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Make an invisible frigate with no weapons or explosions, and blank icons with the desired experience bonus.
Spawn it OnOwnerDeath, and give it a nice post spawn buff with MakeDead, should do the trick.
Do the spawn as a nested buff that stays in residence for the lifetime of the ship just as if it were passive, and it will activate with the first usage on actives as well as passives. Even works where abilities are disabled.
Wouldn't putting a MakeDead buff make the ship not register as having been killed by X enemy? Either way, that sounds like it'll do the trick, will figure out how to make it work, thanks!
Now another question, iirc Rebellion and Diplomacy have a research modifier that allows you to increase the capabilities of a refinery, aka. let one tech-boosted refinery produce as much as two refineries. What research modifier is this? Is it RefineryShipCapacityAdjustment?
that would allow one refinery to have double the output.
Hey Sinperium,
Please change this from: Eclipse Definitions Wiki
To:
Sins Modding Wiki (Navigatable representation of entity syntax, constants, and constraints)
Will do this evening--b-day party and running at moment--thanks for the update
Don't know if this helps but here goes...the TEC "trade" technologies that lead up to pervasive economy affect both trade ports and refineries....it is a percent increase in the income earned...
The Vasari "trade" technologies only affect trade ports...
At least, this is my understanding...
That as the way before Diplomacy. Then it added a modifier just for Refineries, and is on the Vasari resource pact (I think). Before that, you had to give the TEC modifier to increase both by say 100% then also apply the Vasari one as negative modifier of the same amount.
Any Ideas why the following isn't working? I'm working on making the Novalith's cooldown be reduced by three upgrade levels of Novalith Deregulation.
TXTentityType "Ability"buffInstantActionType "ApplyTargettedBuffToSelfNoRange"instantActionTriggerType "AlwaysPerform"buffType "BuffTechOrbitalCannon"targetFilter numOwnerships 1 ownership "Enemy" numObjects 1 object "Planet" numSpaces 1 space "Normal" numConstraints 1 constraint "IsExplored"effectInfo effectAttachInfo attachType "Center" smallEffectName "" mediumEffectName "" largeEffectName "" soundID ""needsToFaceTarget TRUEcanCollideWithTarget TRUEmoveThruTarget FALSEisUltimateAbility FALSEmaxNumLevels 1levelSourceType "ResearchWithBase"baseSourceResearchSubject "RESEARCHSUBJECT_PLANETMODULEACCESS_CANNONTECH_LOYALIST"improveSourceResearchSubject "RESEARCHSUBJECT_NOVALITH_DEREGULATION"aiUseTime "Anytime"aiUseTargetCondition "Any"isAutoCastAvailable TRUEisAutoCastOnByDefault TRUEpickRandomPlanetToExploreForAutoCastTarget FALSEignoreNonCombatShipsForAutoCastTarget TRUEonlyAutoCastWhenDamageTakenExceedsPerc 0.000000useCostType "AntiMatter"antiMatterCost Level:0 200.000000 Level:1 200.000000 Level:2 200.000000 Level:3 200.000000cooldownTime Level:0 360.000000 Level:1 300.000000 Level:2 240.000000 Level:3 180.000000orderAcknowledgementType "ONGENERALORDERISSUED"researchPrerequisites NumResearchPrerequisites 0 RequiredFactionNameID "" RequiredCompletedResearchSubjects 0nameStringID "IDS_ABILITY_TECHORBITALCANNON_NAME"descStringID "IDS_ABILITY_TECHORBITALCANNON_DESC"hudIcon "HUDICON_ABILITY_TECHORBITALCANNON"smallHudIcon "HUDICON_ABILITY_TECHORBITALCANNON"infoCardIcon ""
maxNumLevels 1
Edit: Smoked!
The one I have problems with is isUltimateAbility TRUE.
Many a scream of frustration on realizing I forgot to change it when I started with an ultimate for a base...
Can anyone give some details on exactly how planet textures are done. I'm modifying one right now that I want to have a white, metallic look, and I could do this easily if it were a ship texture. But I don't know how the channels are set up for planets. The texture also looks much more blue in game than it is in the editor, even with skyboxes off, so you can't even tell its mostly white. Can we use the same system ships use? What exactly do the Starbox Scalars in the entity file do? Is there something else I should be modifying?
iirc, planets only need a CL texture, and shouldn't have an NM texture. I know Nova's planets only have a CL texture; clouds are defined in the entity or something like that.
Yeah, I noticed that and figured out the clouds, but there is something with the lighting that makes my texture look terribly wrong (a blue aura around the sunlit part), but I'm not exactly sure what I need to change so it won't render it like that. I'd also like to do the sort of metallic and/or reflective effect you can do with the DA textures on ships, but it seems the planet DA textures are rendered differently.
Are you talking about glowColor?? Try setting it to zero and see if that gets you anywhere...
No its not the glow color, I have that working perfectly. Its just a standard 8 digit hexadecimal color.
Getting this error.. What would be causing it?
Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Entity/Interfaces/IAbility.cpp(377)
m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)
The improvement research has to have the base as a prereq.
Edit: This is a terribly inaccurate thing to say. It doesn't actually have to be a prereq, but the order in which things get researched does have to be base before improve.
I think it has to do with the aforementioned Novalith upgrade via Deregulation so...
If the novalith upgrade doesn't have the original access somewhere in the tree of prereqs, then yeah, that will do it.
The upgrade is just Novalith Deregulation.. It's not even a new tech...
Quick question, how do the capitals know how many strikecraft squads they can have per level?
I figured out how to control starbase strikecraft ammounts really easy, but after looking through the lines of all the capital ships i have yet to see something that says how many they can have instead of just what types.
in EACH of the capitalship*.entity files there are lines that read similar to
CommandPoints StartValue 3.250000 ValueIncreasePerLevel 0.550000
(this was grabbed from the CAPITALSHIP_PHASECARRIER.entity from rebellion 1.031)
how it is calculated is eg a level 6 cap carrier for vasari gets int(3.25+(level(6) * .55)) = 6 squads not the simple calc of 6.55 squads, just drop all after the decimal point.
harpo
I had actaully just found anouther post that i think is where you coppied that from when i stoped being a idiot, Thanks a lot for the quick reply though
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