Disabling Superweapons

I would like to disable super weapons in a normal Single player game.  I am pretty sure I didn't miss it.  Could it be purposed to add an option when starting a new game to have Super-weapons disabled?

29,983 views 22 replies
Reply #1 Top

Here, install this as a mod with the new 1.5 patch. It will disable the superweapons and hide the research options from you. I didn't remove the module option, but without the research you won't be able to build them.

https://dl.dropboxusercontent.com/u/5790092/Temp/DisableCannons.zip

Cheers!

Reply #2 Top

Just updated to version 1.5 but didn't want to play it with %&*£$ing horrible game destroying super weapons.  So thank you very much for this. ;)

Reply #3 Top

@mikefacciola

I have also found this mod were you can also disable titans as well as superweapons. Don't know if it's 1.5 compatable yet, but worth a try.

 

https://www.wincustomize.com/explore/sins_mods/151/

Reply #4 Top

Thanks, just wanted to disable the pesky computer making super-weapons under five minutes from the start of the game.

Reply #5 Top

Quoting mikefacciola, reply 4

Thanks, just wanted to disable the pesky computer making super-weapons under five minutes from the start of the game.
End of mikefacciola's quote

 

I know, garbage isn't it?  The mind boggles at to why they would want to put this into the game, just doesn't make any sense.

Reply #6 Top

About this, is there a mod that simply limits the weapons to one? I love the superweapons, but when the AI starts spamming them like crazy, it gets irritating. (especially the TEC's and Vasari's)

Reply #7 Top

Quoting Tattyhat, reply 5
I know, garbage isn't it? The mind boggles at to why they would want to put this into the game, just doesn't make any sense.
End of Tattyhat's quote

Someone got owned!!!

Reply #8 Top

Quoting Tattyhat, reply 5


Quoting mikefacciola, reply 4
Thanks, just wanted to disable the pesky computer making super-weapons under five minutes from the start of the game.

 

I know, garbage isn't it?  The mind boggles at to why they would want to put this into the game, just doesn't make any sense.
End of Tattyhat's quote

Because it can save a lot of time weakening the enemy from afar, and I don't get OCD when nukes of doom are racing towards my planets that are totally protected my starbases.  ;)

Seriously, the AI cannot really use superweapons effectively, they are a huge boost to the player more since players are smart enough to use them for sniping planets, overthrowing the enemy with culture and for Kostura cannon sneak attacks. When the AI uses them effectively its mostly just luck.

Quoting BellGoRiiing, reply 6

About this, is there a mod that simply limits the weapons to one? I love the superweapons, but when the AI starts spamming them like crazy, it gets irritating. (especially the TEC's and Vasari's)
End of BellGoRiiing's quote

There is already a limit of 1 superweapons per 4 planets. On rather tight maps it would be highly unlikely anyone would get more than 1 built anyways (perhaps TEC Loyalists only).

There is no longer any easy way of modding such a limit in the game, so I would be surprised if one existed.

Reply #9 Top

In respect to playing longer, I found that every computer on Very hard, on a huge map with multiple systems think its 5 stars 142 systems, with 9 CPUs under about 20 mins they all start building them everywhere, and only a few are attacking me unless I am on my own team then the ones within the system can shoot at me.  Otherwise the computer will just shoot off at random directions.  I am enjoying myself the way I play.  I tend to like long games with many systems and many CPUs versus small short games!  Did find a little bit of lag with 5 team mates on that many stars however.  The only portion of OCD I see is oh crap better build some shields from TEC blasts :) And send all the fleets to smoke out that cannon!

Reply #10 Top

Quoting RiddleKing, reply 7


Quoting Tattyhat, reply 5I know, garbage isn't it? The mind boggles at to why they would want to put this into the game, just doesn't make any sense.

Someone got owned!!!
End of RiddleKing's quote

 

That's right. They ruined every game I tried to play until some kind person made a mod for me and I got rid of them.

Reply #11 Top

Im finding the culture spread to be a bigger threat than superweapons.  (Map depending)  If your tec quickly build a bubble on your planet to absorb the blows, then go blow it up. :)

Reply #12 Top

It's the resources and distance. On big maps the AI have enough resources to field superweapons fast and you have a lot of ground to cover to get to that superweapon. It's a scale problem and thus hard to address. There is no easy balance fix.

