Adding weapons to planet defenses

Is it possible to add another weapon to the Gauss platform? I know ships have a 3 weapon limit but I haven't been able to add a second weapon to the planetary defenses. It seems silly that defense installations don't have anti-fighter weapons.
37,253 views 8 replies
Reply #1 Top
what happens when you try a second weapon?
Reply #2 Top
I managed to add more weapon types to structures a long time ago, didn't have to do anything special. It works just like ships, only the structures don't have firing points for the 2nd and 3rd weapon so it'd come out of the center.

Also, you can only do it to the gauss/phase missile/beam turrets. You cannot add any weapons to hangars, unfortunately.
Reply #3 Top
I managed to add more weapon types to structures a long time ago, didn't have to do anything special. It works just like ships, only the structures don't have firing points for the 2nd and 3rd weapon so it'd come out of the center.Also, you can only do it to the gauss/phase missile/beam turrets. You cannot add any weapons to hangars, unfortunately.


But you can add abilites which can be weapons.
Reply #4 Top
You cannot add any weapons to hangars, unfortunately.


Are you sure? You could add a Weapon 0 null to the mesh, and then maybe do something like that...or you could have it create a new type of squad that can't move, and would serve as a virtual turret..that could actually work...
Reply #5 Top
I have not messed around with it for a long time, but I know I didn't try editing the actual mesh, maybe that's the trick. For my experiments, I think adding weapons to hangars did nothing at all - the game wouldn't crash but it wouldn't use them, and adding command points to turrets resulted in a glorious minidump. That led me to believe that it's tied to the entity type. It has been months, though ;)
Reply #6 Top
Hmm.. maybe, but doing something like making a new squad called "Auto Deffense Upgrade" would create the squad but give it only one member, and frigate like attack.. that I think might be the best way, unless you do that, but modifying the mesh, that would give it a spot, but it still might kill it when you try adding in data for the hanger..

Reply #7 Top
I mandualy added data to the hanger and defense both hanger points for the guass and weapon points for the hanger (tech stuff).

I also messed with the entity files but the thing is the parser dosn't really care what you add to the END of the entity file (it dosn't read it) so you can only add it to the middile of the file (before the end of the usual data) but since it is expecting ONLY the data for that type of module you simply CAN'T add weapon or squad data because it will give you a missing label error.

Even with weapon/hanger points it dosnt work.

You definatly can have abilites though, I had a tech hanger with an automatic guass cannon... fun.


Edited for clarity.
Reply #8 Top
If you start out with a weapons platform, you will have "weapon" functionality, then you can use abilities in battle to spawn a carrier!

If you make the carrier mesh really small (4 triangles), and use a hanger mesh for the platform itself, then you can appear to have a hanger with weapons...

You can also do it the other way around, spawning weapon-frigates around the hanger bay (for the duration you need)...
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