The last modifier list to include research was Bailknight's, but it doesn't include anything added in Entrenchment or Diplomacy. So, in an effort to push this game to the brink and explore what it's capable of at its fringes I've been pouring over all of the modifiers for quite some time. I finally figured it was time to organize my material and my thoughts in hopes (maybe even somewhat desperate hopes) that I might find possible solutions for some of my more audacious goals.
I also wanted to share my work with everyone else. Hopefully it can help you reach your modding goals in a more manageable time period than it has me. So, without further ado:
Research Bool Modifers:AllowGalaxyTravelAllowMissionOffersAllowPactsAllowPirateMissionsAllowResourceDemandAndGiftsAllowWormHoleTravelCultureSpreadIsAlwaysVisibleHyperspaceDetectionAnyJumpsHyperspaceDetectionOneJumpHyperspaceDetectionTwoJumpsPlanetIsColonizable -> the "linkedPlanetType" line is added and indented once * any planet type can be used (Ice, Volancic, Desert, etc.) * Each planet type must have a seprate modifier entryPlanetsDetectedByCultureRemoveRacialRelationPenaltyUnlock Pact -> add the "allianceType" and "pactUnlockEntityDefname" lines, both indented once * alliance types include "AntimatterPact", "ArmorPact", "BeamWeaponPact", "CulturePact", "Invalid", "MetalPact", "MetalCrystalPact", "MissileWeaponPact", "PhaseJumpPact", "PlanetBombingPact", "ResearchPact", "ShieldPact", "ShipStructureMaxPact", "ShipStructureRegenPact", "StrikecraftPact", "SupplyPact", "TacticalSlotsPact", "TradeIncomePact", "WeaponCooldownPact", Research Float Modifiers: -> all include "baseValue" and "perLevelValue" lines, both indented onceAllegianceFromCultureMaxPercAntimatterCapacityAdjustmentAntimatterRegenAdjustmentArmorBaseAdjustmentBlackMarketBuyPriceAdjustmentBombingDamageAsDamageDealerAdjustmentBombingDamageAsDamageTargetAdjustmentBombingPopulationKilledPercAsDamageTargetBombingRangeAdjustmentBountyBoughtAdjustmentBountyCollectedAdjustmentCapitalShipCultureProtectRateAdjustmentCapitalShipAngularThrustAdjustmentCapitalShipMaxSlotLevelCapitalShipMaxSlotsCapitalShipMaxTrainableLevelCargoShipCapacityAdjustmentCarrierFightersPerSquadAdjustmentCreditCostAdjustmentCultureAntimatterRegenAmountCultureEnemyBuildRateAdjustmentCultureResistPercentCultureShieldMitigationAdjustmentCultureSpreadDecayAdjustmentCultureSpreadRateAdjustmentCultureWeaponDamageAdjustmentDerivativeCreditsFromPurchasesPercentDerivativeCreditsFromTradePercentExperienceAwardedAdjustmentExperienceConstantGainLevelCapExperienceConstantGainRateExtractionRateCrystalAdjustmentExtractionRateMetalAdjustmentExtractionRateFromResourceFocusHangarFightersPerSquadAdjustmentHullPointsMaxAdjustmentHullPointsRegenAdjustmentHyperspaceAntimatterCostAdjustmentHyperspaceBetweenSystemSpeedAdjustmentHyperspaceChargeUpRateAdjustmentHyperspaceExitDistanceAdjustmentHyperspaceInSystemSpeedAdjustmentHyperspaceSpeedPhaseGateAdjustmentIncomePercLostMassReductionModuleBuildRateAdjustmentModuleCostForSimilarTypesAdjustmentPirateStrengthAgainstYouAdjustmentPlanetHealthRegenRateAdjustmentPlanetPopulationCapAdjustment -> the "linkedPlanetType" is added after the "perLevelValue" line and is indented * any planet type can be used (Ice, Volcanic, Desert, etc.) * Each planet type must have a seprate modifier entryPlanetSlotsShipsAdjustmentPlanetSlotsCivilianIncreasePlanetSlotsTacticalIncreasePlanetUpgradeBuildRateAdjustment -> the "linkedPlanetType" is added after the "perLevelValue" line and is indented * "Artifact Level", "CivilianModules", "Infrastructure", "Invalid", and *possibly "TacticalModules" * Each planet type must have a seprate modifier entryPlanetUpgradeCostAdjustment -> the "linkedPlanetType" is added after the "perLevelValue" line and is indented * "Artifact Level", "CivilianModules", "Infrastructure", "Invalid", and *possibly "TacticalModules" * Each planet type must have a seprate modifier entryPopulationGrowthRateAdjustmentPopulationTaxRateAdjustmentQuestDeadlineAdjustmentQuestFailureHappinessAdjustmentQuestRewardHappinessAdjustmentRebellionLevelRelationshipBonusResearchBuildRateAdjustmentResearchCostAdjustmentResourceCostAdjustmentSalvageWreckagePercentScuttleRateAdjustmentScuttleValueAdjustmentShieldMaxMitigationAdjustmentShieldPointsMaxAdjustmentShieldPointsRegenAdjustmentShipBuildRateAdjustmentShipMaxSlotLevelShipMaxSlotsStarBaseArmorAdjustmentStarBaseBuildRateAtEnemyOrbitBodyAdjustmentStarBaseHullPointsMaxAdjustmentStarBaseShieldPointsMaxAdjustmentStarBaseShieldPointsRegenAdjustmentStarBaseWeaponDamageAdjustmentStarBaseWeaponTargetPerBankAdjustmentTemporaryRelationshipFromGiveCreditsValueAdjustmentTemporaryRelationshipFromGiveCrystalValueAdjustmentTemporaryRelationshipFromGiveMetalValueAdjustmentTemporaryRelationshipFromGiveResourceMaxAdjustmentTradeGoodsValueAdjustmentWeaponDamageAdjustment -> the "linkedWeaponClass" line is added after "perLevelValue" and is indented * Specific weapon class options or use "invalid" if all-inclusive * Each weapon type must have a seprate modifier entryWeaponIgnoresShieldsAdjustment -> the "linkedWeaponClass" line is added after "perLevelValue" and is indented * Specific weapon class options or use "invalid" if all-inclusive * Each weapon type must have a seprate modifier entryWeaponRangeAdjustment -> the "linkedWeaponClass" line is added after "perLevelValue" and is indented * Specific weapon class options or use "invalid" if all-inclusive * Each weapon type must have a seprate modifier entryWeaponRateOfFireAdjustment -> the "linkedWeaponClass" line is added after "perLevelValue" and is indented * Specific weapon class options or use "invalid" if all-inclusive * Each weapon type must have a seprate modifier entry
