can someone help me out and tell me or point me to where i can change the amount of upgrade points on starbases. i want to be able to add all the starbase upgrades to my starbases. thanks
maxUpgradeLevelCount 16UpgradeTypeCount 8UpgradeType "StarBaseUpgradeSkeledonWeapons"UpgradeType "StarBaseUpgradeSkeledonToughness"UpgradeType "StarBaseUpgradeSkeledonHangar"UpgradeType "StarBaseUpgradeSkeledonTradePort"UpgradeType "StarBaseUpgradeSkeledonBlockColonize"UpgradeType "StarBaseUpgradeSkeledonResupply"UpgradeType "StarBaseUpgradeSkeledonPhaseGate"UpgradeType "StarBaseUpgradeSkeledonSelfDestruct"MeshNameInfoCount 6
around this area
hmm thats what i thought...but i upped that to 20 and when i went and played the game...it stayed at 8. did i make it to high??
maby i dont know
if you forgot to select and activate the mod then entrenchment will use the default files, but I have 22 upgrade levels and have boosted each of weapons,toughness and hangar to 6 levels each and I have a hull of over 23000 and shields of about 17000 at max upgrade, and the info cards do say 22 upgrades possible on a virgin starbase
harpo
hmm well i have it as a active mod. i know cause the other parts of the mod work. just that part doesnt. what did you do harpo to get yours like that??
maxwell's sample is the same as what I used, but I also added extra levels to the actual abilities
i think it may be due to the fact that you have it set higher than the # of upgrades you can actualy do. try setting it (if you havent already) to 16 (or what ever the max # is for that starbase) and see if that helps.
I have just tested in my personal megasb mod upgrading the upgrade count to 32 with only 28 upgrades available, the total count shown on the infocard IS 32, and sins worked as well as usual with my megasb mod
Hi, I tried to add uppgrade points to the tech starbase, but when I go ingame, the starbase gets built but dosent show up visually. When I remove what I have changed, everything works.. whats wrong?
I would need to see the files before I could help further, but it sounds like you are missing the mesh either in the entity or mesh folder, OR you are using the WRoNg CASE in the file names
entityType "StarBase"ability:0 "AbilityResupply"ability:1 "AbilitySelfDestruct"ability:2 ""ability:3 "AbilityDestabilizeHyperspacePhase"ability:4 ""defaultAutoAttackRange "None"defaultAutoAttackOn TRUEprefersToFocusFire TRUEusesFighterAttack FALSEnumRandomDebrisLarge 12numRandomDebrisSmall 24numSpecificDebris 0armorType "Module"hudIcon "HUDICON_STARBASE_TECH"smallHudIcon "HUDICONSMALL_STARBASE_TECH"infoCardIcon "INFOCARDICON_STARBASE_TECH"minZoomDistanceMult 1.000000NumWeapons 3Weapon WeaponType "Projectile" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "ENERGY" WeaponClassType "LASERTECH" DamagePerBank:FRONT 146.000000 DamagePerBank:BACK 146.000000 DamagePerBank:LEFT 146.000000 DamagePerBank:RIGHT 146.000000 Range 8000.000000 PreBuffCooldownTime 5.000000 CanFireAtFighter FALSE SynchronizedTargeting FALSE PointStaggerDelay 0.150000 TravelSpeed 4000.000000 Duration 0.000000 fireConstraintType "CanAlwaysFire" WeaponEffects weaponType "Projectile" burstCount 5 burstDelay 0.350000 muzzleEffectName "Weapon_TechCapitalLaserMedium_Muzzle" muzzleSoundMinRespawnTime 0.300000 muzzleSounds soundCount 3 sound "WEAPON_TECHCAPITALLASERMEDIUM_MUZZLE" sound "WEAPON_TECHCAPITALLASERMEDIUM_MUZZLE_ALT1" sound "WEAPON_TECHCAPITALLASERMEDIUM_MUZZLE_ALT2" hitEffectName "Weapon_TechCapitalLaserMedium_Hit" hitHullEffectSounds soundCount 1 sound "WEAPONIMPACT_ENERGYMEDIUM_HITHULL" hitShieldsEffectSounds soundCount 1 sound "WEAPONIMPACT_GENERICMEDIUM_HITSHIELDS" projectileTravelEffectName "Weapon_TechCapitalLaserMedium_Travel"Weapon WeaponType "Beam" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "OVERTIME" DamageType "ENERGY" WeaponClassType "BEAM" DamagePerBank:FRONT 256.000000 DamagePerBank:BACK 256.000000 DamagePerBank:LEFT 256.000000 DamagePerBank:RIGHT 256.000000 Range 6500.000000 PreBuffCooldownTime 8.000000 CanFireAtFighter FALSE SynchronizedTargeting TRUE PointStaggerDelay 0.250000 TravelSpeed 0.000000 Duration 4.000000 fireConstraintType "StarBaseUpgradeLevel" requiredStarBaseWeaponLevel 1 WeaponEffects weaponType "Beam" burstCount 1 burstDelay 0.000000 muzzleEffectName "Weapon_TechCapitalBeamHeavy_Muzzle" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 1 sound "" hitEffectName "Weapon_TechCapitalBeamHeavy_Hit" hitHullEffectSounds soundCount 1 sound "" hitShieldsEffectSounds soundCount 1 sound "" beamEffectSounds soundCount 1 sound "WEAPON_TECHSTARBASEBEAMHEAVY_TRAVEL" beamGlowTextureName "TechStarBaseBeam_Glow" beamCoreTextureName "TechStarBaseBeam_Core" beamWidth 80.000000 beamGlowColor ffffffff beamCoreColor ffffffff beamTilingRate 8.000000Weapon WeaponType "Missile" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "PHYSICAL" WeaponClassType "MISSILE" DamagePerBank:FRONT 300.000000 DamagePerBank:BACK 300.000000 DamagePerBank:LEFT 300.000000 DamagePerBank:RIGHT 300.000000 Range 10500.000000 PreBuffCooldownTime 10.000000 CanFireAtFighter FALSE SynchronizedTargeting FALSE PointStaggerDelay 0.080000 TravelSpeed 1000.000000 Duration 0.000000 fireConstraintType "StarBaseUpgradeLevel" requiredStarBaseWeaponLevel 2 WeaponEffects weaponType "Missile" burstCount 2 burstDelay 0.600000 muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle" muzzleSoundMinRespawnTime 0.500000 muzzleSounds soundCount 3 sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE" sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1" sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2" hitEffectName "Weapon_TechCapitalMissileHeavy_Hit" hitHullEffectSounds soundCount 1 sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC" hitShieldsEffectSounds soundCount 1 sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC" missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel" missileStartTurningDistance 250.000000 missileSlowTurnRate 0.708997 missileMaxSlowTurnTime 6.000000m_weaponIndexForRange 2firingAlignmentType "Default"TargetCountPerBank:FRONT 4TargetCountPerBank:BACK 4TargetCountPerBank:LEFT 4TargetCountPerBank:RIGHT 4canOnlyTargetStructures FALSEShieldMeshName "Shield_TechStarBase"squadTypeEntityDef:0 "SquadTechCombat"squadAntiMatterCost:0 0.000000squadTypeEntityDef:1 "SquadTechBomber"squadAntiMatterCost:1 0.000000squadTypeEntityDef:2 ""squadAntiMatterCost:2 0.000000squadTypeEntityDef:3 ""squadAntiMatterCost:3 0.000000mainViewIcon "MainViewIconStarBaseTech"experiencePointsForDestroying 400.000000nameStringID "IDS_STARBASETECH_NAME"picture "PICTURE_STARBASETECH"statCountType "StarBase"maxUpgradeLevelCount 16UpgradeTypeCount 8UpgradeType "StarBaseUpgradeTechWeapons"UpgradeType "StarBaseUpgradeTechToughness"UpgradeType "StarBaseUpgradeTechHangar"UpgradeType "StarBaseUpgradeTechTradePort"UpgradeType "StarBaseUpgradeTechBlockColonize"UpgradeType "StarBaseUpgradeTechFactory"UpgradeType "StarBaseUpgradeTechResupply"UpgradeType "StarBaseUpgradeTechSelfDestruct"MeshNameInfoCount 6MeshNameInfo meshName "StarBaseTech" criteriaType "None"MeshNameInfo meshName "StarBaseTech-Trade" criteriaType "StarBaseUpgradeLevel" levelRequirements levelRequirementCount 1 levelRequirement upgradePropertyType "TradePortMeshLevel" upgradeLevel 1MeshNameInfo meshName "StarBaseTech-Weapon1" criteriaType "StarBaseUpgradeLevel" levelRequirements