Weapon levels above 10
-
Doesn’t make turret classes any less redundant.
-
I’m with FF on this. A common practice for many mods it to simply convert the turrets to regular classes. It frees up a whole ten slots which for the majority of modders is more than enough free slots for capital ships or whatever you may want to use.
Heck, in Itano Circus I just completely eliminated all turrets and just allowed regular weapons to be mounted on turret slots. 88 Flak does this as well. Makes more sense that way anyway, and you don’t get guns with weird muzzle velocities or ranges. I didn’t even use those free ten slots for anything in Itano Circus!
-
I know hacks are nice and all, they feel magical, but sometimes they end up being a huge crutch you rely upon… If a classic workaround exists, why not use it?
Further, any such hack to make new weapon classes could be ripe for cheating. What would happen were the plugin unloaded by a malevolent user?
-
I offered a solution in the last thread of this type… but it was ignored.
I think some of you are getting a tad bit spoilt with all these plugins and hacks, there has to be a time when you actually come up with your own solutions… thats what makes the modder… a modder…
read that as you will, but i truly feel its time we left AdoXa alone for a bit… and remembered how things were done before plugins & hacks!!
-
There are many solutions to this as already mentioned by the folks above. I have my way of doing it as well where every ship class has its own weapon type, lot of work to do but nothing can be cross mounted. Hacks are ok to a point but some of you really need to put some work in and not rely on “hacked” solutions.
-
read that as you will, but i truly feel its time we left AdoXa alone for a bit… and remembered how things were done before plugins & hacks!!
I totally agree with this, think back about a month and a bit ago when no-one was asking for hacks for this that and everything else, we should all just calm down and take a deep breath and look back to see what has been achieved recently
My 2 cents
Ozed -
and again, the turrets conversion are massively a workaround due to that then they can be mounted on any gun slot rather than just one one certain like on most fighters. have to disagree here, additional slot types are more than useful, probably even needed as the game was designed for fighters and freighters and they ofc cannot carry the same guns as capitals and utilities. yes, there are workarounds but those are maybe good for total conversions, not for vanilla-based mods (as far as we call the weap balance vanilla-based)
-
Gisteron wrote:
and again, the turrets conversion are massively a workaround due to that then they can be mounted on any gun slot rather than just one one certain like on most fighters.learn how to code your shiparch properly… and that statement is total…
-
Screw the vanilla “balance”, it basically amounted to the farther you are the better the guns. You ended up only using class 9+ guns and forgetting about the rest.
I know you’ll have to work gasp, but seriously, redoing the balance is 1) much better if you actually care about that word and 2) will show you how insanely wasteful the original game is about weapon classes.
And I still stand by the fact that any such hack would be utterly insecure in multiplayer. If you want your mod to be a hackfest, be my guest.
-
Good guys, now with some common sense. This is a low-priority requirement compared to others.
Guys, let adoxa come back to this when he is really bored, with nothing more import… hush, ST! He’s just getting some sleep!
-
Hehe… Im all for Hacks/Plugins when there’s no other option… but on this matter there’s been a solution for years… and more than 1 way to go…
and besides… it’s been on his “todo” list for some time now to be in the next JFLP… if anyone actually read stuff… you’d know that I for one want/need extra torpedo classes & have been waiting for a while… patience peeps… 8-)
-
ClassEx, ExHp, eXXtender, LvleX
just throwin stuff out there…
-
First. When does Adoxa ever sleep… do be serious ST…
Second.
ClassUp
AddClass
ClassPlus
AdvClass
AdvType
AdvGroup
ClassPool
HPPool -
Classes are only for separating which guns fit which ships, and in plain FL that was not done well at all. In fact - it was crap.
You can do so much better.
Don’t forget you can have any number of guns in each class, and some can be twice the damage or more - up to you.
So you can make 20 different-power guns for each single class. That is 200 guns. Go crazy!
You’ll get fed up at around 40!
The best for “realism” is that:-
- small fighters should carry only class 1-2 (small) guns,
- bigger fighters carry only class 2-3 guns,
- biggest fighters carry only class 3-4 guns,
- gunboats class 4-5 guns,
- warships class 5-6-7 guns,
- big warships class 6-7-8 guns,
- biggest warships class 7-8-9 guns,
- class 10 for very special/unique weapons for certain ships only
If you want more specials then just limit the ships to class 8 max and you have class 9 & 10 available for specials. Easy!
e.g.
Class 1: light fighter gun
Class 2: medium fighter gun
Class 3: heavy fighter gun
Class 4: very heavy fighter gun
Class 5: gunboat gun
Class 6: heavy gunboat/destroyer gun
Class 7: cruiser gun
Class 8: battleship gun
Class 9: dreadnought gun
Class 10: special mount gunsThen on each of your ships in shiparch.ini limit the class of gun each ship can mount:
Light fighters:
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, …Medium fighters:
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, …
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, …Heavy fighters:
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, …
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, …Very heavy fighters:
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, …
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, …Gunboats:
hp_type = hp_gun_special_5, HpWeapon06, HpWeapon07, …
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, …Destroyers/Cruisers:
hp_type = hp_gun_special_7, HpWeapon06, HpWeapon07, …
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, …
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, …Battleships:
hp_type = hp_gun_special_8, HpWeapon012, HpWeapon013, …
hp_type = hp_gun_special_7, HpWeapon06, HpWeapon07, …
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, …Dreadnoughts/Starships/Heavy Cruisers:
hp_type = hp_gun_special_9, HpWeapon012, HpWeapon013, …
hp_type = hp_gun_special_8, HpWeapon06, HpWeapon07, …
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, …Then you can also keep Class 10 for any very special guns that maybe only 1-2 ships can mount.
And you can do the same for your turrets.
So who needs 10 classes?
Unless you are setting out to prove you can?
But then I can be just as daft as the next guy too.
-
Why only “gun”? I would prefer to use “turret” for capital ships.
So, the solution is to move the turret classes to make place for capital ships tutrrets? Not exactly the answer I expected for… I thought of it before making this thread.
About special guns like the Liberty Cruiser Gun, I thought to not include that hardpoint in the shiparch, that you can’t unmount the special gun because you can’t see it. Will it work?