Re: Missile tech tree question. (Devnull)
so far the best i could do is as follows:
Name := Missile Pod I
Description := A set of several capital ship missiles dragged behind the ship.
Pic Num := 1262
Tonnage Space Taken := 5
Tonnage Structure := 10
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 150
Vehicle Type := Ship
Supply Amount Used := 10
Restrictions := Three Per Vehicle
General Group := Weapons
Family := 2053
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Extra Movement Generation
Ability 1 Descr := Generates -3 bonus movement points.
Ability 1 Val 1 := -3
Ability 1 Val 2 := 2
Ability 2 Type := Armor
Ability 2 Descr := Is damaged before any other components on a ship.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Standard Ship Movement
Ability 3 Descr := Generates 0 standard movement.
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 120 120 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 30
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 86
Weapon Seeker Speed := 6
Weapon Seeker Dmg Res := 30
unfortunatly the limitations to negative speed prevent this type of platform from functioning well in an AIC galaxy with their engine platforms because the pods don't drop once fired, giving the original speed and defence bonuses back.
ggm
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