For who want to mod with abilities and buffs I sort every modifiers you can use for sins.
This may help you..I don`t know
Edit - Add research modifier listsEdit - Add constraint, AI define,Triger TypeEdit - Add buffOverTimeActionType - Magnetize
ConstraintCanBeCapturedCanBeJumpBlockedCanHaveFightersCanHaveShieldsCanPhaseDodge (?)CanSpreadWeaponDamageHasAntiMatterPoolHasAntiMatterShortageHasEnergyWeaponsHasHullDamageHasPhaseMissilesHasPopulationHasShieldDamageHasWeaponsIsCargoShipIsColonizableIsExploredIsMovingToLocalOrbitBodyIsPsiIsResourceExtractor (?)LinkedCargoShipLinkedSquadModuleUnderConstructionNotSelfWithinSolarSystem (?)NotActivelyBeingConstructed
aiUseTimeAnytimeInvalidNotInCombatOnlyInCombatOnlyWhenAttackTargetIsInFiringSolutionOnlyWhenBombingOnlyWhenManyTargetsHaveHullDamageOnlyWhenManyTargetsHaveShieldDamageOnlyWhenManyTargetsHyperspacingTowardsMyGravityWellOnlyWhenMovingFarOnlyWhenOrbitingEnemyPlanetOnlyWhenTakingDamageOnlyWithNoOrder
aiUseTargetConditionAnyInvalidIsDifferentRoleTypeIsNotWeaponDisabledHullDamageExceedsAmountShieldDamageExceedsAmount
EntityBoolModifierActivelyBeingConstructedCannotBeDamagedCanBeCapturedCannotBeColonizedDisableAbilitiesDisableConstructionDisablePhaseJumpDisableLinearEnginesDisableAngularEnginesDisableRegenerationDisableWeaponsDisableModuleFunctionalityDisableConstructionDisableWeaponsUltimateDisableAbilitiesUltimateDisableFighterLaunchDetectIncomingHyperspacingEntitiesHasShieldMeshEffectHasTauntTargetIsIllusionShipIsResourceFocusActiveImmuneToNonUltimateDisableInstantBuildFightersIsPhaseGateEndPointJumpBlockerImmunePhaseOutProxySensorWeaponsDealNoDamage
EntityModifierAbilityCooldownRateAntimatterCostOfNonUltimatesAngularThrustArmorAsDamageTargetChanceToHitAsDamageTargetChanceToHitAsDamageDealerChanceToIgnoreShieldsAsDamageTargetChanceToIgnoreShieldsAsDamageDealerChanceToBeNotOptimallyTargettedCultureSpreadDamageAsDamageDealerDamageAsDamageTargetDamageSharingEnergyWeaponCooldownFightersPerSquadronGravityWellRangeForHyperspaceHyperspaceChargeUpRateHyperspaceSpeedLinearMaxSpeedLinearThrustMaxHullPointsPhysicalDamageAsDamageDealerPlanetBombingCooldownPlanetProductionStolenPlanetResourceOutputPlanetBombingDamageAbsorptionPlanetModuleBuildTimePlanetUpgradeCostPlanetPopulationGrowthRatePropagateWeaponDamagePercShieldMitigationShieldPointRestoreRateShipBuildTimeUnderConstructionRateWeaponCooldownWeaponRange
buffInstantActionTypeApplyBuffToLastSpawnerWithTravelNoFilterNoRangeApplyBuffToTargetApplyBuffToSelfApplyBuffToTargetWithTravelApplyBuffToTargetsInRadiusWithTravelApplyBuffToTargetsInRadiusApplyBuffToTargetsInRadiusWithChainTravelApplyBuffToTargetNoRangeApplyBuffToTargetsAtOrbitBodyApplyBuffToTargetsLinkedApplyBuffToTargetWithEntryVehiclesApplyBuffToTargetsInColumnApplyBuffToTargetOnWeaponFiredApplyOrRemoveBuffToSelfApplyTargettedBuffToSelfNoFilterNoRangeApplyTargettedBuffToSelfApplyTargettedBuffToSelfNoRangeApplyForceFromSpawnerApplyImpulseFromSpawnerChangePlayerIndexToFirstSpawnerCreateFrigateCreateSquadCreateClonedFrigateCreateFrigateAtTargetCreateIllusionFightersCreateCannonShellColonizePlanetConvertDamageToAntiMatterDoInterruptDoInterruptUltimateDoDamageDoDamageToPlanetExploreForceAttackersToRepickAttackTargetMakeDeadMatchTargetVelocityPlayAttachedEffectPlayPersistantAttachedEffectPlayPersistantBeamEffectPropagateWeaponDamageReceivedToTargetsInRadiusRestoreAntiMatterRestoreHullPointsRestoreShieldPointsRemoveAntiMatterRetaliateBountyRetaliateDamageResurrectCapitalShipStealAntiMatterForFirstSpawnerStealResourcesSetTauntTargetToLastSpawnerSpawnResourceExtractorsSpawnShipsAtPlanetTeleportTowardsMoveTargetTeleportTowardsTarget
buffOverTimeActionTypeDrainAntiMatterAndDoDamageDrainAntiMatterDoModuleConstructionDoPercOfMaxDamageToPlanetDoDamageDoDamageToTargetDoDamageToPlanetEarnResourcesMagnetizeRestoreAntiMatterRestoreShieldsRestoreHullStealPlanetProduction
* buffPeriodActionType use buffInstantActionType.
