######################## # BEHEMOTH TITAN LANCE ######################## weapon_component_template = { key = "BEHEMOTH_TITAN_WEAPON" size = titanic type = instant prio_projectile = yes hidden = yes icon = "GFX_mutation_laser_1" icon_frame = 1 potential = { OR = { is_ship_size = behemoth_01 is_ship_size = behemoth_02 is_ship_size = behemoth_03 is_ship_size = behemoth_04 } } firing_arc = 15.0 min_range = 30.0 tags = { weapon_type_energy weapon_type_space_fauna } component_set = "BEHEMOTH_TITAN_WEAPON" projectile_gfx = "behemoth_titan_laser" } ######################## # BEHEMOTH LIGHTNING BREATH ######################## weapon_component_template = { key = "BEHEMOTH_LIGHTNING_WEAPON" size = extra_large type = instant icon = "GFX_mutation_lightning_breath_1" icon_frame = 1 hidden = yes firing_arc = 35.0 min_range = 10.0 use_ship_main_target = no potential = { OR = { is_ship_size = behemoth_01 is_ship_size = behemoth_02 is_ship_size = behemoth_03 is_ship_size = behemoth_04 } } component_set = "BEHEMOTH_LIGHTNING_WEAPON" projectile_gfx = "behemoth_lightning_breath_laser" tags = { weapon_type_energy weapon_type_space_fauna weapon_role_artillery x_slot } ai_tags = { weapon_role_artillery artillery } ai_tag_weight = 0 target_weights = { titan = 3 battleship = 2 stinger_stage_1 = 1.5 stinger_stage_2 = 2 stinger_stage_3 = 2 } } ######################## # BEHEMOTH ARMOR ######################## utility_component_template = { key = "LARGE_BEHEMOTH_ARMOR" size = large icon = "GFX_ship_part_behemoth_armor" icon_frame = 1 power = 0 hidden = yes potential = { OR = { is_ship_size = behemoth_01 is_ship_size = behemoth_02 is_ship_size = behemoth_03 is_ship_size = behemoth_04 } } modifier = { ship_armor_add = @armor_L6 } ship_modifier = { ship_armor_regen_add_static = @bio_ship_armor_regen_l_6 } component_set = "BEHEMOTH_ARMOR" resources = { category = ship_components cost = { alloys = @l_t6_cost } upkeep = { food = @l_t6_upkeep_energy alloys = @l_t6_upkeep_alloys } } } ######################## # BEHEMOTH THRUSTERS ######################## utility_component_template = { key = "BEHEMOTH_PROPULSION_1" size = small icon = "GFX_ship_part_bio_thruster_1" icon_frame = 1 power = 0 hidden = yes potential = { is_ship_size = behemoth_01 } upgrades_to = "BEHEMOTH_PROPULSION_2" component_set = "thruster_components_bio" } utility_component_template = { key = "BEHEMOTH_PROPULSION_2" size = small icon = "GFX_ship_part_bio_thruster_2" icon_frame = 1 power = 0 hidden = yes potential = { is_ship_size = behemoth_02 } modifier = { ship_base_speed_mult = 0.25 ship_evasion_add = 1 } upgrades_to = "BEHEMOTH_PROPULSION_3" component_set = "thruster_components_bio" } utility_component_template = { key = "BEHEMOTH_PROPULSION_3" size = small icon = "GFX_ship_part_bio_thruster_3" icon_frame = 1 power = 0 hidden = yes potential = { is_ship_size = behemoth_03 } modifier = { ship_base_speed_mult = 0.50 ship_evasion_add = 2 } upgrades_to = "BEHEMOTH_PROPULSION_4" component_set = "thruster_components_bio" } utility_component_template = { key = "BEHEMOTH_PROPULSION_4" size = small icon = "GFX_ship_part_bio_thruster_4" icon_frame = 1 power = 0 hidden = yes potential = { is_ship_size = behemoth_04 } modifier = { ship_base_speed_mult = 0.75 ship_evasion_add = 3 } component_set = "thruster_components_bio" } ########################### # BEHEMOTH PLANET CRACKER ########################### weapon_component_template = { # World Cracker key = "PLANET_KILLER_MAW" size = planet_killer type = planet_killer use_ship_main_target = no valid_for_country = { has_menace_perk = menp_behemoth_hatchling_2 } icon = GFX_ship_part_preying_maw icon_frame = 1 potential = { OR = { is_ship_size = behemoth_03 is_ship_size = behemoth_04 } } component_set = "PLANET_KILLER_CRACKER" planet_destruction_gfx = "gobble_planet_gfx" ai_weight = { factor = 100 } } ######################## # BEHEMOTH ACTIONS ######################## utility_component_template = { key = "SHIP_BEHEMOTH_GROWTH" size = large icon = GFX_mutation_combat_synapses icon_frame = 1 power = 0 custom_tooltip = SHIP_BEHEMOTH_GROWTH_TT inline_script = ship_components/behemoth_stage_1_mutations inline_script = ship_components/behemoth_stage_2_mutations inline_script = ship_components/behemoth_stage_3_mutations inline_script = ship_components/behemoth_stage_4_mutations inline_script = ship_components/behemoth_stage_5_mutations inline_script = ship_components/behemoth_stage_6_mutations inline_script = ship_components/behemoth_stage_7_mutations inline_script = ship_components/behemoth_stage_8_mutations inline_script = ship_components/behemoth_superweapon ai_weight = { factor = 2 } } utility_component_template = { key = "SHIP_BEHEMOTH_GROWTH_CLOAKING" size = large icon = GFX_mutation_combat_synapses icon_frame = 1 power = 0 custom_tooltip = SHIP_BEHEMOTH_GROWTH_TT inline_script = ship_components/behemoth_stage_1_mutations inline_script = ship_components/behemoth_stage_2_mutations inline_script = ship_components/behemoth_stage_3_mutations inline_script = ship_components/behemoth_stage_4_mutations inline_script = ship_components/behemoth_stage_5_mutations inline_script = ship_components/behemoth_stage_6_mutations inline_script = ship_components/behemoth_stage_7_mutations inline_script = ship_components/behemoth_stage_8_mutations inline_script = ship_components/behemoth_superweapon modifier = { ship_cloaking_strength_add = @cloaking_high_strength } ai_weight = { factor = 2 } } utility_component_template = { key = "SHIP_BEHEMOTH_RAGE" size = large icon = GFX_mutation_berserker_glands icon_frame = 1 power = 0 scripted_action = { scope = self finish_anim_state = "rage" possible = { always = yes } button_clickable = { custom_tooltip = { fail_text = BLANK_STRING always = yes } } name = on_behemoth_rage_triggered tooltip = behemoth_rage_ship_button icon = GFX_scripted_action_behemoth_rage activity_key = behemoth_rage_activity_key context_menu_name = behemoth_rage_menu_title progress_activity_key = behemoth_rage_progress_activity_key required_progress = 1 on_click_sound = "ui_kaiju_enrage" cooldown = 540 cost = { food = 5000 exotic_gases = 150 } shortcut = "SHIFT+R" } ai_weight = { factor = 2 } }