#reloadable with 'reload stats' # This file is where you start when you want to configure something new, then go to sections @corvette_collision_radius = 2.0 @destroyer_collision_radius = 2.5 @cruiser_collision_radius = 3 @battleship_collision_radius = 3 @titan_collision_radius = 15 @build_block_radius_none = 0 @build_block_radius_civilian = 20 @build_block_radius_military = 200 @speed_very_slow = 80 @speed_slow = 100 @speed_default = 120 @speed_fast = 140 @speed_very_fast = 160 @salvagecostsmall = 50 @salvagecostmedium = 100 @salvagecostlarge = 200 ###### # AI # ###### # AI Large Ship large_ship_ai = { graphical_culture = { "ai_01" } max_speed = @speed_slow acceleration = 0.2 rotation_speed = 0.15 collision_radius = @battleship_collision_radius modifier = { ship_evasion_add = 10 } max_hitpoints = 2000 size_multiplier = 40 map_counter_icon = ship_counter_32 icon = ship_size_military_8 fleet_slot_size = 4 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = no class = shipclass_military is_designable = no components_add_to_cost = no resources = { category = ships cost = { alloys = @salvagecostlarge } } } # AI Small Ship small_ship_ai = { graphical_culture = { "ai_01"} max_speed = @speed_default acceleration = 0.3 rotation_speed = 0.2 collision_radius = @destroyer_collision_radius modifier = { ship_evasion_add = 25 } max_hitpoints = 800 size_multiplier = 10 map_counter_icon = ship_counter_8 icon = ship_size_military_2 fleet_slot_size = 2 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = no class = shipclass_military is_designable = no components_add_to_cost = no resources = { category = ships cost = { alloys = @salvagecostsmall } } } # AI Large Station military_station_large_ai = { graphical_culture = { "ai_01" } max_speed = 0.0 acceleration = 0.0 rotation_speed = 0.0 modifier = { ship_evasion_mult = -1 } ship_modifier = { ship_weapon_range_mult = 0.20 } max_hitpoints = 4000 size_multiplier = 40 map_counter_icon = ship_counter_32 icon = ship_size_military_station fleet_slot_size = 4 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = yes build_block_radius = @build_block_radius_none class = shipclass_military_station is_designable = no components_add_to_cost = no resources = { category = ships cost = { alloys = @salvagecostlarge } } } # AI Small Station military_station_small_ai = { graphical_culture = { "ai_01" } max_speed = 0.0 acceleration = 0.0 rotation_speed = 0.0 modifier = { ship_evasion_mult = -1 } ship_modifier = { ship_weapon_range_mult = 0.20 } max_hitpoints = 2000 size_multiplier = 40 map_counter_icon = ship_counter_32 icon = ship_size_military_station fleet_slot_size = 4 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = yes build_block_radius = @build_block_radius_none class = shipclass_military_station is_designable = no components_add_to_cost = no resources = { category = ships cost = { alloys = @salvagecostsmall } } } # AI Core core_ai = { graphical_culture = { "ai_01" } max_speed = 0.0 acceleration = 0.0 rotation_speed = 0.0 modifier = { ship_evasion_mult = -1 } ship_modifier = { ship_weapon_range_mult = 0.20 } max_hitpoints = 50000 combat_size_multiplier = 200 size_multiplier = 200 map_counter_icon = ship_counter_128 icon = ship_size_military_station fleet_slot_size = 4 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = yes build_block_radius = @build_block_radius_none class = shipclass_military_station is_designable = no components_add_to_cost = no resources = { category = ships cost = { alloys = @salvagecostlarge } } } # Final AI Core final_core_ai = { graphical_culture = { "ai_01" } max_speed = 0.0 acceleration = 0.0 rotation_speed = 0.0 modifier = { ship_evasion_mult = -1 ship_armor_add = 100 } ship_modifier = { ship_weapon_range_mult = 0.20 } max_hitpoints = 140000 combat_size_multiplier = 200 size_multiplier = 200 map_counter_icon = ship_counter_128 is_space_station = yes fleet_slot_size = 4 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 build_block_radius = @build_block_radius_none class = shipclass_military_station is_designable = no icon = ship_size_military_station components_add_to_cost = no resources = { category = ships cost = { alloys = @salvagecostlarge } } } # AI Constructor construction_ship_ai = { graphical_culture = { "ai_01" } is_space_object = yes max_speed = @speed_slow