Re: Fighters and Missiles
Decoy Missiles:
Name := Decoy Missile I
Description := Missile fired to 'soak up' point-defense so the real missiles get through. Causes minimal damage itself.
Pic Num := 156
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 75
Cost Organics := 0
Cost Radioactives := 75
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Weapons
Family := 7034
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Military Science
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 2 2 2 2 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 87
Weapon Seeker Speed := 12
Weapon Seeker Dmg Res := 25
From my 'D-Mod', gold Version. To get the desired effect you want just mess with the rate of fire and damage resistance to make them less/more powerful. Also range (less or more) can be a good 'leveler' of power. Speed of the seeker is also a good way to make them more/less powerful in that they can be slower/faster than the normal missiles depending on their level of tech. To get an idea of where these fit in my modd the rest of the missiles were changed as well.
Short Range Missiles- Rate of Fire of 1, range of 6.
External Mount Missiles: Rate of Fire of 30, range varied with tech.
Normal Missiles: ROF reduced to 2
Plasma Missiles: ROF of 2, Skipped Normal Shields.
GodHammer Missiles: ROF of 4, 100-500 damage depending on level.
Armor Skipping Missiles: ROF of 2.
[ June 17, 2002, 23:49: Message edited by: Deathstalker ]
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