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IDProjectCategoryLast Update
0023288AI War 2Bug - GameplayJun 12, 2020 5:03 pm
ReporterLord Of Nothing Assigned To 
Status newResolutionopen 
Product VersionBeta 2.065 To Infinity And... No, Knock It Off 
Summary0023288: Possible Carrier Drone Mk bug. Modded game.
DescriptionObserved in a modded game, but I don't think it should affect this part of gameplay, so reporting:

I've just noticed that, on a mk1 planet (Maurum) near my homeworld, the Mk1 carrier guardians have mk7 drones. Given the AI mk level is still only 4, this seems odd, unless I am missing something.
Save attached, along with the version of the modified file used so it can be loaded.
(It's currently placed into...steamapps\common\AI War 2\XMLMods\LON\GameEntity )

If I run across this in an unmodded game I will update this report with the save.
TagsNo tags attached.

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Lord Of Nothing

Jun 12, 2020 4:52 pm

reporter  

TSR_Ships_LON_MoreSpire.xml (30,519 bytes)   
<?xml version="1.0" encoding="utf-8"?>
<root>

    	<entity name="SpireRailFrigate"
		tags="SpireRailFrigate"			
		visuals="Assets/_DLC1/FallenSpire/Spire1Frigate/SpireFrigate.prefab" visuals_bundle="exp1_the_spire_rises"
		icon_name="Official/Spire_Frigate" gimbal_icon_size_multiplier="1.5"			
		voice_group="Spire"
		uses_large_health_bar="true"
		category="Ship"
		size_scale="7.4"
		visuals_scale_multiplier="3.2"
		y_offset_of_icon="30"
		collision_priority="3000"
		display_name="Spire RailFrigate"
		description="A variant on the smallest of the fully military ships used by the Spire. Instead of the near ubiquitous Spire Coilbeam, this variant mounts an array of less damaging but longer ranged railguns."			
		starting_mark_level="Mark1"
		cost_for_ai_to_purchase="5000" strength_multiplier="1.4"
		hull_points="300000" shield_points="300000" speed="Normal1"
		armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="6"
		metal_cost="200000" energy_consumption="22500"			
		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"
		should_never_be_captured_by_another_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
		>		
    		<system name="Railcannon1" display_name="Spire Heavy Railcannon"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="37500" range="EssentiallyInfinite" shot_speed="VeryFast" rate_of_fire="Misery"
               		shot_type_data="HeavyBeamInvisible"
               		beam_length_multiplier="1"				
			>
    		</system>
    		<system name="Railcannon2" display_name="Spire Railcannon"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="7500" range="EssentiallyInfinite" shot_speed="VeryFast" rate_of_fire="Normal"
                	shots_per_salvo="10" fires_salvos_sequentially="false"
               		shot_type_data="HeavyBeamInvisible"
               		beam_length_multiplier="1"				
			>
    		</system>
    	</entity>
	
    	<entity name="SpireRailDestroyer"
		tags="SpireRailDestroyer"
		visuals="Assets/_DLC1/FallenSpire/Spire2Destroyer/SpireDestroyer.prefab" visuals_bundle="exp1_the_spire_rises"
		icon_name="Official/Spire_Destroyer" gimbal_icon_size_multiplier="1.5"
		voice_group="Spire"
		uses_large_health_bar="true"
		category="Ship"
		size_scale="11"
		visuals_scale_multiplier="3"
		y_offset_of_icon="30"
		collision_priority="3500"
		display_name="Spire RailDestroyer"
		description="The second-smallest of the fully military ships used by the Spire. Instead of the near ubiquitous Spire Coilbeam, this variant mounts an array of less damaging but longer ranged railguns, firing advanced payloads that slow most targets."
		starting_mark_level="Mark1"
		cost_for_ai_to_purchase="21000" strength_multiplier="1.4"
		hull_points="600000" shield_points="600000" speed="Normal1"
		armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="8"
		metal_cost="480000" energy_consumption="30000"			
		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"
		should_never_be_captured_by_another_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
		>		
    		<system name="Railcannon1" display_name="Spire Heavy Gravitic Railcannon"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="108000" range="EssentiallyInfinite" shot_speed="VeryFast" rate_of_fire="Misery"
               		shot_type_data="HeavyBeamInvisible"
               		beam_length_multiplier="1"
               		base_engine_stun_per_shot="6" 
                	engine_stun_to_engine_gx_less_than="23"
			max_engine_stun_seconds="6" added_target_evaluator="EngineDamageAsMinorPart"
			>
			<outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="7" multiplier="3" />
    		</system>
    		<system name="Railcannon2" display_name="Spire Gravitic Railcannon"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="6000" range="EssentiallyInfinite" shot_speed="VeryFast" rate_of_fire="Normal"
                	shots_per_salvo="10" fires_salvos_sequentially="false"
               		shot_type_data="HeavyBeamInvisible"
               		beam_length_multiplier="1"
               		base_engine_stun_per_shot="6" 
                	engine_stun_to_engine_gx_less_than="20"
			max_engine_stun_seconds="6" added_target_evaluator="EngineDamageAsMinorPart"				
			>
    		</system>
    	</entity>
	
    	<entity name="SpireRiotCruiser"
		tags="SpireRiotCruiser"
		visuals="Assets/_DLC1/FallenSpire/Spire3Cruiser/SpireCruiser.prefab" visuals_bundle="exp1_the_spire_rises"
		icon_name="Official/Spire_Cruiser" gimbal_icon_size_multiplier="1.5"
		voice_group="Spire"
		uses_large_health_bar="true"
		category="Ship"
		size_scale="13"
		visuals_scale_multiplier="3"
		y_offset_of_icon="30"
		collision_priority="4000"
		display_name="Spire Riot Control Cruiser"
		description="A midsized Spire warship that has traded a substantial portion of it's armament for a focused gravity generator and a massive array of advanced tractor beams."
		starting_mark_level="Mark1" this_unit_gets_direct_science_upgrades_from_central_fleet="true"
		cost_for_ai_to_purchase="17000" strength_multiplier="1.4"
		hull_points="1200000" shield_points="1200000" speed="Normal1"
		armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="10"
		metal_cost="640000" energy_consumption="25000"			
		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"
		should_never_be_captured_by_another_faction="true"
       		priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
		>		
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="60000" range="AboveAverage1" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
               		is_coilbeam="true"				
			>
    		</system>
		<system name="GraviticCore" display_name="Gravity Drain"
			category="Passive"
			base_gravity_speed_multiplier="0.7" gravity_hits_engine_gx_less_than="18" gravity_range="AboveAverage3"
			>
    		</system>	
    		<system name="TractorBeam" display_name="Tractor Beam"
			category="Passive"
			tractor_range="AboveAverage1" tractor_count="20" tractor_count_added_per_mark="5" tractor_hits_albedo_less_than="0.6" tractor_hits_engine_gx_less_than="17"
			>
		</system>	
	</entity>

    <entity name="SpireLInterdictor"
		tags="SpireLInterdictor"
		visuals="Assets/_DLC1/FallenSpire/Spire4Battleship/SpireBattleship.prefab" visuals_bundle="exp1_the_spire_rises"
		icon_name="Official/Spire_Battleship" gimbal_icon_size_multiplier="1.5"
		voice_group="Spire"			
		uses_large_health_bar="true"
		category="Ship"
		size_scale="18"
		visuals_scale_multiplier="3"
		y_offset_of_icon="30"
		collision_priority="4500"
		display_name="Spire Light Interdictor"
		description="A large Spire warship with relatively light armament, but equipped with a moderately powerful gravity generator."
		adds_black_hole_effect_for_entities_with_engine_gx_less_than="12"
		starting_mark_level="Mark1"
		cost_for_ai_to_purchase="34000" strength_multiplier="1.4"
		hull_points="1800000" shield_points="2400000" speed="Normal1"
		armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="12"
		metal_cost="2560000" energy_consumption="75000"			
		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"
		should_never_be_captured_by_another_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
		>		
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="24000" range="AboveAverage2" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
		<system name="GraviticCore" display_name="Gravitic Core"
			category="Passive"
			base_gravity_speed_multiplier="0.8" gravity_hits_engine_gx_less_than="12" gravity_range="EssentiallyInfinite"
			>
    		</system>	
	</entity>


    	<entity name="SpireInterdictor"
		tags="SpireInterdictor"
		visuals="Assets/_DLC1/FallenSpire/Spire5Dreadnought/SpireDreadnought.prefab" visuals_bundle="exp1_the_spire_rises"
		icon_name="Official/Spire_Dreadnought" gimbal_icon_size_multiplier="1.5"
		voice_group="Spire"			
		uses_large_health_bar="true"
		category="Ship"
		size_scale="40"
		visuals_scale_multiplier="2.2"
		y_offset_of_icon="30"
		collision_priority="5000"
		display_name="Spire Interdictor"
		description="An enormous Spire warship with relatively light armament, but equipped with an extremely powerful gravity generator."
		adds_black_hole_effect_for_entities_with_engine_gx_less_than="23"
		starting_mark_level="Mark1"
		cost_for_ai_to_purchase="67000" strength_multiplier="1.4"
		hull_points="3600000" shield_points="4800000" speed="Normal1"
		armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="15"
		metal_cost="5120000" energy_consumption="75000"			
		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"
		should_never_be_captured_by_another_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
		>		
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="48000" range="AboveAverage3" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
		<system name="GraviticCore" display_name="Heavy Gravitic Core"
			category="Passive"
			base_gravity_speed_multiplier="0.6" gravity_hits_engine_gx_less_than="23" gravity_range="EssentiallyInfinite"
			>
    		</system>	
    	</entity>

