# 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 # #################### # Mass Drivers # #################### # ## Mass Drivers weapon_component_template = { type = instant key = "SMALL_MASS_DRIVER_1" size = small icon = "GFX_ship_part_mass_driver_1" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_mass_drivers_1" } component_set = "MASS_DRIVER_1" projectile_gfx = "mass_driver_s" tags = { weapon_type_kinetic s_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "SMALL_MASS_DRIVER_2" resources = { category = ship_components cost = { alloys = @s_t1_cost } upkeep = { energy = @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_MASS_DRIVER_1" size = medium icon = "GFX_ship_part_mass_driver_1" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_mass_drivers_1"} component_set = "MASS_DRIVER_1" projectile_gfx = "mass_driver_m" tags = { weapon_type_kinetic m_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "MEDIUM_MASS_DRIVER_2" resources = { category = ship_components cost = { alloys = @m_t1_cost } upkeep = { energy = @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_MASS_DRIVER_1" size = large icon = "GFX_ship_part_mass_driver_1" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } min_range = 45.0 prerequisites = { "tech_mass_drivers_1" } component_set = "MASS_DRIVER_1" projectile_gfx = "mass_driver_l" tags = { weapon_type_kinetic l_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "LARGE_MASS_DRIVER_2" resources = { category = ship_components cost = { alloys = @l_t1_cost } upkeep = { energy = @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_MASS_DRIVER_2" size = small icon = "GFX_ship_part_mass_driver_2" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_mass_drivers_2" } component_set = "MASS_DRIVER_2" projectile_gfx = "coilgun_s" tags = { weapon_type_kinetic s_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "SMALL_MASS_DRIVER_3" resources = { category = ship_components cost = { alloys = @s_t2_cost } upkeep = { energy = @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_MASS_DRIVER_2" size = medium icon = "GFX_ship_part_mass_driver_2" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_mass_drivers_2" } component_set = "MASS_DRIVER_2" projectile_gfx = "coilgun_m" tags = { weapon_type_kinetic m_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "MEDIUM_MASS_DRIVER_3" resources = { category = ship_components cost = { alloys = @m_t2_cost } upkeep = { energy = @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_MASS_DRIVER_2" size = large icon = "GFX_ship_part_mass_driver_2" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } min_range = 45.0 prerequisites = { "tech_mass_drivers_2" } component_set = "MASS_DRIVER_2" projectile_gfx = "coilgun_l" tags = { weapon_type_kinetic l_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "LARGE_MASS_DRIVER_3" resources = { category = ship_components cost = { alloys = @l_t2_cost } upkeep = { energy = @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_MASS_DRIVER_3" size = small icon = "GFX_ship_part_mass_driver_3" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_mass_drivers_3" } component_set = "MASS_DRIVER_3" projectile_gfx = "railgun_s" tags = { weapon_type_kinetic s_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "SMALL_MASS_DRIVER_4" resources = { category = ship_components cost = { alloys = @s_t3_cost } upkeep = { energy = @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_MASS_DRIVER_3" size = medium icon = "GFX_ship_part_mass_driver_3" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_mass_drivers_3" } component_set = "MASS_DRIVER_3" projectile_gfx = "railgun_m" tags = { weapon_type_kinetic m_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "MEDIUM_MASS_DRIVER_4" resources = { category = ship_components cost = { alloys = @m_t3_cost } upkeep = { energy = @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_MASS_DRIVER_3" size = large icon = "GFX_ship_part_mass_driver_3" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } min_range = 45.0 prerequisites = { "tech_mass_drivers_3" } component_set = "MASS_DRIVER_3" projectile_gfx = "railgun_l" tags = { weapon_type_kinetic l_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "LARGE_MASS_DRIVER_4" resources = { category = ship_components cost = { alloys = @l_t3_cost } upkeep = { energy = @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_MASS_DRIVER_4" size = small icon = "GFX_ship_part_mass_driver_4" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_mass_drivers_4" } component_set = "MASS_DRIVER_4" projectile_gfx = "advanced_railgun_s" tags = { weapon_type_kinetic s_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "SMALL_MASS_DRIVER_5" resources = { category = ship_components cost = { alloys = @s_t4_cost volatile_motes = @s_t4_rare } upkeep = { energy = @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_MASS_DRIVER_4" size = medium icon = "GFX_ship_part_mass_driver_4" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_mass_drivers_4" } component_set = "MASS_DRIVER_4" projectile_gfx = "advanced_railgun_m" tags = { weapon_type_kinetic m_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "MEDIUM_MASS_DRIVER_5" resources = { category = ship_components cost = { alloys = @m_t4_cost volatile_motes = @m_t4_rare } upkeep = { energy = @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_MASS_DRIVER_4" size = large icon = "GFX_ship_part_mass_driver_4" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } min_range = 45.0 prerequisites = { "tech_mass_drivers_4" } component_set = "MASS_DRIVER_4" projectile_gfx = "advanced_railgun_l" tags = { weapon_type_kinetic l_slot } ai_tags = { weapon_role_anti_shield gunship } upgrades_to = "LARGE_MASS_DRIVER_5" resources = { category = ship_components cost = { alloys = @l_t4_cost volatile_motes = @l_t4_rare } upkeep = { energy = @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_MASS_DRIVER_5" size = small icon = "GFX_ship_part_mass_driver_5" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_mass_drivers_5" } component_set = "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 = { energy = @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_MASS_DRIVER_5" size = medium icon = "GFX_ship_part_mass_driver_5" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_mass_drivers_5" } component_set = "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 = { energy = @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_MASS_DRIVER_5" size = large icon = "GFX_ship_part_mass_driver_5" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } min_range = 45.0 prerequisites = { "tech_mass_drivers_5" } component_set = "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 = { energy = @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 # #################### # ## Kinetic Artillery 1 weapon_component_template = { type = instant key = "KINETIC_ARTILLERY_1" size = large icon = "GFX_ship_part_kinetic_artillery_1" icon_frame = 1 min_range = 45.0 prerequisites = { "tech_kinetic_artillery_1" } potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "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 = "KINETIC_ARTILLERY_2" resources = { category = ship_components cost = { alloys = @l_t5_cost volatile_motes = @l_t5_rare } upkeep = { energy = @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 = "KINETIC_ARTILLERY_2" size = large icon = "GFX_ship_part_kinetic_artillery_2" icon_frame = 1 min_range = 45.0 prerequisites = { "tech_kinetic_artillery_2" } potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "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 = { energy = @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 } } } # #################### # Autocannons # #################### # ## Autocannons 1 weapon_component_template = { type = instant key = "SMALL_AUTOCANNON_1" size = small icon = "GFX_ship_part_autocannon_1" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_autocannons_1" } component_set = "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_AUTOCANNON_2" resources = { category = ship_components cost = { alloys = @s_t3_cost } upkeep = { energy = @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_AUTOCANNON_1" size = medium icon = "GFX_ship_part_autocannon_1" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_autocannons_1" } component_set = "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_AUTOCANNON_2" resources = { category = ship_components cost = { alloys = @m_t3_cost } upkeep = { energy = @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_AUTOCANNON_1" size = large icon = "GFX_ship_part_autocannon_1" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_autocannons_1" } component_set = "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_AUTOCANNON_2" resources = { category = ship_components cost = { alloys = @l_t3_cost } upkeep = { energy = @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 } } } # ## Autocannons 2 weapon_component_template = { type = instant key = "SMALL_AUTOCANNON_2" size = small icon = "GFX_ship_part_autocannon_2" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_autocannons_2" } component_set = "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_AUTOCANNON_3" resources = { category = ship_components cost = { alloys = @s_t4_cost volatile_motes = @s_t4_rare } upkeep = { energy = @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_AUTOCANNON_2" size = medium icon = "GFX_ship_part_autocannon_2" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_autocannons_2" } component_set = "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_AUTOCANNON_3" resources = { category = ship_components cost = { alloys = @m_t4_cost volatile_motes = @m_t4_rare } upkeep = { energy = @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_AUTOCANNON_2" size = large icon = "GFX_ship_part_autocannon_2" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_autocannons_2" } component_set = "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_AUTOCANNON_3" resources = { category = ship_components cost = { alloys = @l_t4_cost volatile_motes = @l_t4_rare } upkeep = { energy = @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 } } } # ## Autocannons 3 weapon_component_template = { type = instant key = "SMALL_AUTOCANNON_3" size = small icon = "GFX_ship_part_autocannon_3" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_autocannons_3" } component_set = "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_AUTOCANNON_4" resources = { category = ship_components cost = { alloys = @s_t5_cost volatile_motes = @s_t5_rare } upkeep = { energy = @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_AUTOCANNON_3" size = medium icon = "GFX_ship_part_autocannon_3" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_autocannons_3" } component_set = "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_AUTOCANNON_4" resources = { category = ship_components cost = { alloys = @m_t5_cost volatile_motes = @m_t5_rare } upkeep = { energy = @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_AUTOCANNON_3" size = large icon = "GFX_ship_part_autocannon_3" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_autocannons_3" } component_set = "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_AUTOCANNON_4" resources = { category = ship_components cost = { alloys = @l_t5_cost volatile_motes = @l_t5_rare } upkeep = { energy = @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 } } } # ## Autocannons 4 weapon_component_template = { type = instant key = "SMALL_AUTOCANNON_4" size = small icon = "GFX_ship_part_autocannon_4" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_nanite_autocannon" } component_set = "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 = { energy = @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_AUTOCANNON_4" size = medium icon = "GFX_ship_part_autocannon_4" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_nanite_autocannon" } component_set = "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 = { energy = @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_AUTOCANNON_4" size = large icon = "GFX_ship_part_autocannon_4" icon_frame = 1 potential = { from = { country_uses_bio_ships = no } } show_tech_unlock_if = { country_uses_bio_ships = no } prerequisites = { "tech_nanite_autocannon" } component_set = "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 = { energy = @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 } } } # #################### # Reshaping Projectile Accelerator # #################### weapon_component_template = { type = instant key = "LM_ACCELERATOR" size = large icon = "GFX_ship_part_lm_accelerator" icon_frame = 1 min_range = 45.0 prerequisites = { "tech_kinetic_artillery_2" } potential = { from = { is_galvanic_empire = yes country_uses_bio_ships = no } } show_tech_unlock_if = { is_galvanic_empire = yes country_uses_bio_ships = no } component_set = "LM_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 = { energy = @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 } } }