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
Terraziel
The line after delayTime which says damage should say antiMatter
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"
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?
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.
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)
For the build penalties,i would assume, you need this line in the gameplay.constants file InCombatFighterBuildRatePenalty EDIT: Or possibly this one enemyDPSInOrbitBodyISquadOwnerBuildRateScalar
""ApplyBuffToTargetsInRadius" or rather you have a second " additionally, numobjects 1 should be numObjects 1
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
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
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
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
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.
It is much more likely that this is a byproduct of starbases being created via an ability, I can't imagine it being done on purpose
No, it's not just you, samething here
copy the GalaxyScenarioDef.GalaxyScenerioDef file from the gameinfo folder of the mod, to the GalaxyForge folder, replacing the default one.
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.
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
Windows 7 does support 16-bit colour, you just have to change it in the monitor settings. (follow the advanced settings link under screen resolution)
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
You only need to have the files you have modified in the Gameinfo folder everything else is taken from the default versions.
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?
The closest example I can think of is http://en.wikipedia.org/wiki/Savage:_The_Battle_for_Newerth though that is fantasy
Surely the question should be what sort of person listens to a questgiver who is trying to unleash a horde of diarrhetic bear cavalry on the world?
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