    	<entity name="ImperialSpireSuperDreadnought"
		tags="SpireSuperDreadnought"
		visuals="Assets/_DLC1/FallenSpire/Spire5Dreadnought/SpireDreadnought.prefab" visuals_bundle="exp1_the_spire_rises"
		icon_name="Official/Spire_Dreadnought" gimbal_icon_size_multiplier="1.5"
		voice_group="Spire"			
		uses_large_health_bar="true"
		category="Ship"
		size_scale="75"
		visuals_scale_multiplier="6.9"
		y_offset_of_icon="30"
		collision_priority="10000"
		display_name="Imperial Spire Super Dreadnought"
		description="A brobdingnagian Spire warship. Even the vast resources of the trans-galactic Spire civilisation could only produce very limited numbers of these warships. They are more than a match for even AI Core Fleet units, and may be the most powerful mobile entities in the known universe."
		starting_mark_level="Mark7" tech_upgrades_that_benefit_me="Unused" does_not_use_multipliers_from_mark_level="true"
		cost_for_ai_to_purchase="67000000" strength_multiplier="1.4"
		hull_points="2000000000" shield_points="2000000000" speed="VeryVeryLittle2"
		armor_mm="180" albedo="0.7" engine_gx="25" mass_tx="25"
		metal_cost="25600000" energy_consumption="50000"			
		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"
		should_never_be_captured_by_another_faction="true"
       		priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
		>		
    		<system name="HeavyBeamCannon" display_name="Spire Sunslayer Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="200000000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
    		<system name="MassDriver" display_name="Spire Heavy Plasma Driver"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="4000000" range="InsanelyHigh" shot_speed="VeryFast" rate_of_fire="Devourer" fires_salvos_sequentially="true"
			shot_type_data="MassDriver"
			>
                	<outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="5" multiplier="100" />
    		</system>
    		<system name="LaserPulse" display_name="Spire Skycleaner Laser Pulse"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="4000000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
			shots_per_salvo="200" fires_salvos_sequentially="false"
			shot_type_data="LaserPulse_DeepBlue"				
			>
    		</system>	
    </entity>
	  
  <!-- Below this is where the SPIRE CITY structures start. This is just to help organise it a little - Puffin !
  ************************************************************************************************
  ************************************************************************************************
  ************************************************************************************************--> 


    <entity name="SpireRailFrigateNeuralNet"
            tags="SpireCityBuildMenu"
            visuals="Assets/_DLC1/FallenSpire/SpireFrigateNeuralNet/SpireFrigateNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises"
            icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireFrigate" gimbal_icon_size_multiplier="1.5"
            voice_group="Spire"
            uses_large_health_bar="true"
            category="Ship"
            size_scale="7.4"
            visuals_scale_multiplier="25"
            y_offset_of_icon="30"
            collision_priority="810"
            display_name="Spire RailFrigate Neural Net" display_name_for_sidebar="Neural Net - RailFrigate"
            description_short="This facility allows the City to build an extra two Spire RailFrigates. They are built via a Shipyard."
            description="This facility allows the City to build an extra two Spire RailFrigates.  If the facility is destroyed, the extra RailFrigates will also be destroyed.  The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. They are built via a Shipyard."
            starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity"
            cost_for_ai_to_purchase="10000" strength_multiplier="1.2" city_socket_cost="1" base_ship_cap_in_custom_city="2" added_ship_cap_in_custom_city_per_city_level="1" added_ship_cap_in_custom_city_per_city_level_above_level="1"
            hull_points="2000000" shield_points="2000000" speed="Immobile"
            armor_mm="180" albedo="0.7" mass_tx="6"
            metal_cost="500000" energy_consumption="15000"
            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"
	    is_nonfunctional_when_on_planet_not_owned_by_my_faction="true"
            priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
            ship_type_name_to_grant_more_of_in_custom_fleet="SpireRailFrigate" ship_type_count_to_grant_more_of_in_custom_fleet="2"
			>
    	<metal_flow purpose="SelfConstruction" throughput="2500"/>
    	<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
				category="Weapon" firing_timing="OnlyInRange"
				damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
				shot_type_data="HeavyBeamInvisible"
				beam_length_multiplier="1.3"
				hits_all_intersecting_targets="true"				
				shots_detonate_immediately="true"
                is_coilbeam="true"				
				>
    </system>
    <system name="LaserPulse" display_name="Laser Pulse"
				category="Weapon" firing_timing="OnlyInRange"
				damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery"
				shots_per_salvo="20" fires_salvos_sequentially="false"
				shot_type_data="LaserPulse_DeepBlue"				
				>
    </system>	
    </entity>


