# Icons set here are the ones show in the actual slot. The reason is so that we can support different icons for different sizes. #Updated Range on these # DEFAULT VALUES: # is_missile = no # is_beam = no # is_point_defence = no @attack_range = 10 @engagement_range = 125 @launch_time = 2 @speed1 = 550 @speed2 = 600 @speed3 = 650 @speed4 = 700 @count = 8 @regen = 0.5 @power1 = -20 @power2 = -34 @power3 = -45 @power4 = -59 # #################### # Archaeotechnology Weapons # #################### # ## Mass Drivers weapon_component_template = { type = instant key = "SMALL_ARCHAEO_KINETIC" size = small icon = "GFX_ship_part_archaeo_mass_driver" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_archaeo_mass_drivers" } component_set = "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 = { energy = @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_ARCHAEO_KINETIC" size = medium icon = "GFX_ship_part_archaeo_mass_driver" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_archaeo_mass_drivers" } component_set = "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 = { energy = @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_ARCHAEO_KINETIC" size = large icon = "GFX_ship_part_archaeo_mass_driver" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_archaeo_mass_drivers" } component_set = "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 = { energy = @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 } } } # ## Lasers weapon_component_template = { type = instant key = "SMALL_ARCHAEO_LASER" size = small potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } icon = "GFX_ship_part_archaeo_laser" icon_frame = 1 prerequisites = { "tech_archaeo_lasers" } component_set = "ARCHAEO_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 = { energy = @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_LASER" size = medium potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } icon = "GFX_ship_part_archaeo_laser" icon_frame = 1 prerequisites = { "tech_archaeo_lasers" } component_set = "ARCHAEO_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 = { energy = @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_LASER" size = large potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } icon = "GFX_ship_part_archaeo_laser" icon_frame = 1 prerequisites = { "tech_archaeo_lasers" } component_set = "ARCHAEO_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 = { energy = @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 } } } } } ### Point Defence weapon_component_template = { key = "ARCHAEO_POINTDEFENCE" size = point_defence icon = "GFX_ship_part_archaeo_point_defence" icon_frame = 1 prerequisites = { "tech_archaeo_point_defence" } potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "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 = { energy = 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 } } } } } ### Strike Missile Launcher weapon_component_template = { key = "ARCHAEO_MISSILE" size = small icon = "GFX_ship_part_archaeo_missiles" icon_frame = 1 type = missile prerequisites = { "tech_archaeo_missiles" } component_set = "ARCHAEO_MISSILE" projectile_gfx = "small_missile" tags = { weapon_type_explosive weapon_archaeotech } ai_tags = { weapon_role_artillery artillery energy_torpedoes } ai_tag_weight = 0 resources = { category = ship_components cost = { alloys = @s_t3_cost minor_artifacts = @minor_artifacts_cost_m } upkeep = { energy = @s_t3_upkeep_energy alloys = @s_t3_upkeep_alloys } } potential = { ship_uses_mauler_components = no } 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 } } } } } # Titan Laser weapon_component_template = { key = "ARCHAEO_TITAN" size = titanic type = instant prio_projectile = yes icon = "GFX_ship_part_archaeo_titan_beam" icon_frame = 1 firing_arc = 10.0 use_ship_main_target = no tags = { weapon_type_energy weapon_archaeotech weapon_role_artillery t_slot } prerequisites = { "tech_archaeo_titan_beam" } component_set = "ARCHAEO_TITAN" projectile_gfx = "perdition_beam" potential = { ship_uses_titan_components = yes } resources = { category = ship_components cost = { alloys = @titanic_t6_cost minor_artifacts = @minor_artifacts_cost_xl } upkeep = { alloys = @titanic_t6_upkeep_alloys } upkeep = { trigger = { from = { country_uses_bio_ships = no } } energy = @titanic_t6_upkeep_energy } upkeep = { trigger = { from = { country_uses_bio_ships = yes } } food = @titanic_t6_upkeep_energy } } on_hit = { inline_script = { script = ship_components/collateral_damage RANGE = @perdition_beam_collateral_range DAMAGE = @perdition_beam_fleet_damage } custom_tooltip = "PERDITION_BEAM_FLEET_EFFECT" } target_weights = { titan = 3 battleship = 2 stinger_stage_1 = 1.5 stinger_stage_2 = 2 stinger_stage_3 = 2 } 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 } } } } } # Titan Laser weapon_component_template = { key = "ARCHAEO_ION" size = titanic type = instant prio_projectile = yes icon = "GFX_ship_part_archaeo_titan_beam" icon_frame = 1 firing_arc = 10.0 use_ship_main_target = no tags = { weapon_type_energy weapon_archaeotech weapon_role_artillery t_slot } prerequisites = { "tech_archaeo_titan_beam" } component_set = "ARCHAEO_TITAN" projectile_gfx = "ion_cannon" potential = { OR = { ship_uses_ion_cannon_components = yes ship_uses_dsc_components = yes } } resources = { category = ship_components cost = { alloys = @titanic_t6_cost minor_artifacts = @minor_artifacts_cost_xl } upkeep = { alloys = @titanic_t6_upkeep_alloys } upkeep = { trigger = { NOT = { is_ship_category = bio_ship } } energy = @titanic_t6_upkeep_energy } upkeep = { trigger = { is_ship_category = bio_ship } food = @titanic_t6_upkeep_energy } } on_hit = { inline_script = { script = ship_components/collateral_damage RANGE = @ion_cannon_collateral_range DAMAGE = @ion_cannon_collateral_range } custom_tooltip = "ION_CANNON_FLEET_EFFECT" } target_weights = { titan = 3 battleship = 2 stinger_stage_1 = 1.5 stinger_stage_2 = 2 stinger_stage_3 = 2 } 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 } } } } } # ## Mass Accelerator weapon_component_template = { type = instant key = "ARCHAEO_X" size = extra_large icon = "GFX_ship_part_archaeo_mass_accelerator" 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 = no } } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "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 = { energy = @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 } } } ### Strikecraft strike_craft_component_template = { key = "ARCHAEO_STRIKECRAFT" size = LARGE entity = "bomber_entity" weapon_type = point_defence projectile_gfx = "strike_craft_laser_3" power = @power4 resources = { category = ship_components cost = { alloys = @l_t5_cost minor_artifacts = @minor_artifacts_cost_m } upkeep = { energy = @l_t5_upkeep_energy alloys = @l_t5_upkeep_alloys } } potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } count = @count regeneration_per_day = @regen launch_time = @launch_time damage = { min = 4 max = 16 } cooldown = 2.3 range = @attack_range engagement_range = @engagement_range accuracy = 1.00 tracking = 1.00 health = 10 armor = 0 shield = 25 evasion = 0.80 speed = @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_ship_part_archaeo_strike_craft" icon_frame = 1 component_set = "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 } } } } }