I’ve been putting together a excel file to play/compare around with the info. Figured I’d share my efforts with others so that the time I’ve put into it helps more than just myself. I’ve been taking all the info from in game, ie directly from looking at the info presented in the ship designer. Yes there is probably a quick way to load the info from the files directly but by the time I figured out how to do that I could just copy it all by hand
So far I’ve verified all the weapon modules, for the federation race only so far, info current as of 1.07. I will get the other modules…when I get time. No promises.
Any feedback on ways to improve what I have are always welcome.
The modules are sorted by ship type, by weapon type, alphabetically.
And yes I know plasma weapons are technically indirect fire but they have such a high speed that they might as well be direct.
As always, if anyone finds a error or has a suggestions feel free to let me know either on here or email@example.com.
Updated version posted 9/16/09
*Version 1.05: Rechecked and found errors in cruisers weapons.
Fusion beam now Federation & Rebel only.
Added Alliance Beam Laser & Imperial Beam Laser. Thanks to MindSnap for pointing out I missed this difference.
Added Version number to file to keep track.
Added Change Log to file.
*Version 1.10: Noticed that the Federation Fusion Beam and the Rebel Fusion Beam are actually different weapons.
*Version 1.15: Verified all data points for Beta 1.10.
Cruiser Armor damage absorable updated/fixed to 64.
Advanced Armour Repair cost updated/fixed to 162.
Frigate SmallBeam Laser min range 125.
Frigate Armour II cost updated/fixed to 63.