    <entity name="SpireRailDestroyerNeuralNet"
            	tags="SpireCityBuildMenu"
            	visuals="Assets/_DLC1/FallenSpire/SpireDestroyerNeuralNet/SpireDestroyerNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises"
            	icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireDestroyer" gimbal_icon_size_multiplier="1.5"
            	voice_group="Spire"
            	uses_large_health_bar="true"
            	category="Ship"
            	size_scale="7.4"
            	visuals_scale_multiplier="25"
            	y_offset_of_icon="30"
            	collision_priority="810"
            	display_name="Spire RailDestroyer Neural Net" display_name_for_sidebar="Neural Net - RailDestroyer"
            	description_short="This facility allows the City to build an extra Spire RailDestroyer. It is built via a Shipyard."
            	description="This facility allows the City to build an extra Spire RailDestroyer.  If the facility is destroyed, the extra RailDestroyer will also be destroyed.  The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. They are built via a Shipyard."
            	starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity"
            	cost_for_ai_to_purchase="10000" strength_multiplier="1.2" city_socket_cost="2" base_ship_cap_in_custom_city="1" added_ship_cap_in_custom_city_per_city_level="1" added_ship_cap_in_custom_city_per_city_level_above_level="3"
            	hull_points="2000000" shield_points="2000000" speed="Immobile"
            	armor_mm="180" albedo="0.7" mass_tx="6"
            	metal_cost="500000" energy_consumption="15000"
            	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"
            	is_nonfunctional_when_on_planet_not_owned_by_my_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
           	ship_type_name_to_grant_more_of_in_custom_fleet="SpireRailDestroyer" ship_type_count_to_grant_more_of_in_custom_fleet="1"
            	minimum_required_city_level_for_construction="2"
		>
    		<metal_flow purpose="SelfConstruction" throughput="2500"/>
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
    		<system name="LaserPulse" display_name="Laser Pulse"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery"
			shots_per_salvo="20" fires_salvos_sequentially="false"
			shot_type_data="LaserPulse_DeepBlue"				
			>
    		</system>	
    	</entity>

    	<entity name="SpireRiotCruiserNeuralNet"
            	tags="SpireCityBuildMenu"
          	visuals="Assets/_DLC1/FallenSpire/SpireFrigateNeuralNet/SpireFrigateNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises"
         	icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireFrigate" gimbal_icon_size_multiplier="1.5"
            	voice_group="Spire"
            	uses_large_health_bar="true"
            	category="Ship"
            	size_scale="7.6"
            	visuals_scale_multiplier="28"
            	y_offset_of_icon="30"
            	collision_priority="815"
           	display_name="Spire Riot Control Cruiser Neural Net" display_name_for_sidebar="Neural Net - Riot Control Cruiser"
            	description_short="This facility allows the City to build an extra Spire Riot Control Cruiser. It is built via a Shipyard."
            	description="This facility allows the City to build an extra Spire Riot Control Cruiser.  If the facility is destroyed, the extra Riot Control Cruiser will also be destroyed.  The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. It is built via a Shipyard."
            	starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity"
            	cost_for_ai_to_purchase="500000" strength_multiplier="1.2" city_socket_cost="3" minimum_required_city_level_for_construction="3" base_ship_cap_in_custom_city="1" added_ship_cap_in_custom_city_per_city_level="1" added_ship_cap_in_custom_city_per_city_level_above_level="5"
            	hull_points="3000000" shield_points="3000000" speed="Immobile"
            	armor_mm="180" albedo="0.7" mass_tx="6"
            	metal_cost="3500000" energy_consumption="750000"
            	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"
            	is_nonfunctional_when_on_planet_not_owned_by_my_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
           	ship_type_name_to_grant_more_of_in_custom_fleet="SpireRiotCruiser" ship_type_count_to_grant_more_of_in_custom_fleet="1"
		>
    		<metal_flow purpose="SelfConstruction" throughput="3500"/>
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
    		<system name="LaserPulse" display_name="Laser Pulse"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery"
			shots_per_salvo="20" fires_salvos_sequentially="false"
			shot_type_data="LaserPulse_DeepBlue"				
			>
    		</system>	
    	</entity>