acceleration = 0.3 rotation_speed = 0.2 modifier = { ship_evasion_add = 10 } max_hitpoints = 400 size_multiplier = 5 map_counter_icon = ship_counter_4 icon = ship_size_constructor fleet_slot_size = 3 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = no is_civilian = yes is_designable = no class = shipclass_constructor required_component_set = "ftl_components" required_component_set = "thruster_components" components_add_to_cost = no resources = { category = ships cost = { alloys = @salvagecostsmall } } } # AI Colonizer colony_ship_ai = { graphical_culture = { "ai_01" } is_space_object = yes max_speed = @speed_slow acceleration = 0.3 rotation_speed = 0.2 modifier = { ship_evasion_add = 10 } max_hitpoints = 400 size_multiplier = 20 map_counter_icon = ship_counter_16 icon = ship_size_colonizer fleet_slot_size = 3 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = no is_civilian = yes is_designable = no class = shipclass_colonizer required_component_set = "ftl_components" required_component_set = "thruster_components" components_add_to_cost = no resources = { category = ships cost = { alloys = @salvagecostmedium } } } # AI Transport transport_ship_ai = { graphical_culture = { "ai_01" } is_space_object = yes max_speed = @speed_fast acceleration = 0.3 rotation_speed = 0.2 acceleration = 0.6 modifier = { ship_evasion_add = 70 } max_hitpoints = 400 fleet_slot_size = 1 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = no icon = ship_size_transport is_designable = no class = shipclass_transport required_component_set = "ftl_components" required_component_set = "thruster_components" components_add_to_cost = no resources = { category = ships cost = { alloys = @salvagecostmedium } } } # Cybrex Core blue_core_ai = { graphical_culture = { "ai_01" } max_speed = 0.0 acceleration = 0.0 rotation_speed = 0.0 modifier = { ship_evasion_mult = -1 ship_armor_add = 100 } ship_modifier = { ship_weapon_range_mult = 0.20 } max_hitpoints = 40000 size_multiplier = 40 map_counter_icon = ship_counter_32 icon = ship_size_military_station fleet_slot_size = 4 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = yes build_block_radius = @build_block_radius_none class = shipclass_military_station is_designable = no components_add_to_cost = no resources = { category = ships cost = { alloys = @salvagecostlarge } } } # Cybrex Large Station blue_military_station_large_ai = { graphical_culture = { "ai_01" } max_speed = 0.0 acceleration = 0.0 rotation_speed = 0.0 modifier = { ship_evasion_mult = -1 ship_armor_add = 45 } ship_modifier = { ship_weapon_range_mult = 0.20 } max_hitpoints = 20000 size_multiplier = 40 map_counter_icon = ship_counter_32 icon = ship_size_military_station fleet_slot_size = 4 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = yes build_block_radius = @build_block_radius_none class = shipclass_military_station is_designable = no components_add_to_cost = no resources = { category = ships cost = { alloys = @salvagecostlarge } } } # Cybrex Small Station blue_military_station_small_ai = { graphical_culture = { "ai_01" } max_speed = 0.0 acceleration = 0.0 rotation_speed = 0.0 modifier = { ship_evasion_mult = -1 ship_armor_add = 20 } ship_modifier = { ship_weapon_range_mult = 0.20 } max_hitpoints = 10000 size_multiplier = 40 map_counter_icon = ship_counter_32 icon = ship_size_military_station fleet_slot_size = 4 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = yes build_block_radius = @build_block_radius_none build_time = 360 class = shipclass_military_station is_designable = no components_add_to_cost = no resources = { category = ships cost = { alloys = @salvagecostsmall } } } # Cybrex Transport blue_transport_ship_ai = { graphical_culture = { "ai_01" } is_space_object = yes max_speed = 3.75 acceleration = 0.3 rotation_speed = 0.2 #combat_max_speed = @civilian_ships_combat_speed #combat_rotation_speed = 0.2 acceleration = 0.6 modifier = { ship_evasion_add = 70 ship_armor_add = 10 } max_hitpoints = 400 fleet_slot_size = 1 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = no icon = ship_size_transport is_designable = no class = shipclass_transport required_component_set = "ftl_components" required_component_set = "thruster_components" components_add_to_cost = no resources = { category = ships cost = { alloys = @salvagecostmedium } } }