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OTHER SINS HELPFUL MODDING LINKS*
*Links are updated when requested.
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IT REALLY HURTS MY BRAIN--HOW TO START
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Artificial Unintelligence (Mod and AI info)
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I'll redo the mesh and see if that's it
Yes, just double checked to make sure.
Gonna test something else out that I thought wouldn't matter that very well might be the issue...brb
Edit: Ok, now I am confused. I tried again without making any changes and its working now. The hardpoint isn't located in the right place (i tried to give a best estimate since I know nothing of modelling and didn't wanna go thru too much trouble for one hardpoint). I am loading a save game so that may have been the cause and i also had my computer put to sleep while I was out so maybe the old mesh was still in memory until the computer hibernated? Sorry for the trouble, I should be able to take it from here
That happens sometimes when messing with hard points while in-game. Sometimes the game reloads it properly, sometimes it does. One thing I found was that sometimes ability and weapon points would seem to reload when in game just fine (after minor edits in notepad to fine tune positions), but exhaust point alterations would require me to start a new game or restart sins entirely. it is just sins being funky.
Thats the thing, I always quit out of Sins when I make edits and then restart and reload the save. Only time I have seen this not work was when I added an ability to a spawned unit. Respawning the unit fixed that. I was actually beginning to think that because my mesh hardpoint was "off" (since I made a educated guess) that that was the reason why it wasn't firing. Glad to know thats not it. Now if I can just figure out why one race is not expanding in a multistar system where the other 2 are I will be pretty good.
I have noticed that with the AI's as well... During testing of 7ds ill switch active players to the AI and just watch what they do, sometimes they take friggin forever to do anything. I attribute it to shoddy AI logic lol, because sometimes they behave fine and expand freakishly fast... But other times, not so much...
Yea, I have noticed that too. But more often than not, recently I might add, its this one race which seems to never scout/expand where the other 2 do most of the time. I have been making alot of changes to this race recently but don't know what I could have done to cause this behavior. Does it "confuse" the AI to assign multiple roletypes to frigates?For instance, I set my siege frigate to "Seige" and "Light" so it would also attack other ships without having to be directed to do so manually every time.
No, it does not.
Frigates that can bomb planets will always rush planets no matter what role type you give them.
Yeah as lavo said the number of role types shouldn't matter, I know we have some frigs with multiple roletypes and the AI is fine with it.... I know that if you don't have certain role types defined (i.e. if you don't have a 'heavy' frigate or 'starbase constructor' frigate type) sometimes the game will throw a fit.
I feel kind of bad tooting my horn, but I did quite a bit of research into Sins' AI and wrote all my findings in the Artificial Unintelligence thread on the forum (along with posting the AI mod I made based on said findings).
frigateRoleType will only affect what ships the AI builds, it does not affect the way it handles said ships once they're built (with the exception of AntiModule, since that automatically makes it so that ships can only attack buildings). For example, you can have the AI build less siege frigates by assigning the Siege frigateRoleType to other ships; if you assign it to a Heavy Frigate, the AI will consider building either a Heavy Frigate or a Siege Frigate when it wants to build "siege" ships. Based on what someone else found and I verified, the AI will always, ALWAYS go straight for the planet with any frigate that can bomb planets, irrespective of their frigateRoleType. The only way you could make AI siege frigates actually participate in fights is to remove their planet bombing capability (maybe have it toggleable with an ability that autocasts if there are no enemy ships nearby?).
As for the AI reacting slowly, that has to do with the BuildXYZ values in Gameplay.constants. Said BuildXYZ values are check frequency parameters and are set to single-digit numbers by default. Simply multiplying every value by 100 will produce noticeable results (it will increase AI reaction speed by about 4x), but a word of warning: the higher you set those values, the more lag you'll get with AI in the game, since eg. instead of checking whether they want to research every minute or so, they'll be checking every 10 seconds.
I'm not sure if anyone has messed with Random Events much, but from my experiments spawnType "RacialBuffAtLocation" appears to only work on triggers, not other types of random events. Which is quite unfortunate, as that seems to take a lot of flexibility out of this mechanic.
I can confirm this based on my own testing as well. I can also confirm that "RacialBuffAtLocation" cannot be used in tandem with the Open Rebellion event/trigger.
Well, that solves another one of my problems. So you mean RacialBuffAtLocation can only be used on a culture flip?
