removing prerequisites

Few things what files do i need to remove to have no research required for an ability?

also is it possible to put phase stablizers on all planets that are non destrucable, and maybe invisable and coulld be used by all races?

for a direct hyperspace ability?

 

sry if these have been asked searched and came up empty

7,373 views 7 replies
Reply #1 Top

hmm, well, to remove the prerequisites of an ability is actually easier than removing a file. You simply remove the research data from the ability file. I'll use the Vasari Stilakus Subverter's Distort Gravity ability (AbilityTeleportDisable.entity), and my modded version.

This is the default file-

TXT
entityType "Ability"
buffInstantActionType "ApplyTargettedBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "BuffTeleportDisableCaster"
targetFilter
 numOwnerships 1
 ownership "Enemy"
 numObjects 2
 object "Frigate"
 object "PlanetModule"
 numSpaces 1
 space "Normal"
 numConstraints 0
range
 Level:0 6000.000000
 Level:1 0.000000
 Level:2 0.000000
effectInfo
 effectAttachInfo
  attachType "Above"
 smallEffectName "Ability_TeleportDisableActivate"
 largeEffectName "Ability_TeleportDisableActivate"
 soundID ""
needsToFaceTarget TRUE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "ResearchWithoutBase"
improveSourceResearchSubject "RESEARCHSUBJECT_ABILITYACCESS_TELEPORTDISABLE"
aiUseTime "Anytime"
aiUseTargetCondition "IsNotWeaponDisabled"
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "AntiMatter"
antiMatterCost
 Level:0 150.000000
 Level:1 0.000000
 Level:2 0.000000
cooldownTime
 Level:0 60.000000
 Level:1 0.000000
 Level:2 0.000000
orderAcknowledgementType "ONATTACKORDERISSUED"
researchPrerequisites
 NumResearchPrerequisites 1
 ResearchPrerequisite
  Subject "RESEARCHSUBJECT_ABILITYACCESS_TELEPORTDISABLE"
  Level 1
nameStringID "IDS_ABILITY_TELEPORTDISABLE_NAME"
descStringID "IDS_ABILITY_TELEPORTDISABLE_DESCRIPTION"
hudIcon "HUDICON_ABILITY_TELEPORTDISABLE"
smallHudIcon "HUDICON_ABILITY_TELEPORTDISABLE"
infoCardIcon ""

This is my new file-

TXT
entityType "Ability"
buffInstantActionType "ApplyTargettedBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "BuffTeleportDisableAACCaster"
targetFilter
 numOwnerships 1
 ownership "Enemy"
 numObjects 2
 object "Frigate"
 object "PlanetModule"
 numSpaces 1
 space "Normal"
 numConstraints 0
range
 Level:0 50000.000000
 Level:1 0.000000
 Level:2 0.000000
effectInfo
 effectAttachInfo
  attachType "Above"
 smallEffectName "Ability_TeleportDisableActivate"
 largeEffectName "Ability_TeleportDisableActivate"
 soundID ""
needsToFaceTarget TRUE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "Anytime"
aiUseTargetCondition "IsNotWeaponDisabled"
isAutoCastAvailable TRUE
isAutoCastOnByDefault FALSE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "AntiMatter"
antiMatterCost
 Level:0 100.000000
 Level:1 0.000000
 Level:2 0.000000
cooldownTime
 Level:0 30.000000
 Level:1 0.000000
 Level:2 0.000000
orderAcknowledgementType "ONATTACKORDERISSUED"
researchPrerequisites
 NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_TELEPORTDISABLE_NAME"
descStringID "IDS_ABILITY_TELEPORTDISABLE_DESCRIPTION"
hudIcon "HUDICON_ABILITY_TELEPORTDISABLE"
smallHudIcon "HUDICON_ABILITY_TELEPORTDISABLE"
infoCardIcon ""

Note that my modded file also calls a different buff, has longer range, shorter cooldown, and lower AM cost. That is for myself. All you need to do is make the new file have a research setup similar to my modded Subverter TeleportDisable ability.

As for indestructible Phase Stabilizers at every planet, that's a little more tricky. For that, you would need a new passive on the structure that applies the 'CannotBeDamaged' bool modifier. As for the 'all races' part, that's easy to explain. A Phase Node is usable by anyone, due to the target filter of that ability. I have actually made two custom abilities of my own, based on the Advent Revelation Battlecruiser (CAPITALSHIP_PSIPLANETPSIONIC.entity) 'Clairvoyance' ability (AbilityFarSight.entity, BuffFarSight.entity), and the Vasari Antorak Marauder (CAPITALSHIP_PHASESCOUT) 'Stabilize Phase Space' ability (AbilityPhaseGateCapital.entity, BuffPhaseGateCapitalSpawnerCaster.entity, BuffPhaseGateCapitalTarget.entity). All I did was modify it to be a 'FixedLevel0' level type (meaning good for frigates), have no research or level prerequisites. The Clairvoyance ability is useful because, by simply editing the 'BuffFarSight.entity' file to apply the 'IsPhaseGateEndPoint' bool modifier in addition to the 'ProxySensor' modifier, you get a 'Select Nav Point' ability, incidentally what I named mine of that type. The Antorak's ability is used to create a node at the planet the ship (and/or your fleet) is in orbit of.

Reply #2 Top

 

 

edit: haha, well looks like whiskey got to your question also.

His is much better at describing, so I deleted mine.

Reply #3 Top

Bloodember, as I noted in my post before yours, it is possible to do so, but is more work intensive than necessary to put a phase stabilizer structure on every single planetary object.

Much more easier (and useful) to have two abilities, one which makes a node at your current location (origin), and one that makes a node at the destination you wish. I also recommend using the 'ProxySensor' modifier in addition to the 'IsPhaseGateEndPoint' modifier.

Why? Well, if you is the destination ability first, then you've selected your destination. Say theres two starbases (an enemy's and one from that enemy's ally), and 100+ ships for each of the two factions there. Logically, you decide that's it's a good idea to not attack there.

Reply #4 Top

Thanks for the reply i think first part i got np, but second parts still alittle over my head lets see what i can do lol!

Reply #5 Top

:) Very very nice!!  Reminds me of the "Phase Scouts" mod for 1.05 Vanilla Sins.  :) 

Very nice thinking. I am unfamiliar with some of the modifiers you are using, but haven't modded enough abilities to be very familiar with all of them, but very interesting.

Thank you for the tip Whiskey, nice work!!

-Teal

 

Reply #6 Top

Teal, if you want I can PM you the code relevant. I can even tell you how to do it for the Advent (the Disciples or something could have the local version; the Revelation's 'AbilityFarSight' would just have a new modifier).

Reply #7 Top

EDIT: CURSES! FORUMS GO BOOM