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IDProjectCategoryLast Update
0028013AI War 2SuggestionOct 4, 2023 7:41 am
ReporterRadiant Phoenix_1 Assigned To 
Severityfeature 
Status newResolutionopen 
Product Version5.569 Standards and Practices 
Summary0028013: Dyson Sidekick/Empire: New Templar Defense Structures (Proposed)
DescriptionThere was some mention of redoing the Templar Defense structures a while back, so I got started.

They have a castle theme, and most of them have small non-shrinking bubble forcefields to make the "castle" effect

D1:
* "Hailfire Bastion": an AoE tower
* "Moat:" A large, long-range tractor beam structure with a "crocodile" drone that eats ships caught in tractor beams

D2:
* "Overwatch Bastion": a sniper-range tower that does low damage to stationary targets, or high damage to moving targets
* "Curtain Forcefield": a large forcefield that retaliates against attacks

D3:
* "Cavalier Bastion": a giant Bastille Tower with Fusion (no forcefield of its own)
* "Portcullis": A shot-attracting gate with a Burlust Battle Cannon that does more damage the lower its health gets
* "Chapel": A small Devour+Conversion structure that produces Dyson Knight Errants

TagsNo tags attached.

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Radiant Phoenix_1

Oct 3, 2023 9:47 pm

reporter  

RPDS_TemplarDefenses.xml (21,361 bytes)   
<?xml version="1.0" encoding="utf-8"?>
<root>
	<entity name="DS_TemplarDefense_Template"
		thematic_groups="DysonSidekick"
		visuals="assets/_finalgamemeshes/blankshipsootheraddonscandrawalone.prefab" 
		icon_name="Ships4/EmblemCastle" gimbal_icon_size_multiplier="1.5"
		y_offset_of_icon="30"
		voice_group="Silent"
		category="Ship"
		size_scale="9"
		visuals_scale_multiplier="10"
		y_offset_of_ship_in_visual_space="-1"
		collision_priority="810"
		
		behavior="Stationary"
		starting_mark_level="Mark1"
		mark_level_scale_style="DysonSidekickDefenses"
		tech_upgrades_that_benefit_me="DysonTemplarDefenses"
		build_sidebar_categories_i_am_part_of="DysonTemplarDefenses"
		cost_for_ai_to_purchase="10000" strength_multiplier="1"
		hull_points="200000" shield_points="600000" speed="Immobile"
		metal_cost="1000" energy_consumption="25000"
		armor_mm="350" albedo="0.6" mass_tx="7"
		is_nonfunctional_when_on_planet_not_owned_by_player="false"
		minimum_required_city_level_for_construction="1"
		name_for_city_sockets="Dyson Socket" 
		name_for_city_sockets_short="Socket"
		city_socket_cost="1"
		base_ship_cap_in_custom_city="5"
		added_ship_cap_in_custom_city_per_city_level="1"
		added_ship_cap_in_custom_city_per_city_level_above_level="4"
		priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
		ship_or_structure_explosion_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion" ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
		
		description="A Templar defensive structure for the Dyson Sidekick."
		
		shield_size_scale="7" my_forcefield_does_not_shrink="true" my_forcefield_has_no_penalty_for_enemies_firing_out_of_it="true"
		damage_taken_cannot_be_more_than_this_percentage_of_max_health="0.25"
		>
		<metal_flow purpose="BuildingDronesInternally" throughput="100" increase_per_mark_level="50"/>
		<metal_flow purpose="SelfConstruction" throughput="2000"/>
		<ship_class_data can_be_zombified_and_similar="false" can_be_devoured="false" />
		<!--<system name="WB" display_name="Point Defense"
			category="Weapon" firing_timing="OnlyInRange"
			range="Normal5" 
			damage_per_shot="1000" shots_per_salvo="20" rate_of_fire="Misery"
			shot_type_data="DoubleShot_Red"	shot_speed="Fast" fires_salvos_sequentially="false"
			>
			<outgoing_damage_modifier based_on="CurrentSpeedIfMoving" comparison_type="AtMost" compared_to="50" multiplier="3" />
		</system>-->
	</entity>
	<!--<entity name="DS_TemplarDefense_Ravelin_Template"
		thematic_groups="DysonSidekick"
		
