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"Text FileArchive missing label" generally has something to do with versions, IIRC. Look at the top of the file for things as
Ok, posting here as I am trying to figure out how I got something to work in the past but I lost the files and am trying to recreate it.
Basically, creating a passive ability for planets and other locations that will "pull" ships back to the gravity well that have gone off into deep space trying to "chase" a target or some such.
So far, I have the ABILITY (pastebin links) created, which applies buff to self on the orbit body, points to this BUFF which adds a periodic BUFF 2A to ships within the gravwell and a BUFF 2B to ships outside the gravwell. Right now I have a modifier to speed/turn/accel just to make sure this part was working and it is. BUFF 2B applies BUFF 3 if the ship does not have BUFF 2A which should "pull" the ship back to first spawner, the planet, until it is in range to get BUFF 2A reapplied.
I have missed something here and I don't know what it may be. Something like this worked in the past but I lost the files in an unfortunate OneDrive mishap. Maybe I don't have the pull hard enough and/or need to disable engines in BUFF 2B or BUFF 3? I know I currently have the ranges set to 100,000 and 200,000 currently, that was just the last test I performed. Was originally 80,000 and 120,000.
If anyone knows of a better way to do this I'm open as well. just want to stop the scenario of a corvette chasing another corvette forever causing all enemies of one or both corvettes to then chase them when they arrive in the gravwell. This particularly affects AI units and Mercs/Rebels/Pirates.
Thank you in advance for any insight
I would try disabling engines. I did essentially this for black holes in E4X, but I'm not sure of any pull abilities that don't disable engines.
I think there's a value "OnlyWhenMovingFar" for the AIUseTime property of an Ability. Perhaps that helps making things easier on the buff-chain.
Further I would try experimenting with these actions:
- InitializeMovementTowardLastSpawner (perhaps there's also a FirstSpawner)
- MatchTargetVelocity (of the planet, making the ship go to 0 speed naturally)
- TeleportTowardsMoveTarget or TeleportTowardsTarget (if everything else fails, just teleport them back to the planet for an amount)
Good luck, and let us know what you find out please!
I'm trying to mod more research arrows into the game, but I can't figure out how.
Currently, I'm just trying to get the research window to display an arrow leading from a prerequisite to the tile just above it. This arrow already exists in the game files! BackdropInGame.dds already has this exact arrow, and it's already listed in Screen-InGame.brushes as "ResearchWindowArrowUp1".
Except ResearchWindowArrowUp1 isn't included under the arrowBrushes section of ResearchScreen.window. The problem I'm having is, any attempt to alter what's listed under arrowBrushes breaks the research window UI.
Adding the line "Up1 "ResearchWindowArrowUp1"" before "Up2 "ResearchWindowArrowUp2"" produces this:
All other research windows are similarly broken. (This disaster generates the expected flood of error popups in Developer.exe)
Trying to tease out exactly what the game will accept (new arrow listed at the bottom of arrowBrushes, or simply changing the twos in "Up2 "ResearchWindowArrowUp2"" to ones) just yields the same broken research window every time.
Am I doing something wrong? Is there something important I'm overlooking, or is it just impossible to add new arrows to the research window? I'd greatly appreciate any help with this.
As far as I'm aware, no mods have successfully added a research arrow type that doesn't already exist in the game.
EDIT: Nevermind I figured it out, I'm an idiot
I've been trying to add 2 extra research levels to RESEARCHSUBJECT_COSTDECREASERESOURCES.entity. The research has 2 extra levels but the cost decrease for the extra levels doesn't apply, any idea why?The only change I made from the original was in this line:
Entire file: https://pastebin.com/SfwaVMLG
So how do you import an .obj into Mod Tool and have it textured? Especially with multiple texture files on it?
Hi there - I have a few questions I'd hope to get an answer to. I'm specifically for looking for certain kinds of mods that have been made, but there's so many it's hard to be sure whether what I'm looking for is out there (and if not, if it can be created), so I'll just post it out.
1. Is there an Improved AI Mod standalone?
I realize that no AI will ever be as good as a human most likely and that you need quite the programmer to make a good one, but if there actually is an Advanced AI somewhere for the game, that would be nice.
2. No Fleet Income Penalty when not at cap intervals
I like the Tax penalty when upgrading to new fleet levels, but having the tax be retained when your fleet is destroyed has simply never made sense to me (and can make recovery nigh impossible, which one would think would be the point). Are there any mods that make it so that the tax is only applied if your ACTUAL fleet usage is enough to enter the taxation zone? (e.g. 0-100 fleet points = no tax, regardless of level upgrade; 101-250 = 9% tax regardless of level upgrade, etc...)
3. Simple Balance Mods
I realize some mods do balance while expanding the game, I'm just wondering if there are mods that ONLY do balance and nothing else. Following some games and reading up on things I've noticed that some Capital Ships (for example) are almost never used because they are considered underpowered - the very concept that such an animal could exist doesn't make sense to me...I think everything should have its place and I'm wondering if any Balance Mod has addressed this to the community's satisfaction.
Might have more questions later but for now this will do. Thanks!
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