Anyone know how to make planets visible other than using Clairvoyance? If it's even possible? I can work with either. I've been wondering for a long time.
you mean fog of war or distance visability? fow not sure how, but distance visability i would strongly discourage.
I mean is there an alternate way to do what Clairvoyance does? Make the planets visible to me without having to waste a capital ship ability on it?
yup just copy the ability line that holds it in the cap ship's entity file into, say a cruiser of you choice, the cruiser's ability list. should be: ability1 "name"
it could be any number i don't know which one it is. but it's that simple. copy the whole line and make sure the ability numbers go from 1-5 otherwise it will crash.
edit: or something like it. maybe 0-5. just don't change the numbers and add it into the next free one.
I've actually tried that with the scout frigates, but the problem is they don't use it automatically. I suspect it is because it is a capital ship ability, not a frigate ability, and I'm not sure how to change one to the other. Any ideas?
theirs an autocast line in the ability entity. as well as other options. make sure its set to true. If i remember correctly it least.
also id look into the thread that gives you diffrent constraints for abilities. also if you want to learn how to mod you can look at ability with similar effects that you want. (like the scouts auto explore)
I don't think you understand. I do not want to continue to use Clairvoyance. I have a map with what seems like an infinite number of planets on it. I have modified Clairvoyance and the frigate does not use it automatically. I do not have the time to hand pick the planets I want to see. There are at least 100 planets in this system. I have my capital ships configured exactly the way I want them, so I don't want to waste one of their abilities on Clairvoyance. I am asking for an alternate way to see planets without sending scout frigates or using modded Clairvoyance, preferably being able to see all the planets from the very beginning. Is it possible? What file do I have to modify? What line do I change? etc... I apologize for the inconvience.
Come on, guys I'd really like an answer for this.
So do you want to remove the fog of war entirely?
Yes I do.
hmmm... well that might be a bit hard. IF it is possible you will need to create a targeting "buff" before the actual buff doing what it is you want to do (so lets say "AbilityScout.entity" points to "BuffScoutTarget.entity" which then points to "BuffScoutPlanet.entity". i have some free time later today so ill see if i can get the desired result.
the ability is as follows:
TXTentityType "Ability"buffInstantActionType "ApplyBuffToTargetNoRange"instantActionTriggerType "AlwaysPerform"buffType "BuffFarSightScout"targetFilter numOwnerships 2 ownership "Enemy" ownership "NoOwner" numObjects 1 object "Planet" numSpaces 1 space "Normal" numConstraints 0effectInfo effectAttachInfo attachType "Ability" abilityIndex 2 smallEffectName "CapitalAbility_FarSightActivate" largeEffectName "CapitalAbility_FarSightActivate" soundID "EFFECT_FARSIGHT"needsToFaceTarget FALSEcanCollideWithTarget TRUEmoveThruTarget FALSEisUltimateAbility FALSEmaxNumLevels 1levelSourceType "FixedLevel0"aiUseTime "NotInCombat"aiUseTargetCondition "Any"isAutoCastAvailable TRUEisAutoCastOnByDefault TRUEpickRandomPlanetToExploreForAutoCastTarget TRUEignoreNonCombatShipsForAutoCastTarget TRUEonlyAutoCastWhenDamageTakenExceedsPerc 0.000000useCostType "AntiMatter"antiMatterCost Level:0 0.000000 Level:1 0.000000 Level:2 0.000000cooldownTime Level:0 30.000000 Level:1 0.000000 Level:2 0.000000orderAcknowledgementType "ONGENERALORDERISSUED"researchPrerequisites NumResearchPrerequisites 0nameStringID "IDS_ABILITY_FARSIGHT_NAME"descStringID "IDS_ABILITY_FARSIGHT_DESCRIPTION"hudIcon "HUDICON_ABILITY_FARSIGHT"smallHudIcon "HUDICON_ABILITY_FARSIGHT"infoCardIcon ""
and then the buff is:
TXTentityType "Buff"onReapplyDuplicateType "StackNewBuff"buffStackingLimitType "ForAllPlayers"stackingLimit 1allowFirstSpawnerToStack FALSEbuffExclusivityForAIType "ExclusivePerPlayer"isInterruptable FALSEisChannelling FALSEnumInstantActions 1instantAction buffInstantActionType "PlayPersistantAttachedEffect" instantActionTriggerType "OnDelay" delayTime 0.000000 effectInfo effectAttachInfo attachType "Above" smallEffectName "CapitalBuff_Farsight" largeEffectName "CapitalBuff_Farsight" soundID ""numPeriodicActions 0numOverTimeActions 0numEntityModifiers 0numEntityBoolModifiers 1entityBoolModifier "ProxySensor"numFinishConditions 1finishCondition finishConditionType "TimeElapsed" time Level:0 300.000000 Level:1 0.000000 Level:2 0.000000
enjoy. it worked for me it least. let me know of any problems. change values to your liking.
to make it require research you will need to replace:
researchPrerequisites NumResearchPrerequisites 0
with
researchPrerequisites NumResearchPrerequisites 1 ResearchPrerequisite Subject "RESEARCHSUBJECT_ABILITYACCESS_(name of research subject)" Level 1 (level can be changed depending on how many levels of said research you want to use)
a final note. you will have to add these abilitys to your entity.manifest once you create them. (you will have to modify the new patch entity.manifest because when i tried to run it with one i made myself from the old patch, it mini-dumped. works fine with the new one though. (you can just download harpo's manifest creator if you want to do it within 10 seconds. simple, easy, flawless)
make sure the the ability points to the buff. for testing purposes i already named, you will have to either name it the same or change the buff name in the ability. and you can change values such as time and anti mater to your liking. if you plan on making it permanent you will have to remove the finish condition. also there is a recast timer in the ability that you can change if you feel 30 seconds is too short.
Man, I am so jealous right now. I can not thank you enough for that. I'll test it out now and see if it works.
It minidumped on me, too. Not sure what I did. I added the entities to the manifest. Does wordpad foul it up?
Wait, I spoke too soon. Can you tell me what the stacking process is? Because apparently that was the problem. PS: It seems to work. It's supposed to be labeled as Clairvoyance in-game right?
well if you want new icons and whatnot you will need to add them in, a process which i wont get into. for names, you have to edit the "strings" file then reference the name in your ability to the text in the strings file. and can you be more specific. also what version of sins are you using (i forgot to ask this, and it will make a HUGE difference).
the ability i showed you is for diplomacy. if you do not have this xpac chances are that is what would be causing the errors. (if this is the case i can make one for the original or entrenchment)
and yes it is labeled as clairvoyance. you asked if it could be done and i didnt know at the time so it was sort of a test. as far as for what that particular thing means, hell if i know, i just added it in because it was labeled as missing in the diplomacy dev. what i THINK it could mean is how many times per person can said buff be applyed to said target. its something new for diplomacy because i dont ever recall seeing it in entrenchment or vanilla sins. (although i could be wrong, it could be that i just never come across it when i did mod said games.) if you have any other questions feel free to ask.
Well, I don't care what it looks like as long as it works. Just wondering it looked like that when you saw it. Secondly. As for the version of the game, I am using Trinity 1.011.
can you state the exact error message?
on top of that, can you describe how your using this ability, or rather, what your using it on (the actual ability name as seen on the .entity) and how you added them to the manifest, or if you did it through a program.
if it says "stacknewbuff" failed to convert to a emnu value or whatnot thats ok, dont know how to correct it, but it does not seem to affect anything
also, can you copy paste what your ability/buff (might have had a line mixed up when you created it from my template) and on top of that post the actual name of the entity (AbilitySight.entity for example)
also, is your version of sins the latest? and are you using any other mods? (if you are there might be conflicts. on top of this as i said earlier, you might have to recreate the ENTIRE entity.manifest.)