		visuals="assets/_finalgamemeshes/blankshipsootheraddonscandrawalone.prefab" 
		size_scale="10"
		visuals_scale_multiplier="16"
		
		display_name="Templar Ravelin"
		
		collision_priority="810"
		voice_group="Silent"
		category="Ship" npc_ship_cap_type="Turrets"
		starting_mark_level="Mark1"
		icon_name="Ships3/SomethingStarDoodle2" 
		mark_level_scale_style="DysonSidekickDefenses"
		tech_upgrades_that_benefit_me="DysonTemplarDefenses"
		cost_for_ai_to_purchase="10000" strength_multiplier="0.5"
		hull_points="200000" shield_points="200000" speed="Immobile"
		armor_mm="180" albedo="0.6" mass_tx="6"
		metal_cost="1000" energy_consumption="25000"
			metal_cost_multiplier_for_scrapping="0"
		ship_or_structure_explosion_sfx="ShipSmall_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLostOnOtherPlanet_Explosion"
		priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="Expendable"
		
		is_nonfunctional_when_on_planet_not_owned_by_player="false"
		shield_size_scale="5" my_forcefield_does_not_shrink="true" my_forcefield_has_no_penalty_for_enemies_firing_out_of_it="true"
		damage_taken_cannot_be_more_than_this_percentage_of_max_health="0.25"
		>
	</entity>-->
	<!-- D1 -->
	<!-- Moat: a long-range tractor beam that traps enemies in place. May have a Station-Keeping Crockodile Guardian Drone -->
	<entity copy_from="DS_TemplarDefense_Template" name="DS_TemplarDefense_Moat"
		tags="DysonBuildMenu,DysonTemplarDefensiveBuildMenu,DysonBuildMenu,DysonTemplarBuildMenuOnly,RequiresTemplarDistrictOne,GatedByTemplarDistrict"
		
		visuals="assets/_finalgamemeshes/blankshipsootheraddonscandrawalone.prefab" ship_skips_traditional_rendering="true"
		addon_object_or_particle_field="TemplarRift" addon_object_or_particle_field_scale="26"
		
		icon_overlay="Overlays1/Minefield_Tractor"
		
		display_name="Templar Moat"
		display_name_for_sidebar="T Moat" 
		description="Only the strongest of swimmers may cross the moat."
		
		build_points_per_second="100" build_point_cost_for_per_second_construction="1000"
		tag_to_spawn_from_for_build_point_for_per_second_construction="DS_Drone_Templar_Crocodile"
		personal_ship_cap_for_per_second_build_point_construction="1"
			drone_starting_behavior_type="Attacker_Full"
		
		base_ship_cap_in_custom_city="1"
		>
		<metal_flow purpose="BuildingDronesInternally" throughput="100" increase_per_mark_level="50"/>
		<system name="TB" display_name="Tractor Beam"
			category="Passive"
			tractor_range="High2" tractor_count="50" tractor_count_added_per_mark="25" tractor_hits_albedo_less_than="0.7" tractor_hits_engine_gx_less_than="18"
			>
		</system>
		<incoming_damage_modifier based_on="AttackDistance" comparison_type="AtLeast" compared_to="12000" multiplier="0.1" />
	</entity>
	<!-- the crocodile in the moat -->
	<entity name="DS_TemplarDefense_Crocodile_Drone"
		thematic_groups="DysonSidekick"
		visuals="Assets/_FinalGameMeshes/AIExtragalactic/Tier3_ExtragalacticWarSlicerFrigate/Tier3_ExtragalacticWarSlicerFrigate.prefab"
		icon_name="Ships4/SomethingJaws" icon_overlay="Overlays1/Turret_Shredder"
		tags="DS_Drone_Templar_Crocodile"
		display_name="Crocodile Drone"
		display_name_for_sidebar="Croc D" 
		description="Those who wallow in denial shall feed the crocodile."
		
