A few ability questions.

Hey all. I was wondering if anyone knew what point, if any, is served by investing more than one point in a Vasari carrier's Microphasing Aura and the Vasari Desolator's Deploy Siege Platform? I upgrade them thinking there must be some effect I'm missing that isn't listed but none of the stats change from level to level. Any ideas or do I need to go digging in the files?

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Reply #1 Top

The siege platforms get better and the Microphase Aura will activate more often. Sova missile turret and a handful of others are the same way.

Reply #2 Top

Microphasing is for fighter/bombers, able to do a micropahse jump in the gravity well, if you zoom on a fighter and wait in a moment, it do the micro jump. No have description but lvl more hight grant the fighter to jump more often.

Vasari Desolator's Deploy Siege Platform

Plataform is for planets bombardment , select the ability, attack the planet with the capital, zoom on it and see how deploy the plataform. Or select the ability and select the planet.  Is a tiny platform and fire the same laser at the planet like capitalship 

Reply #3 Top

Microphasing Aura gives fighters a 20%>30%>30%>35% chance to teleport forward every 4>4>3>3 seconds.

The Siege platform does 20>26>31>37 siege damage, killing 1.1>2.0>2.9>3.8 population, every ten seconds.

The game tries to automatically find relevant stats from the ability entity files and display them. In some cases however, such as the two you mention, if fails miserably.

Reply #4 Top

How do multiple instances of Microphasing aura stack (when multiple Skikantras have this ability)?

Reply #5 Top

it doesnt.

Reply #6 Top

Quoting Klaxxon, reply 6
Microphasing aura suck

Fixed.

 

Reply #7 Top

Quoting Mecha-Lenin, reply 7

Quoting Klaxxon, reply 6Microphasing aura suck

Fixed.

 

LOL It does.

Reply #8 Top

Has anyone ever actually done a test on how effective it is at increasing SC durability?  It seems like in theory, it could stack nicely with RC which repairs SC, so between the two, they should be nigh invincible.

Reply #10 Top

Quoting Volt_Cruelerz, reply 9
Has anyone ever actually done a test on how effective it is at increasing SC durability?  It seems like in theory, it could stack nicely with RC which repairs SC, so between the two, they should be nigh invincible.
Repair Cloud does no longer repair strike craft Volt. It was nerfed (and with good reason).

Reply #11 Top

Umm, entity file begs to differ:

numOwnerships 1
ownership "Friendly"
numObjects 7
object "CapitalShip"
object "Frigate"
object "PlanetModule"
object "StarBase"
object "Fighter"
object "Titan"
object "Corvette"
numSpaces 1
space "Normal"
numConstraints 0

Reply #12 Top

Maybe the whole "abilities don't affect SC" is still bugged...

Reply #13 Top

Quoting Volt_Cruelerz, reply 12
Umm, entity file begs to differ:
http://steamcommunity.com/id/teunaroonius/screenshot/559818817462545792 for the ability description. Couldn't find it in the changelogs anymore. But I'm fairly sure it does not affect strike craft in game.

Reply #14 Top

Quoting Volt_Cruelerz, reply 12
Umm, entity file begs to differ:

numOwnerships 1
ownership "Friendly"
numObjects 7
object "CapitalShip"
object "Frigate"
object "PlanetModule"
object "StarBase"
object "Fighter"
object "Titan"
object "Corvette"
numSpaces 1
space "Normal"
numConstraints 0

This isn't the latest reference file. Apparently they decided to remove Fighter at some point...

entityType "Ability"
buffInstantActionType "ApplyBuffToTargetsInRadius"
instantActionTriggerType "AlwaysPerform"
buffType "BuffNanoHullRepairAction"
targetFilter
numOwnerships 1
ownership "Friendly"
numObjects 6
object "CapitalShip"
object "Frigate"
object "PlanetModule"
object "StarBase"
object "Titan"
object "Corvette"
numSpaces 1
space "Normal"
numConstraints 0

 

* source noted above should be from the 1.01 download from Harpo9999.

Reply #15 Top

Just double-checked in-game and it doesn't affect them.  That said, it's still in the entity file, so I'm calling bug.

EDIT: I copied those files directly from my GameInfo folder beside the executables and ran ConvertData on them.

EDIT 2: I'll double check with the file in the GameInfo folder itself..

Reply #16 Top

Edit:

So here's the deal...

The ability is "AbilityNanoHullRepair"...this ability calls the buff "BuffNanoHullRepairAction"....this does not affect SC....

The file you are all looking at is "BuffNanoHullRepairSpawn"...this does affect SC, but is not actually used...

This is not a bug, but a feature...and an unnecessary file...

Reply #17 Top

I just went straight into GameInfo, ran ConvertData on the file and opened it.  This is a screenshot of the result:

And I don't copy things into my main GameInfo folder, only out of which I did as soon as 1.02 was released.  I have both 1.01 and 1.02 as well as all the other betas I participated in plus .76 which I got from Harpo.

And before someone thinks to check the date, I ran ConvertData on it.  Of course it's going to say today.

EDIT: And I just checked my archived versions of the beta Rebellion GameInfo files.  All of them say that fighters are still supposed to be affected.


Read Sel's post above.

Reply #18 Top

Quoting Volt_Cruelerz, reply 16
Just double-checked in-game and it doesn't affect them.  That said, it's still in the entity file, so I'm calling bug.

EDIT: I copied those files directly from my GameInfo folder beside the executables and ran ConvertData on them.

EDIT 2: I'll double check with the file in the GameInfo folder itself..

You need to re-convert after every build. Happens to most of us at some point or another.

Even opening the BIN file in notepad it's obvious Fighter is no longer included in the ability.

 

Reply #19 Top

Please view my most recent post which explains the confusion...

Reply #20 Top

Reply #21 Top

EDIT: just read Sel's post.

I don't have reference files on hand for 1.34 Dip, but I do 1.31 and it says fighter in there.  Apparently Somewhere between there and .76 Reb, it got changed, though idk where.

Reply #22 Top

Quoting Seleuceia, reply 20
Please view my most recent post which explains the confusion...

This is why I always try to look up references using my Eclipse plugin ;)

[alt]+n+u (Opens the open resource dialogue)

type CAPITAL*PHASE*.entity and pick the carrier

double click on AbilityNanoHullRepair in ability:0 slot

[right click] in editor and choose [Open Entity] (Opens the AbilityNanoHullRepair.entity file)

double click on BuffNanoHullRepairAction in buffType

[right click] in editor and choose [Open Entity] (Opens the BuffNanoHullRepairAction.entity file)

 

Reply #23 Top

I don't bother looking at the ability the vast majority of the time.  I know what the names of the abilities so I go straight to the buff files and trust that there aren't going to be superfluous buff files..  Apparently my trust is unfounded.  >_>

Reply #24 Top

You know who else uses the Eclipse?  The Mayans...and they say the world ends soon....

Reply #25 Top

Quoting Volt_Cruelerz, reply 24
I don't bother looking at the ability the vast majority of the time.  I know what the names of the abilities so I go straight to the buff files and trust that there aren't going to be superfluous buff files..  Apparently my trust is unfounded. 

As a software developer I understand dead code happens. I wrote this part of the tool to make navigation very quick and painless. I do the same thing in real life to ensure I'm looking at the correct class/methods that should be modified per requirements. Of course the other method of verification is to search for references which Eclipse also supports via the Search files function.

Quoting Seleuceia, reply 25
You know who else uses the Eclipse?  The Mayans...and they say the world ends soon....

So do vampires and werewolves apparently.