instantActionTriggerTypeAlwaysPerformOnDelayOnBuffFinishOnWeaponFiredOnDamageTakenOnOwnerDeathOnAbilityUsed
finishConditiontypes - Thanks to Carbon 016TimeElapsedAllOnDelayInstantActionsDoneEnterHyperspaceExitHyperspaceFirstSpawnerNoLongerHasBuffLastSpawnerNoLongerHasBuffOutOfRangeNoTargetDamageTakenResearchNotMetOwnerChangedFightersKilledAllPeriodicActionsDoneAntiMatterDepletedTargetIsConstructedTargetConstructionCannotBeUpdatedShieldFailure
researchBoolModifiersAllowGalaxyTravelAllowWormHoleTravelCultureSpreadIsAlwaysVisibleHyperspaceDetectionOneJumpHyperspaceDetectionTwoJumpsHyperspaceDetectionAnyJumpsPlanetIsColonizablePlanetsDetectedByCulture
researchFloatModifiersAllegianceFromCultureMaxPercAntimatterCapacityAdjustmentAntimatterRegenAdjustmentArmorBaseAdjustmentBlackMarketBuyPriceAdjustmentBountyBoughtAdjustmentBountyCollectedAdjustmentBombingDamageAsDamageDealerAdjustmentBombingDamageAsDamageTargetAdjustmentBombingPopulationKilledPercAsDamageTargetBombingRangeAdjustmentCapitalShipCultureProtectRateAdjustmentCapitalShipAngularThrustAdjustmentCapitalShipMaxTrainableLevelCapitalShipMaxSlotsCapitalShipMaxSlotLevelCargoShipCapacityAdjustmentCreditCostAdjustmentCultureEnemyBuildRateAdjustmentCultureSpreadRateAdjustmentCultureSpreadDecayAdjustmentCultureResistPercentCultureWeaponDamageAdjustmentCultureShieldMitigationAdjustmentCultureAntimatterRegenAmountDerivativeCreditsFromTradePercentDerivativeCreditsFromPurchasesPercentExtractionRateFromResourceFocusExtractionRateMetalAdjustmentExtractionRateCrystalAdjustmentExperienceConstantGainRateExperienceConstantGainLevelCapExperienceAwardedAdjustmentHangarFightersPerSquadAdjustmentHullPointsMaxAdjustmentHullPointsRegenAdjustmentHyperspaceAntimatterCostAdjustmentHyperspaceBetweenSystemSpeedAdjustmentHyperspaceChargeUpRateAdjustmentHyperspaceExitDistanceAdjustmentHyperspaceInSystemSpeedAdjustmentHyperspaceSpeedPhaseGateAdjustmentIncomePercLostMassReductionModuleBuildRateAdjustmentModuleCostForSimilarTypesAdjustmentPirateStrengthAgainstYouAdjustmentPlanetHealthRegenRateAdjustmentPlanetPopulationCapAdjustmentPlanetSlotsCivilianIncreasePlanetSlotsTacticalIncreasePlanetUpgradeBuildRateAdjustmentPlanetUpgradeCostAdjustmentPopulationGrowthRateAdjustmentQuestDeadlineAdjustmentQuestFailureHappinessAdjustmentQuestRewardHappinessAdjustmentRebellionLevelResearchBuildRateAdjustmentResearchCostAdjustmentSalvageWreckagePercentScuttleRateAdjustmentScuttleValueAdjustmentShieldMaxMitigationAdjustmentShieldPointsMaxAdjustmentShieldPointsRegenAdjustmentShipBuildRateAdjustmentShipMaxSlotsShipMaxSlotLevelTradeGoodsValueAdjustmentWeaponDamageAdjustmentWeaponIgnoresShieldsAdjustmentWeaponRangeAdjustmentWeaponRateOfFireAdjustment
Thanks, I'll keep that in mind.