		category="Ship" special_entity_type="AIDireGuardian"
		size_scale="9.0"
		visuals_scale_multiplier="1.8"
		voice_group="Silent"
		collision_priority="400"
		starting_mark_level="Mark1" mark_level_scale_style="DysonSidekickDefenses"
		tech_upgrades_that_benefit_me="DysonTemplarDefenses"
		cost_for_ai_to_purchase="6500" strength_multiplier="1"			
		hull_points="700000" shield_points="700000" speed="Normal1"
		metal_cost="1000" energy_consumption="2500"
		armor_mm="180" albedo="0.7" engine_gx="14" mass_tx="7"
		ship_or_structure_explosion_sfx="ShipSmall_Explosion"
		ship_or_structure_explosion_if_on_other_planet_sfx="ShipLostOnOtherPlanet_Explosion"
		priority_as_ai_target="MidNasty" priority_as_frd_target="MidNasty" priority_to_protect="Expendable"
		behavior="Attacker_Full"
		fleet_membership="Planetary"
		>
		<system name="WM" display_name="Crocodile Jaws" 
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="1000" 
			rate_of_fire="Normal" fires_salvos_sequentially="false"
			range="AlmostNone" 
			shot_speed="Fast" shot_type_data="MeleeInvisible" 
			added_target_evaluator="Melee"
			seek_range="Normal1"
			health_change_per_damage_dealt="0.1"
			multiplier_damage_to_tractored_unit="100"
			>
			<death_effect_damage type="Metabolization" tier_name="Gangsaw"/> 
		</system>
		<system name="T" display_name="Tachyon Array"
			category="Passive" 
			tachyon_range="Normal5" 
			tachyon_points="100" tachyon_points_added_per_mark="50" 
			tachyon_hits_albedo_less_than="0.75"
			/>
		<incoming_damage_modifier based_on="CurrentSpeedIfMoving" comparison_type="AtLeast" compared_to="100" multiplier="10" />
	</entity>
	<!-- Just lots of cannonfire -->
	<entity copy_from="DS_TemplarDefense_Template" name="DS_TemplarDefense_Hailfire"
		tags="DysonBuildMenu,DysonTemplarDefensiveBuildMenu,DysonBuildMenu,DysonTemplarBuildMenuOnly,RequiresTemplarDistrictOne,GatedByTemplarDistrict"
		visuals="Assets/_DLC3/Templar/TemplarCastle/TemplarEliteCastle.prefab" visuals_bundle="exp3_neinzul_abyss" gimbal_name="AstroTrainDepot"		
		y_offset_of_icon="60"
		size_scale="11"
		visuals_scale_multiplier="8"
		y_offset_of_ship_in_visual_space="70"
		
		
		display_name="Templar Hailfire Bastion"
		display_name_for_sidebar="T Hailfire TUR" 
		icon_overlay="Overlays1/Minefield_Grenade"
		description="Shelter your allies beneath your wings, and rain fire upon those who would harm them."
		
		armor_mm="350"
		base_ship_cap_in_custom_city="7"
		amount_added_to_damage_per_ship_of_this_type_on_planet="3000" amount_added_to_damage_per_ship_of_this_type_on_planet_per_mark="1500" max_amount_added_to_damage_per_ship_of_this_type_on_planet="30000"
		
		
		drone_starting_behavior_type="Attacker_Full"
		>
		<system name="W1" display_name="Bastion Hailfire"
			category="Weapon" firing_timing="OnlyInRange"
			range="High2" 
			damage_per_shot="15000" shots_per_salvo="10" rate_of_fire="SlightlyLow" 
			shot_type_data="DevourerShot_Nemesis" shot_speed="Slow" fires_salvos_sequentially="false"
			area_of_effect_size="400" maximum_number_of_targets_hit_per_shot="10"
			>
		</system>
	</entity>
	<!-- D2 -->
	<!-- Curtain wall -->
	
	<entity copy_from="DS_TemplarDefense_Template" name="DS_TemplarDefense_Curtain"
		tags="DysonBuildMenu,DysonTemplarDefensiveBuildMenu,DysonBuildMenu,DysonTemplarBuildMenuOnly,RequiresTemplarDistrictTwo,GatedByTemplarDistrict"
		
		visuals="assets/_finalgamemeshes/blankshipsootheraddonscandrawalone.prefab" ship_skips_traditional_rendering="true"
		addon_object_or_particle_field="TemplarRift" addon_object_or_particle_field_scale="26"
		
		icon_overlay="Overlays2/GuardPost_Shield"
		
		display_name="Templar Curtain Forcefield"
		display_name_for_sidebar="T Curtain" 
		description="Keep your enemies out of your fortress."
					
		hull_points="500000" shield_points="1500000"
		shield_size_scale="18" 
		base_ship_cap_in_custom_city="1"
		>
		<system name="T" display_name="Tachyon Array"
			category="Passive" 
			tachyon_range="AboveAverage4" 
			tachyon_points="100" tachyon_points_added_per_mark="50" 
			tachyon_hits_albedo_less_than="0.75"
			/>
		<system name="R8" display_name="Boiling Oil"
			category="Weapon" firing_timing="WhenParentEntityHit" 
			shot_type_data="PlasmaTorpedo" shot_speed="Slow"
			damage_per_shot="360" range="High1"   
			rate_of_fire="Sloth" fires_salvos_sequentially="true"
			all_damage_is_corrosive="true"
			>
			<outgoing_damage_modifier based_on="AttackDistance" comparison_type="AtLeast" compared_to="12000" multiplier="0"/>
		</system>
		<incoming_damage_modifier based_on="AttackDistance" comparison_type="AtLeast" compared_to="12000" multiplier="0.1" />
	</entity>
	<!-- Overwatch Tower -->
	<entity copy_from="DS_TemplarDefense_Template" name="DS_TemplarDefense_Interceptor"
		tags="DysonBuildMenu,DysonTemplarDefensiveBuildMenu,DysonBuildMenu,DysonTemplarBuildMenuOnly,RequiresTemplarDistrictTwo,GatedByTemplarDistrict"
		visuals="Assets/_DLC3/Templar/TemplarCastle/TemplarEliteCastle.prefab" visuals_bundle="exp3_neinzul_abyss" gimbal_name="AstroTrainDepot"		
		y_offset_of_icon="60"
		size_scale="11"
		visuals_scale_multiplier="8"
		y_offset_of_ship_in_visual_space="70"
		display_name="Templar Overwatch Bastion"
		display_name_for_sidebar="T Overwatch TUR" 
		description="Intercepts fast-moving foes"
		icon_overlay="Overlays1/Turret_Interceptor"
		strength_multiplier="2"	
		base_ship_cap_in_custom_city="7"
		
		amount_added_to_damage_per_ship_of_this_type_on_planet="20" amount_added_to_damage_per_ship_of_this_type_on_planet_per_mark="10" max_amount_added_to_damage_per_ship_of_this_type_on_planet="200"
		drone_starting_behavior_type="Attacker_Full"
		>
		<system name="W1" display_name="Graviton Railcannon"
			category="Weapon" firing_timing="OnlyInRange"
			range="EssentiallyInfinite" 
			damage_per_shot="100" shots_per_salvo="20" rate_of_fire="Misery"
			shot_type_data="ExtremeLongRangeRailgun" shot_speed="Fast" fires_salvos_sequentially="false"
			>
			<outgoing_damage_modifier based_on="CurrentSpeedIfMoving" comparison_type="AtLeast" compared_to="50" multiplier="100" />
		</system>
		<system name="T" display_name="Tachyon Array"
			category="Passive" 
			tachyon_range="EssentiallyInfinite" 
			tachyon_points="100" tachyon_points_added_per_mark="50" 
			tachyon_hits_albedo_less_than="0.75"
			/>
	</entity>
	<!-- D3 -->
	<!-- What do castles have? Gates! -->
	<entity copy_from="DS_TemplarDefense_Template" name="DS_TemplarDefense_Portcullis"
		tags="DysonBuildMenu,DysonTemplarDefensiveBuildMenu,DysonBuildMenu,DysonTemplarBuildMenuOnly,RequiresTemplarDistrictThree,GatedByTemplarDistrict"
		
		
		visuals="assets/_finalgamemeshes/blankshipsootheraddonscandrawalone.prefab" ship_skips_traditional_rendering="true"
		addon_object_or_particle_field="TemplarRift" addon_object_or_particle_field_scale="26"
		icon_overlay="Overlays1/Minefield_TargetDummy"
			
		display_name="Templar Portcullis"
		display_name_for_sidebar="T Portcullis" 
		description="You must pass through the gate in order to progress."
		shield_size_scale="0" 
		base_ship_cap_in_custom_city="1"
		armor_mm="350"
		>
		<system name="WB" display_name="Burlust Battlecannon"
			category="Weapon" firing_timing="OnlyInRange"
			range="Normal5" 
			damage_per_shot="1000" shots_per_salvo="20" rate_of_fire="Misery"
			shot_type_data="DoubleShot_Red"	shot_speed="Fast" fires_salvos_sequentially="false"
			>
	        <outgoing_damage_modifier based_on="MyHullPercentageMissing" comparison_type="MultiplesOf" compared_to="20" multiplier="1" />
			<outgoing_damage_modifier based_on="CurrentSpeedIfMoving" comparison_type="AtMost" compared_to="50" multiplier="3" />
		</system>
		<system name="A" display_name="Attractant Field"
			category="Passive"
			attract_range_for_shots_against_allies="AboveAverage4"
			>
		</system>
		<system name="T" display_name="Tachyon Array"
			category="Passive" 
			tachyon_range="Normal5" 
			tachyon_points="100" tachyon_points_added_per_mark="50" 
			tachyon_hits_albedo_less_than="0.75"
			/>
		<incoming_damage_modifier based_on="AttackDistance" comparison_type="AtLeast" compared_to="5000" multiplier="0.1" />
	</entity>
	<entity copy_from="DS_TemplarDefense_Template" name="DS_TemplarDefense_Chapel"	
		tags="DysonBuildMenu,DysonTemplarDefensiveBuildMenu,DysonBuildMenu,DysonTemplarBuildMenuOnly,RequiresTemplarDistrictThree,GatedByTemplarDistrict"
		visuals="Assets/_DLC3/Templar/TemplarEncampment/TemplarEliteEncampment.prefab" visuals_bundle="exp3_neinzul_abyss" gimbal_name="AstroTrainDepot"
		icon_name="Ships4/TemplarEncampment" icon_overlay="Overlays2/Cruiser_Valkyrie"
		
		display_name="Templar Chapel"
		display_name_for_sidebar="T Chapel" 
		description="Draws foes in and converts them to the Templar cause."
		
		y_offset_of_icon="30"
		size_scale="9"
		visuals_scale_multiplier="10"
		y_offset_of_ship_in_visual_space="-1"
		shield_size_scale="5" 
		base_ship_cap_in_custom_city="1"
		>
		<system name="W1" display_name="Sanctify"
			category="Weapon" firing_timing="OnlyInRange"
			range="Normal5" 
			damage_per_shot="1000" shots_per_salvo="1" rate_of_fire="FairlyLow" 
			added_shots_per_salvo_per_mark="1"
			shot_type_data="MeleeInvisible" shot_speed="Normal" fires_salvos_sequentially="true"
			only_targets_mobile_units="true"
			can_devour="true" devour_function_name="Purify" devour_mass_lower_than="5.5"
			unit_to_spawn_on_infestation="DysonKnightErrant" infestation_function_name="Conversion"
			>
			<outgoing_damage_modifier based_on="mass_tx" comparison_type="Equals" compared_to="5" multiplier="3"/>
		</system>
		<incoming_damage_modifier based_on="AttackDistance" comparison_type="AtLeast" compared_to="4400" multiplier="0.1" />
	</entity>
	<!-- "cavalier" fort (above and inside), so bonus under forcefields, but no forcefield itself -->
	<entity copy_from="DS_TemplarDefense_Template" name="DS_TemplarDefense_Bastille"
		tags="DysonBuildMenu,DysonTemplarDefensiveBuildMenu,DysonBuildMenu,DysonTemplarBuildMenuOnly,RequiresTemplarDistrictThree,GatedByTemplarDistrict"
		visuals="Assets/_DLC3/Templar/TemplarCastle/TemplarEliteCastle.prefab" visuals_bundle="exp3_neinzul_abyss" gimbal_name="AstroTrainDepot"		
		y_offset_of_icon="60"
		size_scale="11" 
		visuals_scale_multiplier="8"
		y_offset_of_ship_in_visual_space="70"
		display_name="Templar Cavalier Bastion"
		display_name_for_sidebar="T Cavalier TUR" 
		description="Fire shield-penetrating missiles from inside the walls."
		icon_overlay="Overlays1/Turret_Bastille"
		base_ship_cap_in_custom_city="7"
		shield_size_scale="0" 
		
		amount_added_to_damage_per_ship_of_this_type_on_planet="2000" amount_added_to_damage_per_ship_of_this_type_on_planet_per_mark="1000" max_amount_added_to_damage_per_ship_of_this_type_on_planet="20000"
		>
		<system name="W1" display_name="Burst-fire Fusion Missile Battery"
			category="Weapon" firing_timing="OnlyInRange"
			range="ExtremelyHigh" 
			damage_per_shot="10000" shots_per_salvo="10" rate_of_fire="Devourer"
			shot_type_data="GuidedMissile" shot_speed="Slow" fires_salvos_sequentially="false"
			use_alternate_rate_of_fire_after_x_shots="3" alternate_rate_of_fire="PeriodicActivation" use_alternate_rate_of_fire_for_x_shots_before_reverting="1"
			damage_modifier_while_under_forcefield="5"
			base_percent_damage_bypasses_personal_shields="0.8" 
			>
			<outgoing_damage_modifier based_on="AttackDistance" comparison_type="LessThan" compared_to="5000" multiplier="0"/>
		</system>
	</entity>
	<!-- Ravelins (Wards) -->
	<!-- Ravelin: a simple outwork that guards the inner fortress. So, orbital wards. -->
	<!--<entity copy_from="DS_TemplarDefense_Ravelin_Template" name="DS_TemplarDefense_Glacis"
		thematic_groups="DysonSidekick"
		
		visuals="assets/_finalgamemeshes/blankshipsootheraddonscandrawalone.prefab" ship_skips_traditional_rendering="true"
		addon_object_or_particle_field="TemplarRift" addon_object_or_particle_field_scale="26"
		icon_overlay="Overlays1/Minefield_TargetDummy"
		
		display_name="Templar Glacis"
		display_name_for_sidebar="T Glacis" 
		
		orbits_parent_at_range="25000" degrees_to_orbit_per_second="-6" attempts_to_reach_orbital_point_at_speed="8000"
		
		dies_if_parent_dies="true"
		immune_to_swapping_between_fleets="true"
		
