Hi,
I am trying to create an ability to have ships run out of fuel and then have another re-fuel them. The out of fuel wasn't very difficult, i started with the phaseouthull because it disables engines, everything else as well, but i thought perhaps i could limit it to just the engines. Turned out it worked, but the finish condition was either a time limit, or enterhyperspace, the last i added.
Problem now is re-enabling the engines. As if the time limit is not up, then the disable engines is still in effect. If i go past the time limit, then of course i dont need the re-fueler. I tried the reverse, using my newly disableengines ability and putting "EnableLinearEngines" and "EnableAngularEngines" in the boolian modifier lines. Nothing. I suspect the first ability is still running, until i can find a way to end it with another ability, the "Refuel" ability naturally.
If anyone has any suggestions, or perhaps has had experience along this line and figured it out, could i ask how. You of course dont have to give up your modders secrets if you dont want. I started in this game almost 8 months ago now, and everyone here has been extremely helpful and kind and wonderful, and after i started having some small success with my little tweaks in my mini-mods at first i thought, i should hang to that method and keep it secret. But then of course, i thought about all those people that had helped me, and i felt foolish for wanting to keep the little credit myself, but anyway, i guess im saying i'm hoping to give back to the community in the same way you all helped me, only haha, im not some great modder, im just a file tweaker mostly, with a touch of re-sizing care of NewBeorgs resize tool, and my clever little idea to change out meshes to make frigates and caps look like something else. Oh, the spawnable ships was a great moment!!! Haha, but i never would have figured it out if Blair hadn't dropped the idea in my lap when he mentioned spawning frigates using the combat turret. Anyway, if anyone has any ideas i would love to hear them, and if someone has it figured out and doesnt want to, well, you are entitled as you may be on your way to working in a game company and cant give all your secrets away. But i'm still trying to figure out this little silly idea of having ships run out of fuel and then having a re-fueler charge them back up of course, haha. I'm just running out of ideas on how, and thought someone else might have a different look on things.
Anyway, thanks and keep modding!!!
-Teal
is it possible to make it so that all the ships have a base of like 0 speed, and give them an ability that increases their speed by a certain amount over a period of time? it would make antimatter a fuel source, and you could redesign antimatter recharge into other methods, like giving all ships a base of 0 antimatter recharge and giving a fuel ship an ability that recharges antimatter on nearby ships
Perhaps you can make an ability that when activated allows movement, but slowly drains antimatter. When you run out of antimatter your ship stops moving until its antimatter reservers are refilled.
This ofcourse means you need to tweak your ships so that they have no movement without using this ability. If this is not possible for some reason, you alternatively could have your ships basic movement to be very slow, with the movement ability increasing speed by say 500%
This is something I have been toying with to include in my B5 mod.
edit: didn't read adecoy95's post, but that is essentially what I ment as well.
Fuel in sins is represented by health.
So I have two ideas.
First: give your carriors two abilities. One applies to all attached fighters, and slowly damages them over time.
The seconed ability can repair all fighters withen a certain raidius. (better if you could repair all docked fighters, but I don't know if that is possible)
Seoncond idea:
Give the carriors an ability that applies to all attached fighters. This ability has an instant action, on delay, that applies ANOUTHER buff (to itself) that disables engines. with no finish conditions.
I am fairly sure that docking your fighters would start the timer over again. But you can't dock them if your timer goes off, and the engines get dissabled.
So, you will need a refueler ship that applies a buff to all fighters in range, that removes all non-ultimate dissabling buffs.
Those are a bit complicated, but they are the best you can do I think.
This is needed for accurate BSG mod Do you think it would be possable to link the fuel with the metal{tylithum} that is mined? That way it goes down the chain, you use up your fuel you have to mine for more?
Ahhhh... Wonderful ideas all of them,
Kreeargh your ... run out of fuel and have to mine for more is excellent! EvilTesla i'm not quite sure i understand... im a little dense sometimes, and my modding is more instinct than thought, so your logic though wonderful, is more than a bit beyond me. Sorry to be stupid. I understand about buffs... a very little bit, and a little bit about abilities, enough to put in a thimble, and while i agree that what you say sounds very very cool, i ... just cant "see" how to do what you are saying. I think its beyond my abilities.
I thought perhaps i could stumble on a "apply buff"/"remove buff" kind of thing, haha, but that is probably too much to hope for, but of course i can go back and put my head in the files and see what i can find. Problem is, the files are often as confusing as trying to see how multi-player works. I know the vague outlines, its just the details that escape me.
