# Icons set here are the ones shown in the actual slot. The reason is so that we can support different icons for different sizes. # #################### # Mandibles # #################### weapon_component_template = { key = "MANDIBLE_1" size = torpedo entity = "invisible_turret_entity" icon = "GFX_ship_part_mandible_1" icon_frame = 1 type = instant firing_arc = 25.0 prerequisites = { tech_maulers } component_set = "MANDIBLE_1" projectile_gfx = "biogenesis_01_mandible_attack" tags = { weapon_type_mandible weapon_type_kinetic g_slot } ai_tags = { weapon_role_anti_armor } potential = { ship_uses_mauler_components = yes } upgrades_to = "MANDIBLE_2" resources = { category = ship_components cost = { alloys = @m_t3_cost } upkeep = { food = @m_t3_upkeep_energy alloys = @m_t3_upkeep_alloys } } ai_weight = { weight = 10 modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } weapon_component_template = { key = "MANDIBLE_2" size = torpedo entity = "invisible_turret_entity" icon = "GFX_ship_part_mandible_2" icon_frame = 1 type = instant firing_arc = 25.0 prerequisites = { "tech_mandibles_2" } component_set = "MANDIBLE_2" projectile_gfx = "biogenesis_01_mandible_attack" tags = { weapon_type_mandible weapon_type_kinetic g_slot } ai_tags = { weapon_role_anti_armor } potential = { ship_uses_mauler_components = yes } upgrades_to = "MANDIBLE_3" resources = { category = ship_components cost = { alloys = @m_t4_cost rare_crystals = @m_t4_rare } upkeep = { food = @m_t4_upkeep_energy alloys = @m_t4_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } weapon_component_template = { key = "MANDIBLE_3" size = torpedo entity = "invisible_turret_entity" icon = "GFX_ship_part_mandible_3" icon_frame = 1 type = instant firing_arc = 25.0 prerequisites = { "tech_mandibles_3" } component_set = "MANDIBLE_3" projectile_gfx = "biogenesis_01_mandible_attack" tags = { weapon_type_mandible weapon_type_kinetic g_slot } ai_tags = { weapon_role_anti_armor } potential = { ship_uses_mauler_components = yes } resources = { category = ship_components cost = { alloys = @m_t5_cost rare_crystals = @m_t5_rare } upkeep = { food = @m_t5_upkeep_energy alloys = @m_t5_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } # #################### # BioPlasma Emitters # #################### # ## Bio-Plasma 1 weapon_component_template = { key = "SMALL_BIO_PLASMA_1" size = small type = instant icon = "GFX_mutation_bio_plasma_1" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_plasma_1" } component_set = "BIO_PLASMA_1" projectile_gfx = "plasma_thrower_s" tags = { weapon_type_energy s_slot } ai_tags = { weapon_role_anti_armor gunship } ai_tag_weight = 3 upgrades_to = "SMALL_BIO_PLASMA_2" resources = { category = ship_components cost = { alloys = @s_t3_cost } upkeep = { food = @s_t3_upkeep_energy alloys = @s_t3_upkeep_alloys } } } weapon_component_template = { key = "MEDIUM_BIO_PLASMA_1" size = medium type = instant icon = "GFX_mutation_bio_plasma_1" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_plasma_1" } component_set = "BIO_PLASMA_1" projectile_gfx = "plasma_thrower_m" tags = { weapon_type_energy m_slot } ai_tags = { weapon_role_anti_armor gunship } ai_tag_weight = 3 upgrades_to = "MEDIUM_BIO_PLASMA_2" resources = { category = ship_components cost = { alloys = @m_t3_cost } upkeep = { food = @m_t3_upkeep_energy alloys = @m_t3_upkeep_alloys } } } weapon_component_template = { key = "LARGE_BIO_PLASMA_1" size = large type = instant icon = "GFX_mutation_bio_plasma_1" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } min_range = 45.0 prerequisites = { "tech_plasma_1" } component_set = "BIO_PLASMA_1" projectile_gfx = "plasma_thrower_l" tags = { weapon_type_energy l_slot } ai_tags = { weapon_role_anti_armor gunship } ai_tag_weight = 3 upgrades_to = "LARGE_BIO_PLASMA_2" resources = { category = ship_components cost = { alloys = @l_t3_cost } upkeep = { food = @l_t3_upkeep_energy alloys = @l_t3_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = @cosmic_storm_gravity_ai_weight_factor has_country_flag = affected_by_gravity_storm } } } # ## Bio-Plasma 2 weapon_component_template = { key = "SMALL_BIO_PLASMA_2" size = small accuracy = 1 type = instant icon = "GFX_mutation_bio_plasma_2" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_plasma_2" } component_set = "BIO_PLASMA_2" projectile_gfx = "plasma_accelerator_s" tags = { weapon_type_energy s_slot } ai_tags = { weapon_role_anti_armor gunship } ai_tag_weight = 3 upgrades_to = "SMALL_BIO_PLASMA_3" resources = { category = ship_components cost = { alloys = @s_t4_cost exotic_gases = @s_t4_rare } upkeep = { food = @s_t4_upkeep_energy alloys = @s_t4_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = exotic_gases } } } } weapon_component_template = { key = "MEDIUM_BIO_PLASMA_2" size = medium type = instant icon = "GFX_mutation_bio_plasma_2" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_plasma_2" } component_set = "BIO_PLASMA_2" projectile_gfx = "plasma_accelerator_m" tags = { weapon_type_energy m_slot } ai_tags = { weapon_role_anti_armor gunship } ai_tag_weight = 3 upgrades_to = "MEDIUM_BIO_PLASMA_3" resources = { category = ship_components cost = { alloys = @m_t4_cost exotic_gases = @m_t4_rare } upkeep = { food = @m_t4_upkeep_energy alloys = @m_t4_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = exotic_gases } } } } weapon_component_template = { key = "LARGE_BIO_PLASMA_2" size = large type = instant icon = "GFX_mutation_bio_plasma_2" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } min_range = 45.0 prerequisites = { "tech_plasma_2" } component_set = "BIO_PLASMA_2" projectile_gfx = "plasma_accelerator_l" tags = { weapon_type_energy l_slot } ai_tags = { weapon_role_anti_armor gunship } ai_tag_weight = 3 upgrades_to = "LARGE_BIO_PLASMA_3" resources = { category = ship_components cost = { alloys = @l_t4_cost exotic_gases = @l_t4_rare } upkeep = { food = @l_t4_upkeep_energy alloys = @l_t4_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = exotic_gases } } modifier = { factor = @cosmic_storm_gravity_ai_weight_factor has_country_flag = affected_by_gravity_storm } } } # ## Bio-Plasma 3 weapon_component_template = { key = "SMALL_BIO_PLASMA_3" size = small type = instant icon = "GFX_mutation_bio_plasma_3" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_plasma_3" } component_set = "BIO_PLASMA_3" projectile_gfx = "plasma_cannon_s" tags = { weapon_type_energy s_slot } ai_tags = { weapon_role_anti_armor gunship } ai_tag_weight = 3 resources = { category = ship_components cost = { alloys = @s_t5_cost exotic_gases = @s_t5_rare } upkeep = { food = @s_t5_upkeep_energy alloys = @s_t5_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = exotic_gases } } } } weapon_component_template = { key = "MEDIUM_BIO_PLASMA_3" size = medium type = instant icon = "GFX_mutation_bio_plasma_3" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_plasma_3" } component_set = "BIO_PLASMA_3" projectile_gfx = "plasma_cannon_m" tags = { weapon_type_energy m_slot } ai_tags = { weapon_role_anti_armor gunship } ai_tag_weight = 3 resources = { category = ship_components cost = { alloys = @m_t5_cost exotic_gases = @m_t5_rare } upkeep = { food = @m_t5_upkeep_energy alloys = @m_t5_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = exotic_gases } } } } weapon_component_template = { key = "LARGE_BIO_PLASMA_3" size = large type = instant icon = "GFX_mutation_bio_plasma_3" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } min_range = 45.0 prerequisites = { "tech_plasma_3" } component_set = "BIO_PLASMA_3" projectile_gfx = "plasma_cannon_l" tags = { weapon_type_energy l_slot } ai_tags = { weapon_role_anti_armor gunship } ai_tag_weight = 3 resources = { category = ship_components cost = { alloys = @l_t5_cost exotic_gases = @l_t5_rare } upkeep = { food = @l_t5_upkeep_energy alloys = @l_t5_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = exotic_gases } } modifier = { factor = @cosmic_storm_gravity_ai_weight_factor has_country_flag = affected_by_gravity_storm } } } # #################### # Quill Battery # #################### # ## Quill Battery 1 weapon_component_template = { type = instant key = "SMALL_BIO_AUTOCANNON_1" size = small icon = "GFX_ship_part_bio_autocannon_1" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_autocannons_1" } component_set = "BIO_AUTOCANNON_1" projectile_gfx = "auto_cannons_s" tags = { weapon_type_kinetic s_slot } ai_tags = { weapon_role_anti_shield brawler brawler_stealth } upgrades_to = "SMALL_BIO_AUTOCANNON_2" resources = { category = ship_components cost = { alloys = @s_t3_cost } upkeep = { food = @s_t3_upkeep_energy alloys = @s_t3_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } modifier = { factor = 10 from = { ship_uses_mauler_components = yes } } } } weapon_component_template = { type = instant key = "MEDIUM_BIO_AUTOCANNON_1" size = medium icon = "GFX_ship_part_bio_autocannon_1" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_autocannons_1" } component_set = "BIO_AUTOCANNON_1" projectile_gfx = "auto_cannons_m" tags = { weapon_type_kinetic m_slot } ai_tags = { weapon_role_anti_shield brawler brawler_stealth } upgrades_to = "MEDIUM_BIO_AUTOCANNON_2" resources = { category = ship_components cost = { alloys = @m_t3_cost } upkeep = { food = @m_t3_upkeep_energy alloys = @m_t3_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } weapon_component_template = { type = instant key = "LARGE_BIO_AUTOCANNON_1" size = large icon = "GFX_ship_part_bio_autocannon_1" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_autocannons_1" } component_set = "BIO_AUTOCANNON_1" projectile_gfx = "auto_cannons_l" tags = { weapon_type_kinetic l_slot } ai_tags = { weapon_role_anti_shield brawler brawler_stealth } upgrades_to = "LARGE_BIO_AUTOCANNON_2" resources = { category = ship_components cost = { alloys = @l_t3_cost } upkeep = { food = @l_t3_upkeep_energy alloys = @l_t3_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } # ## Quill Battery 2 weapon_component_template = { type = instant key = "SMALL_BIO_AUTOCANNON_2" size = small icon = "GFX_ship_part_bio_autocannon_2" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_autocannons_2" } component_set = "BIO_AUTOCANNON_2" projectile_gfx = "ripper_auto_cannons_s" tags = { weapon_type_kinetic