Hello All,
It has been made apparent now that there are many hardcoded limits in the game, which cannot be modded around, and are like a brick wall once you hit them. For example, here are some hardcoded limits that I have come across:
Structures and units - These cannot be changed or altered, which means that you cannot mix unit types. You cannot have a orbital defense cannon have fighters and you cannot have a fighter bay have weapons
Captial ship limit. - the limit was 5, but this has been now changed to 9 in the 1.1 BETA, which IS much better
Weapon limit - you cannot have more than 3 different weapons on a ship
Ability limit - You cannot have more than 4 abilities per unit
Star Abilities - you can only have 1 ability on a Star. Planets can have 4
Sounds - there is a max of 1100 sounds, spread across dialog, music, and effects. The cobination of these files cannot reach 1100, or the game will dump
MODELS- the 3D models, or meshes, can only have a maximum of 10 emitters for any particular weapon, engine, etc., or the game will crash.
STRING FILE - EDIT - No limit now, as far as I can tell. I have over 5780 entries so far.
I am writing this for all modders, so that they know that there are hardcoded limits which they cannot be changed or modded around at this time. I am also writing this for the developers, in hopes that they will read this and consider changing these limits so that us modders can do what we do without having to worry about hitting an invisible ceiling.
I would appreciate everyone's support in this, from both modders and gamers alike.
Thankyou.
DANMAN
Yeah, I used flair points, but I think there were only eight of them or so. By the way, there is a way to actually have up to 100 flair effects per ship, and that is achieved by a little creative particle assembly. What you do is, you load the model into the Particle Forge, then use it as a reference to set up your individual flair effects... only this time you use up to ten individual emitters and position them within the Particle Forge itself. You can achieve complex animations and effects that way (for example my two-pronged electron beam muzzle effect was done this way) and still only use up one flair slot. So if you keep your effects simple, like position lights or floodlights, you can have up to 100 of them per ship.
Each weapon type should have a max of 10 firing points. So, you could make your ship fire 3 weapons out of 30 orifices total. You could have 2 beam weapon types and so have 20 beams firing.
I am not sure if anyone's actually tried to go beyond and confirmed that it doesn't work.
I can confirm that going beyond 10 does indeed work. The current SoA 2 mods Galaxy, and Venture refit both have about 17 beam hard points. They all fire and work as intended. Nobody has complained about any glitches due to too many points.
I did the hardpoints on those ships before i found out about the alleged hardcode limit. There are only two types of weapon on each ship.
After i found out about the limit i changed all ships that had more than 10 beams to using two types of beam weapons. There is no difference in game both graphic or perfomance wise. except that the Galaxy and Sovereign now have two sets of beam stats. I made one set of beams antilight, and able to target strike craft.
What i have heard about the supposed hardcode limit is that by putting more than 10 points per weapon you will cause memory leaks in game, because sins doesnt know how to optimize more than 10 per weapon. I do not know if that is true, or not. I have not experienced any leaks, or glitches having more than 10. That is why we need the confirmation. We do need a developer to answer these questions.
So for now it is correct to assume that 10 is the limit for any type of hardpoint. Untill further notice.
I probably answered my own question but i am going to ask anyway. Are there only two types of blinkers in game? Can you change the color of the blinker, and how would you do it if you could? Can you also change the blink rate? Reason i am asking is it would be nice if some of the trek ships had flashers on them. I was just hesitant on using them until i understood them better.
Well each weapon has 10 firing points, per arc. So technically you can have 30 per arc, or one weapon having 10 on each arc for a total of 40. So with all weapons with 10 in each arc you max out at 120 weapon emitters.
Huh? what? 10 per arc??! Are you sure about this? If that is the case then i wasted my time making two sets of beam weapons
Pretty certain its 10 per arc. Not sure though. I'm just a code monkey, not a modeler.
DANMAN, ManSh00ter, any clarification?
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