Lord Tareq i like your idea of having an ability that boosts speed, i think there is one, the sprint that the TEC use, i can take a look, and see if i can test it against a ship that barely moves at all. Thank you.
adecoy95 i did as you mentioned, took AM all the way to zero, and had a ship build up AM, but even with "no" AM at all, the ships still jump from planet to planet. The abilities dont work, but the engines do. I dont think they have anything in place yet to control ship speed by using a resource. Course i could be completely wrong!! Haha, but i will have to look and see.
Everyone's suggestions were wonderful!!! Thank you for taking the time to let me know. It gives me some ideas, and i suppose of course that the Devs could tell me it cant be done yet, but until they do, i will keep trying. There is bound to be something that could have one buff replace another, maybe they both have to be "active"?
I made the stopengines out of the magnetic cloud, just replaced the boolmodifier with "disablelinearengines" and "disableangularengines" and it works, it stops the ships. Problem now of course is getting the ships to move again, haha.
Thank you all for the wonderful suggestions, EvilTesla, maybe you can explain to me, im rather dense sometimes and dont get it, but explaining sometimes works on me. Thanks
Take care,
You know, i went over to the store to get a soda and thought on the way, and on the way back of course, what i was missing, and Lord Tareq's idea of a speed boost for ships with a very slow movement, say 1 mph increased with the speedboost to say 200, but it cost all the 400 AM that the ship has, and has a cooldown of say 15 minutes, so the ships run around and fight and move from planet to planet, but at the end of 15 minutes it stops and they are back to 1mph and with no AM restore, i have to have a re-fueler, with antimatterrestoremodule with say a cost of 400 AM, all the re-fueler has, and it restores say 400 AM to all ships in the area. And the restore rate on the re-fueler is like 0.001200, real small so it takes like 15 minutes (im guessing here) to come back up to normal, just about the time the speedboost is failing again for the fleet. I could make the re-fuelers like 1000 credits apiece, or maybe more so they are hard to spam you know? Or maybe 4000 or 5000 credits. So i could only have like 2 or 3 of them. It might just work, haha, this is wonderful!!! Well... we will see... i've gotten excited about what i thought would work before, only to have it not work at all. But it looks promising!! Thank you and karma for everyone!!! Lord Tareq gets 2!! Thank you!!
I will let you know how it goes, bedtime now, so i will have to try it out tomorrow, take care and thank you for everything!!
That is a Great Idea!!! That is one we will have to try next!!! And if we can pull it off, then you can have it too!!!
wow. Thier is an edit button for that. It helps.
In general, look at the list of modifiers (stickied in sins modding)
this list of modifiers is a MUST have for creating abilities, you should look at is.
As to my first idea. Look at Sova's heavy fighters ability, that should give you some clues.
Hint: how does the ability know EXACTLY which fighters to make stronger?
My second idea, is just saying to use and instant action (pls tel me you know what those are)
put the instant action ON DELAY
SO! after a certain amount of time, the fighters engines are dissabled.
If I were you, I would spend some time studying the Buff system, it will help you ALOT!
Haha, you are right, there is the edit button, i'll do that now. As to your explanation, it makes sense, thank you, i'm not very familiar with buffs and abilities, but i am learning, i have "seen" the instandactionbuff, but dont really understand, except its seems exactlly as it says, "instant action" so that seems understandable. I will look at the modifiers, i am just looking at those the last two or three days, so its all starting to look familiar, but i suspect if i look up references on google for sins abilities and buffs i will be able to read more threads, and perhaps glean something that i can understand. Thank you EvilTesla!!!! Say hi to Shadow for me!! and yes, i will try to learn ALOT!!! Haha, but i have a class coming up in the summer, so i may not have anytime for anything except studying and sleep and maybe no game at all until it finishes. I will be registering in the next few weeks, so i dont have much time before then. But it will be fun, and i will be back after summer anyway!!! Maybe the second expansion beta will be out by then?
Sorry edits didnt work Anyway, i left it as is, just dont click on it, unless you want to email Kreeargh or Lord Tareq or adecoy95, i thought copy and paste would be easier, haha, but it wasn't, it just made a mess.
I have put together a test version and am posting it to FileFront, it is loading now, and if anyone wants to help me test it and let me know what they think... does it work ok? Is it a pain? Does it make playing interesting? Or new or different? Or a waste of time? Haha, then i would be happy to hear everyone's thoughts.
Right now, the Advent are the only ships with the "fuel" (speedboost) ability (I think the vasari use it too, but i didnt change it for them, just left it as it was).
