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Well it's pointing to it but still not working.
orbitBodyType typeName "AsteroidBelt" entityDefName "PlanetAsteroidBelt" defaultTemplateName "Template:DefaultStart_AsteroidBelt"
Here is the paste-bin file for the whole galaxyScenarioDef file. Goa since you've already got the FrontEnd, you could enable this overtop of DS if you wanted to dig into it more.
http://pastebin.com/aqk8ZwxR
I'm really confused as to what could be causing this to not work. Like you said, it looks like it's all correct.
Do they spawn when you set the chance to 1.0?
Nope ... is there a specific type I need to put in for them to spawn in stead of 'NoPlanetOwnerWithChance'?
All you have is NoPlanetOwnerWithChance and PlanetOwnerIsMilitiaWithChance.
It's a cruel world.
If they don't spawn with 1.0... then try with Always. If that doesn't work, then there must be something causing the game not to find the template in the first place.
Edit:
I now understand where your mod name came from.
You are in fact correct--modding has jaded my view of the world.
I'll give this a shot tonight. If I can get it to work with "Always", how can I make it a percentage chance to spawn? Will the param ".4" still work with this designation?
No, the always is just to test that the game is finding the templates correctly. If they do spawn then the game can find the templates and its something weird with the spawning conditions. If nothing spawns on always then your spawning conditions are probably right, just a reference in the GSD is messed up somewhere...
Goa, have you managed in your 4X Mod to get ships and the Tech Military Drill to spawn at Asteroid Belts?
Nope, no dice. I've gone over it and it looks correct. Can you confirm that you are getting the correct templates (both TechMilitaryDrill and the other standard) to spawn in your 4X mod Goa? If that works, try setting it up so that pirate militia as I've gotten setup will spawn. Thanks.
Well only the random event spawns on the asteroid belt in my mod... maybe tell it to use the plasma storm default start and see if that works.
I'll dig into that tomorrow evening when I get done with work. Just got done a few hours ago and have to wake up in the morning. As a note, I could not get the random event to spawn in mine. I'll try leaving in just the random even next time to see if that will solve it as well.
So ... both in the 4X mod that I have ... as well as the new 1.1 version, as well ... as VANILLA DIPLO!!!! I get this error now.
I think I broke Sins. ' Also, my DS menu music is gone.
Ok a few questions and I hope they don't already exist, (the forums google search engine is not very good)
1: How can I get a Beam weapon ability like clensing brilliance to shoot from multiple hardpoints.
I put 8 ability hardpoints on my mesh and I can get a clone of phase missiles to spam missiles out of all 8 points but I can't get clensing brilliance to shoot/channel 8 beams.
I am not even sure how to make missiles do this, all I have managed to do is increase the number of targets and added a point stagger delay so they are forced to use another hardpoint.
I tryed to make clone a missile ability that hits anything inside the aoe which sort of works with Gauss cannons, tho it not randomly hits anything, and it shoots sideways thro the ship if there are no targets in front of it even if its got "Mustbeinfront TRUE" thingy checked.
2: How do I give ships "pushing power" or "Ramming power" at the moment my MASSIVE TITAN with 30000 mass comes steaming into a fight but wait there is a tiny wee scout frigate in front of it, so it kinda stops and trys to work its massive bulky hitbox round this tiny ship, It looks sooo wrong, they also get jammed in by groups of smaller ships and can't move.
it it possible for ships to push other ships out the way? I noticed the Vasarii station can sort of do this?
3: Can you make ship/class specific XP gain, Or Lower XP gain on certain ships? With the titan exp comming out soon I hand an idea and made a quick mod that adds a "Titan" to each race using stolen Eve-Online titan Models, it costs 10x the price(first 1 is free), and it starts with only Capital ship stats and about 2x damage. Each level it gains 600-1000 shields/hull, 15% damage, +2-4 Regen etc. at level 1 they die to a basic station, at level 5 they can badly wound an upgraded station, at level 10 with research they kill a fully upgraded station.
My issue is.. they Level so Fast! just killing pirates gets you level 4, a few battles later on your 10 and raping stuff, i need this to happen later on in the game. is it possible to make Just these ships need more XP to level?
oh and finally after you have given a ship a 5th passive ability using the hidden 5th ability is there a way to turn off that hideously annoying .Dev spam! button covered Alarm Alarm Alarm, button covered Alarm Alarm Alarm, button covered Alarm Alarm Alarm
A lot of guesses here as I am working and don't have time to check so someone please jump in later that knows.
thx for the fast reply
Mass Transcendence has "ExperienceAwardedAdjustment" +25.0%
researchModifier modifierType "ExperienceAwardedAdjustment" baseValue 0.000000 perLevelValue 0.250000
I could change it to -25% and add it to my passive jump immunity ability
but thats a research modifier, I can't find an entityModifier for Experience I checked http://code.google.com/p/soaseplugin/wiki/Buff
also https://forums.sinsofasolarempire.com/363298 and https://forums.sinsofasolarempire.com/306405 nothing for xp is listed
Can I use a research modifier as an... numEntityModifiers?
numEntityModifiers 1entityModifier buffEntityModifierType "ExperienceAwardedAdjustment" baseValue Level:0 -0.250000
won't this just decrease all XP gains for all ships by 25% for each ship I have out?
only xp ability I can find is Advent colony, but that uses buffInstantActionType "ResurrectCapitalShip"
Nope, completely separate.
Just 25% period. If you destroyed 400 exp worth of ships only 300 of it would be distributed evenly among all less than level 10 capitalships in the gravitywell.
You can change the exp required to level up globally, but there is no way to change it for a specific ship. You may simply only want to use the levels for abilities, and leave the stats unchanging, because there is no way around it. Alternatively, just implement the titans as frigates so they don't have to level up.
Sadly not.
Well, there is a way to turn off the Dev exe's error reporting/spamming altogether. Go to your user.settings file, in the Settings folder. Scroll down and set "ShowErrors" to FALSE.
Just to clarify, that will disable all error warnings, so only do that when you think all the other bugs are ironed out.
Or when it's spamming so many messages that it's impossible to use the Dev exe with 'em going off, as I unfortunately have to do. :v
Ok--here's a tough one...
Is it possible to modify strikecraft so that they ONLY fly in formation with the ship they are assigned to?
Meaning no tactics or movement assignment buttons (I've removed the weapons so combat is gone).
I don't want them manually flown anywhere.
try making them mines without the deploy mine ability maybe.
That might work. I'll post back what happens.
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