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Ion Cannon Mod v1.1 updated

By on July 16, 2012 11:16:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Darksxx

Join Date 02/2008
+13

Minor update to v1.1a, had a file that was causing a mini dump. its been tested and is now working.  Sorry about that.

 

Updated the mod with the latest fix to make the mod compatible with update v1.1

Thanks all,

 

OK, here is the mod some of you were wanting to remove the Novalith Cannons.  this mod turns them into Ion Cannons for all three races.

This Mod is for use for those who like myself, hate the dreaded Novalith Cannons in the game.  This mod turns regular Novalith Cannons, Phase Kotsura Cannon, and the Psionic Cannon into regular Ion Cannons capable of destroying smaller ships in one hit or causing damage to larger ships.

 

Here's the link.

http://www.wincustomize.com/explore/sins_mods/148/

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July 16, 2012 11:27:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Nice idea.

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July 16, 2012 11:27:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

So let me get this straight: you've turned the structures designed to make sure the game eventually ends into penultimate defend structures which allow a player to better hole in, making it more difficult to end the game?  The complete reversal of superweapon's intended purpose amuses me- to each their own though I suppose.

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July 16, 2012 11:28:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

cool mod why do u hate the Novalith Cannon? its easy to counter it (:

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July 16, 2012 11:30:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting bilun,
So let me get this straight: you've turned the structures designed to make sure the game eventually ends into penultimate defend structures which allow a player to better hole in, making it more difficult to end the game?  The complete reversal of superweapon's intended purpose amuses me- to each their own though I suppose.

Yep... 

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July 16, 2012 11:40:20 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Some people don't want the game to end.  Why not make a mod for them that still lets super weapons do something. Honestly I just get the research victory now when I want a large game to get over, super weapons at best allow you to kill one opponent at a time with capital victory, research victory lets you beat them all at once.

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July 17, 2012 10:12:41 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting bilun,
So let me get this straight: you've turned the structures designed to make sure the game eventually ends into penultimate defend structures which allow a player to better hole in, making it more difficult to end the game?  The complete reversal of superweapon's intended purpose amuses me- to each their own though I suppose.

 

The point of this mod is to give those who want it a choice.  I originally made this mod for myself and friends who like playing these types of games.  But because of all the concerns from many people here who don't like the super weapons, I decided to release my mod.  I never intended to release this to the community until I read all the complaints.  And, really the mod wont allow you to sit back and defend as much as you think it will.  the Ion Cannons are very vulnerable to attack with a fleet. 

Players choice here, you don't have to use them if you don't want to.

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July 17, 2012 11:27:17 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Would be cool if it would be possible to give the novolith Cannon limited range.

Maby 2-4 Gravity well distance.

That way u can fortify your front line regions to survive attacks instead of having to rienforce everything.

It would also make them possible to eliminate so once u discover where they are and they ar elocated lets say 3 grav wells from the front line it would be possible to just run through and take down the Super weapon and then fall back again.

Giving them a distance like that would actually make them balanced and more "fun" while still making them very usefull for example in a defensive / border control role,

Instead of them being able to hit anything anywhere anytime across the entire map.

Alot of the time the Novaliths hitting u are not even in the same startsystem so ur ability to take it out is very limited.

Would it be possible to mod it to have a range? or is it inpossible.

That i think would be the "perfect" solution but untill then i will be more then happy to use this mod to balance things out =>

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July 17, 2012 12:02:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting mattebubben,
Would be cool if it would be possible to give the novolith Cannon limited range.

Maby 2-4 Gravity well distance.

That way u can fortify your front line regions to survive attacks instead of having to reinforce everything.

It would also make them possible to eliminate so once u discover where they are and they are located lets say 3 grav wells from the front line it would be possible to just run through and take down the Super weapon and then fall back again.

Giving them a distance like that would actually make them balanced and more "fun" while still making them very useful for example in a defensive / border control role,

Instead of them being able to hit anything anywhere anytime across the entire map.

A Lot of the time the Novaliths hitting u are not even in the same star system so ur ability to take it out is very limited.

