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

Weapon Classes

By on February 26, 2012 8:55:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sinperium

Join Date 02/2010
+207

I've seen a few things about the forum on this--most 3-4 years old.  So I know things may have changed.  What can these be used for as regards to modding?  I know many have specific research attached to them. 

For example, phase missiles can bypass shields--could a modded other weapon type be made to do the same?

Can anyone provide creative ways these have or could be used in mods or just expound on how they are implemented in normal play?  I'd like to hear.

Here are the classes:

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

 

11 Replies
Search this post
Subscription Options


Reason for Karma (Optional)
Successfully updated karma reason!
February 26, 2012 9:48:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

For example, phase missiles can bypass shields--could a modded other weapon type be made to do the same?

You can increase the range, damage, rate of fire, or shield bypass chance of any type of weapon. The game really doesn't care what you classify them as, they are just groupings of weapons that get research benefits together and have the same string appear in game. They're all the same to it (except that dart, ion and planet bombardment are unused).

Also invalid doesn't really belong in that list, if you give invalid to a weapon research modifier it will apply to all weapon types (its how the weapons artifact works). I don't think you can give an actual weapon a type invalid.

Reason for Karma (Optional)
Successfully updated karma reason!
February 26, 2012 10:04:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I assume the unused ones are just as usable as the others--just not utilized, yes?

Thanks for the invalid detail.  Good to know.

Reason for Karma (Optional)
Successfully updated karma reason!
February 26, 2012 10:18:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

From my understanding Ion and Dart can be safely used.  I don't know about planet bombardment though as I've never tried it on a weapon.

Reason for Karma (Optional)
Successfully updated karma reason!
February 26, 2012 10:20:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,
or shield bypass chance of any type of weapon

However, you cannot make a "Phase Block" ability for other weapon types, unless I am mistaken (and I hope I am).

Reason for Karma (Optional)
Successfully updated karma reason!
February 26, 2012 10:44:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Sinperium,
I assume the unused ones are just as usable as the others--just not utilized, yes?

Yup. You can call them whatever you want in game, and all the ones I've tried work the same.

Quoting Lavo_2,
However, you cannot make a "Phase Block" ability for other weapon types, unless I am mistaken (and I hope I am).

While I haven't tried the ability affect, the modifier from the shield pact that reduces phase missile bypass chance seems to work for other weapon types. I just assumed it would work for any shield bypass weapons, though you can't have multiple names for it.

Reason for Karma (Optional)
Successfully updated karma reason!
February 26, 2012 11:37:35 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,
While I haven't tried the ability affect, the modifier from the shield pact that reduces phase missile bypass chance seems to work for other weapon types. I just assumed it would work for any shield bypass weapons, though you can't have multiple names for it.

Isn't the pact research though? Don't think that would apply for abilities, though I might be mistaken.

Reason for Karma (Optional)
Successfully updated karma reason!
February 26, 2012 11:38:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hmmm...not familiar enough with pacts and the like as I have never gotten to modding them.  It would be nice to be able to make an equivalent of a phase pack for a different weapon type "maybe "LaserPsi block" while still retaining "Phase Block" was well.

Reason for Karma (Optional)
Successfully updated karma reason!
February 26, 2012 11:46:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Lavo_2,
Isn't the pact research though? Don't think that would apply for abilities, though I might be mistaken.

It is, and it uses the exact same name as a Research modifier as an entity modifier. I just assumed with Diplomacy they copy/pasted the code for the ability and adjusted it slightly to make it a research modifier.

Quoting Sinperium,
It would be nice to be able to make an equivalent of a phase pack for a different weapon type "maybe "LaserPsi block" while still retaining "Phase Block" was well.

Yeah its for all weapon types, which is good for me but I suppose it could be bad if you wanted to make shield bypass a major mechanic.

Also Sinperium it seems with that last bit of karma you gave me you somehow reduced my total. Could you tell me how you did that, I think there are many people on the forum that could use a dose of that "special" karma.

Reason for Karma (Optional)
Successfully updated karma reason!
February 26, 2012 11:50:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,
It is, and it uses the exact same name as a Research modifier as an entity modifier. I just assumed with Diplomacy they copy/pasted the code for the ability and adjusted it slightly to make it a research modifier.

What modifier would that be? I'm assuming it's not ChanceToIgnoreShieldsAsDamageTarget, as that seems to only work with Phase Missiles, at least in Entrenchment.

Reason for Karma (Optional)
Successfully updated karma reason!
February 27, 2012 12:26:44 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

"Invalid", "CapitalAbility", and "PlanetBombardment" are the only you won't use for ship/def/starbase weapons.  Probably a lot here you already know.

In the weapon research, there is the researchfloatmodifier group and you can have up to 6 researchModifiers.

modifierTypes:

"WeaponRateOfFireAdjustment"
"WeaponDamageAdjustment"
"WeaponDamageAdjustment"
"WeaponIgnoresShieldsAdjustment"
"WeaponRangeAdjustment"
"WeaponRateOfFireAdjustment"

baseValue -especially useful with WeaponIgnoresShieldsAdjustment.  Setting to 0.300000 gives 30% base shield ignore to  the linkedWeaponClass.  Not so good with others unless you just want beefier stats right off the bat without getting into changing the ship/def/starbase entity file and all that.

perLevelValue 0.000000 : 0.050000 is 5%, 0.10 is 10% bonus, 1.0 is 100%, 2.0 is 200%, etc...

linkedWeaponClass -AUTOCANNON, BEAM, CHAOSBOLT, DART, FLASHBEAM, GAUSS, ION, LASERPSI, LASERTECH, MISSILE, PHASEMISSILE, PLASMA, PULSEGUN, SPIRITBLADE, WAVE.

researchModifier
    modifierType ""
    baseValue 0.000000
    perLevelValue 0.000000
    linkedWeaponClass ""

Any weapon can be given WeaponIgnoresShieldsAdjustment.  Autocannons, plasma, ion, etc... Just put weaponignoresshieldsadjustment in modifierType and then any of the above into linkedweaponclass.  Bingo, AC's and plasma can pierce shields and pass x% of damage to armor.

I don't deal with Diplomacy, but Entrenchment.  In Diplomacy, you might be able to add this (from shield pact unlock) into high tier shield research item to negate any weapon that has WeaponIgnoreShieldsAdjustment regardless of linkedWeaponClass.

researchModifier
    modifierType "ChanceToIgnoreShieldsAsDamageTarget"
    baseValue 0.000000
    perLevelValue 0.100000

You can always modify the player entity file and give them the pact stuff for the shieldignore block.


I wonder if it'd work with entrenchment?    NO, "ChanceToIgnoreShieldsAsDamageTarget" doesn't.  It only works in "BuffAdaptiveShields.entity" or other buffs like it.  We gave empire a shield research that unlocks an ability like AdaptiveShields that give 100% bonus vs any weapon with shield ignore properties because Empire has armor that sucks -a single fighter can destroy one on a kamikaze run into the bridge.  Ability is in the ability4 slot and out of the way.

Reason for Karma (Optional)
Successfully updated karma reason!
February 27, 2012 3:01:17 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,

Also Sinperium it seems with that last bit of karma you gave me you somehow reduced my total. Could you tell me how you did that, I think there are many people on the forum that could use a dose of that "special" karma.

If I had this power I would be copiously using it right now.

Reason for Karma (Optional)
Successfully updated karma reason!
Stardock Forums v1.0.0.0    #108434  walnut1   Server Load Time: 00:00:00.0000375   Page Render Time: