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.
there is a list of a lot of the original sins that have been here since a few months after release. thats around the time i learned to mod myself. as far as artifacts go, im not sure how exactly you could go about it to get what you want. if you do reply in this thread or pm me again, can you go into a little more detail. ill take a look at this thread again when i can see/think straight and see what i can come up with. keep in mind modding sins is generally more fun than playing the game because its seeing how creative you can get to get something you want working the way you want it.
as to the original poster, let me know if there is any other errors in the files i posted. ill have another look or make a revision to change any values you want tommorow (today) when i wake up if i have time.
also:
Here is the manifest maker by harpo (in case you didnt already game it) there are also a few other resources around that ill post links to should you need them.
Here a rather in depth site about moding sins. well it least its a start.
Ok--here's the line in the games AbilityFarSight.Entity file that specifies the target of "Far Sight" autocast...
pickRandomPlanetToExploreForAutoCastTarget
So I can see from this that the autocast ability will select a single random planet. Is there a string that tells it to pick ALL planets? Is this possible?
For my uses, I'd duplicate the far sight ability/buff entity files but make a new ability that worked on a planet (instead of a ship).
That would be my "Oracle world"...whoever held it would be able to see everyone and everything all the time (as long as they owned the planet). It would work best for me as a planet bonus as that's easy to assign and move about in the map templates.
So...
A New Planet Bonus
Duplicated Far Sight
Picks ALL instead of Random Planet
On all the time.
well at the moment its to late/early for me to attempt to create a planet, planet bonus, and to try to get the effect you desire. so, for the time being ill go to bed. but when i wake up (assuming i have time in the evening, and the opening has no problems with the ability i created for him) ill go about trying to get the desired effect you want. from that point on, if you would like and i have time, ill see about working with you to get other variations to work, if its possible.
did a quick edit of the ability for the op to test it. you can only do 1 planet at a time but if you set it to a 0 second cool down with the right finishing conditions you can get the effect you want. ill create you a mini mod with proof of concept tomorrow.
Cool. Any help appreciated and no worry on time. I'm trying to build a sort of prefab library of effects I can use for mod ideas and this is one I'd like to have.
Looking forward to seeing the poc--thanks much! (this is the other me).
The ability works perfectly. Thanks for everything. If there's anything else, I'll post.
By the way, either of you know how to make the AI build a Capital Ship factory? Once I capture their home planet, the flow of enemy Capital Ships stops, and upon examination, they have no factories, even after conquering new planets they still don't build one. Any help? I like facing level 10 Capital ships...
after about 2 hours of fiddling around i found out that you can NOT have a active ability on a planet, and that getting a passive ability to do what an active ability does is going to be tricky. for now i am taking a break. but we shall see if i can get it to work later on.
as for the AI, that sort of thing light be in the game play.constants but generally speaking you cant mod what the ai does (just the priority it has on say defense, economy, research, etc.)
Lol--I feel your pain. Sounds like me trying to figure out easier stuff. If you can wonderful and if not oh well.
A lot of things can be done in the map you play. If you set up your own map you can specify how random and what probability phase lanes are going to be, planets, etc. You can preposition capital yards and the like and even give them a random chance of appearing at different p[laces. A well designed map is almost as good as a mod--only it has to use what's there already in the game.
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