I'm not using any mods, and this is what the two files look like:
AbilityScout.entity
TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToTargetNoRange"
instantActionTriggerType "AlwaysPerform"
buffType "BuffScoutPlanet"
targetFilter
numOwnerships 3
ownership "Enemy"
ownership "NoOwner"
ownership "Friendly"
numObjects 1
object "Planet"
numSpaces 1
space "Normal"
numConstraints 0
effectInfo
effectAttachInfo
attachType "Ability"
abilityIndex 2
smallEffectName "CapitalAbility_FarSightActivate"
largeEffectName "CapitalAbility_FarSightActivate"
soundID "EFFECT_FARSIGHT"
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "NotInCombat"
aiUseTargetCondition "Any"
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget TRUE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "AntiMatter"
antiMatterCost
Level:0 0.000000
Level:1 0.000000
Level:2 0.000000
cooldownTime
Level:0 1.000000
orderAcknowledgementType "ONGENERALORDERISSUED"
researchPrerequisites
NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_FARSIGHT_NAME"
descStringID "IDS_ABILITY_FARSIGHT_DESCRIPTION"
hudIcon "HUDICON_ABILITY_FARSIGHT"
smallHudIcon "HUDICON_ABILITY_FARSIGHT"
infoCardIcon ""
buffScoutPlanet:
entityType "Buff"
onReapplyDuplicateType "StackNewBuff"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusivePerPlayer"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 1
instantAction
buffInstantActionType "PlayPersistantAttachedEffect"
instantActionTriggerType "OnDelay"
delayTime 0.000000
attachType "Above"
smallEffectName "CapitalBuff_Farsight"
largeEffectName "CapitalBuff_Farsight"
soundID ""
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 1
entityBoolModifier "ProxySensor"
numFinishConditions 0
Everything seem to be in order? I just went through and double checked and it seems valid. I'm still new at this, so I just want to be sure.
Have you ever come across a file that lets you modify how powerful the neutral colonies are? (Specifically how to make more ships show up at neutral planets at the beginning of the game) Or is that a hardcoded feature? Thanks for the help, by the way.
Sorry about all the questions, by the way, like I said, I'm still new, but I'm eager to learn. Anyway, I noticed the isChanneling FALSE in the buff, and in game as the Advent, on one of their utility ships, in the ability description, I noticed the phrase: "Note: This is a channeling ability." I think the ability was Shield Projection, or something like it. I was curious as to what "Channeling" an ability does.
I'm also curious about Ultimate Abilities, like Domination and Missile Barrage. What exactly is an "Ultimate Ability?"
Channeling basically means the unit using the ability can't do other things otherwise the effect ends prematurely.
Ultimate Abilities are the most powerful abilities capital ships possess, they only have one level, and they can only acquired at level 6 or higher.
channeling means the ship has to focus on said ability and cant move or generally fight. Ultimate is a capital ship ability that is marked as a special ability. usually its a single level ability that you get at cap ship level 6. as far as neutral colonies go. you can modify the starting ships of ANY race, pirate, neutral colony in the GalaxyScenarioDef.GalaxyScenarioDef file in your GameInfo folder for your mod (or after you copy and convert the default folder).
However, keep in mind when adding things to ALWAYS watch and keep track of what your adding because this file uses numbers to track every template in it, and if you mess up a certain amount of one object it throws the projection (or expected placement) of every other bit of data after it off and you will get a mini dump.
as far as the string file is concerned, i personally just copy the top two items in the file (after the like that tells you how many "strings" are in the file) and create a "name" and "Discription" string from there on, keep in mind as you add or remove items you need to update the number of strings at the top of the file. For the text to show up on the ability you will need to reference the string in the ability/unit/etc file. ill give you an example later on.
Here is a little something i did up and tested on diplomacy. its the PSI frigate i changed to use the ability but you can just copy the ability name into another unit of your choice.
Note, i did not redo the duration to be infinite and the CD to be near instant. also if i were you i would leave the finish condition in, if anything make it a bit longer.
I just parsed through this thread and really appreciate the attention to detail and plain examples of the responder. I didn't know about the number counting--that just explained why a tweak I made wasn't working.
It would be great to create an "Oracle" planet with two variations...
First...all ships in the system are buffed by the planet to have the ability you describe above.
Second version would be to make it an artifact discoverable and usable only by the current planet owner (I like that one better).
Another variation would be make it an ability tied to an asteroid belt (not an asteroid planet) and given to the owner.
Are these possible?
I would love to find a list of all the known variables that can go in abilities and buffs.
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