    	<entity name="SpireLInterdictorNeuralNet"
            	tags="SpireCityBuildMenu"
          	visuals="Assets/_DLC1/FallenSpire/SpireFrigateNeuralNet/SpireFrigateNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises"
         	icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireFrigate" gimbal_icon_size_multiplier="1.5"
            	voice_group="Spire"
            	uses_large_health_bar="true"
            	category="Ship"
            	size_scale="7.9"
            	visuals_scale_multiplier="30"
            	y_offset_of_icon="30"
            	collision_priority="820"
           	display_name="Spire Light Interdictor Neural Net" display_name_for_sidebar="Neural Net - Light Interdictor"
            	description_short="This facility allows the City to build an extra Spire Light Interdictor. It is built via a Shipyard."
            	description="This facility allows the City to build an extra Spire Light Interdictor.  If the facility is destroyed, the extra Light Interdictor will also be destroyed.  The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. It is built via a Shipyard."
            	starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity"
            	cost_for_ai_to_purchase="500000" strength_multiplier="1.2" city_socket_cost="4" minimum_required_city_level_for_construction="5" base_ship_cap_in_custom_city="1"
            	hull_points="4000000" shield_points="4000000" speed="Immobile"
            	armor_mm="180" albedo="0.7" mass_tx="6"
            	metal_cost="7000000" energy_consumption="3250000"
            	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"
            	is_nonfunctional_when_on_planet_not_owned_by_my_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
           	ship_type_name_to_grant_more_of_in_custom_fleet="SpireLInterdictor" ship_type_count_to_grant_more_of_in_custom_fleet="1"
		>
    		<metal_flow purpose="SelfConstruction" throughput="7500"/>
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
    		<system name="LaserPulse" display_name="Laser Pulse"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery"
			shots_per_salvo="20" fires_salvos_sequentially="false"
			shot_type_data="LaserPulse_DeepBlue"				
			>
    		</system>	
    	</entity>


    	<entity name="SpireInterdictorNeuralNet"
            	tags="SpireCityBuildMenu"
            	visuals="Assets/_DLC1/FallenSpire/SpireDestroyerNeuralNet/SpireDestroyerNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises"
            	icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireDestroyer" gimbal_icon_size_multiplier="1.5"
            	voice_group="Spire"
            	uses_large_health_bar="true"
            	category="Ship"
            	size_scale="8.4"
            	visuals_scale_multiplier="35"
            	y_offset_of_icon="30"
            	collision_priority="850"
            	display_name="Spire Interdictor Neural Net" display_name_for_sidebar="Neural Net - Interdictor"
            	description_short="This facility allows the City to build an extra Spire Interdictor. It is built via a Shipyard."
            	description="This facility allows the City to build an extra Spire Interdictor.  If the facility is destroyed, the extra Interdictor will also be destroyed.  The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. It is built via a Shipyard."
            	starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity"
            	cost_for_ai_to_purchase="1000000" strength_multiplier="1.2" city_socket_cost="4" minimum_required_city_level_for_construction="7" base_ship_cap_in_custom_city="1"
            	hull_points="6000000" shield_points="4000000" speed="Immobile"
            	armor_mm="180" albedo="0.7" mass_tx="6"
            	metal_cost="14000000" energy_consumption="5000000"
            	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"
            	is_nonfunctional_when_on_planet_not_owned_by_my_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
            	ship_type_name_to_grant_more_of_in_custom_fleet="SpireInterdictor" ship_type_count_to_grant_more_of_in_custom_fleet="1"
		>
    		<metal_flow purpose="SelfConstruction" throughput="10000"/>
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
    		<system name="LaserPulse" display_name="Laser Pulse"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery"
			shots_per_salvo="20" fires_salvos_sequentially="false"
			shot_type_data="LaserPulse_DeepBlue"				
			>
    		</system>	
    	</entity>

</root>
TSR_Ships_LON_MoreSpire.xml (30,519 bytes)   

Issue History

Date Modified Username Field Change
Jun 12, 2020 4:52 pm Lord Of Nothing New Issue
Jun 12, 2020 4:52 pm Lord Of Nothing File Added: MkVII drones in MkI carriers.save
Jun 12, 2020 4:52 pm Lord Of Nothing File Added: MkVII drones in MkI carriers.savemet
Jun 12, 2020 4:52 pm Lord Of Nothing File Added: TSR_Ships_LON_MoreSpire.xml
Jun 12, 2020 5:03 pm Lord Of Nothing Description Updated