Hybrid weapons & stats in general

Has anyone gotten a hybrid weapon to work? I'd love to have for example an energy weapons tech tree where various weapons are primarily energy damage, but some have kinetic and others missile damage as well. Think Photon Torpedos doing both energy and missle damage.

When I modify a weapon as an example, I was able to get the weapon stats to appear on the item and ship that uses it, but in combat it looks like the game only takes the first damage stat on an item, is that correct? Anyway to change that?

Also for things like range, cooldown etc where is that stored for weapons? I don't see it in ShipComponentDefs.xml

 

Code: xml
  1. <ShipComponent>
  2. <InternalName>TESTPrototypeEleriumWeapon</InternalName>
  3. <DisplayName>TEST Beam 1</DisplayName>
  4. <Description>PrototypeEleriumWeapon_Dec</Description>
  5. <ArtDefine>WeaponModel_30</ArtDefine>
  6. <Category>Weapons</Category>
  7. <Type>BeamWeaponEnhanced</Type>
  8. <PlacementType>Weapon</PlacementType>
  9. <WeaponFX>
  10. <EmissionFX>BeamPhasor_Emission</EmissionFX>
  11. <ProjectionFX>BeamPhasor</ProjectionFX>
  12. <HitFX>BeamPhasor_Hit</HitFX>
  13. <DeflectionFX>BeamPhasor_Deflection</DeflectionFX>
  14. </WeaponFX>
  15. <Stats>
  16. <EffectType>Threat</EffectType>
  17. <Target>
  18. <TargetType>Ship</TargetType>
  19. </Target>
  20. <BonusType>Flat</BonusType>
  21. <Value>1</Value>
  22. </Stats>
  23. <Stats>
  24. <EffectType>BeamManufacturingCost</EffectType>
  25. <Scope>Queue</Scope>
  26. <Target>
  27. <TargetType>Ship</TargetType>
  28. </Target>
  29. <BonusType>Flat</BonusType>
  30. <Value>1</Value>
  31. </Stats>
  32. <Stats>
  33. <EffectType>BeamMass</EffectType>
  34. <Target>
  35. <TargetType>Ship</TargetType>
  36. </Target>
  37. <BonusType>Flat</BonusType>
  38. <Value>1</Value>
  39. </Stats>
  40. <Stats>
  41. <EffectType>BeamWeapon</EffectType>
  42. <Target>
  43. <TargetType>Ship</TargetType>
  44. </Target>
  45. <BonusType>Flat</BonusType>
  46. <Value>1</Value>
  47. </Stats>
  48. <Stats>
  49. <EffectType>BeamAttack</EffectType>
  50. <Target>
  51. <TargetType>Ship</TargetType>
  52. </Target>
  53. <BonusType>Flat</BonusType>
  54. <Value>16</Value>
  55. </Stats>
  56. <Stats>
  57. <EffectType>KineticManufacturingCost</EffectType>
  58. <Scope>Queue</Scope>
  59. <Target>
  60. <TargetType>Ship</TargetType>
  61. </Target>
  62. <BonusType>Flat</BonusType>
  63. <Value>23</Value>
  64. </Stats>
  65. <Stats>
  66. <EffectType>KineticMass</EffectType>
  67. <Target>
  68. <TargetType>Ship</TargetType>
  69. </Target>
  70. <BonusType>Flat</BonusType>
  71. <Value>24</Value>
  72. </Stats>
  73. <Stats>
  74. <EffectType>KineticWeapon</EffectType>
  75. <Target>
  76. <TargetType>Ship</TargetType>
  77. </Target>
  78. <BonusType>Flat</BonusType>
  79. <Value>1</Value>
  80. </Stats>
  81. <Stats>
  82. <EffectType>KineticAttack</EffectType>
  83. <Target>
  84. <TargetType>Ship</TargetType>
  85. </Target>
  86. <BonusType>Flat</BonusType>
  87. <Value>8</Value>
  88. </Stats>
  89. <Stats>
  90. <EffectType>Maintenance</EffectType>
  91. <Target>
  92. <TargetType>Ship</TargetType>
  93. </Target>
  94. <BonusType>Flat</BonusType>
  95. <Value>0.25</Value>
  96. </Stats>
  97. </ShipComponent>

8,011 views 4 replies
Reply #1 Top


Also for things like range, cooldown etc where is that stored for weapons? I don't see it in ShipComponentDefs.xml

Range, cooldown, and accuracy are set in GalCiv3GlobalDefs.XML; search for BeamCooldown, BeamRange, BeamAccuracy, KineticCooldown, KineticRange, KineticAccuracy, MissileRange, MissileCooldown, and MissileAccuracy.

The tags surrounding these indicate that they're global combat modifiers, so it might not be possible to set them on a per-weapon basis.

Reply #2 Top

I tried adding a new stat type in GalCiv3GlobalDefs.XML but ya your right it won't take it because it's not listed in the scheme files. I tried editing those but I don't think for mods it loads custom schemas. 

Disappointed, I think this means we can't really mod new weapons with a mix of damage types, rate of fire, cooldowns etc at all. 

 

 

Reply #3 Top

It may just be a disply thing, where it does apply diff weapon types but doesnt show it in info. I seem to remember devs saying that it is possible to combine diff damage types.

Reply #4 Top

I was able to get kinetic appear with the beam damage in the gui, but when trying out in combat only the beam damage was happening, not kinetic. I tinkered more with it and got the kinetic damage to work but then beam damage disappeared. I heard on one of the streams you could do it on defensive items, maybe that will work, but for weapons I can't get it too. 

I'm still trying to find a way to change up the weapons for a mod, but they really are tightly controlled. I'm thinking possibly I could change Beam, Kinetic, Missile names to something else, but then I'd still only have one damage type per weapon either way.