I just wanted to let everybody know about some questions I was asking Bair Fraser and the answers he gave me
(Thanks for answering)
Dear Blair Fraser,
I have send this email to support@ironclad about a month ago. Since
there was no answer, I suspect it has been lost in the wild. I'm fully
aware that you have little time for answering such requests as you
will be working on the next expansion for sins. In the hope of you
finding a little spare time to answer those questions though I send
them to you directly.
I am in the progress of making a mod for Sins Of A Solar Empire, for
which I would need some specific answers. I'm sorry to intrude upon
you in that matter, but since I have no idea how else to contact you,
I hope you could answer some of my questions regarding modding sins
1.) Do you plan on lifting the hardcoded limit of 3 weapons per ship?
2.) Can there be a possibility of restricting the firing angle of a
weapon (or to only have it fire in a straight line)?
3.) Will there be support for moving sections or animations in meshes?
4.) Will it be at some point possible to have weaponemitters only fire
when they are facing the same dirction as the weaponsbank actually
The next are only relevant for the mod I'm trying to do with others,
which will mostly have limited influence on the other modders, so I
understand that they mostly will not be possible. Still I hope you can
answer if they would be remotely possible in the future.
5.) To be able to use the phasegate technology between different
starsystems, even if slowed down.
6.) I wanted to use the phasegate as a jumpgate, from which you can
jump to other systems more effectively - therefore I would want the
ships to enter the phasegatestructure and come out of the targeted
specifically I would want the "entityBoolModifier
'IsPhaseGateEndPoint'" to have a target which the ship should appear
from or disappear into. Specified by entity - so to have the first
entity in the well be taken for this, or if easier to implement, take
the caster of the IsPhaseGateEndPoint as the entity to use as
appear/disappear point. (In case the caster is the vasari cannon -
create a temporary mesh somewhere outside the gravwell that disappears
as soon as the buff is finished)
I don't expect all or any to be done, but hopefully some of these will
be easy to answer and some of them even possible to implement.
Thank you for taking your time.
We are indeed crazy busy. It's not often support will answer questions that
aren't related to specific problems with the released product. Modding
answers are usually restricted to the forums.
Here are some quick answers:
1.Under consideration for an expansion.
2.Under consideration for an expansion.
3.No. But keep in mind people have used animated particle meshes to
accomplish this indirectly. Details are in the forums and movies are on
4.If 2. goes in, this will go in.
6.Normally, the answer to this is no, but one of your implementation
suggestions might be possible. Need to look at it closer.