# Miniaturized Arc Emitter
weapon_component_template = {
key = "MINIATURIZED_ARC_EMITTER_1_WEAPON"
size = large
entity = "large_laser_gun_entity"
type = instant
icon = "GFX_ship_part_miniaturized_arc_emitter_1"
icon_frame = 1
prerequisites = { "tech_miniaturized_arc_emitter_1" }
component_set = "MINIATURIZED_ARC_EMITTER_1_SET"
projectile_gfx = "arc_emitter"
tags = { weapon_type_energy }
ai_tags = { weapon_role_artillery }
ai_tag_weight = -1
upgrades_to = "MINIATURIZED_ARC_EMITTER_2_WEAPON"
resources = {
category = ship_components
cost = {
alloys = @l_t5_cost
rare_crystals = @l_t5_rare
}
upkeep = {
energy = @l_t5_upkeep_energy
alloys = @l_t5_upkeep_alloys
}
}
#Cost, power & damage are scaled in the same way as kinetic artillery vs mega/giga cannon
#cost = 120
power = -70
damage = { min = 1 max = 293 }
#Additional damage & penetration copied from the XL weapons (ie. full penetration, no bonus damage)
#NB: In case this is used for other weapons, XXX_damage = 1.5 means +50% in-game.
hull_damage = 1
armor_damage = 1
shield_damage = 1
shield_penetration = 1
armor_penetration = 1
#Windup copied from cloud lightning (which is very slightly better than kinetic artillery - I think the techs would be able to do at least this well in late-game)
windup = { min = 1 max = 19 }
#Cooldown is scaled in the same way as kinetic artillery vs mega/giga cannon
#NB: 'cooldown' in the CSV is 'total_fire_time' here.
total_fire_time = 44
#Range is scaled in the same way as kinetic artillery vs mega/giga cannon
range = 120
#100% accuracy, as per the XL weapon
accuracy = 1
#30% tracking, as per cloud lightning
tracking = 0.3
#There's a load of stuff relating to missiles in the CSV, which I've omitted because it's clearly irrelevant.
}
这是mod原始词条
weapon_component_template = {
key = "MINIATURIZED_ARC_EMITTER_1_WEAPON"
size = large
entity = "large_laser_gun_entity"
type = instant
icon = "GFX_ship_part_miniaturized_arc_emitter_1"
icon_frame = 1
prerequisites = { "tech_miniaturized_arc_emitter_1" }
component_set = "MINIATURIZED_ARC_EMITTER_1_SET"
projectile_gfx = "arc_emitter"
tags = { weapon_type_energy }
ai_tags = { weapon_role_artillery }
ai_tag_weight = -1
upgrades_to = "MINIATURIZED_ARC_EMITTER_2_WEAPON"
resources = {
category = ship_components
cost = {
alloys = @l_t5_cost
rare_crystals = @l_t5_rare
}
upkeep = {
energy = @l_t5_upkeep_energy
alloys = @l_t5_upkeep_alloys
}
}
#Cost, power & damage are scaled in the same way as kinetic artillery vs mega/giga cannon
#cost = 120
power = -70
damage = { min = 1 max = 293 }
#Additional damage & penetration copied from the XL weapons (ie. full penetration, no bonus damage)
#NB: In case this is used for other weapons, XXX_damage = 1.5 means +50% in-game.
hull_damage = 1
armor_damage = 1
shield_damage = 1
shield_penetration = 1
armor_penetration = 1
#Windup copied from cloud lightning (which is very slightly better than kinetic artillery - I think the techs would be able to do at least this well in late-game)
windup = { min = 1 max = 19 }
#Cooldown is scaled in the same way as kinetic artillery vs mega/giga cannon
#NB: 'cooldown' in the CSV is 'total_fire_time' here.
total_fire_time = 44
#Range is scaled in the same way as kinetic artillery vs mega/giga cannon
range = 120
#100% accuracy, as per the XL weapon
accuracy = 1
#30% tracking, as per cloud lightning
tracking = 0.3
#There's a load of stuff relating to missiles in the CSV, which I've omitted because it's clearly irrelevant.
}
这是mod原始词条