Sorry for starting new thread but my old one is not geting responces and im aching to play but cant.
Basically i edited my capitals to be 3 times as powerfull, hul, shields, weapons, antimater, all restore rates, strikecraft, cost and build time all up by 3. But now it seems nothing will attak my capital ships not frigates not other caps but they will use special abilities against one another.
Wondering what could be causing this, for more detailed info on what ive been editing heres original thread.
https://forums.sinsofasolarempire.com/363857
Can you post the code to an entity file of one of your capital ships you edited.
TXTentityType "CapitalShip"ability:0 "AbilityGaussBlast"ability:1 "AbilityFlakBurst"ability:2 "AbilityAdaptiveShield"ability:3 "AbilityLastStand"ability:4 ""defaultAutoAttackRange "GravityWell"defaultAutoAttackOn TRUEprefersToFocusFire TRUEusesFighterAttack FALSEautoJoinFleetDefault TRUEcanBomb TRUEhasBombingLevels FALSEbaseDamage 129.000000basePopulationKilled 1.700000bombingFreqTime 10.000000baseRange 3000.000000bombTransitTime 12.000000bombEffectCount 3bombEffectAngleVariance 15.000000bombEffectsDef weaponType "Projectile" burstCount 1 burstDelay 0.000000 muzzleEffectName "Weapon_TechCapitalPlanetBombing_Muzzle" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 1 sound "WEAPON_TECH_PLANETBOMB_MUZZLE" hitEffectName "Weapon_TechCapitalPlanetBombing_Hit" hitHullEffectSounds soundCount 3 sound "EXPLOSION_SUB4" sound "EXPLOSION_SUB4_ALT1" sound "EXPLOSION_SUB4_ALT2" hitShieldsEffectSounds soundCount 3 sound "EXPLOSION_SUB4" sound "EXPLOSION_SUB4_ALT1" sound "EXPLOSION_SUB4_ALT2" projectileTravelEffectName "Weapon_TechCapitalPlanetBombing_Travel"mainViewIcon "MAINVIEWICON_CAPITALSHIP_TECHBATTLESHIP"basePrice credits 9000.000000 metal 1200.000000 crystal 750.000000slotCount 50.000000BuildTime 110.000000MaxHullPoints StartValue 9000.000000 ValueIncreasePerLevel 360.000000MaxShieldPoints StartValue 3750.000000 ValueIncreasePerLevel 405.000000HullPointRestoreRate StartValue 4.500000 ValueIncreasePerLevel 0.300000ShieldPointRestoreRate StartValue 9.000000 ValueIncreasePerLevel 0.750000ArmorPointsFromExperience StartValue 15.000000 ValueIncreasePerLevel 1.350000maxMitigation StartValue 5.850000 ValueIncreasePerLevel 0.091110MaxAntiMatter StartValue 675.000000 ValueIncreasePerLevel 60.000000AntiMatterRestoreRate StartValue 2.250000 ValueIncreasePerLevel 0.240000CultureProtectRate StartValue 0.900000 ValueIncreasePerLevel 0.150000NameStringID "IDS_CAPITALSHIP_TECHBATTLESHIP_NAME"DescriptionStringID "IDS_CAPITALSHIP_TECHBATTLESHIP_DESCRIPTION"picture "CAPITALSHIPPICTURE_TECHBATTLESHIP"Prerequisites NumResearchPrerequisites 0roleType "Invalid"statCountType "CapitalShipBattleship"numRandomDebrisLarge 6numRandomDebrisSmall 12numSpecificDebris 0armorType "CapitalShip"hudIcon "HUDICON_CAPITALSHIP_TECHBATTLESHIP"smallHudIcon "HUDICONSMALL_CAPITALSHIP_TECHBATTLESHIP"infoCardIcon "INFOCARDICON_CAPITALSHIP_TECHBATTLESHIP"minZoomDistanceMult 1.250000NumWeapons 3Weapon WeaponType "Beam" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "OVERTIME" DamageType "ENERGY" WeaponClassType "BEAM" DamagePerBank:FRONT 378.