That is what I would assume. When I tried mixing it and Open Rebellion, iirc the planet was successfully killed, but the fleet never spawned nor was the planet re-colonized. Got an odd dialogue message for the event on top of that.
OK, good to know about the multiple roletypes. I was aware about the bombing run for ships with bombing capabilities, I just wanted them to also attack other units automatically when not in an enemy's planet grav well.
I actually reviewed a good bit of that thread for info so I was aware about alot of what you mentioned. Somewhere I learned that if scouts were set to autoattack by default that my hurt the AI in scouting (something I did change so scouts would at least pretend to put up a fight when scouting). I have changed this back and will see if thats the case with the race I am having difficulty with because the other 2 races I didn't make that change and they expand just fine. I am also playing almost exclusively on my own custom maps with heavy neutral colonies (had to increase pirate strength as well because raids couldn't make it past more than 2 or so terran/desert/etc planets with heavy defenses hehe). I have found this to be the most fun as it allows me to play against the hardest/multiple AIs without being overwhelmed before I can get a decent economy/fleet going and the battles are epic.
Big thanks to all the help provided for me in this thread.
Hey guys!I have noticed something very odd. For some reason the galaxyfoge and every premade map is ignoring the fact that i have changed this two valuable (moveAreaRadius 160000.000000 hyperspaceExitRadius 130000.000000). Only random maps using my modified version of the planet entities. However, the metal and cristal asteroids are still calculating their position useing my modified variables effectively placeing them outside of the gravity well!!Is anyone has any idea that what the hell is going on?
I'm not sure I understand exactly how you configured the maps (Are they Random Seed maps you edited in GalaxyForge?), but I do know GalaxyForge does not play nice with Random Seed maps so you may want to change those variables using a text editor after restoring the original maps if that is the case. Disregard if I have completely misunderstood the scenario.
Galaxy Forge needs an updated copy of the galaxy file in the same directory as the exe.
As for existing maps, designed maps have set values for these and will override your planet setting. You'll have to go through and change them.
If you look in the map files, you'll notice that you can specify the exact moveAreaRadius and hyperspaceExitRadius of each individual planet. As a result, galaxy forge maps do not use the values in the entity files anymore, they use the ones specified in the map.
Ok, run into another stumbling block (this is getting old)
I have a ship that has an ability to make itself invulnerable for as long as its antimatter holds out (ability drains antimatter). I wanted to make it so that when the ship fires its weapons it loses its invulnerability for a short time (1-2 seconds). So in the Ability's Buff I added an PeriodicAction to activate a new buff "onweaponfired" that is supposed to interrupt the CannotBeDamaged using CancelCannotBeDamaged with the appropriate timeframe but nothing happens. I have tried every reasonable combo of buffInstantActionType, actionIntervalTime, with and without DoInterrupt in the second buff etc I can think of and unless the "OnWeaponFired" is special someway I can't figure out how to get it to work. If I change "OnWeaponFired" to "AlwaysPerform" then it does it for the set interval/timeelapsed. Whats weird also is that even if I add a weapon entitymodifier like "WeaponCooldown" I don't get that either with on OnWeaponFired set. This is what I have so far on my last attempt
Main Buff:
http://pastebin.com/vb7mHQhf
Second Buff:
http://pastebin.com/RrzV8Rvq
(Are there no code boxes we can use for these things or am I just missing it)
Edit: Used PasteBin
Ok, since it appears that OnWeaponFired is tied to ApplyBuffToTargetOnWeaponFired I created another buff to chain to the CancelCannotBeDamaged. I tried setting the 2nd buff to ApplyBuffToTargetsInRadius with the targetFilter set to Friendly/Player and Titan with the final buff having the CancelCannotBeDamaged but that didn't work either. Also tried ApplyBuffToFirstSpawnerNoFilterNoRange, still no joy. What the hell am I missing?
Buff 1
http://pastebin.com/W6AxFRzx
Buff 2
http://pastebin.com/qsbnuNzD
Buff 3
http://pastebin.com/91DjNrQ9
Thanks for any suggestions you may have
No ideas anyone?
Try looking at AbilityDisruptiveStrikes.entity
just wondering, is there any other options for: spawnShipsHyperspaceSpawnType "FleetBeacon"?
or is "FleetBeacon" the only choice?
There is a pirate raid option. However I think this only affects what sort of message comes up when the ships come in. It doesn't appear to make a difference functionally which one you use.
Is there any way to get a spawned ship to say the onbuild line when spawned?
Nope.
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