Adding new weapon types and other stuff

I have a few questions.  First, is it possible to add weapon types without replacing anything already in game?  Second, can the "statCountType" be changed to allow for new structures or ship types?  Also if anyone can explain how the pirate data in the .constants file works I'd appreciate it.  Aside from that, does anyone know the hardcoded limits (assuming there are hardcoded limits- my only experience is with Medieval 2) i.e. max number of entity files, etc.

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Reply #1 Top

I have a few questions.  First, is it possible to add weapon types without replacing anything already in game?  Second, can the "statCountType" be changed to allow for new structures or ship types?  Also if anyone can explain how the pirate data in the .constants file works I'd appreciate it.  Aside from that, does anyone know the hardcoded limits (assuming there are hardcoded limits- my only experience is with Medieval 2) i.e. max number of entity files, etc.
End of quote

No. There however are a few weapon types that you can rename in English.str that won't cause any visible issues like ION or DART.

valid WeaponClassType's:

  • DART
  • CHAOSBOLT
  • SPIRITBLADE
  • PULSEGUN
  • MISSILE
  • AUTOCANNON
  • LASERTECH
  • WAVE
  • BEAM
  • PLASMA
  • LASERPSI
  • FLASHBEAM
  • PHASEMISSILE
  • GAUSS
  • ION
  • PLANETBOMBARDMENT

 

statCountType: No. No work around that I know of.

pirates: Not sure, but I'll look.

constants: https://forums.sinsofasolarempire.com/363233

 

Reply #2 Top

Thanks ZombieRus5, that list was just what I needed.

Reply #3 Top

what a pain in the ass... no way to add new weapon types at all....

 

X(

Reply #4 Top

Quoting SemazRalan, reply 3
what a pain in the ass... no way to add new weapon types at all....
End of SemazRalan's quote

Two unused weapon types is more room to play around with that I thought we had. It also would be fairly simple to combine LaserTech and Laser Psi if a third type was really necessary.

Reply #5 Top

Quoting GoaFan77, reply 4
Two unused weapon types is more room to play around with that I thought we had. It also would be fairly simple to combine LaserTech and Laser Psi if a third type was really necessary.
End of GoaFan77's quote

Three. "DART", "PLANETBOMBARDENT", and "ION" are unused.

Reply #6 Top

Quoting Whiskey144, reply 5
PLANETBOMBARDENT
End of Whiskey144's quote

Well, I'm pretty sure PLANETBOMBARDMENT is indirectly used with siege weapons (see BuffSlowPopulationGrowthSelf).

I'm curious if you added this as a normal Weapon class would weapon damage increases linked to this class also improve planet bombardment?

Reply #7 Top

Quoting ZombiesRus5, reply 6
I'm curious if you added this as a normal Weapon class would weapon damage increases linked to this class also improve planet bombardment?
End of ZombiesRus5's quote

No idea; I don't really remember what I did when I was experimenting with it, though I'm fairly certain that using at as a normal weapon class wouldn't affect the bombardment weapons, as those require a separate, non-type-specific research.

Reply #8 Top

Would renaming the string names of used weapons in the game (ex. Missile and Phase Missile) cause gameplay/stability/etc. issues?

Reply #9 Top

Not that I know of.

Reply #10 Top

Quoting Lavo_2, reply 8
Would renaming the string names of used weapons in the game (ex. Missile and Phase Missile) cause gameplay/stability/etc. issues?
End of Lavo_2's quote

Nope. IIRC, I've done it before and it didn't do a thing.

Reply #11 Top

Quoting Whiskey144, reply 10

Quoting Lavo_2, reply 8Would renaming the string names of used weapons in the game (ex. Missile and Phase Missile) cause gameplay/stability/etc. issues?
Nope. IIRC, I've done it before and it didn't do a thing.
End of Whiskey144's quote

That's what I would think; but Sins likes to be tricky at times.

Reply #12 Top

Quoting Lavo_2, reply 8
Would renaming the string names of used weapons in the game (ex. Missile and Phase Missile) cause gameplay/stability/etc. issues?
End of Lavo_2's quote

It shouldn't, since that's exactly what they do when they localize Sins to different languages.

Reply #13 Top

That's what the .str file is for, to make changing redundant text much easier to edit.