Feature Request: New Weapon Classes

Right now there are only a limited set of allowed weapon types. Taking from English.str:

StringInfo
ID "IDS_WEAPONCLASSTYPE_AUTOCANNON"
Value "AutoCannon"
StringInfo
ID "IDS_WEAPONCLASSTYPE_BEAM"
Value "Beam"
StringInfo
ID "IDS_WEAPONCLASSTYPE_CAPITALABILITY"
Value "Ability"
StringInfo
ID "IDS_WEAPONCLASSTYPE_DART"
Value "Kinetic Bolt"
StringInfo
ID "IDS_WEAPONCLASSTYPE_FLASHBEAM"
Value "Pulse Beam"
StringInfo
ID "IDS_WEAPONCLASSTYPE_GAUSS"
Value "Gauss"
StringInfo
ID "IDS_WEAPONCLASSTYPE_ION"
Value "Ion"
StringInfo
ID "IDS_WEAPONCLASSTYPE_LASERTECH"
Value "Laser"
StringInfo
ID "IDS_WEAPONCLASSTYPE_MISSILE"
Value "Missile"
StringInfo
ID "IDS_WEAPONCLASSTYPE_PHASEMISSILE"
Value "Phase Missile"
StringInfo
ID "IDS_WEAPONCLASSTYPE_PULSEGUN"
Value "Pulse Gun"
StringInfo
ID "IDS_WEAPONCLASSTYPE_PLANETBOMBARDMENT"
Value "Planet Bomb"
StringInfo
ID "IDS_WEAPONCLASSTYPE_PLASMA"
Value "Plasma"
StringInfo
ID "IDS_WEAPONCLASSTYPE_WAVE"
Value "Wave"


( In other words, look for the Advent to use plasma, ion, and kinetic bolt weapons )

I would like the ability to add additional weapon classes, but that's currently impossible, because the above list is hard-coded into the executable. Attempting to put anything else into a ship's entity file causes Sins to crash.
13,857 views 15 replies
Reply #1 Top
hm... you know what would be cool? auto cannon planet bombs! (as in ships shooting one another with planetary bombs, not spraying planets with autocannons)
Reply #2 Top

hm... you know what would be cool? auto cannon planet bombs! (as in ships shooting one another with planetary bombs, not spraying planets with autocannons)


I made that back in beta two, though with bombers, not autocannons.
Reply #3 Top
Did you make Bombers... bombing the planets with planet bombs?

Because that is a terrific idea... could even add it as a available strike craft option

IE: Fighter, Bomber, Strategic Bomber

would be your choices.
Reply #4 Top
Strike craft cannot attack planets or have abilities, so sadly, that won't happen without an engine change.
Reply #5 Top
Aw. Well Could make a deployable unit like the missile pod, that bombs planets and Moves and Looks like a Bomber Wing couldnt we?

Obviously that would be a new special abillity. Not to different from the siege turrets.
Reply #6 Top
That would be entirely doable, but this really isn't the right thread to discuss it.
Reply #7 Top
I not only support Therax's request I also have a further question.

Is there a possibility to get access to the sins.exe? Currently almost all game files are easily modable with a text editor while other will be modable with the corresponding forge tools (.mesh and .particle files).

Since important parts of the game is hard coded into the .exe (especially the file layout and what is possible for certain entities) it would allow much more customization if we could change the .exe. (I could probably easily add a fourth research screen with some copying and changing.)

One problem is probably the activation protection which is in there, which you wouldn't want to be removed. The other problem could be IP related, since I guess a lot of original work and research is in the engine inside the .exe. And usually stuff like this isn't made open to the public.

I'm just wondering about the possibility of that.
Reply #8 Top
:o Very few games at all go open source..
Reply #9 Top

:o Very few games at all go open source..


Of course, but one can still dream?

I'm just wondering, because already almost everything (besides the .exe) is accessible to us. It would just be another 2.5 Mb of data.
Reply #10 Top
Very few games should go Open Source, they can allow their editor to edit those files if they want, but the shouldn't allow the code to be wide open. I doubt they work so their game can be given away.
Reply #11 Top

Very few games should go Open Source, they can allow their editor to edit those files if they want, but the shouldn't allow the code to be wide open. I doubt they work so their game can be given away.


What does this has to do with open source?

Open source != free
Reply #12 Top
Well, it will basically allow people to create their own games using the developed engine technology.. hence the whole free part. Usually (especially for FPS games) several games can use the same engine, but they have to license it from the original developer. 'Tis how business works

That's what Einlanzerous meant. Creating a game engine from scratch is a lot more difficult than creating maps and misc game content, so essentially it would be like giving away their hard work for anyone and everyone to use and potentially profit from.
Reply #13 Top
I point to Civilization IV as a perfect example of why this doesn't have to be an all-or-nothing debate.

The core game engine (3D engine, UI event system, multiplayer networking and lobby code, etc.) and executable are closed source. However, all of the game logic, including how buildings and combat behave, the visibility system, and the research system, are isolated into a DLL, and the code for that DLL *is* available. Civ IV's mod system even dynamically loads separate DLLs for each mod, so every mod can have dramatically different core gameplay.

I don't think this is something we can or will see for Sins; Civ IV was designed from the get-go with this system in mind, and it's far too late to expect such a dramatic refactoring for Sins at this time.
Reply #14 Top
Well, we really don't know the format the final game will take, or exactly what kind of modding tools we'll get
Reply #15 Top
I didn't realize that was the case for Civ IV Therax... thats a truly fantastic system... too bad sins won't have it.