BaudolinoX

BaudolinoX

Joined Member # 3371472
0 Posts 0 Replies 361 Reputation

Your name says it all [e digicons]:grin:[/e] Finishing up some abilities while i`m sorting the modelling software. I`ll be getting in to the modelling and video/audio capture shortly [e digicons]X|[/e]

11 Replies 6,107 Views

BUT how do i extract meshes from sins of a solar empire and use them in either XSI or Blender.. Neither program can access mesh files..:(

11 Replies 6,107 Views

IT WORKS::) I`ve made an ability called Warp Scramble that disrupts phasejumping. one frigate will now warp scramble a single target. I need to tweek it a bit, but it all good.. Now i can get to work on all the other abilities i`ve planned..:)

14 Replies 6,349 Views

manifest and string are fine.. I`m using the Dev.exe and there are a number of issues but i don`t yet really understand the significance.. What does the following mean? Assert @ c:\gs\entrenchment\CodeSource\GS/Entity/Interfaces/IAbility.cpp(828) false And What does this entail: Text FileArchive missing Label. File: C:\Users\Robert\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods

14 Replies 6,349 Views

yeah i`ve been changing that back and forth as well- doesn`t seem to have any bearing on the issue. I`m in a trial and error mode at moment- but eliminating one possibility at a time very unefficient. I figured travel speed would be natural after range and i`ve observed that in other abilities as well. i`ll try something in that regard and comment if it actually does anything. EDIT: The fact that the ability doesn`t even show up on

14 Replies 6,349 Views

yeah that`s what i figured so i went to fixedlevel0. On the frigate the ability doesn`t show up at all- no hudicon and no string not found error- nothing. When i transferred it and went for intrinsic with levels and all and put it on the kol battleship i got the string not found error where the ability should have been. Since then i`ve been juggling the file back and forth trying to figure out what`s wrong. Primarily

14 Replies 6,349 Views

Problem is.. switching levelsourcetype to "intrinsic" and setting up the various minlevelreqs doesn`t change anything. The same issue remains. I set it up in the above manner for the ability to work on a frigate. On previous setups i had levelsourcetype at fixedlevel0 and i didn`t have minlevelreqs set up at all.. I`ve tried a large number of various configurations for the ability file. Originally i used 3 buff files, but now i`m using only one.</

14 Replies 6,349 Views

I made it work. I might use this spot in the thread to post the various abilities i make. I`ve made: "Warp Scramble" - short range affecting phase jump of single target Working on: "Stasis Webification" - Short range affecting velocity of single target "Shield Tranfer Array" - Short/Medium range boosting shields of single friendly target "Anti-Capital Torpedoes" - Single Fire Torpedos for dram

14 Replies 6,349 Views

I would like a list of the usual suspects in regards to "STRING NOT FOUND" errors. Currently i`m trying to write a number of new abilities and i keep getting thwarted by this error. Maybe we could have a thread sticky for a thread about "String not found"?

27 Replies 94,753 Views

I`m not entirely sure what you mean here. I set the constructor up to be able to build all races starbases and it seemed to work fine. Although i didn`t bother changing the researchrequirements for the other races starbases so i never actually clicked the construct button.

32 Replies 27,727 Views

As changing logistics was impossible i`Ve moved on to building new abilities, units and weapons. My test object is the TECH light frigate and an ability from EVE-online i call "Warp Scramble". I finnaly started getting things to work and i`ll update the thread with relevant info. after i`ve got the aiblities working i`ll put them in the star wars requiem diplomacy mod. I`ve already updated the Super St

14 Replies 6,349 Views

I can produce as many starbases as i want actually.. That`s not the problem. When it comes to my "AbilityDeployStarbaseLog.entity" the construction command is accepted and the unit moves to construction location but doesn`t build anything- goes staright to "cooldown" and that`s it..:( I suspect this is because of the researchmodifications in my starbasefiles. Hardcoding just doesn`t want to allow for the building of starbases imbued for bonuses fo

32 Replies 27,727 Views

yes but how does the game differentiate between the civilian and military lab requirement? i was wondering if whether i could find that differentiation, i might be able to change it from "lab" to "starbase" so far i`m guessing "Defence" is hardcoded to military labs and "civilian" are hardcoded to civilian labs, but i`m hoping i`m wrong..

3 Replies 3,500 Views

I can`t find the references in the researchsubject files- i want to change the tier lab requirements and i would like to change how the requirements are calculated.. I want to make a new chain under "LOGISTICS" where each tier unlocks logistical bonuses, but that would mean altering the tier level prerequisites from "labs" to "starbases". Since i can`T find any way to alter how many labs you need to research something, i`m guessing this part is ha

3 Replies 3,500 Views

Yeah i figured that bit out. I had been accessing the wrong string file. I updated the string properly and i made a new ability and updated the manifest file. Everyone worked fine- except i didn`t get the logistics bonus i had added to the ability file. Gonna look more into it.. UPDATE: I`ve reconfigured the Resupply ability for the starbase. I can prob make this into a passive ability for the starbase that p

32 Replies 27,727 Views

good tip.. This brought me back to a problem i had before i started having the conversion issue.. ok so here`s what happened. the mod loads fine and the game starts fine. I build the base constructor frigate but the actual construction icon is NOT there.. when i move the cursor to where the hudicon should be located i can see "string not found" in red text and below i can see the production cost.

32 Replies 27,727 Views

Thanks for the replies, i`ll try to elaborate.. In regards to making the logistical updates i`ve been trying to achieve, i realized quickly in my experimentation i`d have to change the research figures themselves to have any chance of success. My latest thinking was to set research prerequisites for lets say "just in time logistics" as a criteria for researching starbase constructor frigate. Then i wanted to open the abilitydeploystarbaset

32 Replies 27,727 Views

i want to rewrite a starbase deployment ability so that the deployment increases fleet supply by 200 units and max capital ships by 1 unit. My intention is then to design an ability buff that will demand 300 supply to build a starbase (only for the duration of the construction). All this is part of my dream to build an "improved logistics" mod. Is this at all possible. I learned how to do all the basic rewriting on the first

1 Replies 2,067 Views

I really need to thank Ryat and Harpo..:) Gratefull for the feedback.. i have 2 issues at the moment: 1. when i rewrite the ability file the "namestring" and "descstring" as well as "hudicon" gets reset. Research prerequisites also get reset to 0. 2. I went moved a string file into my mod path and insterted my own strings into string file. This caused a "no string found" error. i could still navigat

32 Replies 27,727 Views