Star Wars: Interregnum is an upcoming mod for Sins of a Solar Empire: Rebellion that builds off of the highly successful Enhanced 4X Mod. Fleeing the unknown terror that is chasing the Vasari, the factions of Sins of a Solar Empire stumble on a temporary wormhole that takes them to a galaxy far, far away. The sudden arrival of armadas with trillions of refugees and thousands of warships between the events of Episodes 5 & 6 forever alters the Star Wars universe and plunges the galaxy into an unprecedented period of chaos and violence. Begun, a new conflict has.
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Addon request | Locked | |
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Jul 2 2015 Anchor | ||
Would it be possible to include an addon that adjusts weapon ranges? I know Lavo included something like this in his SoGE mod, would it be possible to make one for Interregnum as well? |
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Jul 2 2015 Anchor | ||
Could you elaborate? I've not heard of this. |
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Jul 2 2015 Anchor | ||
SoGE has an optional addon pack with two options for weapon ranges - reduced 50%, and reduced 67%. I'm not 100% sure how he did it, but I do know it was done with a single .entity file. It's nice to have the option to tweak settings like that, just to switch things up a bit from game to game. |
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Jul 3 2015 Anchor | ||
Service_Disconnect wrote: Oh I know how to do it. The faster combat minimod works in a similar manner. What I wasn't sure of is if you want the the ranges increased on decreased, or the problem that such a change was designed to fix. I assume it is because ships in SoGE are smaller, and thus need smaller ranges to have a good visual fight, while I do not think that is such a problem with Interregnum. In fact sometimes I wish my fleet would fight from farther way. :p Edited by: GoaFan77 |
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Jul 3 2015 Anchor | ||
I was hoping to increase them a little bit... The fleets sometimes tend to get a bit jumbled up, it's a lot tougher to keep your fleet in a tight formation in an extended firefight. I don't know if it would balance well with special ability ranges, but I thought I'd pitch the idea anyway. |
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Jul 3 2015 Anchor | ||
Service_Disconnect wrote: Yeah, there's no easy way to have it boost ability ranges. However, now that I think about it, it would be trivial to edit the Faster Combat minimod to increase weapon ranges. It doesn't have to be updated for the Rebels either, so if you have the previous series of minimods you can just use that. Let me know if you're interested in learning how to do that. |
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Jul 3 2015 Anchor | ||
So it should automatically incorporate the rebels? That sounds awesome, I'll see if I can figure it out, if I have any questions or am completely lost, I'll post here. Edit: So I think figured it out, I just have a couple questions to make sure I did everything right. 1. researchModifier BaseValue - I'm pretty sure 0.00 is base, 1.000 doubles, 2.00 triples... Per level value - So I'm guessing this means the range increases by 10% for each level? Just making sure I understand it correctly. 2. modifierType "WeaponDamageAdjustment" So if I understand this correctly, by changing the baseValue to .5, you increased weapon damage by 50% of it's original? So a ship that does 100 damage now does 150? Also, I think I can assume that perLevelValue .15 means that weapon damage increases by 15% of the base for each level gained. So if I were to make it so the ONLY thing changed was weapon range, I would increase the WeaponRangeAdjustment baseValue... And for WeaponDamageAdjustment I would change the Basevalue from 0.500 to 0.000, correct? Also, would perLevelValue 0.15 have to be modified at all? Edited by: Service_Disconnect |
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Jul 3 2015 Anchor | ||
Service_Disconnect wrote: Basically yes. The reason this works is because as you may notice this is the entity file for the Weapons artifact, which increases weapon damage and range. This means it is automatically applied to all players. Normally artifacts only have a perLevelValue, where players who have not found the artifact have 0 levels of it and players who have found it have 1. So basically you get the bonus in perLevelValue when you find an artifact baseValues however give their bonuses without you having to research (or discover) anything. And since artifacts can be found by any faction, adjusting baseValues basically works like a global change to all units. Yes, you would want to leave the perLevelValues intact. Otherwise you would not get any bonus when you discover the artifact. If you do not want the increased weapon damage from Faster Combat, change the baseValue back to zero but leave the perLevelValues alone. Edited by: GoaFan77 |
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Jul 3 2015 Anchor | ||
Got it I increased the range to 0.8... Using the Liberty as my test dummy, the weapons range is just slightly larger than the Ion Barrage range, which I don't think will be a huge issue since ships usually don't exchange fire from maximum range. I also slowed down the ship speeds in gameplay.constants just for fun. Two fleets moving towards one another will actually exchange fire for a minute before they are right on top of each other. I appreciate the help! |
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