Would it be possible to mod it to have a range? or is it impossible.

That i think would be the "perfect" solution but until then i will be more then happy to use this mod to balance things out =>

 

I can take a look at that, but I have a feeling that it might be hard coded into the game.  Ill take a look and see but no promises.

 

Update:  Sorry guys, but I don't see any way possible to change the distance when it fires on a planet.  its coded so it targets planets.  There is no range set at all for this.  I can change the cool down timer and make it fire less or make it have to use more antimatter.

 

But that's about all I can do.  sorry!

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July 17, 2012 2:55:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well, you could pull some funkiness with buff chains to effectively do it...

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July 17, 2012 4:11:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Darksxx,

So the cannon just nukes the ships/structures/stabases in orbit without taking out the planet?  Nice.  Then you just go in and bomb the hell out of the planet.  Sounds good.  If the buff is set to take out fighters, set to to 250.  7DS found if the number of fighters is -1, the game can really get clogged up if there are a ton of them present.

In the BuffCannonShell(race)Spawn file for one race, we made separate buffs for fighters, frigs, capitals, structures.  You could affect mines by having "phase" and "normal" for space.  Add Titan to the mix and everything but the planet gets fried.

Good luck with this.

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July 17, 2012 4:27:07 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

ApplyTargettedBuffToSelfNoRange

 

Change it to ApplyTargettedBuffToSelf and enter a range value accounting for the average distance between wells and the desired reach?

 

It's more sensible that it be range limited than phase line limited anyway.

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July 17, 2012 6:11:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I thought it was the target filter that prevented weapons and [most] abilities from firing outside their own gravity well, not the range.

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July 18, 2012 8:16:54 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thank you Darksxx, this is the mod i was waiting for ever since i got aggravated by having cannons shooting me from the othe rside of the star system essentially out of my reach.  Hated how the end game essentially turned into an artillery battle which takes out alot of the ship/strategy component.

 

 

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July 18, 2012 1:47:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting kreyson135,
Thank you Darksxx, this is the mod i was waiting for ever since i got aggravated by having cannons shooting me from the othe rside of the star system essentially out of my reach.  Hated how the end game essentially turned into an artillery battle which takes out alot of the ship/strategy component.

 

 

 

your welcome,  let me know if you have any issues.  It should work with no issues though. I haven't seen any since I made it with original sins.

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July 19, 2012 1:58:01 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

looking forward to checking this out.

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August 3, 2012 12:06:24 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey all, so those who have tried out the mod, how are you liking it so far?  I haven't heard any complaints so I take that as a good sign.

 

Let me know,

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August 3, 2012 4:05:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I just changed the superweapon limit to 0 instead of 4...Way easier

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August 3, 2012 5:21:35 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ezeltje299,
I just changed the superweapon limit to 0 instead of 4...Way easier

 

Not possible, its hard coded into the game.  At least I was not able to find it. and besides. I like using the Ion's for defending. works great.

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August 3, 2012 5:26:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The limit is in Gameplay.constants: maxNumSuperweapons.

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October 3, 2012 4:10:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Just checking in with you guys that have downloaded and are using the mod.  Wanted to see if anyone is having any issues with the mod working since the new patch came out?

 

Please let me know,

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November 27, 2012 9:57:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I had to reinstall Sins on a new computer.  I put it in the 1.1 directory, clicked enable mod, then i hit apply changes, then i get a minidump.....

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November 27, 2012 10:04:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Actually, didnt they say that Patch 1.1 will break past mods and that they have to be remade?

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November 28, 2012 1:02:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Its the entity.manifest file thats causing it to dump.  I will get a new updated mod uploaded today to fix the issue. Thanks for letting me know. 

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November 28, 2012 1:57:24 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The mod is now fixed and compatible with update v1.1

 

hope you like it.

 

http://www.wincustomize.com/explore/sins_mods/148/

 

 

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December 1, 2012 10:49:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hm....maybe im stupid, but i can´t find the Mod with that Link.

I get a Site with many Mods, but not that one.

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