I know the last response/post here was a long time ago...I was just wondering if there's a modifier/constraint that limits an item to 1 per planet system. Also, please keep in mind that I'm new to modding SoaSE...although I'm learning quickly.
As a bit of background...I'm trying to set up a new phase "gate" ability to put on my scout ships that will allow them to place "phase gates" in new systems they explore...but only if there isn't one there already.
Once I get this to work properly I plan to work on trying to make them into "warp gates" kinda like Star Gates...but make them have the "phase in" property...
This way they'll become kind of like worm holes, but they will still require the "phase time" and i may increase the phase time for these as well...since it'll kinda be a "special" phase. I can probably figure the rest out...I just need to know if there's a modifier/constraint to limit an item from being built in a system if there's one of that type (from that specific race) in it.
When I looked at the posts I didn't notice anything that could be a constraint like this...but I may of misinterpreted what some of them do...so...any help is appreciated.
Thanks in advance!
EDIT: Nevermind, I got an answer to my question here (leaving post here for reference): https://forums.sinsofasolarempire.com/382429
If it is no trouble at all, if someone can put this in PDF format and on the downloads section, that'll be most helpful.
Thanks anyway!
What's the difference between "DoInterrupt" and "DoInterruptUltimate"? Does the former only work on non-ultimates or does the latter only work on ultimates?
And what's the "best" way of draining allied ships' hull points? A periodic DoDamage, an overtime DoDamage or a negative RestoreHull action? Is there a way of leaving the target at 1 life or awarding the kill to the opponent (or if that's the default, denying the kill)?
Some very useful instantAction types are missing: "InitializeMovementTowardLastSpawner" aka Repulsion Field, which is explained in detail on the first page though. I also discovered the following when working with it: The InitializeMovement action persists until removed through ResetPhysicsState. If a second InitializeMovement command is given while the first one is still in effect, even if the two point in opposite directions and come from different buffs, the new one is ignored. If a ship is "pulled" towards the caster and flies around/through him (try with an Orkulus) it will continue moving in a straight line, which now means floating away from the caster.
And then there's "RemoveBuffOfType" from the Antorak Distort Gravity skill, which is extremely important, as it does just that: remove the buff in question. (I'll test its effect on stackable buffs tomorrow)
Also, what do the ApplyForce and ApplyImpulse actions do, and where is the CanPhaseDodge constraint from?
OK, ApplyImpulse is used in TK Push, but it needs a value of 450000 to push away the fighters like it does, so I expect the same value to barely shove a capship aside.
I want a colonizable "planet" that is currently [ planetTypeForResearch "Invalid" ] . What other options are there for this other than "Invalid", "Uncolonizable", "Terran", "Ice", "Volcanic", and "Asteroid"? Can I use, say for example, "Wormhole" or anything I choose like "Rift" - I plan for 1 race in 7DS to be able to colonize this special planet -it will not be a wormhole, but a "Rift".
PM me please.
SamazRalanBlowing up Dev.exe 1 typo at a time.
"I got a 2.87 GB log file after a crash, what have you done today?" -Samaz
I need help creating a new ship which files I would need and howplease help methanks
necesito ayuda para crear una nueva nave que archivos necesitaria y como los hagoporfavor ayudenmegracias
yo hablo español disculpen por mi ingles
http://soase.weebly.com/sins-mod-set.html will get you started.
Hi Gus...
This is a thread I recently started. It's not complete yet, but the starter races give you a good idea on whats necessary to start a new race. Look at the section for Player[Race].entity and you will see some descriptions for adding new frigates and capital ships. It's really as simple as copying an existing frigate or capital ship entity and adding it to the Player entity file in the correct location (whether modding a new race or an existing race). From there you can modify the new ship entity to meet your needs.
