Adding more weapons to ships

I'm toying around with modding, but everytime I add more weapons to a capital ship it causes Sins to crash. Anyone else having the same problem, and is it possible to work around it?
8,495 views 10 replies
Reply #1 Top
How are you adding the weapons? How many weapons are you adding? Unfortunately due to memory constraints all ships only support a maximum of three different *types* of weapons. You can then have up to 10 points per bank. So in total you can have 120 weapon points (3 weapons * 4 banks * 10 points).
Reply #2 Top
Oops, well it answered some questions which lead to others.


Reply #3 Top

How are you adding the weapons? How many weapons are you adding? Unfortunately due to memory constraints all ships only support a maximum of three different *types* of weapons. You can then have up to 10 points per bank. So in total you can have 120 weapon points (3 weapons * 4 banks * 10 points).


Can you elaborate on that a bit more? I'm trying to add points to the banks of the Kol and apparently I'm incredibly dense as I can't figure it out.

Reply #4 Top
I'm not sure. But I found the easiest and so far best way to be a adding to damage, then adding to the BurstCount (increase graphical Rate of Fire) to get that sweet full auto fire look.

Oh yea, my capital ships now fire like the ones in BSG =)
Reply #5 Top
I made the advent beams for a mod before release. They looked sweet, but not as good as the real thing. :HOT: I also cranked the shotsfired too, but our models will have way more emitters, so hopefully that won't be necessary. Is there any way to add support for more weapon types, or is that hardcoded? I kind of want to add various effects for broadside batteries in BFG.
Reply #6 Top
Unfortunately it looks like its all hard capped at a max of 3 weapon types. However, you can add banks, increase the damage, and change the RoF. For most ships in BFG the guns will all be of a standard configuration anyway (Adeptus Mechanicus hating change) so you shouldn't need to many effects.
Reply #7 Top
Yeah, that's the impression I got from the error messages too, but I just wanted to hear it from the horses mouth, because there are a lot of smaller caliber guns on the weapons batteries other than the big cannons, and I was hoping I could make them shoot the plasma, gunshots and lasers they talk about in the rules. Just an idle wondering for eye candy purposes, but that's awfully tight when you factor in turrets and the three types of main guns (lances, weapons batteries, and torps if we can't make them into a proper ability).
Reply #8 Top
Torps should be an ability. Thats an tricky one though.

The rest of the weapons are pretty easily represented, my only question, is it possible to make the Imperial ships tougher from the front. Also will you be maintaining the speed and range advantage of the Chaos warships over their Imperial counterparts?
Reply #9 Top
you should join the mod team, we like good ideas and knowledgable people, and the chaos will have the speed and range advantages, and the imperials will get the effects of their iconic armored prows if we can make it work.
Reply #10 Top
if it can be done it will be done but i am not too optimistic about it
and i second xthetenth's proposal ideas = goodness

the Emperor protects