[MOD] NukeTech

[size=150][Clean Nuke][/size]
A nuke that uses fusion instead of fission for the payload, leaving no radiation behind, just the smoking crater and rubble from your enemy’s ship.
Weighs a good amount, needs a fair amount of power and costs a small sum, but causes massive damage.

Save the following as MOD_clean_nuke.txt in Gratuitous Space battles Beta\data\modules\ (putting MOD in front makes it easier to find and remove later on)
When copying the code into the text file, highlight and select the text rather than pressing the select all button

[code][config]
unlockcost = 0
lockable = 0
armour_penetration = 115
category = “WEAPONS”
classname = “SIM_MissileModule”
cost = 867
crew_required = 34
damage = 300
decoy_release_range = 600
description = “Using fusion technology, this nuke weighs less and needs fewer crew than a Dirty Nuke, but with the same
amount of yield!”
fire_interval = 5700
flareuvid = 0
fuel = 2200
guiname = “Clean Nuke”
has_decoys = 1
has_flare = 1
hitpoints = 145
icon = turret
min_range = 400
max_range = 1200
missilelength = 4.0
missilespeed = 0.15
missilewidth = 2.0
name = “cruiser clean nuke”
powerconsumed = 28
shield_penetration = 65
size = “CRUISER”
sound = data/sounds/missile_launch.ogg
soundvolume = 1.0
tracking_speed = 0.6
trail_fade_time = 1000
turnspeed = 0.5
turret_sprite = “turret_miss_v1”
turretsize = 12.0
warhead = EXPLOSIVE
weight = 265
slot_type = TURRET

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = min_range,DECIMAL
12 = has_decoys,BOOL
13 = missilespeed,DECIMAL[/code]

[size=150][Dirty Nuke][/size]
Basically the same as the Clean Nuke, but uses fission, so it leaves behind radiation when it goes off. (If lingering effects are added to the game, I’ll add radiation to this.)
Weighs more than the Clean Nuke, and needs more crew, but also requires less power and costs less. No other real differences yet. :confused:

[code][config]
unlockcost = 0
lockable = 0
armour_penetration = 125
category = “WEAPONS”
classname = “SIM_MissileModule”
cost = 678
crew_required = 56
damage = 300
decoy_release_range = 600
description = “Using fission technology, this nuke needs less energy and costs less than a Clean Nuke, but blows up just as
well!”
fire_interval = 5800
flareuvid = 0
fuel = 2200
guiname = “Dirty Nuke”
has_decoys = 1
has_flare = 1
hitpoints = 145
icon = turret
min_range = 400
max_range = 1200
missilelength = 4.0
missilespeed = 0.15
missilewidth = 2.0
name = “cruiser dirty nuke”
powerconsumed = 18
shield_penetration = 57
size = “CRUISER”
sound = data/sounds/missile_launch.ogg
soundvolume = 1.0
tracking_speed = 0.6
trail_fade_time = 1000
turnspeed = 0.5
turret_sprite = “turret_miss_v1”
turretsize = 12.0
warhead = EXPLOSIVE
weight = 383
slot_type = TURRET

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = min_range,DECIMAL
12 = has_decoys,BOOL
13 = missilespeed,DECIMAL[/code]

Hey, new toys!
[size=150][Nano Bomb][/size]
A canister filled with nanobots programmed to deconstruct whatever they come into contact with, this will rip through armor like nothing else. Has no effect on shields though.

