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Minor Rebellion Mod questions

By on May 26, 2012 7:58:30 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yanxa

Join Date 04/2009
+2

Having played on the Rebellion beta for a little bit (inbetween its frequent CTDs), I've observed some of the new content ingame, and I just wondered whether anyone could answer these questions for me;

1). The Vasari's ability to turn worlds into dead asteroids; does anyone know if this process can be jigged around with to act in reverse; e.g. a terraform ability - could it be done that a TEC ship could use it to turn planets into Terran worlds, Advent into Desert, Vasari into Volcanic, etc?

2). Limitations; superweapons now have limits, as do titans - are the limitations "hardcoded" (is that the word you modding-monkeys use?), or can it be adjusted, e.g. a maximum of 3 titans at a time?

     2b). Is it possible to have more than one titan type per faction (e.g. Loyalists could chose between 3 different titans), or is it also a fixed limit?

3). The Vasari's mobile capital ability; would there be anyway to adapt the ability to function on a regular capital ship, or even a space station (for any race, not just Vasari)?

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May 26, 2012 9:56:14 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

1. IDK, never looked at it that way.

2. Believe it is hardcoded, not sure though
      2b. It is possible to give more then one type of titan by way of modding

3. Not sure if it can be transferred but giving it to another race is possible.

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May 26, 2012 10:41:34 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

1. Nope.  You can't even trigger something being stripped through modding as it occurs when you scuttle a planet.

2. Yes you can.  It's near the top of the Gameplay.constants file.

2b. I believe so.

3. You can transfer it to another race (ie, if the Advent Loyalists had it, the Coronata would be their capital), but you can't aim it at anything else.  The modifier is specific to titans unfortunately.

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May 26, 2012 3:02:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

2b: Yes. Gameplay.constants

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May 28, 2012 12:48:26 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Actually Volt_Cruelerz, it might be possible to make Stripped to the Core triggerable as an attack.  The current Strip to the Core ability uses the BuffStrippedToTheCoreSelf.entity file, but there is also a BuffStrippedToTheCoreTarget.entity file.  I just started modding, so I'm not sure how to hook everything up to make it usable, but theoretically it should allow you to make Strip to the Core a weapon.

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May 28, 2012 1:25:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Those buff files only destroy all the planet structures...there's nothing in there that is actually related to the planet itself...

That being said, you can control which buffs are activated when stripped to the core is used...those are set in the technology itself (the research entity file for stripped to the core)...

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May 28, 2012 2:21:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Woops, my mistake.  I was wondering where the planet stuff was...

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May 30, 2012 9:28:15 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks for your help, guys.

One more question; names. Capital ships and starbases use different names. Is it possible to set it so that different classes of capital ship (e.g. Akkan and Kol) use different lists for names? Same with Titans to capital ships.

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May 30, 2012 10:01:31 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Not that I'm aware of...the player file simply includes a reference to a list of text names, and I don't think you can tie them to something more specific other than capital ship or titan...

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May 30, 2012 5:48:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I have a question to add to the hat.

 

Some units like the Ragnarov seem to have a charge-up period/sound/graphic for basic attacks. AFAIK this was impossible in sins originally. Is this indeed a new addition or do my eyes deceive me?

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May 30, 2012 6:14:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting IskatuMesk,
Some units like the Ragnarov seem to have a charge-up period/sound/graphic for basic attacks. AFAIK this was impossible in sins originally. Is this indeed a new addition or do my eyes deceive me?

I haven't looked at the code myself or even noticed which weapons you're talking about, but yeah one of the Star Trek mod guys mentioned that. So yes I believe that is new.

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May 30, 2012 6:28:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Two ships have it that I noticed. The orange fire-like attacks of the wing-shaped Vasari titan and the Ragnarov titan's large forward gun. They both have short charge-up periods (the vasari ship takes a little bit to see, I had to pay very close attention, but the Ragnarov is super obvious). If this is indeed a new addition I may become excited.

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May 30, 2012 6:47:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting IskatuMesk,
Two ships have it that I noticed. The orange fire-like attacks of the wing-shaped Vasari titan and the Ragnarov titan's large forward gun. They both have short charge-up periods (the vasari ship takes a little bit to see, I had to pay very close attention, but the Ragnarov is super obvious). If this is indeed a new addition I may become excited.

I see only one change to the normal weapon structure, but it maybe the thing that allows you to do it. On the Ragnarov only the Railgun and the Gauss guns use this parameter, and they only have a 0.2 delay, so the railgun would be a lot more noticeable.


    WeaponEffects
        weaponType "Projectile"
        burstCount 1
        burstDelay 0.000000
        fireDelay 0.600000
        muzzleEffectName "Weapon_TechRebel_TitanRailgun_Muzzle"
        muzzleSoundMinRespawnTime 0.050000
        muzzleSounds
            soundCount 1
            sound "WEAPON_TECHTITANRAILGUN_MUZZLE"
        hitEffectName "Weapon_TechRebel_TitanRailgun_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
        projectileTravelEffectName "Weapon_TechRebel_TitanRailgun_Travel"

I'd guess fire delay means the delay from when the muzzle effect starts to when it actually launches the projectile. So if you designed your charge up into the muzzle particle effect I think that would work.

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May 30, 2012 7:05:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yes. That sounds exactly like how I'd figure it to work. I guess when the game comes out this will be something to experiment with. A colossal number, probably at least 50%, of the guns in Black Sun needed chargeups, particularly all beams.

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May 30, 2012 11:16:07 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

FireDelay I thought was in previous versions of the game and was the interval between shots in a given volley.

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May 30, 2012 11:20:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Volt_Cruelerz,
FireDelay I thought was in previous versions of the game and was the interval between shots in a given volley.

That's PointStaggerDelay, and its in a different section of the weapon definition section, but its still there. FireDelay was the only thing different between the Diplomacy and Rebellion files, at least for projectile weapons.

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July 10, 2012 2:40:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

im also curious about question 1. i know a lot of people are interested in weaponising the STTC ability and so far no one has found a solution but...

 

is it possible to use a buff to initiate the scuttle. so an ability could be jigged to instantly capture the planet and initiate the scuttle and combined with some buffs to hold the ship in place while the scuttle happens and a 60 second particle effect to give the apearance of  something happening.

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July 11, 2012 10:31:42 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I dont think there is a modifier to initiate scuttle, but I could be wrong.

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July 11, 2012 12:34:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting BAS231187,
is it possible to use a buff to initiate the scuttle. so an ability could be jigged to instantly capture the planet and initiate the scuttle and combined with some buffs to hold the ship in place while the scuttle happens and a 60 second particle effect to give the apearance of something happening.

Nope. You can prevent scuttle but not cause it.

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