Multiple modding questions

Hello all,

i have a few modding questions (coding and otherwise) that I was hoping that more experienced modders on this forum would be able to shed some light on....here goes

1. I want to give the vasari phase stablizer the ability to open phase lanes between star systems ass oppose to just planets(after upgrade).....question is how do i remove the restriction that only allows between planets??

2. What is the maximum number of weapon points that are allowed on a model?? (using 3dsmax)

3.what file(s) manages the projectile models??.....i mean how would i go about changing projectiles for certain weapons and abilities that use model based projectiles?

4. is it possible for strikecraft to get weapons to bomb planets like s frigates and caps??

5. will it be too unbalanced to modify the akkan's colonize ability to provide extra temporary constructors??

6. how do i get an unit to transfer its attack and range plus positive buffs to another unit and have that unit transfer it to another??(im trying to create an ability where beam platforms (BP) can disable themselves to transfer their attack and range to another BP, then have that BP shutdown to transder its attack and range plus the attack and range of the original BP to another BP)

i have some morethat i will put down later.

please feel free to give me your comments, suggestion, etc. anything is appreciated

 

5,615 views 9 replies
Reply #1 Top

1. Not possible. (hard coded)

2. ten per weapon (I think, someone may need to varify this)

3. Both defined in the proper entity file. (would be more specific, but I am not on my own computer to dig up the exact details) They are Particle Effects, so every time you see a Particle effect when defining a weapon or ability. Which mesh and texture to use is defined in the Refernced Particle effect.

4. No

5. Maby.

6.Would be a little complicated. First, you wouldn't "Transfer" the power, you would simply have something that would disable the original ship, then give its target an incresed range and firepower. Then, allow the buffs to stack, so you can have multiple ships target one ship.

Reply #2 Top

as to weapons, there is no limit but 10 per weapon is generaly the point at which the stability will decrease and crashes will occur.

Reply #3 Top

I have had fine luck with over 18 per weapon, so ymmv.

Reply #4 Top

well it really depends on what ship you put these weapons on. if its a ship there is gonig to be a lot of, then its advised it be under 10, if it will be a ship you only build 1nce or 2ce then you can go above that. as i said, there is no limit but the engine will experiance lag if you have to many and may even crash. it is also majorly computer dependant as well since sins can lag the best of computers if you have too much content in a game.

Reply #5 Top

More than 10 points per weapon is possible. I have done it with little problems. This was before i knew about the stability problems with more than 10 points. The TEC starbase has way more than 10 laser points. It can be done, but if you can get away with less points it is better to do so. As what was said the more points the larger the drain on computer resources. If you want your mod to play on a wide range of systems then less would be more in this case.

You would need to basically turn the starbase into a capital ship for it to upgrade like one. This seems to be hardcoded, but you can play around with it to double check. Some trial, and error. You might lose the add on modules, but gain cap ship type ability's.

Anything phase lane, phase tunneling, and wormholes are hardcoded.

Each weapon has its own weapon file which is usually found in the particles folder. Some weapons use particles, but others use models like the missiles (particles are meshes with an animated texture). Again look through the files. Some are pretty self explanatory.

Most of what you are asking you can answer yourself just by experimenting with the entity's. Play around with them, and see what you can do. Just make sure you make backups of your originals.

Reply #6 Top

1. fack........there goes vasari hypergates

Reply #7 Top

Just to clarify... there are Weapon definitions in every ship/starbase entity file (sounds, muzzle effects, travel, travel speed, damage type, fwd/back/left/right direction, # of targets, weapon respawn/fire delay etc etc) that differ from ship to ship/base, and can selectively use different combinations of effects/sounds on a per weapon basis. On top of that, you have the Weapon points defined in the mesh (wireframe if you will) of the actual ships... they define where the Weapons you've defined in the entity files actually originate from.

The Weapon entity definitions also reference particle files in the Particle folder, the muzzle/hit sounds from the Sounds folder. It's all very customizable.

Given that there are only so many weapon damage/miss modifers (composite, heavy, medium, light, antiilight etc.) I'm not sure whether you'd really want to have more than 5 or so Weapons per entity/ship. Or you risk making "uber ships" that completely destroy the need to make different kinds of roles (why make an antistrike frigate if you can produce a fleet of all-singing all-dancing single cruiser type that shoots everything?).

As for Weapon mesh points, I've played around with around 15 hardpoints without any noticable effect... though those hardpoints only referenced a maximum of 3 entity weapon definitions.

 

 

 

Reply #8 Top

well really if you have 30 weapons and still do the same damage as a ship with 5. keep in mind the damage is spread out over banks and not a per weapon point basis. so you could have 1 weapon do 70 damage or you could split it so that 10 do 70 damage. its it also depends on what he wants to use the ship for. ive made ships with 30 weapon points that was actualy weaker than the standard capital ship.

Reply #9 Top

Quoting JasonFJ, reply 7

Given that there are only so many weapon damage/miss modifers (composite, heavy, medium, light, antiilight etc.) I'm not sure whether you'd really want to have more than 5 or so Weapons per entity/ship. Or you risk making "uber ships" that completely destroy the need to make different kinds of roles (why make an antistrike frigate if you can produce a fleet of all-singing all-dancing single cruiser type that shoots everything?).
 
End of JasonFJ's quote

That's not a very fair way of looking at it unless you are tinted with the familiar glasses of Sins-esque rock paper scissors gameplay rather than complex strategic gameplay that emphasizes individual ship roles over fleet composition. There is more to a ship's weapon loadout besides what damage it does, and ships can be given supplementary weapons without making them equal in all regards. With overly specialized units as in base Sins you end up with a shallow numbers game where the goal is not to direct your fleet but to make the correct proportion of X units to your opponent's Y units. This kind of attitude is why many saw Sins as lacking in depth as an RTS.