[Weapon]Extreme Range Weapons


#1

Hi all, i was thinking and what i really wanted are some long range frigate weapons to complement my cruisers; so i made them!

Frigate ‘Lancer’ Laser (shortest range of all longrange weapons, but most all around):

[config]
unlockcost = 0
lockable = 0
armour_penetration = 12
beam_duration = 500
beamwidth = 4.0
blasttexture = "beam_blue_atlas.dds"
category = "WEAPONS"
classname = "SIM_BeamWeaponModule"
color = 60,255,255
cost = 100
crew_required = 9
damage = 10
description = "These lasers add that long-range punch you may have been looking for, if you have a few arms and legs to spare..."
fire_interval = 3000
guiname = "Frigate 'Lancer' Laser"
hitpoints = 20
icon = turret
max_range = 1850
min_range = 550
name = "frigate_lancerlaser"
optimum_range = 1600
powerconsumed = 7
shield_penetration = 12
size = "FRIGATE"
slot_type = TURRET
sound = "data/sounds/scifi_shot_v1.ogg"
soundvolume = 0.5
texture = "beam_blue_atlas.dds"
tracking_speed = 1.5
turret_sprite = "turret_las_v1"
turretsize = 7.0
weight = 20
uisortpos = 1020

[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 = optimum_range,DECIMAL
12 = min_range,DECIMAL

Long Range Rocket Launcher (best against armor):

[config]
unlockcost = 0
lockable = 0
armour_penetration = 16
category = "WEAPONS"
classname = "SIM_MissileModule"
cost = 115
crew_required = 7
damage = 6
decoy_release_range = 1
description = "This rocket launcher fires blindingly fast long-range projectiles, and it's cheap, but it lacks the punch of regular rockets."
fire_interval = 460
flareuvid = 2
fuel = 1650
guiname = "Long Range Rocket Launcher"
has_decoys = 0
has_flare = 1
has_splines = 0
hitpoints = 32
icon = turret
min_range = 700
max_range = 2200
missilelength = 4.0
missilespeed = 2
missilewidth = 2.0
name = "frigate_rocket_launcher"
powerconsumed = 1.5
shield_penetration = 4
size = "FRIGATE"
sound = data/sounds/missile_launch.ogg
soundpriority = 0.25
soundvolume = 0.23
tracking_speed = 1.3
trail_fade_time = 90
turnspeed = 0
turret_sprite = "turret_miss_v2"
turretsize = 7.5
warhead = EXPLOSIVE
weight = 40
slot_type = TURRET
uisortpos = 1160

[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

Sniper Laser (best at shield attacking):

[config]
unlockcost = 0
lockable = 0
blasttexture = "turret_blast_yellow.dds"
armour_penetration = 1
category = "WEAPONS"
classname = "SIM_BulletWeaponModule"
color = 3
cost = 125
crew_required = 10
damage = 16
description = "When you want to chip away at shields from range, this sniper cannon is your best choice. It does about as much damage to armor as a flashlight does to a wall though."
fire_interval = 1500
guiname = "Sniper Laser"
height = 15
hitpoints = 30
icon = turret
max_range = 2400
min_range = 800
name = "frigate_sniper_laser"
optimum_range = 2000
powerconsumed = 5
size = "FRIGATE"
slot_type = TURRET
sound = data/sounds/laser_turret_shot3.ogg
soundvolume = 0.5
speed = 50
tracking_speed = 1.5
turret_sprite = "turret_auto_v1"
turretsize = 10.0
weight = 40
width = 6
uisortpos = 1040

[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 = optimum_range,DECIMAL
12 = min_range,DECIMAL

Long Range Target Painter (high range, but consumes a boatload of any ship resource you’d care to name):

[config]
unlockcost = 0
lockable = 0
classname = "SIM_TargetPainterModule"
category = "WEAPONS"
size = "FRIGATE"
name = "frigate_targetpainter"
guiname = "Long Range Target Painter"
description = "A long range version of the target painter. It consumes a large quantity of ship resources though, so bring your best power plant."
fire_interval = 10000
beam_duration = 6000
max_range = 1700
color = 255,16,16
weight = 200
hitpoints = 150
cost = 225
icon = turret
crew_required = 15
powerconsumed = 10
texture = target_painter_beam.dds
turret_sprite = "turret_pd_v1"
turretsize = 14.0
tracking_speed = 1.2
slot_type = TURRET
uisortpos = 1210

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = fire_interval,INTEGER
6 = crew_required,INTEGER

All weapons have a high minimum range, and consume a relatively high cost and weight to compensate for their abilities.

Insert each code block into a separate text file in the data/modules subfolder of your game install.

Donations of sounds, turret graphics, and balancing suggestions are welcome!

Update v1.1: upped the cost of all the weapons, decreased base damage of the Lancer laser (it was just a little too good), and tweaked the Rocket Launcher description.
Update v1.11: upped the damage of the Long Range Rocket Launcher and Sniper Laser weapons some, they didn’t seem quite effective enough.


#2

You put the sniper code twice.


#3

Thanks for pointing that out, fixed :slight_smile: