Meshes - Do they affect damage output?

I don't know why, but when I use the Tech Carrier capital ship mesh for a ship it hardly does any damage at all, but if i change nothing but the mesh into the Tech Colony Capital ship it does TONS of damage.

 

How is this possible?

4,574 views 11 replies
Reply #1 Top

Now that is strange.  The only thing that comes to mind is turret points??...  I'm no game dev, but I can't see any purpose behind linking damage to visual effects.

Are you sure you don't have another mod active?

 

Reply #2 Top

The first thing that comes to my mind is hard points as well.

 

No other mod is active.

 

Also, if I use the beta Kol mesh, it does 0 damage. Non at all!

Reply #3 Top

the reason why this happens is becuase the null points for the weapon slots are on the mesh itself. The enity file only tells it what weapons to use, damage, etc.

Reply #4 Top

Ahh ok. I've changed the weapons on the carrier mesh to "2" and it seems to be doing more damage.

 

Thanks!

Reply #5 Top

Still, from a programming perspective it seems ludicrous to link weapon damage to the null points on a mesh.  They should only be used for effects.

Reply #6 Top

I was pretty schocked too. I can't use the Beta Kol now until I can figure out how to add more weapon points :(

Reply #7 Top

Invalid Mesh Point Data String Found by IWeapon (Weapon Index Out of Bounds)

 

Mesh = C:\Users\Wade\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\Mod Earth Defense\Mesh\CapitalShip_PhaseScout.mesh

MeshPointString = 'Weapon-2'

Parsed Weapon Index = 2

Max Weapon Index = 1

 

anyone know what this means?

 

This is a completely new error.

Reply #8 Top

Hmmm... did you add a weapon to an entity, without incrementing the amount of weapons at the start of the weapons list?

Reply #9 Top

Probably means you have a weapon index of 2 invoked in the mesh file and only two weapon entries in the entity file where you should have three (mesh weapon hardpoints start at "Weapon-0").

Reply #10 Top

Yeah that sounds right ManSh00ter.

 

Thanks!

Reply #11 Top

Quoting ProgressBar, reply 5
Still, from a programming perspective it seems ludicrous to link weapon damage to the null points on a mesh.  They should only be used for effects.
End of ProgressBar's quote

 

has nothing to do with programming really, has everything to do with game design. The nulls in the mesh files split up the damage in the entity files. so if the carrier has 6 weapon nulls and the colony has only 1, your going to do more damage on that one. you also have to look at the weapon damage in the entity and its cooldown time. thats also a factor.