furyofthestars

furyofthestars

Joined Member # 4817817
0 Posts 23 Replies 8,560 Reputation

Ok, with all that working, and knowing that I have a long drive ahead of me tomorrow for work, I'm calling it quits early. Goa, if I may ask one more thing of you... the limiting of how many of an entity is built through automated buff-spawning. Given the knowledge that you designed (or helped design) the "titan" limit buffs in SoGE and the following scenario: In the Pirate grav wells I will have a structure (or more than one, if needed/

8 Replies 16,642 Views

Ok, I see the difference now. In your ability, you had the cost type as passive, whereas I was setting mine to no cost. Once I set that to passive, it works. Course, like yours, I have to set the constructor to cast the buff onto itself... otherwise the starbase builds inside the planet... lol Now, curiosity question (and if the answer is "no" I won't fret... this will still work as is)... is it possible to gi

8 Replies 16,642 Views

Haha, you know... I'm in the process of working on a mod that changes the pirates in many ways, including giving them the TR titan. I was thinking of releasing it publicly, then leaving an open ended invitation for anyone that wanted to do new meshes/textures (as I can't model or color for beans). Course, in mine, it'll be more than the titan that needs it.... [e digicons]*_*[/e]

1 Replies 4,556 Views

Ahh! Yes... yeah, my starbase has the AbilityPirateStarBaseRespawn, which then throws the BuffPirateStarBaseRespawnPlanet at the planet to respawn the starbase. But to note, my buff is structured identically to yours. But spawning in a constructor wasn't doing anything... it wouldn't build. The first link I have up there shows how my constructor was configured. Eh, when I get home I'll figure out what nonsense I did wrong from your files. I&

8 Replies 16,642 Views

Then I must have missed something somewhere. I know I added the starbase to the PlayerPirate.entity file... but it's entirely possible I forgot to rename it (added it as StarBaseTech until after I had finished my tweaks and actually renamed the entity file itself... possible I forgot to update the Player file). Cause otherwise, what you see in that file I pastebined, causes a MD when the delay time runs out. Hmm... the ability of yours that creates that buff... what do

8 Replies 16,642 Views

Thanks for the reply, Goa. Unfortunately, I already tried that at "OnDelay" in the buff version (see last pastebin link). Obviously I've tried reduced times from that so I wouldn't be sitting around forever waiting... lol But I'll take a look at your mod, next. Aside from going to bed right now, I just got through d/l'ing Sins of a Galactic Empire and have looked through its files for how to limit the number that spawn (using their "tit

8 Replies 16,642 Views

So, long story short, I've given Pirates a starbase in a mod I'm working on, but want it so when it's destroyed (after a delay) a new one will spawn in (seems the Pirates won't construct another on their own). I've already got an ability setup that I'm fairly sure will work (haven't actually fully tested it, yet) that when the starbase is about to die, it should throw a buff to the planet (assuming the planet hasn't already been lost). After a tim

8 Replies 16,642 Views

*EDIT* Man, my reading comprehension at times sucks. Just deleted some from this post that made no sense cause I misread another post. Everything below is still from my original post and applies. Another thought would be to look at the "homeworld" upgrade in the planet entity files (the one that designates your capital) as it has a couple of values in it that cause a +x value increase to resource and taxes, regardless of the existence of population or extractors. I&#

18 Replies 18,375 Views

It really is a shame the way they coded this game. There are so many possibilities that are locked out to us because they decided that they were going to hard-code buffs used in research as only being for research, etc. It's really baffling to have one file have to use "WeaponDamageAdjustment" while another uses "DamageAsDamageDealer" just to have the same affect... not to mention all the things we can't use elsewhere.

4 Replies 7,496 Views

Some troubleshooting thoughts (I can't say that I've observed this and as I am at work, am unable to test): Try it with ALL mods disabled (if any were enabled) Completely dump the game from your PC and then reload it from Steam. Note: I'm not talking about file verification from Steam. I mean uninstall/delete all files associated with the game, including everything in the "Documents/My Games" area and any straggler files after uninstall in the

15 Replies 37,467 Views

Yeah, that message is just it telling you (basically) it's overwriting your settings files. I'd say unless you're actively modding, stick to the normal exe under normal conditions. There may be no harm in using the dev.exe, but I (personally) feel that for normal game-play the normal exe is fine. In the end, I don't think there's any difference between the two, though, other than the dev.exe has a command console you can access to modify the game a litt

1,119 Replies 3,151,622 Views

https://forums.sinsofasolarempire.com/410160 Guide to using dev.exe... by Goa no less. :) I read up on it a few days ago to better test my own modding. Basically, run it once (should be in the same directory as your game), then make a copy of the mod and paste it to the second mods folder that was created with "dev" annotated on it. Example, mine (for Rebellion) says "Mods-Rebellion v1.82 Dev" If

1,119 Replies 3,151,622 Views

So... lol More testing done. They are researching. Gepard67, I do not know why, but the dev.exe does not keep track of their credits spent on research, but if you watch their "live" cash flow, you'll see it drop each time a pirate raid spawns and then their stats will adjust, depending on what research they did. Further, I have been able to test (more so for my own peace of mind) that what bonuses they're getting for the researches are not hard coded somewh

18 Replies 18,304 Views

In my observations of the AI attacking, it seems as though it goes after the tactical structures first, after which it'll handle shipyards (if present), then waxes the constructor frigates, and then moves on to the remaining logistical structures. Assuming, of course, no enemy frigates/caps/etc or trade/refinery ships are present. I think, also, after handling all the tactical structures, it also takes into account (in part) distance to target. I've seen fleets div

10 Replies 13,161 Views

I think you need to change the owner for the planetItems to be the one that says RandomMilitia, not the planet's owner. If you're wanting the planet to also be colonized... it's been a while since I've done that, but I think in addition to setting the planet's owner to RandomMilitia, you'll also need to set the planetItems' colonizeChance to something grater than 0 (1 for guarantee).

7 Replies 22,419 Views

More testing done. I can confirm Ryat's observations in that the pirate ships do increase in health/weapon damage etc over time as if they are conducting their default researches. However, modifying the pirate researches to add in additional affects still seems to not work....

18 Replies 18,304 Views

Out of curiosity, what is referenced by "the feed button"? Sorry, don't know things by many of the same names as the rest of you. Regardless, though, if the "fix" referenced here was what I understand from the previous thread as merely changing the values when clicked... that is a simple fix, regardless if it's in the engine or not.

48 Replies 110,938 Views

Well, I've certainly done more testing, going so far as to drop my research down to tier 0 (similar to the artifact "researches") and even added combat labs to the pirate bases... they still didn't research it. If I have time tomorrow, I'll do more testing to see if they even research their own....

18 Replies 18,304 Views

Thanks for the additional input. I have since noticed that my value I set for the ExperienceConstantGainRate wasn't as high as it was supposed to be (1 vs 100 ). Should've made it so they were level 2s before they even left their own grav well. But I had observed one raid that went out against an AI player that then returned some time later (assuming "successful" raid) and the solo Cap ship that was apart of that group was still a level 1. Either wa

18 Replies 18,304 Views