Making new weapons for SC:O

Requesting the enabling of new parameters

During the development of SC:O, I and many others put forward our ideas for new weapons for the game. Now with the advent of modding I have had success in modifying existing weapons and have learned a great deal on how it all fits together.

Now I would like to my hand at creating some of my ideas, however in order to accomplish this, I need new weapon parameters enabled.

New parameters would like to request:
- Enable <Orbitturrets> to fire at targets.
- Enable <Reinforcements> to be locked into an orbit around the ship.
- Enable <Projectile> generate projectiles / beams on explosion
- Enable <Projectile> generate projectiles / beams while in transit

Please note: I completely understand if Stardock are holding off implementing new code until there is a resolution.

 

11,286 views 7 replies
Reply #1 Top

I'll pass this on.

Reply #3 Top

I have been trying to create my own "swarm" ship (ie greegrox) however as far as i can tell, there is something within the game engine that will only enables the swarm for the greegrox.

Has anyone out there had any success in creating their own swarm type ship ?

Reply #4 Top

Another question for anyone who has been developing and or modding the game.

Is it possible to enable a ship to stop beam weapons passing through the hull ?
(Currently trying to see if there is any other material than Meleeship)

Case in point, when you fire a beam weapon at a ship it passes through, but fire that same beam weapon at a planet or boss ship and it is blocked.  Reason why, trying to make another new weapon for a mini boss  :)

Thanks again

Reply #5 Top

Not that I know of.  I would start by making simple weapons and go from there.  I’ve been meaning to try it myself but, as always, time is a commodity I lack. ;)

Reply #6 Top

Hi StarDock,

Question: Is there any way of getting a more detailed RunLog as I am trying to find out why a new modded weapon crashes the game

Background: I have been trying to generate some new weapons for my mod.  However I have managed to create a weapon that will crash after a random amount of time.  (The weapon is a "boss" version of the "SpawnLexiteTurret" - which also links in with my request to block beam weapons ^_^ )

If it helps - the only errors I am getting are:

  • Assert Fail: fileBuffer.m_uiSize < fileBuffer.m_uiCapacity File D:\StarControl_BM\Main\Libs\MVC\Common\MVC_Library.cpp Line 2925
    (12 duplicates)
  • Assert Fail: !m_ShipsByUniqueNetId.ContainsKey(id) File D:\StarControl_BM\Main\Apps\StarControl\Source\Ship\ShipManager.cpp Line 883
  • Assert Fail: false File D:\StarControl_BM\Main\Cider\CiderCore\Src\HashMap.h Line 431

 

::Edit::

I have tried a fresh install but still no joy

P.S. - Looking at the error log there was "Error: NPC Line "EP4_GlooshCartographer_58" does not have a valid translation".  Which was resolved that one by adding in the missing line in EP4_GlooshCartographerDialog.csv

Reply #7 Top

Another few modding questions:

How do you add items to be purchased at a Starbase ?
How do you change the rewards for a quest ?

I assume these two are linked slightly as they both involve the xml files in the Dialog sub-directory.

For example, when completing the Combat Trial Reward at the Sol Arena, I was trying to replace the HomingNuke with the version from the Vault in the SC_Arena.xml file.

So i changed the line:
<script>Player.InventoryAddComponent("HomingNuke")</script>

to

<script>Player.InventoryAddComponent("HomingNukeBlackHole")</script>

Yet I still get the same "advanced nuke".  Is there another file I need to change ?