I'm going to add that as a reference in my thread. Thanks for reminding me
Zombiesrus5 and myfist0 thanks .... I have a question not whether they can help mehow to make a shield for a new ship??sie could tell me you can add more resources to the game?? egrefine an asteroid ore resources for other than the glass and metalthanks
gracias Zombiesrus5 y a myfist0.... tengo una duda no se si puedan ayudarme,
como se hace un escudo para una nueva nave???
podrian decirme sie es posible agregar mas recursos al juego??? como por ejemplo
refinar un mineral de un asteroide para obtener otros recursos diferentes al cristal y al metal
gracias
Necroed on purpose.
This thread needs to be updated badly. Can either a modder that has time or a dev please update this?
This thread can't be necro'd--it's too useful. I linked it in the "Modder's Get An Answer" thread too.
Still needs to be updated.
Constraint
http://code.google.com/p/soaseplugin/wiki/constraint
aiUseTimehttp://code.google.com/p/soaseplugin/wiki/aiUseTime
aiUseTargetConditionhttp://code.google.com/p/soaseplugin/wiki/aiUseTargetCondition
EntityBoolModifierhttp://code.google.com/p/soaseplugin/wiki/Buff
EntityModifierhttp://code.google.com/p/soaseplugin/wiki/buffEntityModifierType
buffInstantActionTypehttp://code.google.com/p/soaseplugin/wiki/buffInstantActionType
buffOverTimeActionTypehttp://code.google.com/p/soaseplugin/wiki/buffOverTimeActionType
instantActionTriggerTypehttp://code.google.com/p/soaseplugin/wiki/instantActionTriggerType
finishConditiontypes - Thanks to Carbon 016http://code.google.com/p/soaseplugin/wiki/finishConditionType
researchBoolModifiershttp://code.google.com/p/soaseplugin/wiki/modifierTypeBool
researchFloatModifiershttp://code.google.com/p/soaseplugin/wiki/modifierTypeFloat
There are lots of other constants too defined on the wiki.
Cool, need to make a new post and sticky it.
I split the Bool and Float constants into separate links. A new sticky would be cool or atleast a cleanup/removal of many of the current modding stickies.
Hi,
I have noticed with eclipse some new refs in BuffPhase/Psi/TechModuleDeconstructionTarget
- ressourcegainperc
- buffOverTimeActionType "DoDamageAndGiveResourceCostPerc"
and in RESEARCHSUBJECT_PIRATERAIDDECREASE
- modifierType "PirateRaidsOneLevelLower"
Soase plugin 0.8.3 is for diplomacy 1.2 so these refs surely come from 1.21.
I hope Soase plugin will be updated, it is really an amazing way of hunting down issues
@Dunkelzahn63
You are correct 1.21 added the Module Deconstruction abilities, however, at this time they aren't being used so I wasn't confident the engine could handle them yet so haven't added that to my local build either.
I do have a version though that works with PirateRaidsOneLevelLower and could upload version 0.8.4 if you want. I'm guessing 1.3 will have some more significant modding changes to deal with...
Ok then, maybe we can wait 1.3 version for an update, thanks for your answer
Add buffInstantActionType "ApplyBuffToIncomingHyperspacers"
bailknight has not been seen in many years. this thread isn't being updated. That instant action type is covered in my wiki.
Here's an updated set of quick reference links that are current.
Quick Reference Links
Ability (Vanilla, Entrenchment, Diplomacy, Rebellion)Buff (Vanilla, Entrenchment, Diplomacy, Rebellion)
Constraint (Vanilla, Entrenchment, Diplomacy, Rebellion)aiUseTime (Vanilla, Entrenchment, Diplomacy, Rebellion)aiUseTargetCondition (Vanilla, Entrenchment, Diplomacy, Rebellion)EntityBoolModifierEntityModifier (Vanilla, Entrenchment, Diplomacy, Rebellion)buffInstantActionType (Vanilla, Entrenchment, Diplomacy, Rebellion)buffOverTimeActionType (Vanilla, Entrenchment, Diplomacy, Rebellion)buffPeriodActionType use buffInstantActionType.instantActionTriggerType (Vanilla, Entrenchment, Diplomacy, Rebellion)finishConditiontypes (Vanilla, Entrenchment, Diplomacy, Rebellion)
ResearchSubject (Vanilla, Entrenchment, Diplomacy, Rebellion)
researchBoolModifiers (Vanilla, Entrenchment, Diplomacy, Rebellion)researchFloatModifiers (Vanilla, Entrenchment, Diplomacy, Rebellion)
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