@section_cost = 40 @section_cost_frigate = 60 ship_section_template = { key = "CORVETTE_MID_M1S1" # Used by the Frigate, not the Corvette ship_size = frigate fits_on_slot = mid should_draw_components = yes entity = "corvette_M1S1_entity" icon = "GFX_ship_part_core_mid" ai_tags = { explosive explosive_stealth energy_torpedoes energy_torpedoes_stealth } ai_weight = { modifier = { factor = 10.0 is_preferred_weapons = weapon_type_explosive } modifier = { factor = 0.1 NOT = { is_preferred_weapons = weapon_type_explosive } } } component_slot = { name = "SMALL_GUN_01" template = "small_turret" locatorname = "small_gun_01" } component_slot = { name = "TORPEDO_01" template = "medium_missile_turret" locatorname = "medium_gun_01" } small_utility_slots = 5 aux_utility_slots = 2 # Extra slot for the Frigate resources = { category = ship_sections cost = { alloys = @section_cost_frigate } } } ship_section_template = { key = "CORVETTE_MID_S3" ship_size = corvette fits_on_slot = mid should_draw_components = yes entity = "corvette_S3_entity" icon = "GFX_ship_part_core_mid" ai_tags = { gunship artillery brawler brawler_stealth } component_slot = { name = "SMALL_GUN_01" template = "small_turret" locatorname = "small_gun_01" } component_slot = { name = "SMALL_GUN_02" template = "small_turret" locatorname = "small_gun_02" } component_slot = { name = "SMALL_GUN_03" template = "small_turret" locatorname = "small_gun_03" } small_utility_slots = 3 aux_utility_slots = 1 ai_weight = { modifier = { factor = 10.0 OR = { is_preferred_weapons = weapon_type_kinetic is_preferred_weapons = weapon_type_energy } } modifier = { factor = 0.1 NOR = { is_preferred_weapons = weapon_type_kinetic is_preferred_weapons = weapon_type_energy } } } resources = { category = ship_sections cost = { alloys = @section_cost } } } ship_section_template = { key = "CORVETTE_MID_S2PD1" ship_size = corvette fits_on_slot = mid should_draw_components = yes entity = "corvette_S3_entity" icon = "GFX_ship_part_core_mid" ai_tags = { screen } ai_weight = { modifier = { factor = 10.0 is_ai = yes is_preferred_weapons = weapon_type_strike_craft has_technology = tech_cruisers } modifier = { factor = 0.1 NOT = { is_preferred_weapons = weapon_type_strike_craft } } } component_slot = { name = "SMALL_GUN_01" template = "point_defence_turret" locatorname = "small_gun_01" } component_slot = { name = "SMALL_GUN_02" template = "small_turret" locatorname = "small_gun_02" } component_slot = { name = "SMALL_GUN_03" template = "small_turret" locatorname = "small_gun_03" } small_utility_slots = 3 aux_utility_slots = 1 resources = { category = ship_sections cost = { alloys = @section_cost } } } #ship_section_template = { # key = "CORVETTE_MID_S1" # ship_size = corvette # fits_on_slot = mid # should_draw_components = yes # entity = "corvette_S1_entity" # icon = "GFX_ship_part_core_mid" # # # Unused by AI # ai_weight = { # factor = 0 # } # # component_slot = { # name = "SMALL_GUN_01" # template = "small_turret" # locatorname = "small_gun_01" # } # # small_utility_slots = 3 # medium_utility_slots = 2 # # cost = 30 #}