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 7000.000000 PreBuffCooldownTime 14.000000 CanFireAtFighter FALSE SynchronizedTargeting TRUE PointStaggerDelay 0.250000 TravelSpeed 0.000000 Duration 4.000000 fireConstraintType "CanAlwaysFire" 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_TECHCAPITALBEAMHEAVY_TRAVEL" beamGlowTextureName "TechCapitalBeam_Core" beamCoreTextureName "TechCapitalBeam_Glow" beamWidth 60.000000 beamGlowColor ffffffff beamCoreColor ffffffff beamTilingRate 9.000000Weapon WeaponType "Projectile" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "PHYSICAL" WeaponClassType "AUTOCANNON" DamagePerBank:FRONT 81.000000 DamagePerBank:BACK 147.500000 DamagePerBank:LEFT 147.500000 DamagePerBank:RIGHT 81.000000 Range 7000.000000 PreBuffCooldownTime 4.500000 CanFireAtFighter FALSE SynchronizedTargeting FALSE PointStaggerDelay 1.000000 TravelSpeed 3500.000000 Duration 0.000000 fireConstraintType "CanAlwaysFire" WeaponEffects weaponType "Projectile" burstCount 4 burstDelay 0.300000 muzzleEffectName "Weapon_TechCapitalAutoCannonHeavy_Muzzle" muzzleSoundMinRespawnTime 0.770000 muzzleSounds soundCount 3 sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE" sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT1" sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT2" hitEffectName "Weapon_TechCapitalAutoCannonHeavy_Hit" hitHullEffectSounds soundCount 1 sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL" hitShieldsEffectSounds soundCount 1 sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS" projectileTravelEffectName "Weapon_TechCapitalAutoCannonHeavy_Travel"Weapon WeaponType "Projectile" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "ENERGY" WeaponClassType "LASERTECH" DamagePerBank:FRONT 135.375000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 7000.000000 PreBuffCooldownTime 5.500000 CanFireAtFighter FALSE SynchronizedTargeting TRUE PointStaggerDelay 0.900000 TravelSpeed 3500.000000 Duration 0.000000 fireConstraintType "CanAlwaysFire" WeaponEffects weaponType "Projectile" burstCount 3 burstDelay 0.600000 muzzleEffectName "Weapon_TechCapitalLaserHeavy_Muzzle" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 2 sound "WEAPON_TECHCAPITALFIREBALLHEAVY_MUZZLE" sound "WEAPON_TECHCAPITALFIREBALLHEAVY_MUZZLE_ALT1" hitEffectName "Weapon_TechCapitalLaserHeavy_Hit" hitHullEffectSounds soundCount 1 sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL" hitShieldsEffectSounds soundCount 1 sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS" projectileTravelEffectName "Weapon_TechCapitalLaserHeavy_Travel"m_weaponIndexForRange 0firingAlignmentType "Default"TargetCountPerBank:FRONT 1TargetCountPerBank:BACK 1TargetCountPerBank:LEFT 1TargetCountPerBank:RIGHT 1canOnlyTargetStructures FALSEmass 10000.000000ShieldMeshName "Shield_TechBattleship"renderShield TRUEmaxAccelerationLinear 100.000000maxAccelerationStrafe 10.000000maxDecelerationLinear 500.000000maxAccelerationAngular 1.000000maxDecelerationAngular 9.999996maxSpeedLinear 525.000000maxRollRate 2.000000maxRollAngle 35.000000squadTypeEntityDef:0 "SquadTechCombat"squadAntiMatterCost:0 95.000000squadTypeEntityDef:1 "SquadTechBomber"squadAntiMatterCost:1 120.000000squadTypeEntityDef:2 "SquadTechElectronicWarfare"squadAntiMatterCost:2 110.000000squadTypeEntityDef:3 ""squadAntiMatterCost:3 0.000000NumSoundsFor:ONATTACKORDERISSUED 4SoundID "CAPITALSHIP_TECHBATTLESHIP_ONATTACKORDERISSUED_0"SoundID "CAPITALSHIP_TECHBATTLESHIP_ONATTACKORDERISSUED_1"SoundID "CAPITALSHIP_TECHBATTLESHIP_ONATTACKORDERISSUED_2"SoundID "CAPITALSHIP_TECHBATTLESHIP_ONATTACKORDERISSUED_3"NumSoundsFor:ONCREATION 1SoundID "CAPITALSHIP_TECHBATTLESHIP_ONCREATION"NumSoundsFor:ONGENERALORDERISSUED 3SoundID "CAPITALSHIP_TECHBATTLESHIP_ONGENERALORDERISSUED_0"SoundID "CAPITALSHIP_TECHBATTLESHIP_ONGENERALORDERISSUED_1"SoundID "CAPITALSHIP_TECHBATTLESHIP_ONGENERALORDERISSUED_2"NumSoundsFor:ONSELECTED 3SoundID "CAPITALSHIP_TECHBATTLESHIP_ONSELECTED_0"SoundID "CAPITALSHIP_TECHBATTLESHIP_ONSELECTED_1"SoundID "CAPITALSHIP_TECHBATTLESHIP_ONSELECTED_2"NumSoundsFor:ONSTARTPHASEJUMP 1SoundID "CAPITALSHIP_TECHBATTLESHIP_ONSTARTPHASEJUMP_0"MeshNameInfoCount 1MeshNameInfo meshName "CapitalShip_TechBattleship" criteriaType "None"meshNameIncreasedEffectName ""meshNameDecreasedEffectName ""ExhaustParticleSystemName "Exhaust_TechBattleship"ExplosionName "CapitalShip0"CommandPoints StartValue 3.000000 ValueIncreasePerLevel 0.500000weaponCooldownDecreasePerc StartValue 0.000000 ValueIncreasePerLevel 0.090000weaponDamageIncreasePerc StartValue 0.000000 ValueIncreasePerLevel 0.150000HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"EngineSoundID "ENGINE_TECHCAPITALSHIP"formationRank 0minShadow 0.000000maxShadow 1.000000
I don't see anything wrong with it. What I would do is put the original entity files back in then modify one at a time and test them to make sure they work. This is what I normally do; when I even create a new ship I take an entity file that I like and rename and use the mesh I want, make sure it works as default, then edit the entity till it's what I want. Makes problem finding so much easier.
Ok I think i solved it, apparentlly not thinking about it i also multyplied the mittigation rate by 3 which makes it 192% which is apparentlly so high that it causes this issue. But thanks for help
I was also resizing the cap ship models using this tool https://forums.sinsofasolarempire.com/326876 it worked fine exept the shields on the ships remained the same size so now only on smal sections of the ship do the shields go farther out then the ship hull. First im wondering does this actully leave my ship unprotected, or is it just an animation thing and the shields are still kicking in? Second how i would go about expanding the shields?
The shields should still be working just fine, even with the mesh being smaller. But you can resize it the same way you resized your ship, they're just meshes like any other object. But they are a *seperate* mesh from the ship.
yup just figured that out while looking through mesh folder tried it and worked like a charm.
Thanks alot for the help guys
OK well i ran into another problem (seems endless).
When i increased the starbase count in all the planet entity files to 3 in the DS mod folder. But it seems that only on the new planets added by the mod (fores, industrial etc) can i build multiple starbases. On the original planets(terran, ice) ican only build one still. I thought that i might need to edit the original entity files in sins main folder, but doing this did not change anything. I even went as far as removingthe planet entity files from original folder and leaving only the ones in the DS mod folder, and the game plays fine but still only one base on original planet.
Help would be apreciated
The DS mod completely rebuilds the file structure for the game towards planets due to incorporating so many new planets, the files your looking for are the "ProtoPlanetXXX" Just out of curiosity here, what is it you guys are doing?
Um im not working on anything these are just tweeks im making for my own game.
So since the changes work for all the new planets should i change the protoplanet files only for the original planets,?
There are many great features available to you once you register, including:
Sign in or Create Account