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  #1  
Old May 24th, 2001, 03:41 PM

Kadste Kadste is offline
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Default Re: Transphasic Torpedoes

Just add these weapons to the components.txt file. Make sure they can be used in the AI DesignCreation.txt files. Also for ranged damage, the minimum damage has to be 1.

It's so easy to change the game to suit you needs.

Name := Transphasic Torpedoes
Description := These torpedoes are mean mother (four letter word starting with F)
Pic Num := 69
Tonnage Space Taken := 500
Tonnage Structure := 100
Cost Minerals := 5000
Cost Organics := 0
Cost Radioactives := 10000
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 500
Restrictions := None
General Group := Weapons
Family := 2003
Roman Numeral := 10
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Torpedo Weapons
Tech Level Req 1 := 10
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000
Weapon Damage Type := Normal
Weapon Reload Rate := 3
Weapon Display Type := Torp
Weapon Display := 38
Weapon Modifier := 50
Weapon Sound := ZTorp2.WAV
Weapon Family := 4

Name := Capital Ship Missile
Description := Very large missile that has to travel 5 spaces to arm.
Pic Num := 116
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 0
Restrictions := None
General Group := Weapons
Family := 2001
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 1 1 1 1 1 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 1000
Weapon Sound := capshpms.wav
Weapon Family := 201
Weapon Seeker Speed := 5
Weapon Seeker Dmg Res := 100
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  #2  
Old May 24th, 2001, 04:18 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Transphasic Torpedoes

quote:
One torpedoe took out a full size borg cube. Now that was impressive.

Sounds more like lame to me. The Borg idea has really been ruined.
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  #3  
Old May 24th, 2001, 04:19 PM

Nitram Draw Nitram Draw is offline
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Default Re: Transphasic Torpedoes

The 1's are necessary at the close range? Maybe that is why my first attempt didn't work. Thanks.
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  #4  
Old May 24th, 2001, 04:32 PM

Kadste Kadste is offline
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Default Re: Transphasic Torpedoes

Nitram,

Yes the 1's are required. If you have a zero damage at any range, the weapon will not work at any range.
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In death ground, fight.
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  #5  
Old May 24th, 2001, 04:39 PM
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Default Re: Transphasic Torpedoes

Name := Molten metal accelerator
Description := An electromagnetically accelerated jet of molten metal which solidifies into an armour piercing spear.

<blah blah blah>

Weapon Damage At Rng := 1 1 1 100 100 100 100 100 100 100 0 0 0 0 0 0 0 0 0 0

<blah blah blah>


Name := Wave nexus device
Description := Two high energy waves are projected towards an enemy. At the points where the waves meet, intense heat damages the target.

<blah blah blah>

Weapon Damage At Rng := 1 1 200 200 1 1 200 200 1 1 200 200 1 1 200 200 0 0 0 0 0

<blah blah blah>


Name := Velocity rockets
Description := ultra-high speed rockets accelerate towards the target. The faster they are travelling on impact, the more damage they do. This weapon is difficult to aim and unlikely to hit (1%) at range 8 or higher

<blah blah blah>

Weapon Damage At Rng := 5 10 20 40 80 160 320 640 640 640 640 640 640 640 640

<blah blah blah>




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  #6  
Old May 24th, 2001, 05:45 PM
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DirectorTsaarx DirectorTsaarx is offline
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Default Re: Transphasic Torpedoes

I wonder if the "Optimal Range" strategy is smart enough to deal with these kinds of weapons...
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  #7  
Old May 24th, 2001, 06:09 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Transphasic Torpedoes

quote:
Originally posted by DirectorTsaarx:
I wonder if the "Optimal Range" strategy is smart enough to deal with these kinds of weapons...


Yes, it is, actually. I've modded the organic "Plasma Bolt" to do more damage in the mid-range and less at each end. The main race that uses it, the Urak Tal, are quite formidable in combat with it. Their ships stay out away from enemy ships trying to keep them in that max damage range. Since most other ranged weapon do less damage at range and more close up, this makes them uniquely effective in combat.
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