s_slot } ai_tags = { weapon_role_anti_shield brawler brawler_stealth } upgrades_to = "SMALL_BIO_AUTOCANNON_3" resources = { category = ship_components cost = { alloys = @s_t4_cost volatile_motes = @s_t4_rare } upkeep = { food = @s_t4_upkeep_energy alloys = @s_t4_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } modifier = { factor = 10 from = { ship_uses_mauler_components = yes } } } } weapon_component_template = { type = instant key = "MEDIUM_BIO_AUTOCANNON_2" size = medium icon = "GFX_ship_part_bio_autocannon_2" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_autocannons_2" } component_set = "BIO_AUTOCANNON_2" projectile_gfx = "ripper_auto_cannons_m" tags = { weapon_type_kinetic m_slot } ai_tags = { weapon_role_anti_shield brawler brawler_stealth } upgrades_to = "MEDIUM_BIO_AUTOCANNON_3" resources = { category = ship_components cost = { alloys = @m_t4_cost volatile_motes = @m_t4_rare } upkeep = { food = @m_t4_upkeep_energy alloys = @m_t4_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } weapon_component_template = { type = instant key = "LARGE_BIO_AUTOCANNON_2" size = large icon = "GFX_ship_part_bio_autocannon_2" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_autocannons_2" } component_set = "BIO_AUTOCANNON_2" projectile_gfx = "ripper_auto_cannons_l" tags = { weapon_type_kinetic l_slot } ai_tags = { weapon_role_anti_shield brawler brawler_stealth } upgrades_to = "LARGE_BIO_AUTOCANNON_3" resources = { category = ship_components cost = { alloys = @l_t4_cost volatile_motes = @l_t4_rare } upkeep = { food = @l_t4_upkeep_energy alloys = @l_t4_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } # ## Quill Battery 3 weapon_component_template = { type = instant key = "SMALL_BIO_AUTOCANNON_3" size = small icon = "GFX_ship_part_bio_autocannon_3" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_autocannons_3" } component_set = "BIO_AUTOCANNON_3" projectile_gfx = "stormfire_auto_cannons_s" tags = { weapon_type_kinetic s_slot } ai_tags = { weapon_role_anti_shield brawler brawler_stealth } upgrades_to = "SMALL_BIO_AUTOCANNON_4" resources = { category = ship_components cost = { alloys = @s_t5_cost volatile_motes = @s_t5_rare } upkeep = { food = @s_t5_upkeep_energy alloys = @s_t5_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } modifier = { factor = 10 from = { ship_uses_mauler_components = yes } } } } weapon_component_template = { type = instant key = "MEDIUM_BIO_AUTOCANNON_3" size = medium icon = "GFX_ship_part_bio_autocannon_3" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_autocannons_3" } component_set = "BIO_AUTOCANNON_3" projectile_gfx = "stormfire_auto_cannons_m" tags = { weapon_type_kinetic m_slot } ai_tags = { weapon_role_anti_shield brawler brawler_stealth } upgrades_to = "MEDIUM_BIO_AUTOCANNON_4" resources = { category = ship_components cost = { alloys = @m_t5_cost volatile_motes = @m_t5_rare } upkeep = { food = @m_t5_upkeep_energy alloys = @m_t5_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } weapon_component_template = { type = instant key = "LARGE_BIO_AUTOCANNON_3" size = large icon = "GFX_ship_part_bio_autocannon_3" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_autocannons_3" } component_set = "BIO_AUTOCANNON_3" projectile_gfx = "stormfire_auto_cannons_l" tags = { weapon_type_kinetic l_slot } ai_tags = { weapon_role_anti_shield brawler brawler_stealth } upgrades_to = "LARGE_BIO_AUTOCANNON_4" resources = { category = ship_components cost = { alloys = @l_t5_cost volatile_motes = @l_t5_rare } upkeep = { food = @l_t5_upkeep_energy alloys = @l_t5_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } # ## Quill Battery 4 weapon_component_template = { type = instant key = "SMALL_BIO_AUTOCANNON_4" size = small icon = "GFX_ship_part_bio_autocannon_4" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_nanite_autocannon" } component_set = "BIO_AUTOCANNON_4" projectile_gfx = "stormfire_auto_cannons_s" tags = { weapon_type_kinetic } ai_tags = { weapon_role_anti_shield brawler brawler_stealth } resources = { category = ship_components cost = { alloys = @s_t6_cost nanites = @s_t6_rare } upkeep = { food = @s_t6_upkeep_energy alloys = @s_t6_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = nanites } } modifier = { factor = 0.0 is_ai = yes } } } weapon_component_template = { type = instant key = "MEDIUM_BIO_AUTOCANNON_4" size = medium icon = "GFX_ship_part_bio_autocannon_4" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_nanite_autocannon" } component_set = "BIO_AUTOCANNON_4" projectile_gfx = "stormfire_auto_cannons_m" tags = { weapon_type_kinetic m_slot } ai_tags = { weapon_role_anti_shield brawler brawler_stealth } resources = { category = ship_components cost = { alloys = @m_t6_cost nanites = @m_t6_rare } upkeep = { food = @m_t6_upkeep_energy alloys = @m_t6_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = nanites } } modifier = { factor = 0.0 is_ai = yes } } } weapon_component_template = { type = instant key = "LARGE_BIO_AUTOCANNON_4" size = large icon = "GFX_ship_part_bio_autocannon_4" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_nanite_autocannon" } component_set = "BIO_AUTOCANNON_4" projectile_gfx = "stormfire_auto_cannons_l" tags = { weapon_type_kinetic l_slot } ai_tags = { weapon_role_anti_shield brawler brawler_stealth } resources = { category = ship_components cost = { alloys = @l_t6_cost nanites = @l_t6_rare } upkeep = { food = @l_t6_upkeep_energy alloys = @l_t6_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = nanites } } modifier = { factor = 0.0 is_ai = yes } } } # ## Bio-Swarmer Missiles ### Bio-Swarmer Missile Launcher weapon_component_template = { key = "TORPEDO_BIO_SWARMER_MISSILE_1" size = torpedo icon = "GFX_ship_part_bio_swarmer_missile_1" icon_frame = 1 type = missile potential = { ship_uses_harbinger_components = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_swarmer_missiles_1" } component_set = "BIO_SWARMER_MISSILE_1" projectile_gfx = "swarmer_missiles" tags = { weapon_type_explosive g_slot } ai_tags = { weapon_role_artillery artillery artillery_stealth } ai_tag_weight = 0 upgrades_to = "TORPEDO_BIO_SWARMER_MISSILE_2" resources = { category = ship_components cost = { alloys = @m_t3_cost } upkeep = { food = @m_t3_upkeep_energy alloys = @m_t3_upkeep_alloys } } } weapon_component_template = { key = "MEDIUM_BIO_SWARMER_MISSILE_1" size = medium icon = "GFX_ship_part_bio_swarmer_missile_1" icon_frame = 1 type = missile potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_swarmer_missiles_1" } component_set = "BIO_SWARMER_MISSILE_1" projectile_gfx = "swarmer_missiles" tags = { weapon_type_explosive m_slot } ai_tags = { weapon_role_artillery artillery artillery_stealth } ai_tag_weight = 0 upgrades_to = "MEDIUM_BIO_SWARMER_MISSILE_2" resources = { category = ship_components cost = { alloys = @m_t3_cost } upkeep = { food = @m_t3_upkeep_energy alloys = @m_t3_upkeep_alloys } } } ### Bio-Advanced Swarmer Missile Launcher weapon_component_template = { key = "TORPEDO_BIO_SWARMER_MISSILE_2" size = torpedo icon = "GFX_ship_part_bio_swarmer_missile_2" icon_frame = 1 type = missile potential = { ship_uses_harbinger_components = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_swarmer_missiles_2" } component_set = "BIO_SWARMER_MISSILE_2" projectile_gfx = "swarmer_missiles_02" tags = { weapon_type_explosive g_slot } ai_tags = { weapon_role_artillery artillery artillery_stealth } ai_tag_weight = 0 resources = { category = ship_components cost = { alloys = @m_t5_cost volatile_motes = @m_t5_rare } upkeep = { food = @m_t5_upkeep_energy alloys = @m_t5_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } } } weapon_component_template = { key = "MEDIUM_BIO_SWARMER_MISSILE_2" size = medium icon = "GFX_ship_part_bio_swarmer_missile_2" icon_frame = 1 type = missile potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_swarmer_missiles_2" } component_set = "BIO_SWARMER_MISSILE_2" projectile_gfx = "swarmer_missiles_02" tags = { weapon_type_explosive m_slot } ai_tags = { weapon_role_artillery artillery artillery_stealth } ai_tag_weight = 0 resources = { category = ship_components cost = { alloys = @m_t5_cost volatile_motes = @m_t5_rare } upkeep = { food = @m_t5_upkeep_energy alloys = @m_t5_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } } } ### Red Lasers weapon_component_template = { key = "SMALL_RED_BIO_LASER" size = small type = instant potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } icon = "GFX_mutation_eye_beam_1" icon_frame = 1 prerequisites = { "tech_lasers_1" } component_set = "RED_BIO_LASER" projectile_gfx = "infrared_laser_s" tags = { weapon_type_energy s_slot } upgrades_to = "SMALL_BLUE_BIO_LASER" ai_tags = { weapon_role_anti_armor gunship } #tags must be pre-registered in common/weapon_tags resources = { category = ship_components cost = { alloys = @s_t1_cost } upkeep = { food = @s_t1_upkeep_energy alloys = @s_t1_upkeep_alloys } } } weapon_component_template = { key = "MEDIUM_RED_BIO_LASER" size = medium type = instant potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } icon = "GFX_mutation_eye_beam_1" icon_frame = 1 prerequisites = { "tech_lasers_1" } component_set = "RED_BIO_LASER" projectile_gfx = "infrared_laser_m" tags = { weapon_type_energy m_slot } ai_tags = { weapon_role_anti_armor gunship } upgrades_to = "MEDIUM_BLUE_BIO_LASER" resources = { category = ship_components cost = { alloys = @m_t1_cost } upkeep = { food = @m_t1_upkeep_energy alloys = @m_t1_upkeep_alloys } } } weapon_component_template = { key = "LARGE_RED_BIO_LASER" size = large type = instant potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } icon = "GFX_mutation_eye_beam_1" icon_frame = 1 prerequisites = { "tech_lasers_1" } component_set = "RED_BIO_LASER" projectile_gfx = "infrared_laser_l" tags = { weapon_type_energy l_slot } ai_tags = { weapon_role_anti_armor gunship } upgrades_to = "LARGE_BLUE_BIO_LASER" resources = { category = ship_components cost = { alloys = @l_t1_cost } upkeep = { food = @l_t1_upkeep_energy alloys = @l_t1_upkeep_alloys } } } ### Blue Lasers weapon_component_template = { key = "SMALL_BLUE_BIO_LASER" size = small type = instant potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } icon = "GFX_mutation_eye_beam_2" icon_frame = 1 prerequisites = { "tech_lasers_2" } component_set = "BLUE_BIO_LASER" projectile_gfx = "blue_laser_s" tags = { weapon_type_energy s_slot } ai_tags = { weapon_role_anti_armor gunship } upgrades_to = "SMALL_UV_BIO_LASER" resources = { category = ship_components cost = { alloys = @s_t2_cost } upkeep = { food = @s_t2_upkeep_energy alloys = @s_t2_upkeep_alloys } } } weapon_component_template = { key = "MEDIUM_BLUE_BIO_LASER" size = medium type = instant potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } icon = "GFX_mutation_eye_beam_2" icon_frame = 1 prerequisites = { "tech_lasers_2" } component_set = "BLUE_BIO_LASER" projectile_gfx = "blue_laser_m" tags = { weapon_type_energy m_slot } ai_tags = { weapon_role_anti_armor gunship } upgrades_to = "MEDIUM_UV_BIO_LASER" resources = { category = ship_components cost = { alloys = @m_t2_cost } upkeep = { food = @m_t2_upkeep_energy alloys = @m_t2_upkeep_alloys } } } weapon_component_template = { key = "LARGE_BLUE_BIO_LASER" size = large type = instant potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } icon = "GFX_mutation_eye_beam_2" icon_frame = 1 prerequisites = { "tech_lasers_2" } component_set = "BLUE_BIO_LASER" projectile_gfx = "blue_laser_l" tags = { weapon_type_energy l_slot } ai_tags = { weapon_role_anti_armor gunship } upgrades_to = "LARGE_UV_BIO_LASER" resources = { category = ship_components cost = { alloys = @l_t2_cost } upkeep = { food = @l_t2_upkeep_energy alloys = @l_t2_upkeep_alloys } } } ### UV Lasers weapon_component_template = { key = "SMALL_UV_BIO_LASER" size = small type = instant potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } icon = "GFX_mutation_eye_beam_3" icon_frame = 1 #color = { 1.0 0.1 1.0 1 } prerequisites = { "tech_lasers_3" } component_set = "UV_BIO_LASER" projectile_gfx = "uv_laser_s" tags = { weapon_type_energy s_slot } ai_tags = { weapon_role_anti_armor gunship } upgrades_to = "SMALL_XRAY_BIO_LASER" resources = { category = ship_components cost = { alloys = @s_t3_cost } upkeep = { food = @s_t3_upkeep_energy alloys = @s_t3_upkeep_alloys } } } weapon_component_template = { key = "MEDIUM_UV_BIO_LASER" size = medium type = instant potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } icon = "GFX_mutation_eye_beam_3" icon_frame = 1 #color = { 1.0 0.1 1.0 1 } prerequisites = { "tech_lasers_3" } component_set = "UV_BIO_LASER" projectile_gfx = "uv_laser_m" tags = { weapon_type_energy m_slot } ai_tags = { weapon_role_anti_armor gunship } upgrades_to = "MEDIUM_XRAY_BIO_LASER" resources = { category = ship_components cost = { alloys = @m_t3_cost } upkeep = { food = @m_t3_upkeep_energy alloys = @m_t3_upkeep_alloys } } } weapon_component_template = { key = "LARGE_UV_BIO_LASER" size = large accuracy = 1 type = instant potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } icon = "GFX_mutation_eye_beam_3" icon_frame = 1 #color = { 1.0 0.1 1.0 1 } prerequisites = { "tech_lasers_3" } component_set = "UV_BIO_LASER" projectile_gfx = "uv_laser_l" tags = { weapon_type_energy l_slot } ai_tags = { weapon_role_anti_armor gunship } upgrades_to = "LARGE_XRAY_BIO_LASER" resources = { category = ship_components cost = { alloys = @l_t3_cost } upkeep = { food = @l_t3_upkeep_energy alloys = @l_t3_upkeep_alloys } } } ### XRay Lasers weapon_component_template = { key = "SMALL_XRAY_BIO_LASER" size = small type = instant potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } icon = "GFX_mutation_eye_beam_4" icon_frame = 1 #color = { 1.0 1.0 1.0 1 } prerequisites = { "tech_lasers_4" } component_set = "XRAY_BIO_LASER" projectile_gfx = "xray_laser_s" tags = { weapon_type_energy s_slot } ai_tags = { weapon_role_anti_armor gunship } upgrades_to = "SMALL_GAMMA_BIO_LASER" resources = { category = ship_components cost = { alloys = @s_t4_cost rare_crystals = @s_t4_rare } upkeep = { food = @s_t4_upkeep_energy alloys = @s_t4_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } weapon_component_template = { key = "MEDIUM_XRAY_BIO_LASER" size = medium type = instant potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } icon = "GFX_mutation_eye_beam_4" icon_frame = 1 #color = { 1.0 1.0 1.0 1 } prerequisites = { "tech_lasers_4" } component_set = "XRAY_BIO_LASER" projectile_gfx = "xray_laser_m" tags = { weapon_type_energy m_slot } ai_tags = { weapon_role_anti_armor gunship } upgrades_to = "MEDIUM_GAMMA_BIO_LASER" resources = { category = ship_components cost = { alloys = @m_t4_cost rare_crystals = @m_t4_rare } upkeep = { food = @m_t4_upkeep_energy alloys = @m_t4_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } weapon_component_template = { key = "LARGE_XRAY_BIO_LASER" size = large type = instant potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } icon = "GFX_mutation_eye_beam_4" icon_frame = 1 #color = { 1.0 1.0 1.0 1 } prerequisites = { "tech_lasers_4" } component_set = "XRAY_BIO_LASER" projectile_gfx = "xray_laser_l" tags = { weapon_type_energy l_slot } ai_tags = { weapon_role_anti_armor gunship } upgrades_to = "LARGE_GAMMA_BIO_LASER" resources = { category = ship_components cost = { alloys = @l_t4_cost rare_crystals = @l_t4_rare } upkeep = { food = @l_t4_upkeep_energy alloys = @l_t4_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } ### Gamma Lasers weapon_component_template = { key = "SMALL_GAMMA_BIO_LASER" size = small type = instant potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } icon = "GFX_mutation_eye_beam_5" icon_frame = 1 #color = { 0.1 1.0 0.1 1 } prerequisites = { "tech_lasers_5" } component_set = "GAMMA_BIO_LASER" projectile_gfx = "gamma_laser_s" tags = { weapon_type_energy s_slot } ai_tags = { weapon_role_anti_armor gunship } resources = { category = ship_components cost = { alloys = @s_t5_cost rare_crystals = @s_t5_rare } upkeep = { food = @s_t5_upkeep_energy alloys = @s_t5_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } weapon_component_template = { key = "MEDIUM_GAMMA_BIO_LASER" size = medium type = instant potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } icon = "GFX_mutation_eye_beam_5" icon_frame = 1 #color = { 0.1 1.0 0.1 1 } prerequisites = { "tech_lasers_5" } component_set = "GAMMA_BIO_LASER" projectile_gfx = "gamma_laser_m" tags = { weapon_type_energy m_slot } ai_tags = { weapon_role_anti_armor gunship } resources = { category = ship_components cost = { alloys = @m_t5_cost rare_crystals = @m_t5_rare } upkeep = { food = @m_t5_upkeep_energy alloys = @m_t5_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } weapon_component_template = { key = "LARGE_GAMMA_BIO_LASER" size = large type = instant potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } icon = "GFX_mutation_eye_beam_5" icon_frame = 1 #color = { 0.1 1.0 0.1 1 } prerequisites = { "tech_lasers_5" } component_set = "GAMMA_BIO_LASER" projectile_gfx = "gamma_laser_l" tags = { weapon_type_energy l_slot } ai_tags = { weapon_role_anti_armor gunship } resources = { category = ship_components cost = { alloys = @l_t5_cost rare_crystals = @l_t5_rare } upkeep = { food = @l_t5_upkeep_energy alloys = @l_t5_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } ### Archaeo Lasers weapon_component_template = { type = instant key = "SMALL_ARCHAEO_BIO_LASER" size = small potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } icon = "GFX_mutation_ancient_collapser_beam" icon_frame = 1 prerequisites = { "tech_archaeo_lasers" } component_set = "ARCHAEO_BIO_LASER" projectile_gfx = "dark_matter_laser_s" tags = { weapon_type_energy weapon_archaeotech } ai_tags = { weapon_role_anti_armor gunship } resources = { category = ship_components cost = { alloys = @s_t3_cost minor_artifacts = @minor_artifacts_cost_s } upkeep = { food = @s_t3_upkeep_energy alloys = @s_t3_upkeep_alloys } } ai_weight = { weight = 0 modifier = { add = 2.5 owner = { has_ascension_perk = ap_archaeoengineers } } modifier = { factor = 0.0 owner = { has_monthly_income = { resource = minor_artifacts value < 3 } } } modifier = { factor = 1.3 owner = { resource_stockpile_compare = { resource = minor_artifacts value > 250 } } } } } weapon_component_template = { type = instant key = "MEDIUM_ARCHAEO_BIO_LASER" size = medium potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } icon = "GFX_mutation_ancient_collapser_beam" icon_frame = 1 prerequisites = { "tech_archaeo_lasers" } component_set = "ARCHAEO_BIO_LASER" projectile_gfx = "dark_matter_laser_m" tags = { weapon_type_energy weapon_archaeotech } ai_tags = { weapon_role_anti_armor gunship } resources = { category = ship_components cost = { alloys = @m_t3_cost minor_artifacts = @minor_artifacts_cost_m } upkeep = { food = @m_t3_upkeep_energy alloys = @m_t3_upkeep_alloys } } ai_weight = { weight = 0 modifier = { add = 2.5 owner = { has_ascension_perk = ap_archaeoengineers } } modifier = { factor = 0.0 owner = { has_monthly_income = { resource = minor_artifacts value < 3 } } } modifier = { factor = 1.3 owner = { resource_stockpile_compare = { resource = minor_artifacts value > 250 } } } } } weapon_component_template = { type = instant key = "LARGE_ARCHAEO_BIO_LASER" size = large potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } icon = "GFX_mutation_ancient_collapser_beam" icon_frame = 1 prerequisites = { "tech_archaeo_lasers" } component_set = "ARCHAEO_BIO_LASER" projectile_gfx = "dark_matter_laser_l" tags = { weapon_type_energy weapon_archaeotech } ai_tags = { weapon_role_anti_armor gunship } resources = { category = ship_components cost = { alloys = @l_t3_cost minor_artifacts = @minor_artifacts_cost_l } upkeep = { food = @l_t3_upkeep_energy alloys = @l_t3_upkeep_alloys } } ai_weight = { weight = 0 modifier = { add = 2.5 owner = { has_ascension_perk = ap_archaeoengineers } } modifier = { factor = 0.0 owner = { has_monthly_income = { resource = minor_artifacts value < 3 } } } modifier = { factor = 1.3 owner = { resource_stockpile_compare = { resource = minor_artifacts value > 250 } } } } } weapon_component_template = { key = "SMALL_MINING_BIO_LASER" size = small potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } type = instant icon = "GFX_mutation_laser_1" icon_frame = 1 projectile_gfx = "gamma_laser_s" tags = { weapon_type_energy } ai_tags = { weapon_role_anti_armor weapon_role_anti_hull brawler brawler_stealth } component_set = "MINING_BIO_LASER" prerequisites = { "tech_mining_drone_weapon_1" } resources = { category = ship_components cost = { alloys = @s_t2_cost } upkeep = { food = @s_t2_upkeep_energy alloys = @s_t2_upkeep_alloys } } } weapon_component_template = { key = "MEDIUM_MINING_BIO_LASER" size = medium potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } type = instant icon = "GFX_mutation_laser_1" icon_frame = 1 projectile_gfx = "gamma_laser_m" tags = { weapon_type_energy } ai_tags = { weapon_role_anti_armor weapon_role_anti_hull brawler brawler_stealth } component_set = "MINING_BIO_LASER" prerequisites = { "tech_mining_drone_weapon_1" } resources = { category = ship_components cost = { alloys = @m_t2_cost } upkeep = { food = @m_t2_upkeep_energy alloys = @m_t2_upkeep_alloys } } } # #################### # Mass Drivers # #################### # ## Mass Drivers weapon_component_template = { type = instant key = "SMALL_BIO_MASS_DRIVER_1" size = small icon = "GFX_mutation_shard_accelerator_1" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_mass_drivers_1" } component_set = "BIO_MASS_DRIVER_1" projectile_gfx = "mass_driver_s" tags = { weapon_type_kinetic s_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "SMALL_BIO_MASS_DRIVER_2" resources = { category = ship_components cost = { alloys = @s_t1_cost } upkeep = { food = @s_t1_upkeep_energy alloys = @s_t1_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } weapon_component_template = { type = instant key = "MEDIUM_BIO_MASS_DRIVER_1" size = medium icon = "GFX_mutation_shard_accelerator_1" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_mass_drivers_1"} component_set = "BIO_MASS_DRIVER_1" projectile_gfx = "mass_driver_m" tags = { weapon_type_kinetic m_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "MEDIUM_BIO_MASS_DRIVER_2" resources = { category = ship_components cost = { alloys = @m_t1_cost } upkeep = { food = @m_t1_upkeep_energy alloys = @m_t1_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } weapon_component_template = { type = instant key = "LARGE_BIO_MASS_DRIVER_1" size = large icon = "GFX_mutation_shard_accelerator_1" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } min_range = 45.0 prerequisites = { "tech_mass_drivers_1" } component_set = "BIO_MASS_DRIVER_1" projectile_gfx = "mass_driver_l" tags = { weapon_type_kinetic l_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "LARGE_BIO_MASS_DRIVER_2" resources = { category = ship_components cost = { alloys = @l_t1_cost } upkeep = { food = @l_t1_upkeep_energy alloys = @l_t1_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } modifier = { factor = @cosmic_storm_gravity_ai_weight_factor has_country_flag = affected_by_gravity_storm } } } # ## Coilguns weapon_component_template = { type = instant key = "SMALL_BIO_MASS_DRIVER_2" size = small icon = "GFX_mutation_shard_accelerator_2" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_mass_drivers_2" } component_set = "BIO_MASS_DRIVER_2" projectile_gfx = "coilgun_s" tags = { weapon_type_kinetic s_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "SMALL_BIO_MASS_DRIVER_3" resources = { category = ship_components cost = { alloys = @s_t2_cost } upkeep = { food = @s_t2_upkeep_energy alloys = @s_t2_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } weapon_component_template = { type = instant key = "MEDIUM_BIO_MASS_DRIVER_2" size = medium icon = "GFX_mutation_shard_accelerator_2" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_mass_drivers_2" } component_set = "BIO_MASS_DRIVER_2" projectile_gfx = "coilgun_m" tags = { weapon_type_kinetic m_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "MEDIUM_BIO_MASS_DRIVER_3" resources = { category = ship_components cost = { alloys = @m_t2_cost } upkeep = { food = @m_t2_upkeep_energy alloys = @m_t2_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } weapon_component_template = { type = instant key = "LARGE_BIO_MASS_DRIVER_2" size = large icon = "GFX_mutation_shard_accelerator_2" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } min_range = 45.0 prerequisites = { "tech_mass_drivers_2" } component_set = "BIO_MASS_DRIVER_2" projectile_gfx = "coilgun_l" tags = { weapon_type_kinetic l_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "LARGE_BIO_MASS_DRIVER_3" resources = { category = ship_components cost = { alloys = @l_t2_cost } upkeep = { food = @l_t2_upkeep_energy alloys = @l_t2_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } modifier = { factor = @cosmic_storm_gravity_ai_weight_factor has_country_flag = affected_by_gravity_storm } } } # ## Railguns weapon_component_template = { type = instant key = "SMALL_BIO_MASS_DRIVER_3" size = small icon = "GFX_mutation_shard_accelerator_3" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_mass_drivers_3" } component_set = "BIO_MASS_DRIVER_3" projectile_gfx = "railgun_s" tags = { weapon_type_kinetic s_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "SMALL_BIO_MASS_DRIVER_4" resources = { category = ship_components cost = { alloys = @s_t3_cost } upkeep = { food = @s_t3_upkeep_energy alloys = @s_t3_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } weapon_component_template = { type = instant key = "MEDIUM_BIO_MASS_DRIVER_3" size = medium icon = "GFX_mutation_shard_accelerator_3" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_mass_drivers_3" } component_set = "BIO_MASS_DRIVER_3" projectile_gfx = "railgun_m" tags = { weapon_type_kinetic m_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "MEDIUM_BIO_MASS_DRIVER_4" resources = { category = ship_components cost = { alloys = @m_t3_cost } upkeep = { food = @m_t3_upkeep_energy alloys = @m_t3_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } weapon_component_template = { type = instant key = "LARGE_BIO_MASS_DRIVER_3" size = large icon = "GFX_mutation_shard_accelerator_3" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } min_range = 45.0 prerequisites = { "tech_mass_drivers_3" } component_set = "BIO_MASS_DRIVER_3" projectile_gfx = "railgun_l" tags = { weapon_type_kinetic l_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "LARGE_BIO_MASS_DRIVER_4" resources = { category = ship_components cost = { alloys = @l_t3_cost } upkeep = { food = @l_t3_upkeep_energy alloys = @l_t3_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } modifier = { factor = @cosmic_storm_gravity_ai_weight_factor has_country_flag = affected_by_gravity_storm } } } # ## Advanced Railguns weapon_component_template = { type = instant key = "SMALL_BIO_MASS_DRIVER_4" size = small icon = "GFX_mutation_shard_accelerator_4" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_mass_drivers_4" } component_set = "BIO_MASS_DRIVER_4" projectile_gfx = "advanced_railgun_s" tags = { weapon_type_kinetic s_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "SMALL_BIO_MASS_DRIVER_5" resources = { category = ship_components cost = { alloys = @s_t4_cost volatile_motes = @s_t4_rare } upkeep = { food = @s_t4_upkeep_energy alloys = @s_t4_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } weapon_component_template = { type = instant key = "MEDIUM_BIO_MASS_DRIVER_4" size = medium icon = "GFX_mutation_shard_accelerator_4" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_mass_drivers_4" } component_set = "BIO_MASS_DRIVER_4" projectile_gfx = "advanced_railgun_m" tags = { weapon_type_kinetic m_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "MEDIUM_BIO_MASS_DRIVER_5" resources = { category = ship_components cost = { alloys = @m_t4_cost volatile_motes = @m_t4_rare } upkeep = { food = @m_t4_upkeep_energy alloys = @m_t4_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } weapon_component_template = { type = instant key = "LARGE_BIO_MASS_DRIVER_4" size = large icon = "GFX_mutation_shard_accelerator_4" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } min_range = 45.0 prerequisites = { "tech_mass_drivers_4" } component_set = "BIO_MASS_DRIVER_4" projectile_gfx = "advanced_railgun_l" tags = { weapon_type_kinetic l_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "LARGE_BIO_MASS_DRIVER_5" resources = { category = ship_components cost = { alloys = @l_t4_cost volatile_motes = @l_t4_rare } upkeep = { food = @l_t4_upkeep_energy alloys = @l_t4_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } modifier = { factor = @cosmic_storm_gravity_ai_weight_factor has_country_flag = affected_by_gravity_storm } } } # ## Gauss Cannons weapon_component_template = { type = instant key = "SMALL_BIO_MASS_DRIVER_5" size = small icon = "GFX_mutation_shard_accelerator_5" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_mass_drivers_5" } component_set = "BIO_MASS_DRIVER_5" projectile_gfx = "gauss_cannon_s" tags = { weapon_type_kinetic s_slot } ai_tags = { weapon_role_anti_shield brawler brawler_stealth gunship } resources = { category = ship_components cost = { alloys = @s_t5_cost volatile_motes = @s_t5_rare } upkeep = { food = @s_t5_upkeep_energy alloys = @s_t5_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } weapon_component_template = { type = instant key = "MEDIUM_BIO_MASS_DRIVER_5" size = medium icon = "GFX_mutation_shard_accelerator_5" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_mass_drivers_5" } component_set = "BIO_MASS_DRIVER_5" projectile_gfx = "gauss_cannon_m" tags = { weapon_type_kinetic m_slot } ai_tags = { weapon_role_anti_shield gunship} resources = { category = ship_components cost = { alloys = @m_t5_cost volatile_motes = @m_t5_rare } upkeep = { food = @m_t5_upkeep_energy alloys = @m_t5_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } weapon_component_template = { type = instant key = "LARGE_BIO_MASS_DRIVER_5" size = large icon = "GFX_mutation_shard_accelerator_5" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } min_range = 45.0 prerequisites = { "tech_mass_drivers_5" } component_set = "BIO_MASS_DRIVER_5" projectile_gfx = "gauss_cannon_l" tags = { weapon_type_kinetic l_slot } ai_tags = { weapon_role_anti_shield gunship } resources = { category = ship_components cost = { alloys = @l_t5_cost volatile_motes = @l_t5_rare } upkeep = { food = @l_t5_upkeep_energy alloys = @l_t5_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } modifier = { factor = @cosmic_storm_gravity_ai_weight_factor has_country_flag = affected_by_gravity_storm } } } # ## Ancient