[code][config]
unlockcost = 0
lockable = 0
armour_penetration = 165
category = “WEAPONS”
classname = “SIM_MissileModule”
cost = 452
crew_required = 19
damage = 325
decoy_release_range = 350
description = “This bomb delivers a payload of repair nanobots set to shred whatever they hit. They can’t eat through shields though, so destroy them before you try using this!”
fire_interval = 4800
flareuvid = 0
fuel = 2200
guiname = “Nano Bomb”
has_decoys = 1
has_flare = 1
hitpoints = 145
icon = turret
min_range = 200
max_range = 1100
missilelength = 4.0
missilespeed = 0.07
missilewidth = 2.0
name = “MOD_Nano_Bomb”
powerconsumed = 15
shield_penetration = 0
size = “CRUISER”
sound = data/sounds/missile_launch.ogg
soundvolume = 1.0
tracking_speed = 0.6
trail_fade_time = 1000
turnspeed = 0.5
turret_sprite = “turret_miss_v1”
turretsize = 12.0
warhead = EXPLOSIVE
weight = 122
slot_type = TURRET

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = min_range,DECIMAL
12 = has_decoys,BOOL
13 = missilespeed,DECIMAL[/code]

[size=150][EMP Bomb][/size]
This little monster creates a short range electromagnetic pulse when it goes off, heavily draining a ship’s shield batteries and disabling their weapon systems for longer than an ECM can.

[code][config]
unlockcost = 0
lockable = 0
armour_penetration = 0
category = “WEAPONS”
classname = “SIM_MissileModule”
cost = 588
crew_required = 21
damage = 200
description = "When it detonates, this bomb looses an electromagnetic pulse, disabling weapon systems on the target and

draining the ship’s shield batteries."
fire_interval = 4900
flareuvid = 2
fuel = 1500
guiname = “EMP Bomb”
has_decoys = 0
has_flare = 1
hitpoints = 100
icon = turret
max_range = 1050
min_range = 225
missilelength = 3.6
missilespeed = 0.09
missilewidth = 1.9
name = “MOD_EMP_Bomb”
powerconsumed = 23
shield_penetration = 56
size = “CRUISER”
slot_type = TURRET
sound = data/sounds/missile_launch.ogg
soundvolume = 0.5
tracking_speed = 1.5
trail_fade_time = 1000
turnspeed = 0.5
turret_sprite = “turret_miss_v3”
turretsize = 10
warhead = ECMSHOCK
weight = 132
ecm_strength = 22
shock_duration = 3000

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = fuel,DECIMAL
9 = missilespeed,DECIMAL
10 = crew_required,INTEGER
11 = min_range,DECIMAL
12 = has_decoys,BOOL
13 = ecm_strength,DECIMAL
14 = shock_duration,DECIMAL
[/code]

I plan to expand upon these in the future, so more is coming. This is my first mod, so criticise as you see fit.

pretty good, i hope the radiation idea comes out good. But, i sorta hoped the dirty nuke had the contrail the fusion torpedo does. nice work anyway!

I know it’s a little late, but I added radiation for the Dirty Nuke:

[config]
unlockcost = 0
lockable = 0
armour_penetration = 125
category = “WEAPONS”
classname = “SIM_MissileModule”
cost = 678
crew_required = 56
damage = 300
decoy_release_range = 600
description = “Using fission technology, this nuke needs less energy and costs less than a Clean Nuke, but blows up just as
well!”
fire_interval = 5800
flareuvid = 0
fuel = 2200
guiname = “Dirty Nuke”
has_decoys = 1
has_flare = 1
hitpoints = 145
icon = turret
min_range = 400
max_range = 1200
missilelength = 4.0
missilespeed = 0.15
missilewidth = 2.0
name = “cruiser dirty nuke”
powerconsumed = 18
shield_penetration = 57
size = “CRUISER”
sound = data/sounds/missile_launch.ogg
soundvolume = 1.0
tracking_speed = 0.6
trail_fade_time = 1000
turnspeed = 0.5
turret_sprite = “turret_miss_v1”
turretsize = 12.0
warhead = RADIATION
weight = 383
slot_type = TURRET
radiation_damage = 24
radiation_decay = 16.32
total_damage = 679.53
damage_duration = 5600

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = min_range,DECIMAL
12 = has_decoys,BOOL
13 = missilespeed,DECIMAL