 Replies 58,328 Views

""ApplyBuffToTargetsInRadius" or rather you have a second " additionally, numobjects 1 should be numObjects 1

2 Replies 2,486 Views

I have to say some of the responses in this thread offend my modding sensibilities. Mod what ever you want to Mod, that someone else doesn't want the system changed is not a valid reason not to do it. The whole point of Modding is to change things. mini rant aside Your main issue whilst attempting something like this is that the modular nature of the starbase is specific to starbases. So it depend on how you want the system to work, if you want ships to have o

12 Replies 2,675 Views

I have to point out at this juncture that from the Mayan perspective Dec. 21st 2012 would just be, essentially, one hell of a new years party, before the next cycle starts. In fact, much like we celebrated the millenium, (which if you don't remember was also going to be the end of the world) they would be celebrating the hell out of it because they were lucky enough to be around to experience it. As to the end of the world as whole, people have been expecting the "end of the world

260 Replies 797,182 Views

Having looked into this before, as a way of making scenario maps for specific battles, a modified version of N3rull's suggestion is the best we could do, modified because having no planets is an instant defeat, but having only the one planet means players can ignore however you want them to be playing and just rush the single planet. Our plan, as it fits with the victory condition we wished to have, was to make a buff that made the planet immortal whilst linking it with the Flagsh

10 Replies 4,606 Views

To get the Anti-module ships to target things other than modules you need to change their roletype, but aside from the fact there is no way to limit a normal weapon to only being able to attack capital ships, changing the roletype would alter how the AI uses them, pretty significantly. As to the dev.exe "issues", that grey box is a large part of what the dev.exe does for you, if it tells you you are missing a file, your missing a file. whether it's an important file doesn't make mu

25 Replies 8,438 Views

If you mean the ModDB page, I keep meaning to tell someone to update that, as it is pretty out-of-date now, I'll post more, and current information shortly. That aside, Work continues, and it's possible that within the next couple of months we should have something we are willing to release as a beta.

82 Replies 74,775 Views

The 1.03 dev exe is available, I'm using it at the moment. Click the Downloads button at the top of the page and it's about half way down. Once you have got it downloaded, you just place it in your sins directory, use it to start the game up, set a game up as you normally would, then once in game press Ctrl+Shift+Period, then you want "Change Galaxy" (a), then "Change Player" (d), then "Give all research" (i). Done.

19 Replies 59,248 Views

My suggestion is to play using the Developer exe, one of the functions of which can give everyone all the research, and will obviously be a lot simpler than creating an actual mod

19 Replies 59,248 Views

For the record for me, UK, it costs $35.99 or about £22 which is only about £4 more than Play, and on brand new games Play is rarely beaten on price, in my experience atleast

22 Replies 68,718 Views

Although I unfortunately I can't help identify\fix the issue I wish to note that I get alot of those errors and get no minidumps because of them, is that the only error you receive?

8 Replies 5,948 Views

You could hijack the helicopter as well but when you can punch tanks to death why bother? incidentally as to the E then F query, as I recall, not using Stealth that much, but you just have to press F to bring up the wheel then you can walk around normally till you get the E highlighted in red, meaning that the stealth consume will succeed, and just press E. also my favourite thing so far is using the fully upgraded Muscle Mass upgrade against normal humans, they just exp

29 Replies 61,083 Views