# #################### # Energy Lance # #################### # ## Energy Lance 1 weapon_component_template = { key = "ENERGY_LANCE_1" size = extra_large type = instant icon = "GFX_ship_part_energy_lance_1" icon_frame = 1 firing_arc = 25.0 use_ship_main_target = no potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_energy_lance_1" } component_set = "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 = "ENERGY_LANCE_2" resources = { category = ship_components cost = { alloys = @xl_t5_cost rare_crystals = @xl_t5_rare } upkeep = { alloys = @xl_t5_upkeep_alloys energy = @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 = "ENERGY_LANCE_2" size = extra_large type = instant icon = "GFX_ship_part_energy_lance_2" icon_frame = 1 firing_arc = 25.0 use_ship_main_target = no potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_energy_lance_2" } component_set = "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 energy = @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 = "ARC_EMITTER_1" size = extra_large type = instant icon = "GFX_ship_part_arc_emitter_1" icon_frame = 1 firing_arc = 35.0 min_range = 10.0 use_ship_main_target = no potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_arc_emitter_1" } component_set = "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 = "ARC_EMITTER_2" resources = { category = ship_components cost = { alloys = @xl_t5_cost rare_crystals = @xl_t5_rare } upkeep = { alloys = @xl_t5_upkeep_alloys energy = @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 = "ARC_EMITTER_2" size = extra_large type = instant icon = "GFX_ship_part_arc_emitter_2" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } firing_arc = 35.0 min_range = 10.0 use_ship_main_target = no prerequisites = { "tech_arc_emitter_2" } component_set = "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 energy = @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 } } } } # #################### # Mass Accelerator # #################### # ## Mass Accelerator 1 weapon_component_template = { type = instant key = "MASS_ACCELERATOR_1" size = extra_large icon = "GFX_ship_part_mass_accelerator_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 = no } } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "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 = "MASS_ACCELERATOR_2" resources = { category = ship_components cost = { alloys = @xl_t5_cost volatile_motes = @xl_t5_rare } upkeep = { energy = @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 = "MASS_ACCELERATOR_2" size = extra_large icon = "GFX_ship_part_mass_accelerator_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 = no } } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "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 = { 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 = 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 } } } # #################### # Titan Laser # #################### # ## Perdition Beam weapon_component_template = { key = "PERDITION_BEAM_TITAN" size = titanic type = instant prio_projectile = yes icon = "GFX_ship_part_perdition_beam" icon_frame = 1 # firing_arc = 10.0 use_ship_main_target = no tags = { weapon_type_energy weapon_role_artillery t_slot } prerequisites = { "tech_titans" } component_set = "PERDITION_BEAM" projectile_gfx = "perdition_beam" potential = { ship_uses_titan_components = yes } resources = { category = ship_components cost = { alloys = @titanic_t6_cost rare_crystals = @titanic_t6_rare } 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 = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } # ## Perdition Beam weapon_component_template = { key = "PERDITION_BEAM_ION" size = titanic type = instant prio_projectile = yes icon = "GFX_ship_part_perdition_beam" icon_frame = 1 # firing_arc = 10.0 use_ship_main_target = no tags = { weapon_type_energy weapon_role_artillery t_slot } prerequisites = { "tech_titans" } component_set = "PERDITION_BEAM" 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 rare_crystals = @titanic_t6_rare } 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 = @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 = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } # ## Titan Lance weapon_component_template = { key = "TITAN_LASER" size = titanic type = instant prio_projectile = yes hidden = yes icon = "GFX_ship_part_energy_lance_2" icon_frame = 1 # firing_arc = 25.0 use_ship_main_target = no tags = { weapon_type_energy weapon_role_artillery t_slot } component_set = "TITAN_LASER" projectile_gfx = "titan_laser" resources = { category = ship_components cost = { alloys = @titanic_t6_cost rare_crystals = @titanic_t6_rare } upkeep = { energy = @titanic_t6_upkeep_energy alloys = @titanic_t6_upkeep_alloys } } 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 = 1 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } } } # ## Lens-Flare Beam weapon_component_template = { key = "LENS_FLARE_BEAM" size = extra_large type = instant icon = "GFX_ship_part_energy_lens_beam" icon_frame = 1 firing_arc = 25.0 use_ship_main_target = no potential = { OR = { is_ship_size = ember_battleship is_ship_size = entropy_conduit is_ship_size = conduit_station } } component_set = "LENS_FLARE_BEAM" projectile_gfx = "lens_flare_beam" tags = { weapon_type_energy weapon_role_artillery x_slot } ai_tags = { weapon_role_artillery artillery } ai_tag_weight = 0 on_hit = { custom_tooltip = "lfb_on_hit_stun_tt" hidden_effect = { if = { limit = { exists = this NOT = { has_ship_flag = conduit_paralyzed } } set_timed_ship_flag = { flag = conduit_paralyzed days = 35 } add_modifier = { modifier = lf_weapon_stun_effect days = 7 # If this changes, adjust the tt } } from.owner = { complete_crisis_objective = crisobj_lens_beam_impact } } } target_weights = { titan = 3 battleship = 2 stinger_stage_1 = 1.5 stinger_stage_2 = 2 stinger_stage_3 = 2 } ai_weight = { weight = 1.25 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = entropy_crystals } } } } # Solarflare Emitter weapon_component_template = { key = "SOLARFLARE_EMITTER" size = extra_large type = instant prio_projectile = yes icon = "GFX_ship_part_energy_lens_beam" icon_frame = 1 # firing_arc = 10.0 use_ship_main_target = no tags = { weapon_type_energy weapon_role_artillery x_slot } potential = { is_ship_size = starfire_cannon } component_set = "SOLARFLARE_EMITTER" projectile_gfx = "starfire_cannon" target_type = target_enemies target_focus = spread on_hit = { custom_tooltip = "sfe_on_hit_stun_tt" hidden_effect = { if = { limit = { exists = this NOT = { has_ship_flag = starfire_emp } } set_timed_ship_flag = { flag = starfire_emp days = 15 } add_modifier = { modifier = sfe_weapon_stun_effect days = 5 # If this changes, adjust the tt } } } inline_script = { script = ship_components/collateral_damage RANGE = @ion_cannon_collateral_range DAMAGE = @ion_cannon_collateral_range } } target_weights = { titan = 3 battleship = 2 stinger_stage_1 = 1.5 stinger_stage_2 = 2 stinger_stage_3 = 2 } }