Macro Batteries weapon_component_template = { type = instant key = "SMALL_BIO_ARCHAEO_KINETIC" size = small icon = "GFX_mutation_ancient_macro_shard_batteries" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_archaeo_mass_drivers" } component_set = "BIO_ARCHAEO_KINETIC" projectile_gfx = "mass_driver_s" tags = { weapon_type_kinetic weapon_archaeotech } ai_tags = { weapon_role_anti_shield gunship } resources = { category = ship_components cost = { alloys = @s_t3_cost minor_artifacts = @minor_artifacts_cost_s } upkeep = { food = @s_t3_upkeep_energy alloys = @s_t3_upkeep_alloys } } ai_weight = { weight = 0 modifier = { add = 2.5 owner = { has_ascension_perk = ap_archaeoengineers } } modifier = { factor = 0.0 owner = { has_monthly_income = { resource = minor_artifacts value < 3 } } } modifier = { factor = 1.3 owner = { resource_stockpile_compare = { resource = minor_artifacts value > 250 } } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } weapon_component_template = { type = instant key = "MEDIUM_BIO_ARCHAEO_KINETIC" size = medium icon = "GFX_mutation_ancient_macro_shard_batteries" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_archaeo_mass_drivers" } component_set = "BIO_ARCHAEO_KINETIC" projectile_gfx = "mass_driver_m" tags = { weapon_type_kinetic weapon_archaeotech } ai_tags = { weapon_role_anti_shield gunship } resources = { category = ship_components cost = { alloys = @m_t3_cost minor_artifacts = @minor_artifacts_cost_m } upkeep = { food = @m_t3_upkeep_energy alloys = @m_t3_upkeep_alloys } } ai_weight = { weight = 0 modifier = { add = 2.5 owner = { has_ascension_perk = ap_archaeoengineers } } modifier = { factor = 0.0 owner = { has_monthly_income = { resource = minor_artifacts value < 3 } } } modifier = { factor = 1.3 owner = { resource_stockpile_compare = { resource = minor_artifacts value > 250 } } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } weapon_component_template = { type = instant key = "LARGE_BIO_ARCHAEO_KINETIC" size = large icon = "GFX_mutation_ancient_macro_shard_batteries" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_archaeo_mass_drivers" } component_set = "BIO_ARCHAEO_KINETIC" projectile_gfx = "mass_driver_l" tags = { weapon_type_kinetic weapon_archaeotech } ai_tags = { weapon_role_anti_shield gunship } resources = { category = ship_components cost = { alloys = @l_t3_cost minor_artifacts = @minor_artifacts_cost_l } upkeep = { food = @l_t3_upkeep_energy alloys = @l_t3_upkeep_alloys } } ai_weight = { weight = 0 modifier = { add = 2.5 owner = { has_ascension_perk = ap_archaeoengineers } } modifier = { factor = 0.0 owner = { has_monthly_income = { resource = minor_artifacts value < 3 } } } modifier = { factor = 1.3 owner = { resource_stockpile_compare = { resource = minor_artifacts value > 250 } } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } } } ## Bio-Disruptors # ## Disruptor 1 weapon_component_template = { key = "SMALL_BIO_DISRUPTOR_1" size = small type = instant icon = "GFX_mutation_disruptor_1" icon_frame = 1 #color = { 1.0 1.0 1.0 1 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_disruptors_1" } component_set = "BIO_DISRUPTOR_1" projectile_gfx = "disruptor_1_small" tags = { weapon_type_energy s_slot } ai_tags = { weapon_role_anti_hull brawler brawler_stealth } ai_tag_weight = 5 upgrades_to = "SMALL_BIO_DISRUPTOR_2" resources = { category = ship_components cost = { alloys = @s_t3_cost } upkeep = { alloys = @s_t3_upkeep_alloys food = @s_t3_upkeep_energy } } } weapon_component_template = { key = "MEDIUM_BIO_DISRUPTOR_1" size = medium type = instant icon = "GFX_mutation_disruptor_1" icon_frame = 1 #color = { 1.0 1.0 1.0 1 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_disruptors_1" } component_set = "BIO_DISRUPTOR_1" projectile_gfx = "disruptor_1_medium" tags = { weapon_type_energy m_slot } ai_tags = { weapon_role_anti_hull brawler brawler_stealth } ai_tag_weight = 5 upgrades_to = "MEDIUM_BIO_DISRUPTOR_2" resources = { category = ship_components cost = { alloys = @m_t3_cost } upkeep = { alloys = @m_t3_upkeep_alloys food = @m_t3_upkeep_energy } } } # ## Disruptor 2 weapon_component_template = { key = "SMALL_BIO_DISRUPTOR_2" size = small type = instant icon = "GFX_mutation_disruptor_2" icon_frame = 1 #color = { 0.1 1.0 0.1 1 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_disruptors_2" } component_set = "BIO_DISRUPTOR_2" projectile_gfx = "disruptor_2_small" tags = { weapon_type_energy s_slot } ai_tags = { weapon_role_anti_hull brawler brawler_stealth } ai_tag_weight = 5 upgrades_to = "SMALL_BIO_DISRUPTOR_3" resources = { category = ship_components cost = { alloys = @s_t4_cost rare_crystals = @s_t4_rare } upkeep = { alloys = @s_t4_upkeep_alloys food = @s_t4_upkeep_energy } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } weapon_component_template = { key = "MEDIUM_BIO_DISRUPTOR_2" size = medium type = instant icon = "GFX_mutation_disruptor_2" icon_frame = 1 #color = { 0.1 1.0 0.1 1 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_disruptors_2" } component_set = "BIO_DISRUPTOR_2" projectile_gfx = "disruptor_2_medium" tags = { weapon_type_energy m_slot } ai_tags = { weapon_role_anti_hull brawler brawler_stealth } ai_tag_weight = 5 upgrades_to = "MEDIUM_BIO_DISRUPTOR_3" resources = { category = ship_components cost = { alloys = @m_t4_cost rare_crystals = @m_t4_rare } upkeep = { alloys = @m_t4_upkeep_alloys food = @m_t4_upkeep_energy } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } # ## Disruptor 3 weapon_component_template = { key = "SMALL_BIO_DISRUPTOR_3" size = small type = instant icon = "GFX_mutation_disruptor_3" icon_frame = 1 #color = { 0.1 1.0 0.1 1 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_disruptors_3" } component_set = "BIO_DISRUPTOR_3" projectile_gfx = "disruptor_3_small" tags = { weapon_type_energy s_slot } ai_tags = { weapon_role_anti_hull brawler brawler_stealth } ai_tag_weight = 5 resources = { category = ship_components cost = { alloys = @s_t5_cost rare_crystals = @s_t5_rare } upkeep = { alloys = @s_t5_upkeep_alloys food = @s_t5_upkeep_energy } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } weapon_component_template = { key = "MEDIUM_BIO_DISRUPTOR_3" size = medium type = instant icon = "GFX_mutation_disruptor_3" icon_frame = 1 #color = { 0.1 1.0 0.1 1 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_disruptors_3" } component_set = "BIO_DISRUPTOR_3" projectile_gfx = "disruptor_3_medium" tags = { weapon_type_energy m_slot } ai_tags = { weapon_role_anti_hull brawler brawler_stealth } ai_tag_weight = 5 resources = { category = ship_components cost = { alloys = @m_t5_cost rare_crystals = @m_t5_rare } upkeep = { alloys = @m_t5_upkeep_alloys food = @m_t5_upkeep_energy } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } ##################### # Bio-PD ##################### ### Point Defence 1 weapon_component_template = { key = "BIO_POINT_DEFENCE_1" size = point_defence icon = "GFX_mutation_spitter_gun_1" icon_frame = 1 prerequisites = { "tech_pd_tracking_1" } potential = { ship_uses_weaver_components = no from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "BIO_POINT_DEFENCE_1" type = point_defence projectile_gfx = "red_laser_pd" tags = { weapon_type_point_defense weapon_type_energy } ai_tags = { weapon_role_point_defense screen } upgrades_to = "BIO_POINT_DEFENCE_2" resources = { category = ship_components cost = { alloys = 8 } upkeep = { food = 0.08 alloys = 0.008 } } point_defence_targets = { "missile" "strike_craft" } } ### Point Defence 2 weapon_component_template = { key = "BIO_POINT_DEFENCE_2" size = point_defence icon = "GFX_mutation_spitter_gun_2" icon_frame = 1 prerequisites = { "tech_pd_tracking_2" } potential = { ship_uses_weaver_components = no from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "BIO_POINT_DEFENCE_2" type = point_defence projectile_gfx = "blue_laser_pd" tags = { weapon_type_point_defense weapon_type_energy } ai_tags = { weapon_role_point_defense screen } upgrades_to = "BIO_POINT_DEFENCE_3" resources = { category = ship_components cost = { alloys = 10 } upkeep = { food = 0.10 alloys = 0.010 } } point_defence_targets = { "missile" "strike_craft" } } ### Point Defence 3 weapon_component_template = { key = "BIO_POINT_DEFENCE_3" size = point_defence icon = "GFX_mutation_spitter_gun_3" icon_frame = 1 prerequisites = { "tech_pd_tracking_3" } potential = { ship_uses_weaver_components = no from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "BIO_POINT_DEFENCE_3" type = point_defence projectile_gfx = "white_laser_pd" tags = { weapon_type_point_defense weapon_type_energy } ai_tags = { weapon_role_point_defense screen } resources = { category = ship_components cost = { alloys = 13 } upkeep = { food = 0.13 alloys = 0.013 } } point_defence_targets = { "missile" "strike_craft" } } ### Archaeo-Point Defence weapon_component_template = { key = "BIO_ARCHAEO_POINTDEFENCE" size = point_defence icon = "GFX_mutation_ancient_web_slinger" icon_frame = 1 prerequisites = { "tech_archaeo_point_defence" } potential = { ship_uses_weaver_components = no from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "BIO_ARCHAEO_POINTDEFENCE" type = point_defence projectile_gfx = "white_laser_pd" tags = { weapon_type_point_defense weapon_type_energy weapon_archaeotech } ai_tags = { weapon_role_point_defense screen } resources = { category = ship_components cost = { alloys = 13 minor_artifacts = @minor_artifacts_cost_l } upkeep = { food = 0.13 alloys = 0.013 } } point_defence_targets = { "missile" "strike_craft" } ai_weight = { weight = 0 modifier = { add = 2.5 owner = { has_ascension_perk = ap_archaeoengineers } } modifier = { factor = 0.0 owner = { has_monthly_income = { resource = minor_artifacts value < 3 } } } modifier = { factor = 1.3 owner = { resource_stockpile_compare = { resource = minor_artifacts value > 250 } } } } } ##################### # Bio-Flak Battery ##################### ### Flak Battery 1 weapon_component_template = { type = point_defence key = "BIO_FLAK_BATTERY_1" size = point_defence icon = "GFX_mutation_barb_1" icon_frame = 1 prerequisites = { "tech_flak_batteries_1" } potential = { ship_uses_weaver_components = no from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "BIO_FLAK_BATTERY_1" projectile_gfx = "flak_pd_1" tags = { weapon_type_point_defense weapon_type_kinetic } ai_tags = { weapon_role_point_defense screen } upgrades_to = "BIO_FLAK_BATTERY_2" resources = { category = ship_components cost = { alloys = 8 } upkeep = { food = 0.08 alloys = 0.008 } } point_defence_targets = { "missile" "strike_craft" } } ### Flak Battery 2 weapon_component_template = { type = point_defence key = "BIO_FLAK_BATTERY_2" size = point_defence icon = "GFX_mutation_barb_2" icon_frame = 1 prerequisites = { "tech_flak_batteries_2" } potential = { ship_uses_weaver_components = no from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "BIO_FLAK_BATTERY_2" projectile_gfx = "flak_pd_2" tags = { weapon_type_point_defense weapon_type_kinetic } ai_tags = { weapon_role_point_defense screen } upgrades_to = "BIO_FLAK_BATTERY_3" resources = { category = ship_components cost = { alloys = 10 } upkeep = { food = 0.10 alloys = 0.010 } } point_defence_targets = { "missile" "strike_craft" } } ### Flak Battery 3 weapon_component_template = { type = point_defence key = "BIO_FLAK_BATTERY_3" size = point_defence icon = "GFX_mutation_barb_3" icon_frame = 1 prerequisites = { "tech_flak_batteries_3" } potential = { ship_uses_weaver_components = no from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "BIO_FLAK_BATTERY_3" projectile_gfx = "flak_pd_3" tags = { weapon_type_point_defense weapon_type_kinetic } ai_tags = { weapon_role_point_defense screen } resources = { category = ship_components cost = { alloys = 13 } upkeep = { food = 0.13 alloys = 0.013 } } point_defence_targets = { "missile" "strike_craft" } } ### Nanite Flak Battery 4 weapon_component_template = { type = point_defence key = "BIO_FLAK_BATTERY_4" size = point_defence icon = "GFX_mutation_barb_4" icon_frame = 1 prerequisites = { "tech_nanite_flak_batteries" } potential = { ship_uses_weaver_components = no from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "BIO_FLAK_BATTERY_4" projectile_gfx = "flak_pd_3" tags = { weapon_type_point_defense weapon_type_kinetic } ai_tags = { weapon_role_point_defense screen } resources = { category = ship_components cost = { alloys = 13 } upkeep = { food = 0.13 alloys = 0.013 } } point_defence_targets = { "missile" "strike_craft" } } # #################### # Energy Torpedoes # #################### # ## Energy Torpedoes 1 weapon_component_template = { key = "BIO_ENERGY_TORPEDO_1" size = torpedo type = instant firing_arc = 25.0 min_range = 45.0 icon = "GFX_mutation_thrower_1" icon_frame = 1 prerequisites = { "tech_energy_torpedoes_1" } potential = { ship_uses_mauler_components = no from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "BIO_ENERGY_TORPEDO_1" projectile_gfx = "proton_torpedoes" tags = { weapon_type_energy } ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth } ai_tag_weight = 0 upgrades_to = "BIO_ENERGY_TORPEDO_2" resources = { category = ship_components cost = { alloys = @l_t5_cost exotic_gases = @l_t5_rare } upkeep = { alloys = @l_t5_upkeep_alloys food = @l_t5_upkeep_energy } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = exotic_gases } } modifier = { factor = @cosmic_storm_gravity_ai_weight_factor has_country_flag = affected_by_gravity_storm } } } # ## Energy Torpedoes 2 weapon_component_template = { key = "BIO_ENERGY_TORPEDO_2" size = torpedo type = instant firing_arc = 25.0 min_range = 45.0 icon = "GFX_mutation_thrower_2" icon_frame = 1 prerequisites = { "tech_energy_torpedoes_2" } potential = { ship_uses_mauler_components = no from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "BIO_ENERGY_TORPEDO_2" projectile_gfx = "neutron_torpedoes" tags = { weapon_type_energy } ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth } ai_tag_weight = 0 resources = { category = ship_components cost = { alloys = @l_t6_cost exotic_gases = @l_t6_rare } upkeep = { alloys = @l_t6_upkeep_alloys food = @l_t6_upkeep_energy } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = exotic_gases } } modifier = { factor = @cosmic_storm_gravity_ai_weight_factor has_country_flag = affected_by_gravity_storm } } } ##################### # Bio-Mass Accelerators ##################### # ## Mass Accelerator 1 weapon_component_template = { type = instant key = "BIO_MASS_ACCELERATOR_1" size = extra_large icon = "GFX_mutation_bombard_1" icon_frame = 1 firing_arc = 25.0 min_range = 45.0 use_ship_main_target = no prerequisites = { "tech_mass_accelerator_1" } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "BIO_MASS_ACCELERATOR_1" projectile_gfx = "kinetic_artillery" tags = { weapon_type_kinetic weapon_role_artillery x_slot } ai_tags = { weapon_role_artillery artillery } ai_tag_weight = 0 upgrades_to = "BIO_MASS_ACCELERATOR_2" resources = { category = ship_components cost = { alloys = @xl_t5_cost volatile_motes = @xl_t5_rare } upkeep = { food = @xl_t5_upkeep_energy alloys = @xl_t5_upkeep_alloys } } target_weights = { titan = 3 battleship = 2 stinger_stage_1 = 1.5 stinger_stage_2 = 2 stinger_stage_3 = 2 } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } modifier = { factor = @cosmic_storm_gravity_ai_weight_factor has_country_flag = affected_by_gravity_storm } } } # ## Mass Accelerator 2 weapon_component_template = { type = instant key = "BIO_MASS_ACCELERATOR_2" size = extra_large icon = "GFX_mutation_bombard_2" icon_frame = 1 firing_arc = 25.0 min_range = 45.0 use_ship_main_target = no prerequisites = { "tech_mass_accelerator_2" } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "BIO_MASS_ACCELERATOR_2" projectile_gfx = "adv_kinetic_artillery" tags = { weapon_type_kinetic weapon_role_artillery x_slot } ai_tags = { weapon_role_artillery artillery } ai_tag_weight = 0 resources = { category = ship_components cost = { alloys = @xl_t6_cost volatile_motes = @xl_t6_rare } upkeep = { food = @xl_t6_upkeep_energy alloys = @xl_t6_upkeep_alloys } } target_weights = { titan = 3 battleship = 2 stinger_stage_1 = 1.5 stinger_stage_2 = 2 stinger_stage_3 = 2 } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } modifier = { factor = @cosmic_storm_gravity_ai_weight_factor has_country_flag = affected_by_gravity_storm } } } # ## Archeo-Mass Accelerator weapon_component_template = { type = instant key = "BIO_ARCHAEO_X" size = extra_large icon = "GFX_mutation_ancient_fragmentor_artillery" icon_frame = 1 firing_arc = 25.0 min_range = 45.0 use_ship_main_target = no prerequisites = { "tech_archaeo_mass_accelerator" } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "BIO_ARCHAEO_X" projectile_gfx = "adv_kinetic_artillery" tags = { weapon_type_kinetic weapon_archaeotech } ai_tags = { weapon_role_artillery artillery } ai_tag_weight = 0 resources = { category = ship_components cost = { alloys = @xl_t6_cost minor_artifacts = @minor_artifacts_cost_xl } upkeep = { food = @xl_t6_upkeep_energy alloys = @xl_t6_upkeep_alloys } } target_weights = { titan = 3 battleship = 2 stinger_stage_1 = 1.5 stinger_stage_2 = 2 stinger_stage_3 = 2 } ai_weight = { weight = 0 modifier = { factor = 0.0 owner = { has_monthly_income = { resource = minor_artifacts value < 3 } } } modifier = { add = 2.5 owner = { has_ascension_perk = ap_archaeoengineers } } modifier = { factor = 1.3 owner = { resource_stockpile_compare = { resource = minor_artifacts value > 250 } } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } modifier = { factor = @cosmic_storm_gravity_ai_weight_factor has_country_flag = affected_by_gravity_storm } } } # #################### # Bio-Kinetic Artillery # #################### # ## Kinetic Artillery 1 weapon_component_template = { type = instant key = "BIO_KINETIC_ARTILLERY_1" size = large icon = "GFX_mutation_chitin_1" icon_frame = 1 min_range = 45.0 prerequisites = { "tech_kinetic_artillery_1" } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "BIO_KINETIC_ARTILLERY_1" projectile_gfx = "kinetic_artillery" tags = { weapon_type_kinetic l_slot weapon_role_artillery } ai_tags = { weapon_role_artillery artillery artillery_stealth } ai_tag_weight = 0 upgrades_to = "BIO_KINETIC_ARTILLERY_2" resources = { category = ship_components cost = { alloys = @l_t5_cost volatile_motes = @l_t5_rare } upkeep = { food = @l_t5_upkeep_energy alloys = @l_t5_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } modifier = { factor = @cosmic_storm_gravity_ai_weight_factor has_country_flag = affected_by_gravity_storm } } } # ## Kinetic Artillery 2 weapon_component_template = { type = instant key = "BIO_KINETIC_ARTILLERY_2" size = large icon = "GFX_mutation_chitin_2" icon_frame = 1 min_range = 45.0 prerequisites = { "tech_kinetic_artillery_2" } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "BIO_KINETIC_ARTILLERY_2" projectile_gfx = "adv_kinetic_artillery" tags = { weapon_type_kinetic l_slot weapon_role_artillery } ai_tags = { weapon_role_artillery artillery artillery_stealth } ai_tag_weight = 0 resources = { category = ship_components cost = { alloys = @l_t6_cost volatile_motes = @l_t6_rare } upkeep = { food = @l_t6_upkeep_energy alloys = @l_t6_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } modifier = { factor = @cosmic_storm_gravity_ai_weight_factor has_country_flag = affected_by_gravity_storm } } } # #################### # Energy Lance # #################### # ## Energy Lance 1 weapon_component_template = { key = "BIO_ENERGY_LANCE_1" size = extra_large type = instant icon = "GFX_mutation_beam_1" icon_frame = 1 firing_arc = 25.0 use_ship_main_target = no potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_energy_lance_1" } component_set = "BIO_ENERGY_LANCE_1" projectile_gfx = "particle_lance" tags = { weapon_type_energy weapon_role_artillery x_slot } ai_tags = { weapon_role_artillery artillery} ai_tag_weight = 0 upgrades_to = "BIO_ENERGY_LANCE_2" resources = { category = ship_components cost = { alloys = @xl_t5_cost rare_crystals = @xl_t5_rare } upkeep = { alloys = @xl_t5_upkeep_alloys food = @xl_t5_upkeep_energy } } target_weights = { titan = 3 battleship = 2 stinger_stage_1 = 1.5 stinger_stage_2 = 2 stinger_stage_3 = 2 } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } # ## Energy Lance 2 weapon_component_template = { key = "BIO_ENERGY_LANCE_2" size = extra_large type = instant icon = "GFX_mutation_beam_2" icon_frame = 1 firing_arc = 25.0 use_ship_main_target = no potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_energy_lance_2" } component_set = "BIO_ENERGY_LANCE_2" projectile_gfx = "tachyon_lance" tags = { weapon_type_energy weapon_role_artillery x_slot } ai_tags = { weapon_role_artillery artillery } ai_tag_weight = 0 resources = { category = ship_components cost = { alloys = @xl_t6_cost rare_crystals = @xl_t6_rare } upkeep = { alloys = @xl_t6_upkeep_alloys food = @xl_t6_upkeep_energy } } target_weights = { titan = 3 battleship = 2 stinger_stage_1 = 1.5 stinger_stage_2 = 2 stinger_stage_3 = 2 } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } # #################### # Arc Emitter # #################### # ## Arc Emitter 1 weapon_component_template = { key = "BIO_ARC_EMITTER_1" size = extra_large type = instant icon = "GFX_mutation_lightning_emitter_1" icon_frame = 1 firing_arc = 35.0 min_range = 10.0 use_ship_main_target = no potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_arc_emitter_1" } component_set = "BIO_ARC_EMITTER_1" projectile_gfx = "arc_emitter" tags = { weapon_type_energy weapon_role_artillery x_slot } ai_tags = { weapon_role_artillery artillery } ai_tag_weight = 0 upgrades_to = "BIO_ARC_EMITTER_2" resources = { category = ship_components cost = { alloys = @xl_t5_cost rare_crystals = @xl_t5_rare } upkeep = { alloys = @xl_t5_upkeep_alloys food = @xl_t5_upkeep_energy } } target_weights = { titan = 3 battleship = 2 stinger_stage_1 = 1.5 stinger_stage_2 = 2 stinger_stage_3 = 2 } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } # ## Arc Emitter 2 weapon_component_template = { key = "BIO_ARC_EMITTER_2" size = extra_large type = instant icon = "GFX_mutation_lightning_emitter_2" icon_frame = 1 potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } firing_arc = 35.0 min_range = 10.0 use_ship_main_target = no prerequisites = { "tech_arc_emitter_2" } component_set = "BIO_ARC_EMITTER_2" projectile_gfx = "focused_arc_emitter" tags = { weapon_type_energy weapon_role_artillery x_slot } ai_tags = { weapon_role_artillery artillery } ai_tag_weight = 0 resources = { category = ship_components cost = { alloys = @xl_t6_cost rare_crystals = @xl_t6_rare } upkeep = { alloys = @xl_t6_upkeep_alloys food = @xl_t6_upkeep_energy } } target_weights = { titan = 3 battleship = 2 stinger_stage_1 = 1.5 stinger_stage_2 = 2 stinger_stage_3 = 2 } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } # Strike Craft @attack_range = 10 @engagement_range = 125 @launch_time = 2 @strike_craft_speed1 = 550 @strike_craft_speed2 = 600 @strike_craft_speed3 = 650 @strike_craft_speed4 = 700 @strike_craft_speed5 = 725 @count = 16 @regen = 1 @bio_strike_craft_power1 = -20 @bio_strike_craft_power2 = -34 @bio_strike_craft_power3 = -45 @bio_strike_craft_power4 = -59 @bio_strike_craft_power5 = -73 strike_craft_component_template = { key = "BIO_SCOUT_HANGAR_1" size = LARGE entity = "bomber_entity" weapon_type = point_defence projectile_gfx = "scout_laser_1" power = @bio_strike_craft_power1 resources = { category = ship_components cost = { food = @l_t1_cost mult = @alloy_to_food_cost_ratio } upkeep = { food = @l_t1_upkeep_energy alloys = @l_t1_upkeep_alloys } } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } count = @count regeneration_per_day = @regen launch_time = @launch_time damage = { min = 2 max = 4 } cooldown = 2.3 range = @attack_range engagement_range = @engagement_range accuracy = 1.00 tracking = 0.70 health = 2.5 armor = 5 shield = 0 evasion = 0.60 speed = @strike_craft_speed1 rotation_speed = 0.8 acceleration = 1 shield_penetration = 1.0 armor_damage = 1.5 ship_behavior = "fighters_behavior" icon = "GFX_mutation_flagella_marsupium_0" icon_frame = 1 component_set = "BIO_SCOUT_HANGAR_1" upgrades_to = "BIO_STRIKE_CRAFT_HANGAR_1" tags = { weapon_type_strike_craft } ai_tags = { weapon_role_point_defense carrier } point_defence_targets = { "strike_craft" } } strike_craft_component_template = { key = "BIO_STRIKE_CRAFT_HANGAR_1" size = LARGE entity = "bomber_entity" weapon_type = point_defence projectile_gfx = "strike_craft_laser_1" power = @bio_strike_craft_power2 resources = { category = ship_components cost = { food = @l_t3_cost mult = @alloy_to_food_cost_ratio } upkeep = { food = @l_t3_upkeep_energy alloys = @l_t3_upkeep_alloys } } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } count = @count regeneration_per_day = @regen launch_time = @launch_time damage = { min = 2 max = 5 } cooldown = 2.3 range = @attack_range engagement_range = @engagement_range accuracy = 1.00 tracking = 0.80 health = 3.5 armor = 7.5 shield = 0 evasion = 0.65 speed = @strike_craft_speed2 rotation_speed = 0.8 acceleration = 1 shield_penetration = 1.0 armor_damage = 1.5 ship_behavior = "fighters_behavior" icon = "GFX_mutation_flagella_marsupium_1" icon_frame = 1 component_set = "BIO_STRIKE_CRAFT_HANGAR_1" prerequisites = { "tech_strike_craft_1" } upgrades_to = "BIO_STRIKE_CRAFT_HANGAR_2" tags = { weapon_type_strike_craft } ai_tags = { weapon_role_point_defense carrier} point_defence_targets = { "strike_craft" } } strike_craft_component_template = { key = "BIO_STRIKE_CRAFT_HANGAR_2" size = LARGE entity = "bomber_entity" weapon_type = point_defence projectile_gfx = "strike_craft_laser_2" power = @bio_strike_craft_power3 resources = { category = ship_components cost = { food = @l_t4_cost mult = @alloy_to_food_cost_ratio } upkeep = { food = @l_t4_upkeep_energy alloys = @l_t4_upkeep_alloys } } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } count = @count regeneration_per_day = @regen launch_time = @launch_time damage = { min = 2.5 max = 6.5 } cooldown = 2.3 range = @attack_range engagement_range = @engagement_range accuracy = 1.00 tracking = 0.90 health = 5 armor = 10 shield = 0 evasion = 0.80 speed = @strike_craft_speed3 rotation_speed = 0.8 acceleration = 1 shield_penetration = 1.0 armor_damage = 1.5 ship_behavior = "fighters_behavior" icon = "GFX_mutation_flagella_marsupium_2" icon_frame = 1 component_set = "BIO_STRIKE_CRAFT_HANGAR_2" prerequisites = { "tech_strike_craft_2" } upgrades_to = "BIO_STRIKE_CRAFT_HANGAR_3" tags = { weapon_type_strike_craft } ai_tags = { weapon_role_point_defense carrier } point_defence_targets = { "strike_craft" } } strike_craft_component_template = { key = "BIO_STRIKE_CRAFT_HANGAR_3" size = LARGE entity = "bomber_entity" weapon_type = point_defence projectile_gfx = "strike_craft_laser_3" power = @bio_strike_craft_power4 resources = { category = ship_components cost = { food = @l_t5_cost mult = @alloy_to_food_cost_ratio } upkeep = { food = @l_t5_upkeep_energy alloys = @l_t5_upkeep_alloys } } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } count = @count regeneration_per_day = @regen launch_time = @launch_time damage = { min = 3 max = 8.5 } cooldown = 2.3 range = @attack_range engagement_range = @engagement_range accuracy = 1.00 tracking = 1.00 health = 6 armor = 12.5 shield = 0 evasion = 0.80 speed = @strike_craft_speed4 rotation_speed = 0.8 acceleration = 1 shield_penetration = 1.0 armor_damage = 1.5 ship_behavior = "fighters_behavior" icon = "GFX_mutation_flagella_marsupium_3" icon_frame = 1 component_set = "BIO_STRIKE_CRAFT_HANGAR_3" prerequisites = { "tech_strike_craft_3" } upgrades_to = "BIO_STRIKE_CRAFT_SKRAND" tags = { weapon_type_strike_craft } ai_tags = { weapon_role_point_defense carrier } point_defence_targets = { "strike_craft" } } strike_craft_component_template = { key = "BIO_STRIKE_CRAFT_SKRAND" size = LARGE entity = "bomber_entity" weapon_type = point_defence projectile_gfx = "techno_strike_craft_laser_3" power = @bio_strike_craft_power5 resources = { category = ship_components cost = { food = @l_t6_cost mult = @alloy_to_food_cost_ratio } upkeep = { food = @l_t6_upkeep_energy alloys = @l_t6_upkeep_alloys } } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } count = @count regeneration_per_day = @regen launch_time = @launch_time damage = { min = 4 max = 9 } cooldown = 2.3 range = @attack_range engagement_range = @engagement_range accuracy = 1.00 tracking = 1.00 health = 6.5 armor = 12.5 shield = 2.5 evasion = 0.85 speed = @strike_craft_speed5 rotation_speed = 0.8 acceleration = 1 shield_penetration = 1.0 armor_damage = 1.5 ship_behavior = "fighters_behavior" icon = "GFX_mutation_flagella_marsupium_4" icon_frame = 1 component_set = "BIO_STRIKE_CRAFT_SKRAND" prerequisites = { "tech_strike_craft_skrand" } tags = { weapon_type_strike_craft } ai_tags = { weapon_role_point_defense carrier } point_defence_targets = { "strike_craft" } } strike_craft_component_template = { key = "BIO_ARCHAEO_STRIKECRAFT" size = LARGE entity = "bomber_entity" weapon_type = point_defence projectile_gfx = "strike_craft_laser_3" power = @bio_strike_craft_power4 resources = { category = ship_components cost = { food = @l_t5_cost mult = @alloy_to_food_cost_ratio } cost = { minor_artifacts = @minor_artifacts_cost_m } upkeep = { food = @l_t5_upkeep_energy alloys = @l_t5_upkeep_alloys } } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } count = @count regeneration_per_day = @regen launch_time = @launch_time damage = { min = 2 max = 8 } cooldown = 2.3 range = @attack_range engagement_range = @engagement_range accuracy = 1.00 tracking = 1.00 health = 5 armor = 12.5 shield = 0 evasion = 0.80 speed = @strike_craft_speed4 rotation_speed = 0.8 acceleration = 1 armor_penetration = 1.0 shield_damage = 0.5 hull_damage = 1.25 ship_behavior = "fighters_behavior" icon = "GFX_mutation_ancient_driller_beasts" icon_frame = 1 component_set = "BIO_ARCHAEO_STRIKECRAFT" prerequisites = { "tech_archaeo_strike_crafts" } tags = { weapon_type_strike_craft weapon_archaeotech } ai_tags = { weapon_role_point_defense carrier } point_defence_targets = { "strike_craft" } ai_weight = { weight = 0 modifier = { add = 2.5 owner = { has_ascension_perk = ap_archaeoengineers } } modifier = { factor = 0.0 owner = { has_monthly_income = { resource = minor_artifacts value < 3 } } } modifier = { factor = 1.3 owner = { resource_stockpile_compare = { resource = minor_artifacts value > 250 } } } } } # Healing "Weapons" weapon_component_template = { inline_script = { script = ship_components/bio_weaver_healing_weapons TIER = 1 EXOTIC_GASES = 0 DARK_MATTER = 0 } upgrades_to = HEALING_GUN_2 projectile_gfx = "biogenesis_01_healing_projectile" ai_weight = { weight = 1 } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_healing_weapons TIER = 2 EXOTIC_GASES = 0 DARK_MATTER = 0 } upgrades_to = HEALING_GUN_3 projectile_gfx = "biogenesis_01_healing_projectile" ai_weight = { weight = 2 } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_healing_weapons TIER = 3 EXOTIC_GASES = 0 DARK_MATTER = 0 } upgrades_to = HEALING_GUN_4 projectile_gfx = "biogenesis_01_healing_projectile" ai_weight = { weight = 3 } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_healing_weapons TIER = 4 EXOTIC_GASES = @s_t4_rare DARK_MATTER = 0 } upgrades_to = HEALING_GUN_5 projectile_gfx = "biogenesis_01_healing_projectile" ai_weight = { weight = 4 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = exotic_gases } } } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_healing_weapons TIER = 5 EXOTIC_GASES = @s_t5_rare DARK_MATTER = 0 } upgrades_to = HEALING_GUN_6 projectile_gfx = "biogenesis_01_healing_projectile" ai_weight = { weight = 5 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = exotic_gases } } } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_healing_weapons TIER = 6 EXOTIC_GASES = 0 DARK_MATTER = @s_t6_rare REPAIR_AMOUNT = 60 } projectile_gfx = "biogenesis_01_healing_projectile" ai_weight = { weight = 6 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = sr_dark_matter } } } } # Confusing "Weapons" weapon_component_template = { inline_script = { script = ship_components/bio_weaver_confusing_weapons TIER = 1 VOLATILE_MOTES = 0 DARK_MATTER = 0 } upgrades_to = CONFUSER_GUN_2 projectile_gfx = "biogenesis_01_confuser_laser" ai_weight = { weight = 1 } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_confusing_weapons TIER = 2 VOLATILE_MOTES = 0 DARK_MATTER = 0 } upgrades_to = CONFUSER_GUN_3 projectile_gfx = "biogenesis_01_confuser_laser" ai_weight = { weight = 2 } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_confusing_weapons TIER = 3 VOLATILE_MOTES = 0 DARK_MATTER = 0 } upgrades_to = CONFUSER_GUN_4 projectile_gfx = "biogenesis_01_confuser_laser" ai_weight = { weight = 3 } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_confusing_weapons TIER = 4 VOLATILE_MOTES = @s_t4_rare DARK_MATTER = 0 } upgrades_to = CONFUSER_GUN_5 projectile_gfx = "biogenesis_01_confuser_laser" ai_weight = { weight = 4 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_confusing_weapons TIER = 5 VOLATILE_MOTES = @s_t5_rare DARK_MATTER = 0 } upgrades_to = CONFUSER_GUN_6 projectile_gfx = "biogenesis_01_confuser_laser" ai_weight = { weight = 5 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_confusing_weapons TIER = 6 VOLATILE_MOTES = 0 DARK_MATTER = @s_t6_rare REPAIR_AMOUNT = 60 } projectile_gfx = "biogenesis_01_confuser_laser" ai_weight = { weight = 6 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = sr_dark_matter } } } } # Anti-Evasion "Weapons" weapon_component_template = { inline_script = { script = ship_components/bio_weaver_anti_evasion_weapons TIER = 1 RARE_CRYSTALS = 0 DARK_MATTER = 0 } upgrades_to = ANTI_EVASION_GUN_2 projectile_gfx = "biogenesis_01_anti_evasion_projectile" ai_weight = { weight = 1 } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_anti_evasion_weapons TIER = 2 RARE_CRYSTALS = 0 DARK_MATTER = 0 } upgrades_to = ANTI_EVASION_GUN_3 projectile_gfx = "biogenesis_01_anti_evasion_projectile" ai_weight = { weight = 2 } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_anti_evasion_weapons TIER = 3 RARE_CRYSTALS = 0 DARK_MATTER = 0 } upgrades_to = ANTI_EVASION_GUN_4 projectile_gfx = "biogenesis_01_anti_evasion_projectile" ai_weight = { weight = 3 } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_anti_evasion_weapons TIER = 4 RARE_CRYSTALS = @s_t4_rare DARK_MATTER = 0 } upgrades_to = ANTI_EVASION_GUN_5 projectile_gfx = "biogenesis_01_anti_evasion_projectile" ai_weight = { weight = 4 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_anti_evasion_weapons TIER = 5 RARE_CRYSTALS = @s_t5_rare DARK_MATTER = 0 } upgrades_to = ANTI_EVASION_GUN_6 projectile_gfx = "biogenesis_01_anti_evasion_projectile" ai_weight = { weight = 5 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_anti_evasion_weapons TIER = 6 RARE_CRYSTALS = 0 DARK_MATTER = @s_t6_rare } projectile_gfx = "biogenesis_01_anti_evasion_projectile" ai_weight = { weight = 6 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = sr_dark_matter } } } } # Evasion "Weapons" weapon_component_template = { inline_script = { script = ship_components/bio_weaver_evasion_weapons TIER = 1 RARE_CRYSTALS = 0 DARK_MATTER = 0 } upgrades_to = EVASION_GUN_2 projectile_gfx = "biogenesis_01_evasion_projectile" ai_weight = { weight = 1 } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_evasion_weapons TIER = 2 RARE_CRYSTALS = 0 DARK_MATTER = 0 } upgrades_to = EVASION_GUN_3 projectile_gfx = "biogenesis_01_evasion_projectile" ai_weight = { weight = 2 } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_evasion_weapons TIER = 3 RARE_CRYSTALS = 0 DARK_MATTER = 0 } upgrades_to = EVASION_GUN_4 projectile_gfx = "biogenesis_01_evasion_projectile" ai_weight = { weight = 3 } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_evasion_weapons TIER = 4 RARE_CRYSTALS = @s_t4_rare DARK_MATTER = 0 } upgrades_to = EVASION_GUN_5 projectile_gfx = "biogenesis_01_evasion_projectile" ai_weight = { weight = 4 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_evasion_weapons TIER = 5 RARE_CRYSTALS = @s_t5_rare DARK_MATTER = 0 } upgrades_to = EVASION_GUN_6 projectile_gfx = "biogenesis_01_evasion_projectile" ai_weight = { weight = 5 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_evasion_weapons TIER = 6 RARE_CRYSTALS = 0 DARK_MATTER = @s_t6_rare REPAIR_AMOUNT = 60 } projectile_gfx = "biogenesis_01_evasion_projectile" ai_weight = { weight = 6 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = sr_dark_matter } } } } # Anti-Fire Rate "Weapons" weapon_component_template = { inline_script = { script = ship_components/bio_weaver_anti_fire_rate_weapons TIER = 1 VOLATILE_MOTES = 0 DARK_MATTER = 0 } upgrades_to = ANTI_FIRE_RATE_GUN_2 projectile_gfx = "biogenesis_01_anti_fire_rate_laser" ai_weight = { weight = 1 } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_anti_fire_rate_weapons TIER = 2 VOLATILE_MOTES = 0 DARK_MATTER = 0 } upgrades_to = ANTI_FIRE_RATE_GUN_3 projectile_gfx = "biogenesis_01_anti_fire_rate_laser" ai_weight = { weight = 2 } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_anti_fire_rate_weapons TIER = 3 VOLATILE_MOTES = 0 DARK_MATTER = 0 } upgrades_to = ANTI_FIRE_RATE_GUN_4 projectile_gfx = "biogenesis_01_anti_fire_rate_laser" ai_weight = { weight = 3 } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_anti_fire_rate_weapons TIER = 4 VOLATILE_MOTES = @s_t4_rare DARK_MATTER = 0 } upgrades_to = ANTI_FIRE_RATE_GUN_5 projectile_gfx = "biogenesis_01_anti_fire_rate_laser" ai_weight = { weight = 4 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_anti_fire_rate_weapons TIER = 5 VOLATILE_MOTES = @s_t5_rare DARK_MATTER = 0 } upgrades_to = ANTI_FIRE_RATE_GUN_6 projectile_gfx = "biogenesis_01_anti_fire_rate_laser" ai_weight = { weight = 5 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_anti_fire_rate_weapons TIER = 6 VOLATILE_MOTES = 0 DARK_MATTER = @s_t6_rare REPAIR_AMOUNT = 60 } tags = { weapon_type_energy } projectile_gfx = "biogenesis_01_anti_fire_rate_laser" ai_weight = { weight = 6 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = sr_dark_matter } } } } # Fire Rate "Weapons" weapon_component_template = { inline_script = { script = ship_components/bio_weaver_fire_rate_weapons TIER = 1 VOLATILE_MOTES = 0 DARK_MATTER = 0 } upgrades_to = FIRE_RATE_GUN_2 projectile_gfx = "biogenesis_01_fire_rate_laser" ai_weight = { weight = 1 } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_fire_rate_weapons TIER = 2 VOLATILE_MOTES = 0 DARK_MATTER = 0 } upgrades_to = FIRE_RATE_GUN_3 projectile_gfx = "biogenesis_01_fire_rate_laser" ai_weight = { weight = 2 } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_fire_rate_weapons TIER = 3 VOLATILE_MOTES = 0 DARK_MATTER = 0 } upgrades_to = FIRE_RATE_GUN_4 projectile_gfx = "biogenesis_01_fire_rate_laser" ai_weight = { weight = 3 } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_fire_rate_weapons TIER = 4 VOLATILE_MOTES = @s_t4_rare DARK_MATTER = 0 } upgrades_to = FIRE_RATE_GUN_5 projectile_gfx = "biogenesis_01_fire_rate_laser" ai_weight = { weight = 4 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_fire_rate_weapons TIER = 5 VOLATILE_MOTES = @s_t5_rare DARK_MATTER = 0 } upgrades_to = FIRE_RATE_GUN_6 projectile_gfx = "biogenesis_01_fire_rate_laser" ai_weight = { weight = 5 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } } } weapon_component_template = { inline_script = { script = ship_components/bio_weaver_fire_rate_weapons TIER = 6 VOLATILE_MOTES = 0 DARK_MATTER = @s_t6_rare REPAIR_AMOUNT = 60 } tags = { weapon_type_energy } projectile_gfx = "biogenesis_01_fire_rate_laser" ai_weight = { weight = 6 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = sr_dark_matter } } } } # #################### # Reshaping Projectile Accelerator # #################### weapon_component_template = { type = instant key = "LM_BIO_ACCELERATOR" size = large icon = "GFX_ship_part_lm_bio_accelerator" icon_frame = 1 min_range = 45.0 prerequisites = { "tech_kinetic_artillery_2" } potential = { from = { is_galvanic_empire = yes country_uses_bio_ships = yes } } show_tech_unlock_if = { is_galvanic_empire = yes country_uses_bio_ships = yes } component_set = "LM_BIO_ACCELERATOR_SET" projectile_gfx = "adv_kinetic_artillery" tags = { weapon_type_kinetic l_slot weapon_role_artillery } ai_tags = { weapon_role_artillery artillery artillery_stealth } ai_tag_weight = 0 resources = { category = ship_components cost = { sr_living_metal = @l_t6_cost volatile_motes = @l_t6_rare } upkeep = { food = @l_t6_upkeep_energy alloys = @l_t6_upkeep_alloys } } ai_weight = { weight = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = volatile_motes } } modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = sr_living_metal } } modifier = { factor = @cosmic_storm_shroud_ai_weight_factor has_country_flag = affected_by_shroud_storm } modifier = { factor = @cosmic_storm_gravity_ai_weight_factor has_country_flag = affected_by_gravity_storm } } }