What i did, was lower the "normal" speed to 0.100000, which when the ships come out of the factory is almost not moving at all. Which is what i wanted. Something approaching "completely out of fuel". The speedboost, much to my surprise and enjoyment, is an ability that affects all friendly ships in a given area, so i can put it on one ship and have it affect all the others, instead of having to load it on all the ships individually. I increased that area to 10,000 and set it at a cost of 100 AM and a cooldown of 900 seconds (15 minutes).
the time limit on the ability is also set at 900 seconds, so about the time it runs out, it should be ready to launch again. Just in case. But i thought it would be interesting to play through and see where i was when the time ran out. Also, bear in mind that the speedboost ability is in the advent colony frigate, so keep one handy, or your fleet will stop and although they will still have weapons, they will literally be sitting ducks!
All the other races are normal, and you can of course play each side and see how it works out. Do the advent do ok when played with the "fuel" mod addition, but lousy when they are the ai? Or both? Or are they ok both ways? Anyway some feedback on what you think is important. As it may be fun for me to run ships around and run out of fuel, but not very cool if im the only one that likes it.
Right now the file is loading, and i should have a link soon, so will sign off for now, and post back when the link is up, take care and happy modding!! Oh, i have decided to name this after Lord Tareq, for his suggestion. And with his permission will include it in my StarFall mod. So it is now formall "Lord Tareq's Fuel mini-mod" !!!!
Thank you to Tareq and to everyone for all their cool suggestions and ideas. i knew there just had to be some way (Hoped) to get it to work, i just didnt know how. I was using the idea of two abilities, one to stop the ships, which i figured out, it was a variation on the magnetic cloud, using the diablelinearengines/disableangularengines boolmodifiers. And was trying to figure out how to get them started again, without much success, haha, and a lot of hair pulling!!! So im glad someone had a very straightforward idea with ONE ability. It saves a lot of headaches!
Well... 14 minutes left to load, so i guess i will see everyone then, take care,
You know... just thinking about this, it might be possible to take a metal or crystal extractor (dont know, havent looked yet) and somehow "convert it" to produce AM, in that way, you would get what you are describing. A resource, in this case one used for abilities, though i haven't see it used yet for weapons, or for fuel, but that may be coming, if the Devs let us have greater control over things that are still hardcoded now. But that resource doing it your way, would mean exactly what you are saying, we could use AM, but then have to "mine" for more of it. Very nice idea!!!
did you used to play a game called "Conquest: Frontier Wars"
you idea sounds alot like it
Haha, no, but i get these silly ideas all the time, i guess i just got a crazy imagination! But im not surprised that someone out there gets these ideas and runs with them. Its sorta why i like to play all these cool games like Sins and HomeWorld. Lets me excercise my imagination and think up cool things, and talk to people who do the same thing.
But thank you for the compliment,
I was thinking about this at work today and had some more ideas. To add to all this how about another ability where one of the frigets can steal {tylithum}/metal from one of the enemy extractors and use it to refuel? That would make for canon BSG where they riped off the Cylon mining facility and then destroyed it.
Another idea was have only fuel ships or cap ships be able to supply the fuel to the frigets? If possable have them use a small fuel ship/fighter like the colony ships use to colonise a planet. Or have the cap ship or fuel ship dock with the out of fuel friget/ship.
If health is the fuel then possably use a repair ships abilitys as a refuler. The drawback with health/fuel one would have to make it possable to "run out of fuel but not die". I can picture it runing out of fuel then the first shot kills u off. That is NOT wanted .
My guess all are hard coded just cause i want them .
Thanks, but there really is no need to name it after me or to ask for my permission. Name it whatever you want!
i pretty much like the antimatter idea, makes star's even more important neutral grounds to control or do battle on
Haha, okie, will do, but i just wanted you to know that i appreciate the idea, it made it possible to really get it to work, which is something i couldnt do before. Thanks Tareq.
I hadn't thought of that, but i think you are right. Makes things interesting!! At least i hope so.
Okie,
uploaded to FileFront and to MediaFire, had some difficulties last night. I zipped it, and uploaded it, but then still had some old values in the asteroid entity and in the disciple ship. Had to remove those old "tries" to make it clean, and put the new ability into the colonyship.
I also reduced the speeds on all the advent ships from 1.000000 to 0.100000, so the "out of fuel" makes the ships almost not move at all. Which is the way it should be when out of fuel.
Anyway, got the link here if anyone wants to help me test it, let me know how it works or doesnt work and your ideas on how you think it could be better, thanks everyone!!
http://files.filefront.com/FuelTest+09azip/;13557594;/fileinfo.html
There are many great features available to you once you register, including:
Sign in or Create Account