levelRequirementCount 1 levelRequirement upgradePropertyType "WeaponUpgradeLevel" upgradeLevel 1MeshNameInfo meshName "StarBaseTech-TradeWeapon1" criteriaType "StarBaseUpgradeLevel" levelRequirements levelRequirementCount 2 levelRequirement upgradePropertyType "TradePortMeshLevel" upgradeLevel 1 levelRequirement upgradePropertyType "WeaponUpgradeLevel" upgradeLevel 1MeshNameInfo meshName "StarBaseTech-Weapon2" criteriaType "StarBaseUpgradeLevel" levelRequirements levelRequirementCount 1 levelRequirement upgradePropertyType "WeaponUpgradeLevel" upgradeLevel 2MeshNameInfo meshName "StarBaseTech-TradeWeapon2" criteriaType "StarBaseUpgradeLevel" levelRequirements levelRequirementCount 2 levelRequirement upgradePropertyType "TradePortMeshLevel" upgradeLevel 1 levelRequirement upgradePropertyType "WeaponUpgradeLevel" upgradeLevel 2meshNameIncreasedEffectName ""meshNameDecreasedEffectName ""NumSoundsFor:ONATTACKORDERISSUED 0NumSoundsFor:ONCREATION 0NumSoundsFor:ONGENERALORDERISSUED 0NumSoundsFor:ONSELECTED 1SoundID "STARBASE_TECH_ONSELECTED"NumSoundsFor:ONSTARTPHASEJUMP 0ExplosionName "StarBase0"formationRank 3minShadow 0.000000maxShadow 0.300000cargoShipType "FrigateTechTradeShip"maxCargoShipCount 5cargoShipRespawnTime 25.000000baseBuildTime 120.000000buildEffectName ""angularSpeed 0.500000rotateSoundName ""rotateToFacePlanet TRUErotateConstantly FALSEmaxAccelerationLinear 0.000000maxAccelerationStrafe 0.000000maxDecelerationLinear 500.000000maxAccelerationAngular 1.000000maxDecelerationAngular 9.999996maxSpeedLinear -1.000000maxRollRate 2.000000maxRollAngle 35.000000mass 10000.000000
All I have done is change the: maxUpgradeLevelCount, from 8 to 16.
I found an issue that suggests that you are either not using 1.03 entrenchment or are using the reference files from 1.01 ie the MISSING renderShield TRUE line after the shieldmesh line and the rotatefaceingtype change should be rotateFacingType "AwayFromOrbitBody".
I made both changes in the copy I am testing in 1.03 and it now and it works
I hope you are worknig from texted versions of the current entrenchment files(1.03) and not the reference files with forge tools(entrenchment 1.01) which could cause this problem. I spotted both differences with showerrors true in the user settings
No, Im working whit forgetools 3 referene files. So you say that there are something wrong with them? So were could I get the "working" files?
Yeah believe it or not the reference files are out of date. Search 1.03 reference data you should find a download somewhere. Or harpo will probably provide a link soon lol.
I soved it. I copyed the file from the main SoaSE folder, so now it works. But when I change weapons (replacing lasers with autocannons) the starbase gets built, then the game freezes then works for a couple of seconds then freezes and so on... what is this?
goafan, i usually link to my modding utilities pack in my mod updater thread ie here, the modding utilities are at the bottom of th OP and has the latest mod updater,manifest maker, txtbin gui, the map updater and for those poor souls that still only have entrenchment 1.01 the galaxy manifest manager, all in the laterst versions that use the CORRECT convertdata's for EACH version of sins/entrenchment.
the reason i do this is so that everybody that whants to mod will b e able to with these utilities.
But when I change weapons (replacing lasers with autocannons) the starbase gets built, then the game freezes then works for a couple of seconds then freezes and so on... what is this?
pan have you solved this yet? sorry for the necro... im actually curious about that
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