Sins of a Solar Empire : Real-Time Strategy. Unrivalled Scale.
© 2003-2013 Ironclad Games Corporation Vancouver, BC. All rights reserved.
© 2006-2013 Stardock Entertainment

Adding new weapon types and other stuff

By on July 13, 2010 4:48:03 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

TrooperScoo...

Join Date 07/2009
+7

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.

13 Replies
Search this post
Subscription Options


Reason for Karma (Optional)
Successfully updated karma reason!
July 13, 2010 11:13:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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.

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: http://forums.sinsofasolarempire.com/363233

 

Reason for Karma (Optional)
Successfully updated karma reason!
July 14, 2010 6:19:05 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks ZombieRus5, that list was just what I needed.

Reason for Karma (Optional)
Successfully updated karma reason!
June 16, 2011 8:48:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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

 

Reason for Karma (Optional)
Successfully updated karma reason!
June 16, 2011 10:22:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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

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.

Reason for Karma (Optional)
Successfully updated karma reason!
June 16, 2011 10:43:03 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,
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.

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

Reason for Karma (Optional)
Successfully updated karma reason!
June 17, 2011 10:48:22 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Whiskey144,
PLANETBOMBARDENT

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?

Reason for Karma (Optional)
Successfully updated karma reason!
June 17, 2011 12:14:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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

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.

Reason for Karma (Optional)
Successfully updated karma reason!
June 17, 2011 12:32:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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

Reason for Karma (Optional)
Successfully updated karma reason!
June 17, 2011 12:36:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Not that I know of.

Reason for Karma (Optional)
Successfully updated karma reason!
June 17, 2011 12:50:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Lavo_2,
Would 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.

Reason for Karma (Optional)
Successfully updated karma reason!
June 17, 2011 12:58:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Whiskey144,

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.

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

Reason for Karma (Optional)
Successfully updated karma reason!
June 17, 2011 2:31:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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

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

Reason for Karma (Optional)
Successfully updated karma reason!
June 17, 2011 3:00:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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

Reason for Karma (Optional)
Successfully updated karma reason!
Stardock Forums v1.0.0.0    #108436  walnut3   Server Load Time: 00:00:00.0000171   Page Render Time: