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OTHER SINS HELPFUL MODDING LINKS*
*Links are updated when requested.
The Soase Idiot's Guide
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This is the place!
Sins Modding Wiki
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Tutorials
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Emphasis on modeling and
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REBELLION MODDING TOPICS
Rebellion Modding Q & A
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Changing Diplomacy Files to Rebellion
IT REALLY HURTS MY BRAIN--HOW TO START
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SoaSE Eclipse Plugin Project
Mesh Resizing Tool--courtesy of the Reqiuem team.
Harpo's Sins Utility Package -- Dropbox
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Artificial Unintelligence (Mod and AI info)
Sins Data Converter by BCXtreme
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Shield Mitigation & Armor, Explanation/Discussion-1
Shield Mitigation & Armor, Explanation/Discussion -2
Graphic Chart of Sin's Counters
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WIKI'S
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How would I go about setting a unit-cap limit to a particular ship?
I've successfully made some new ships, but would like to limit them to 1 or 2 per game. (like titan or super weapons).
Can this be done with capital ships?Also how can you change how much capital ship supply/crew a ship uses? (I've found fleet supply)
Thanks heaps.
Not possible with modifiers. Capital ship crew is hard coded to 1 per capital ship. Titan is hard coded to 2 capital crew.
There's a semi-complicated ability way I started that's been modified and improved by other mods such as Maelstrom and E4X for hero type units you can check out.
Aye, but depending on how you want it to work it goes from semi-complicated to very complicated very fast. I would recommend you have plenty of practice with abilities first before attempting that.
Ok, buger.
No worries, thanks guys.
I'm more worried about the unit limit than the capital ship crew.
Is it a 'no' on both accounts?
Absolute no on capitalship slots.
For the limit, its really not an intentional feature in Sins. You have to fake it with abilities (like so much else). I developed an ability that limited a ship in Sins of a Galactic Empire to 4. That required something like 15 new files, and as you can see on the previous page, if you mess up something just a little bit it can cause crashes with an error that shouldn't even exist.
I get the impression you're kind of new to this, so I'm just saying that this is not the thing to start ability modding with.
Cool, no worries. Will keep that in mind.
You're right, I'm new to this.I might revisit it at a later stage. Its good to know its possible, but I will just live with it for the time being.
Thanks alot for your input.
What about experience required to level up?
Gameplay.constants
Ohhh, thanks
Although goafan77 already tried to help me, I'll just put it here so if anyone ever happens to find a way - post it please ^^
What I'm am looking for is:
A starbase SOMTHING (either upgrade, ability, or w/e) that creates a tradeportincome, fully depending on a 2 level research and nothing else. No extra cost, no required upgradeslots, just like it was an ability with a research prerequirement, except for I don't think there is a possible tradeincome-ability.
Here is a link to the original thread
https://forums.sinsofasolarempire.com/438126
Until a miracle happens, I will just go with the cheap work-around. ^^
Nope. There is income, and there is a % trade income bonus, but you cannot generate trade income directly with an ability.
Can anyone tell me if there's a way to spawn a buff on an amount (say 200) of damage taken, at the moment im trying:
instantAction buffInstantActionType "ApplyBuffToLastSpawnerNoFilterNoRange" instantActionTriggerType "onDamageTaken" buffType "Buff_mybuff_Recourse"
I've tried putting lot of different things on the line after onDamageTaken but I always get an "Failed to convert 'onDamageTaken' to an enum value." error.
Well it doesn't really matter, your approach won't work. The way you have it set up you'll apply that buff any time the owner takes damage, you can tell it to only work when it takes 200 damage. Only the finish condition "DamageTaken" can do that. I would use the condition "OnBuffFinished" combined with that finish condition I mentioned to do what you're trying to do.
http://code.google.com/p/soaseplugin/wiki/RebellionSyntax
Thanks!
That works for the most part, though as the target buff is spawned by an aura it means I can't remove it when the target goes out of range without firing off the trigger buff. But I can live with that.
It will also trigger when the target dies if its under 200 health. Maybe if I thought about it hard enough I could come up with a way of getting it to work, though I'm not sure if this is a good thing to be applying by a passive aura in the first place. What does the buff you're applying from this do?
You need to stage it, three applications.
The OnBuffFinish part needs to be in a second file, and do another file instead of directly having the affect you're after. with a one second delay on that effect. Have them both finish using LastSpawnerNoLongerHasBuff with the first file as the one they check against.
Put all your normal finish conditions for the ability in that first application and terminate the other two off it's loss. When your target leaves range or something, the condition will trigger, but the triggered file will end before the instant action is taken.
It's a replacement for the Anky's furious defence. When a fleet member takes 200 damage it applies a small damage and health regen buff back to the titan (1%dam and 0.01 health per sec), when the Titan takes 200 damage it loses the buff. As it's such small effect by itself (but can stack up to 100 times) I'm not overly worried about a few triggers from out of range.
The idea was to punish other people ignoring the Anky and just going for it's support fleet.
I read posts about dynamic movement (or fighter-like movement) for frigates and capital ships.How is this accomplished? I'm under the impression is is simply just a line in the .entity file, but this sounds a little too easy.What would I need to be aware of?
It is, it just takes a lot of tweaking of speed/accelaration/turn rates (also in the .entity file) to get them to move in a way that looks quasi realistic and makes them useful.
If you're modifying the vanilla entities, they're basically flying bathtubs. You'll have them skiing basically, a much more agile set of stats will be needed to keep things neat or they can fling themselves about quite nicely. An angular acceleration of 1 and a strafe acceleration of 10 just will not cut the mustard.
Aside from finding good movement settings to get them rolling around good, you have the design itself.
Fighter movement is fake. They operate on one simple measurement, attack range. Your poor stupid ship will run away for all eternity from another ship with the same movement speed that gets stuck behind it outside that minimum they turn around at. Your ships will do their run, turn around, and run all the way back to maximum weapon range before circling back around. It's essential that you either have heavy rear damage, or zero possibility of a perpetual pursuit via careful management of speed and weapon range.
Whatever you do, never make a fast, short range ship, that can make their attack run and turn around inside the attack range of another ship that uses fighter movement. They basically guarantee spreading fleets all over creation. This isn't so much a problem for the player as it is the AI. You can interrupt your idiot ships, the AI wont. Fighter movement will literally kill them off in the wrong circumstances. They will send their flagship into a well where it ends up running away indefinitely, and then sink massive amounts of resources into other ships that get stuck chasing that farflung battle until the ship finally dies and resets the enemy target priority.
Looks nice, significantly changes tactics with the right setup, but very very bad if you set it up where these scenarios are frequent.
What line of the .entity file am I looking for?Thanks for the warning psycho. I'll do some testing to make sure that if I do take this approach, that it works out well.
Not necessarily the same values you need, but here's all the lines relevant to a ships' movement:
usesFighterAttack TRUE...maxAccelerationLinear 45.000000maxAccelerationStrafe 10.000000maxDecelerationLinear 1500.000000maxAccelerationAngular 4.000000maxDecelerationAngular 9.999996maxSpeedLinear 1000.000000maxRollRate 2.000000maxRollAngle 35.000000
Hey guys!Can anyone give me the link to Diplomacy 1.34 extract?
Thank you very much!!!
Dont worry guys i got it!Thx
For Hit effects (particles), is their axis based on the direction of the incoming hit effect/beam or the surface they hit?
Can particle meshes create particles from flair hardpoints?
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