Greetings All!
Throughout my time here playing and modding the game I have become quite knowledgeble in the overall aspects of the game and modding the game as a whole. While I learn stuff everyday, I feel like I can teach and answer questions as well. People have helped me along the way, so this is my way of giving back to the community. So, if you have a question that you think I may know an answer to, feel free to post and I will reply whatever I know. Feel free to ask about anything about the game, modding, or anything else in general, my head is full of useless facts and knowledge. I have played most Space/Sci-fi games, love fantasy games (like Oblivion and NWN) watch just about every Sci-Fi & Fantasy TV show, and have a deep knowledge of science and history, especially ancient history. I have a Marketing and Sales background, with a specialization in graphics and art. I also know modeling programs, but use 3D MAX specifically for modding.
So, I leave it up to you, the modding and gaming community. I will be listening....
DANMAN
actually SpardaSon21, I mean the ability to fire over an arc, NOT turret-mounted. I.E., what I want is a 90-120 degree, possibly more, firing arc (area where the guns can fire). Pretty much I want the guns to work like the beams on the Kol when it goes by an enemy ship (the beams follow the ship and punish it with weapons fire).
Well in Sins firing arcs are hardcoded to be 180 degrees. Can't change that.
that actually makes things much easier. Thank you for that tidbit SpardaSon21.
Is it possible to make a researchable that only affects one single ship? I don't mean adds an ability to it, I mean, it just buffs it?
I don't think you can do a buff addition, but you might. You may have to PM DANMAN, Thoumsin, kyogre, or Annatar, as they don't seem to be keeping up with the thread right now (probably working on 7DS).
No, researches are global. What you can do however is have an ability on a ship that requires a research to be unlocked, and you can have that ability be passive and provide the ship it is on with certain buffs.
But could this work on a capital? Capitals have four abilities that are upgradeable, so would you be able to make this one only happen only once you researched it? From what I hear, In entrenchment, you can have up to five abilities on something, but does it apply to a cap?
A capital ship can have a 5th ability, but it has to be a passive one. The slot for the 5th ability is covered by the upgrade button for caps, but it can still have one. Because you can't actually click it, however, it has to be passive. So SpardaSon's suggestion should still work.
Okay. That'll work. (you have seen my mod and this is the thing for upgrading the Kol, Kortul, and Radiance to counteract the destroyers.)
Okay, new related question, but not the same...
Is it possible to make a researchable that increases the power of a capital ability. Obviously, it can do researchable ones as in reintegration, but I'm curious if it can do capital abilities. (ie: increase gauss cannon damage by 20%)
hey, anybody know how many hangar points are needed for say, 10-20 squadrons of SCs?
hangar points? Command points for a capital do you mean? Or how many hangers, or how many squads 20 squads is...
no, that's not what I meant.
What I mean is that I believe that when you create a model you have to assign it a hangar point, to serve as a point of origin for SCs. What I would like to know is if you need multiple hangar points on a model for multiple squads, or only one.
If its as easy as backspace, press 1 press 5, save&exit file, then the devs outdid themselves on this one.
Oh... As far as I know, you just need one... What happens is the SC come flying out of the null at trajectories +- 30 degrees. for this reason, it accounts for multiple hanger bays.
Hard point in the model and squads are not directly related... by example, the Sova capital carrier have 4 hangar but can have between 2 ( low level ) and 7 squads ( high level )... Model and hangar hard points remain the same at low and high level...
Not sure about it but maybe the hangar hardpoint have only some influence for docking or launching procedure only... by example, fighter/bomber dock before a jump, launch after a jump... maybe the process is more fast with multiple hangar... Someone need to check it... if it change nothing, hangar point are only a estetic thing...
By the way, since Entrenchment, the max hangar hard point is 10... but several mod have model who launch more that 10 squad !!!
Squad quantity is related to the "command point" in the entity file... a start value and a increase by level... it is very possible that like weapons, if you have no hangar hard point, fighter/bomber will be generated from the center of the ship !!! Visual effect will be ugly ( like beam or laser coming from the center of the ship ) but i think that it will work...
thanks for the info Thoumsin. Also, could you or any 7DS team members post a reply or start a new post on Particle Forge how-to? I haven't got the slightest idea how to create new particle effects.
I think multiple hangar points will define areas where each individual fighter in a group spawns, if you have some sort of open hangar and want some ships to show up. It works for at least one.
does any one havea link for the 1.17 and the entrenchment 1.03 gameinfo files?
failing that can someone offer me a way to decode the original files myself with a program or something?
mega_cleva_tom,
there are NO links at all for D/Ling the 1.17/1.03 GameInfo reference files in TXT format.
However, both harpo99999 and Dekhranic have created GUIs that you can D/L that will allow you to do it yourself. I personally use Dekhranic's, though harpo's is also a good one. It just happens that harpo's doesn't work for me.
Here's one how the heck do you change the size of grav wells. I've gone into the game info file and changed the hyperspace exit radius on the PlanetTerranHome.entity as well as the PlanetTerran.entity to 99999930000.000000 and the move area radius to 99999940000.000000 and I still notice no difference in game. Mind you I didn't just rack them up that high immediately I slowly worked my way up by decimals. but I don't get it even with a 300000 exit radius I should notice something. any help will be appreciated.
wiskey.
To make particle forge make new particle effects from scratch requires u to create a sphere, point, line.... then what u do is attach textures to them so they dont look like a white square or circle . Make sure as well that u have the right shader.Then u can attach Affectors to tyhe emmiters to give the effects some dynamics. Also u can just take preexisting particle files and make your own tweaks to them. That all i could tell but i think that a first time experience and pratice and you would be good.
here some picks
Right hopes this helps its not the best tutorial but im confident you will get somewhere started. Soorry for the bad highlight and arrows i was usin piant so its was sketchy.
Akkan117
Uh, Akkan117, there's only ONE problem. My Particle Forge doesn't look like that. What version is that, the version in the Forge Tools 3 or the 1.05 version or what?
EDIT: nevermind, it turns out the viewport was over the simulation window and I hadn't moved it. lol.
Hi, you might have seen my thread, but since noone has answered this question I'll try and ask it here.
What I want to do is to make antimodules able to also attack capitalships and I tried some things without succes so now I am asking here.
Hope it can be done and someone know how.
~ gruntmaster1
EDIT: Ok, I got the answer in my thread.
okay, so I figured out they viewport issue, now I need to know how to create a sphere/point/line.
right click emmiter should pop up with new emmiter list and you should get spere, point and ring soory made mistake with lines its rings not lines.
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