I have been digging around in the .big files (quite a delight ) and have run into a few interesting things Here are a couple questions. 1. I noticed that the ships (I only have closely looked at the Imp 1,2 and a few others) don't have even close to the actual number of weapons as they were actually equipped with. The Imp 1 for example while stated as having 60 heavy turbolaser cannons in addition to its primary mounts. However the in game ship has maybe 40 weapons emplacements total! 2. This pertains to the above question. Is the smaller number of weapons a engine restriction or due to balancing issues? Or is there a ratio of stated weapons/in game weapons OR am I just missing 50 odd weaps in the coding somewhere ? 3. I have discovered the reason for the ISD1's prowess for disabling ships in its 2 dual heavy ion cannons....now here's the question. The ISD1 and ISD2 have roughly the same number of weapon mounts...however the ISD2's are of considerably lighter calliber. Isn't this a little counter intuitive? After all the ISD2 supposedly boasted a tremendous jump in killing power (which imo it doesn't have currently) and was far more formidable than its predecessor. (I say this due to the ISD2's reputation as an opponent to be feared all the way to the Vong wars). 4. Now as far as the coding goes... I've been looking at both the ion cannon and turbo's.... could you be so gracious as to explain some of the values and what the variables to me? Taking the turbolaser 12d as an example we have StartWeaponConfig(NewWeaponType,"AnimatedTurret","Bullet","TurboLaser_10D","Normal",15000,27000,0,0,0,0,1,1,1,20,0,0,1,1,20,20,1,"Normal",0,0,0)
AddWeaponResult(NewWeaponType,"Hit","DamageHealth","Target",15000,30000,"")
setPenetration(NewWeaponType,0,1,
{TurretArmour=0.1,})
setAccuracy(NewWeaponType,0,
{SuperCapital=0.9999,},
{Hero_Large=0.01,},
{Cruiser=0.9999,},
{Destroyer=0.9999,},
{BigCapitalShip=0.9999,},
{Heavy_Frigate=0.9999,},
{Frigate=0.9,},
{SmallCapitalShip=0.9,},
{Heavy_Corvette=0.5,},
{Utility=0.5,},
{Mothership=0.9999,},
{Chimera=0.9999,},
{Heavy_Utility=0.9999,},
{Planet=1,},
{SubSystem=0.1,},
{Emplacement=0.1,})
setAngles(NewWeaponType,5,-100,100,-5,90)
setMiscValues(NewWeaponType,4,3.5)
now as far as I've seen the only values that really change would be these highlighted below StartWeaponConfig(NewWeaponType,"AnimatedTurret","Bullet","TurboLaser_10D","Normal",15000,27000,0,0,0,0,1,1,1,20,0,0,1,1,20,20,1,"Normal",0,0,0) AddWeaponResult(NewWeaponType,"Hit","DamageHealth","Target",15000,30000,"") setPenetration(NewWeaponType,0,1, {TurretArmour=0.1,}) setAccuracy(NewWeaponType,0, {SuperCapital=0.9999,}, {Hero_Large=0.01,}, {Cruiser=0.9999,}, {Destroyer=0.9999,}, {BigCapitalShip=0.9999,}, {Heavy_Frigate=0.9999,}, {Frigate=0.9,}, {SmallCapitalShip=0.9,}, {Heavy_Corvette=0.5,}, {Utility=0.5,}, {Mothership=0.9999,}, {Chimera=0.9999,}, {Heavy_Utility=0.9999,}, {Planet=1,}, {SubSystem=0.1,}, {Emplacement=0.1,}) setAngles(NewWeaponType,5,-100,100,-5,90) setMiscValues(NewWeaponType,4,3.5) Having said that which of the above deals with range, health damage, emp damage etc? I assume it isn't the damage normal as both values are zero for the ion cannons. A breakdown of the values above would be Awesome Well I think that's all I can come up with atm. Thnx.