Here, because i had one uploaded somewhere already. http://www.mediafire.com/?dn2mmmzdnng You just want BuffMVAMSeparate.entity EDIT: hmm, had I thought about it, I could have uploaded this earlier.
Terraziel
Whilst I generally love Dragon Age, it has some major AI issues, and I'm pretty sure I ruined it by playing through as a mage first time through, for most of the game my party consisted of 3 mages and Alistair and it got faintly repetitive, it took me one spell from each mage to kill every White enemy on screen without being hurt, then a single further spell to kill any remaining yellows, Orange enemies were harder but not much due to aforementioned awful, Awful AI (basically you can make mel
Yeah, I can assure you it works, As a shot in the dark as to why yours didn't, If it wasn't already try setting the TriggerType to OnDelay 0.000000, I've had issues with using CreateFrigate set to AlwaysPerform.
You can just use multiple instances of CreateFrigate in the buff, to test (Because I was unsure if there was a limit to the number of instantActions a buff could have) I just got it to spawn 5 different types of ship. To be more specific. For the ability you simply use ApplyBuffToSelf, then in the buff file you can have as many instances of CreateFrigate as you require.
For those that have never written a Wiki page before, Like me, I just came across this. http://mediawiki.fckeditor.net/ If you edit their Sandbox demo, then click [Rich Editor] you get, as it says, a "WYSIWYG interface for MediaWiki". I couldn't find an offline one, but it's better than nothing.
I interpreted the point of the yellow and red "mainstream" techs as giving you a chance of getting the tech Early, rather than a chance at getting it at all.
Technically, each individual weapon on a ship is linked to an attack type, of which there are 9, they are also completely independent of the type of weapon (ie you can have an autocannon as any of the attack types), and the attack type is what determines the damage multipliers vs the armour types. But as i remember the official files, each ship only uses one attack type, so Capital ships all use the CapitalShip attack type which has the following multipliers Damage
It's still up on the creators website, though for simplicity's sake here's the straight link http://janvanderweg.com/SOASE/SOASE_Maxtoolv1.1.zip
Well my personal experience is that 1.1 of the Max tool works perfectly, even in Max 2010 64-bit, I've had no issues importing or exporting. Now, version post 2.0a is nothing but hassle, but as long as you don't need the extra functions it was designed to provide (which as i recall was mesh splitting and Multitexture support) you should be fine.
I'll admit that I keep killing my melee characters with friendly fire (Walking Bomb is the most fun ability known to man, if perhaps over powerful), But as my party generally consists of two mages, an archer (rogue), and the lone two-handed weapon warrior it tends not to concern me.
Well I've been doing my best at abstracting the effects of Formations for a Mod (currently flanking works as a concept, as well as larger fleets having improved morale, but decreased maneuverability (and the subtleties in between)), but would greatly love them to put actual formations in, which given there is a file called "Formations.entity" they clearly intended to at some point. Preferably these would be customisable, with the ability to attach a buff file to them for some bonus effec
Now, by my reckoning essentially what the OP is asking for is a variation on the Warhammer system, instead of experience increasing the soldiers number of wounds (HP for those not familiar with Warhammer) it increases their weapon skill (an abstraction that covers your ability to attack and defend with melee weapons) so that stabbing someone through the face will still kill them, lesser units just have a harder time doing it (Other modifiers aside obviously).
I'd already tried that, but tried it again just to make sure, and it makes no difference
I'm having issues trying to get "PlanetModuleWeaponDefense" type entities to target multiple ships, no matter what number you place in TargetCountPerBank it still only picks one target, now my sudden realisation is that this might be a limitation created by the need to make the module face it's target (as obviously it can only face one point). But before I complain bitterly, I was wondering if someone felt kind enough to check whether this occurs for them as well, or if it is just
Well, technically you can just use "ChangePlayerIndexToFirstSpawner" to conquer the planet instantly. the main issue with that is deciding on and making the trigger mechanism, ie What do you want to have to happen Before the planet changes sides? because having an ability that just instantly conquers a planet seems....silly. And because planets don't really have many attributes you can work with, making it simply be a damage ability is the most sensible route.
Essentially the simple way of doing invasions is what EvilTesla suggested, just a damaging ability that instantly colonizes the planet once it turns neutral. Of course, if you wanted to go the extra mile, you could do my original idea which was to have built in to the same ability a way of reinforcing planets. Ie you let the ability target friendly, neutral and enemy planets, and have it heal friendly planets, conquer neutral planets, and damage enemy planets, this way you can use
EDIT: Straight from the player*.entity files. shieldData shieldAbsorbGrowthPerDamage 0.001000 shieldAbsorbDecayRate 0.012500 shieldAbsorbBaseMin 0.150000
Risen is great fun, but only if you like earning what you are after. and I mean seriously earning it, I've spent 8 hours (leisurely) trying to become a Mage and have yet to cast a single spell. Fallout 3 - In my opinion Fallout 3 was awful (especially if you liked the first two), just a crap mod for Oblivion, Combat is far too easy - there is far too much ammo in the world and VATS just makes a bad system worse, the world is bland and repetitive giving little impetus to explore, an
I think my concern with option C is the required interface behind it, essentially all Option C does is create a temporary unit design so that the player doesn't have to. What I want to know is how temporary, if I lose a resource needed to build a unit it will ask me if I want to continue building it, but what if I click yes and close the build window then reopen it, and build a second of the unit, will it ask me again? what if I change to a different city will it have to ask again?
I think, given the forum, he means a specific list of Modding related changes, ie what exactly they have done that is likely break Mods. Which is definitely something I would agree with, removing some of the guesswork would ease the updating of mods
I shall add my voice to those lauding multiple monitors, but only if you have a use for them, for gaming alone it get annoying, like leaving you unable to move your mouse towards one edge of the screen for fear of it going on to the other monitor, though that sort of thing really depends on the game as an aside, I'll note I'm in the UK so can't really say for the US, but $350 probably isn't going to get you 28" monitor, or even a particularly good 25".
To be fair in Gal Civ investigating anomalies was a separate option to exploration in general. and I imagine it hasn't been put in yet so they can decide how it will interact with Dungeons, or at least guarded treasures
I think that's probably a bug rather than through design.
This sort of thing only makes sense when Research has no associated costs, which obviously it doesn't at the moment but further down the line it might\should\could be to your economic benefit not to be researching anything.
OK, according to the debug.err file the display devices are detected in the order set by Windows, ie the 1280x720 monitor is listed as Display device 3. I also did a few tests by changing the resolution on my other monitors and it pops up an error message for each monitor that is set below 1024x768. So after all that I think it's correctly detecting the resolution of all three monitors and simply complaining about the ones that don't meet the standards.