Reply #13 Top

Quoting mikefacciola, reply 11

Im finding the culture spread to be a bigger threat than superweapons.  (Map depending)  If your tec quickly build a bubble on your planet to absorb the blows, then go blow it up.
End of mikefacciola's quote

 

I agree I have more issues with culture spreading rapidly.

 

 

I find it amusing when the AI launches an attack with one  capital ship or the larger ship....not had any  super weapons issues thus far that a planetary shield cant fix.

 

I play as a maximum defensive player, albeit it early on I am colonizing anything and everything.......guess my play style counter this quite well.

Reply #14 Top

Quoting ZombiesRus5, reply 1

Here, install this as a mod with the new 1.5 patch. It will disable the superweapons and hide the research options from you. I didn't remove the module option, but without the research you won't be able to build them.

https://dl.dropboxusercontent.com/u/5790092/Temp/DisableCannons.zip

Cheers!
End of ZombiesRus5's quote

 

Zombie,  can you update this mod for 1.51?

Or if you tell me how to update it from patch to patch, I can do it  :) (if its just a matter of altering a txt file)

 

I sure wish they'd create a toggle to disable superweapons (playing vs. cruel AI = superweapons in the first few minutes).

 

Thanks!

Reply #15 Top

Quoting GoaFan77, reply 8


There is no longer any easy way of modding such a limit in the game, so I would be surprised if one existed.
End of GoaFan77's quote

 

Could you change the cannonGravityWellRatioDenominator to something larger than 4 depending on what one wanted to do?  Like if you just want one superweapon, make it 1000 or if you want to make different mods with slightly larger values for different size maps.

Haven't tried this myself because I tend to play on tight maps anyway.

Reply #16 Top

Quoting ReadyMan, reply 14

Zombie,  can you update this mod for 1.51?
Or if you tell me how to update it from patch to patch, I can do it  (if its just a matter of altering a txt file)
End of ReadyMan's quote

It is covered by the trivial options mod pak:

https://forums.sinsofasolarempire.com/429281

Quoting stein220, reply 15

Could you change the cannonGravityWellRatioDenominator to something larger than 4 depending on what one wanted to do?  Like if you just want one superweapon, make it 1000 or if you want to make different mods with slightly larger values for different size maps.
Haven't tried this myself because I tend to play on tight maps anyway.
End of stein220's quote

Unfortunately it would not work.  If it is set to 1000, then you would not be able to build any until you own 1000 planets.

Reply #17 Top

I have acutally found that Goafan's mod has an addon might be through moddb that disables super weapons.

https://forums.sinsofasolarempire.com/414639/page/30/#3378115

 

I didnt test it but I assume that the superweapon mod works.

Reply #18 Top

Goafan's E4X No Superweapons mod is meant to work with the E4X base mod, so it does not only disable superweapons, but also includes changes of other game play parameters.  For example, the planet allegiance drop off rate per distance from capital is decreased.

If you want to just disable the superweapons using the same approach as Goafan's mod, simply copy GameInfo\Gameplay.constants from the main game directory.  Then you can open the copied file in notepad, change cannonsPerGravityWellRatio from 1 to 0, and create a new mod with the modified file.

 

Reply #19 Top

Thanks, I stumbled across it trying his mod out and I figured I would give it a shout out since other people might have read this threads topic.  However your solution will work as well!  :)

Reply #21 Top

Thanks darksxx

Reply #22 Top

For now the mod mention does work with the latest version of the patch (1.82) but if they are going to any further updating to this game, a option to turn them off OR limit to a selectable number  (not how many planets you control) would be a great thing to add, even if it was to be the last patch in a long while.  For both singleplayer and multiplayer.  I replied to this older topic because I did not want to make a new one since this thread already existed.

 

I bought sins rebellion and its DLC for a friend and bought the original sins of a solar empre game and its dlcs (of course bought sins rebellion and its DLC for myself too).  As a support of this game and company, I think these options would be a very much needed addition to the game for everyone to use.

 

I did try the Turn Super weapons into Ion cannons by Darksxx but it does not work with 1.82 (causes a crash to desktop when I hit apply changes), though Trivial Options mod pack does work.