		>
		<system name="A" display_name="Attractant Field"
			category="Passive"
			attract_range_for_shots_against_allies="AboveAverage4"
			>
		</system>
	</entity>
	<entity copy_from="DS_TemplarDefense_Ravelin_Template" name="DS_TemplarDefense_Ravelin_Focused"
		thematic_groups="DysonSidekick"
		
		visuals="Assets/_DLC3/Templar/TemplarFastness/TemplarEliteFastness.prefab" visuals_bundle="exp3_neinzul_abyss" gimbal_name="AstroTrainDepot"
		y_offset_of_icon="15"
		size_scale="10"
		visuals_scale_multiplier="16"
		y_offset_of_ship_in_visual_space="15"
		
		display_name="Templar Focused Ravelin"
		display_name_for_sidebar="T Focus R" 
		
		orbits_parent_at_range="10000" degrees_to_orbit_per_second="-6" attempts_to_reach_orbital_point_at_speed="8000"
		
		dies_if_parent_dies="true"
		immune_to_swapping_between_fleets="true"
		
		icon_overlay="Overlays2/GuardPost_Sabot"
		>
		
		<system name="Q5" display_name="Focused Sabot"
			category="Weapon" firing_timing="OnlyInRange"
			range="AboveAverage5"
			damage_per_shot="1000" shots_per_salvo="10" rate_of_fire="Misery" 
			fires_salvos_sequentially="false" shots_per_target="10" 
			shot_type_data="Sabot" shot_speed="Normal" 
			>
			<outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="5" multiplier="5" />
			<outgoing_damage_modifier based_on="AttackDistance" comparison_type="LessThan" compared_to="5000" multiplier="0"/>
		</system>
		<system name="T" display_name="Tachyon Array"
			category="Passive" 
			tachyon_range="AboveAverage5" 
			tachyon_points="100" tachyon_points_added_per_mark="50" 
			tachyon_hits_albedo_less_than="0.75"
			/>
	</entity>
	<entity copy_from="DS_TemplarDefense_Ravelin_Template" name="DS_TemplarDefense_Ravelin_Mortar"
		thematic_groups="DysonSidekick"
		
		visuals="Assets/_DLC3/Templar/TemplarFastness/TemplarEliteFastness.prefab" visuals_bundle="exp3_neinzul_abyss" gimbal_name="AstroTrainDepot"
		y_offset_of_icon="15"
		size_scale="10"
		visuals_scale_multiplier="16"
		y_offset_of_ship_in_visual_space="15"
		
		display_name="Templar Mortar Ravelin"
		display_name_for_sidebar="T Mortar R" 
		description="Excellent range and damage, but only if its targets hold still."
		
		icon_overlay="Overlays1/Minefield_Grenade"
		
		orbits_parent_at_range="10000" degrees_to_orbit_per_second="-6" attempts_to_reach_orbital_point_at_speed="8000"
		
		dies_if_parent_dies="true"
		immune_to_swapping_between_fleets="true"
		
		>
		
		<system name="W2" display_name="Mortar"
			category="Weapon" firing_timing="OnlyInRange"
			range="ExtremelyHigh" 
			damage_per_shot="10000" 
			shots_per_salvo="3"
			rate_of_fire="PeriodicActivation"
			
			fires_salvos_sequentially="false"
			added_target_evaluator="LowestHealthAsMajorPrimary"
			
			shot_type_data="PlasmaTorpedoAOEBurstAtEnd"	shot_speed="Slow"
			area_of_effect_size="600" aoe_spreads_damage_among_available_targets="true"
			>
			<outgoing_damage_modifier based_on="AttackDistance" comparison_type="LessThan" compared_to="5000" multiplier="0"/>
			<outgoing_damage_modifier based_on="CurrentSpeedIfMoving" comparison_type="AtMost" compared_to="50" multiplier="10" />
		</system>
	</entity>-->
</root>
RPDS_TemplarDefenses.xml (21,361 bytes)   

Radiant Phoenix_1

Oct 4, 2023 7:41 am

reporter   ~0067923

... actually, the Guardian Boosters are cool.

We should either incorporate that functionality into this, or keep those

Issue History

Date Modified Username Field Change
Oct 3, 2023 9:47 pm Radiant Phoenix_1 New Issue
Oct 3, 2023 9:47 pm Radiant Phoenix_1 File Added: RPDS_TemplarDefenses.xml
Oct 4, 2023 7:41 am Radiant Phoenix_1 Note Added: 0067923