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-   -   Attempted new ship, issues abound (http://forum.shrapnelgames.com/showthread.php?t=27072)

Pfhoenix December 19th, 2005 09:24 AM

Attempted new ship, issues abound
 
I'm attempting to make my own ship, which is turning out to be a horrendously trying task.

I worked off of the mod manual online, following the steps. What first started happening was that my ship wasn't appearing right, at all, and any attempt to use the ship (start the simulator or a new game) caused WW to crash. My first guess was that I screwed up the graphics part somehow, so I copied over the ship stats from the Garthan Carrier. When the game still crashed, I swapped out the hull definition as well.

So, now the game doesn't crash, but my ship, as designed, doesn't work. Are there more hard-coded limitations that WW hides, such as maximum number of weapon slots definable? If there are more magic numbers, they really need to be documented for modder's sakes.

Fingers December 19th, 2005 03:42 PM

Re: Attempted new ship, issues abound
 
That's probably a good idea. I'll add a list of various limits to the mod docs when I have time.

FYI the maximum number of hardpoints is 16 (multiple engines and thrusters [up to 4] count as a single hardpoint). I don't think any ships in WW have more than 11-12 and those start getting crowded on the systems display already.

Pfhoenix December 19th, 2005 07:26 PM

Re: Attempted new ship, issues abound
 
I was trying to create a test super ship, a destroyer with 8 weapons and 9 system devices. I guess I'll have to rethink my plan, then.

Zogu December 19th, 2005 08:34 PM

Re: Attempted new ship, issues abound
 
Is there a hard limit on the number of weapon slots?

I mean... you could try to build a super fortress: full of weapons, one strong shield, but no impulsor or star drive!

Fingers December 19th, 2005 09:47 PM

Re: Attempted new ship, issues abound
 
There's no specific limit for weapons. The most I've seen in a mod is a ship someone at the ISF forums made, with 11 weapons.


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