Examples of added lines:
researchModifier modifierType "UnlockPact" allianceType "PhaseJumpPact" pactUnlockEntityDefName "RESEARCHSUBJECT_PACTBONUS_PHASEJUMP"
researchModifier modifierType "WeaponRangeAdjustment" baseValue 0.000000 perLevelValue 0.050000 linkedWeaponClass "PHASESMISSILE"
researchModifier modifierType "WeaponDamageAdjustment" baseValue 0.000000 perLevelValue 0.050000 linkedWeaponClass "Invalid"
researchModifier modifierType "PlanetIsColonizable" linkedPlanetType "Ice"
Nice job
I don't suppose you found anything that would allow me to create an auto-dock and auto-launch abilities for strike craft. I looked over all the abilities and buffs with no luck. I did a search for dock and came up with some string IDs that link to nothing I can find.
I'm afraid not. I had originally thought that since you weren't able to find anything in the buffs or abilities referencing the launching that there might be some trace in the UI set-up in the Window folder. Alas, no luck. I'll prod around in the entities to see if I can find anything. A second pair of eyes never hurts, after all.
Thank you so much.
I think this should be implemented in a patch so there are not a 1000 SC just sitting in space waiting. Would this not help the games ram overload? Could do the same with constructors.
I totally agree. So far, I've found several references for squads, docking, and undocking. According to the words that are used for game event sounds, docking and undocking are both abilities. If that's true, we just need to find or have access to those ability files in order to make the necessary changes.
I've also discovered that the action of launching squads can be disabled by a debuff somehow. I don't have any further details on that one, but it's what I'm looking into at the moment. If that's manageable, I have something in mind that could be a workaround.
I did find a couple things but my limited knowledge is telling me that these abilities will have to be attached to the hangar or Cap ship which most dont have room for abilities. I was hoping for abilities attached to the squads themselves which are empty.
Hangars might use makedead when NotInCombat and AbilitySpawnSquad WhenInCombat or the EFFECT_ENTRYVEHICLELAUNCH_TECH uses this to launch when needed but used on planets.
I'm so lost . The 2 things I try to mod first are a no-go I think. The first was another research section. Wasted hours on that one.
I have what I'm 99% positive is a workable solution that doesn't require any ability slots be taken up on ships or planet modules. It will require a planetary ability slot, though. I'll test it out, and if it's acceptable within the limits of your mod you can use it however you see fit.
and we should make this public (no permission). Maybe a small separate add-on for TSOP or a least a link to.
I think it looks a lot better when an enemy comes and the all the bees come out of there nests. I even have a real carrier radio call "Bees Wag Wag Wag" all ready to go.
I was thinking along the same lines as far as incorporation into the Optimization Project.
It's taking a lot more effort for me to wrap my mind around this than I originally thought, though. I've got buffs getting reflected around ships like crazy, but it's almost to the testing point. Hopefully it'll be ready tonight.
Take your time my friend. No rush at all. I have been looking at this for almost 2 weeks, get frustrated and go back to checking bad files or adding to the SoaSE Weebly.
@Mystic
I've started something of this myself as well. This is a wiki representation of the grammar rules I am using to parse the Sins TXT files for validation.
http://code.google.com/p/soaseplugin/wiki/Syntax
That's awesome! I had wanted to provide something with that much information, but my mod is such a monstrous conversion that I didn't want to take the time.
I've bookmarked your page as my new reference source and have re-promised myself to study up on your validation tools. I keep getting caught up in modeling and texturing, but I'm going to have to force myself to stop and learn your system. If I can do that, I know it'll make all of my entity work much more efficient and manageable. Thanks for the info!
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