View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0024990 | AI War 2 | Bug - Gameplay | May 19, 2021 9:29 am | May 21, 2021 9:31 am | |
Reporter | anoddradish | Assigned To | ArnaudB | ||
Status | assigned | Resolution | open | ||
Product Version | 3.000 Begin The Onslaught | ||||
Fixed in Version | 3.001 The Onslaught Continues | ||||
Summary | 0024990: Enemy units outside asteroid belt after widowmaker golem goes through wormhole | ||||
Description | After I had grabbed some enemy units with a black widow (widowmaker upgrade) golem and went back through the portal to one of my planets, the grabbed units were pushed outside the astroid belt visually and I recieved an error. They can seemingly attack me from anywhere despite me being ostensibly outside their range. | ||||
Tags | No tags attached. | ||||
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Probably fixed. *Reduced tractor range for Widowmaker from 70k to 30k, as the range was so huge it caused errors. If this doesn't work next update, then please If you want to continue your game, then go here in the game folder: D:\Arcen\AIWar2\Expansions\2_Zenith_Onslaught\GameData\Configuration\GameEntity And copy paste |
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This file here to swap in if you want to play. If this is bugged, then report it and use the 2nd Zenith file. It has smaller tractor range (18k) which is guaranteed to work. The 30k tractor range is uploaded for the next version. |
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ZO_Zenith_ArnaudB.xml (37,646 bytes)
<?xml version="1.0" encoding="utf-8"?> <root> <!-- Chris note, you probably want to define a "Base Copy" and an "AI specific copy" for all the offensive units, so we can balance AI types that get these units Chris, also note you need to create a few GladiatorGuardPosts; basically just take 1 or 2 existing guard posts, give it some ZA flair/abilities and say 'good enough. --> <!-- *Golems Counterparts for the ZA and DZ. Those are meant to be whiter and blacker themes based off the officer golems. They are evolution paths from the Zenith effective 'descendants' as far as humanity is concerned, of the Zenith golem corpses that litter the galaxy. *Mechanic-wise, ZA-golems are defensive-minded to fit with the isolationist and defensive presence. The DZ-golems are offensive-minded to fit with the aggressive presence in the galaxy, that they are invading. *Stats-wise, both Golems have 20-30% better stats than the 'base' variants and a unique twist on their abilities. *Variant of golems (and possibly others officers) can be transformed into by their base variant with hacking points. The idea is to implement a mechanic where to transform the base variant, you need to kill the variant in the game to 'acquire' it. This way 'reskinned' units becomes exciting because they are a reward, rather than 'just a way to skip on development', for the player. --> <!-- List of units (Base/ZA/DZ): *Armored Golem: -Fortress Golem: stronger weapons with more shots and a hailstorm anti-swarmer gun (multi-shot with AOE low damage)* -Beach Golem: Added slow firing EMP weapon that weapon jam ALL hostile units within long-medium range for 15s with 30s reload.* *Artillery Golem: -Barrage Golem: Mass-missile shooter with salvos* -Cannon Golem: Bombard-style anti-high tx with multi-shot* *Regenerator Golem: -Preserver Golem: added 95% dmg resistance against long range* -Consumer Golem: gain vampirism on its weapons* *Cursed Golem: -Blasphemy Golem: Gain a secondary weapon to paralyze small targets* -Expletive Golem: Gain salvo-shot with high bonus dmg vs immobile targets.* *Botnet Golem: -Nethack Golem: Can shot and zombify all targets but not immobile ones* -HackBot Golem: Can shot all, and zombify below 5tx.* *Black Widow Golem: -Hugger Golem: tractor many smalls and dmg resist vs distant units* -Widowmaker Golem: tractor with planetary and bonus dmg vs tractored* *Hive Golem: -Golden Wasp Golem: Higher drone cap with paralyze* -Queen Bee Golem: Higher drone cap with DLC2 mechanic or vampirism* --> <!--Notes: Do the player golems !!!Leaves the mention of "Destroy it to allow humanity to use its forms" on humans golems, so players can see it as a hint when trying to transform the base golems into variants.!!! The damage_per_shot between player's and AI's golems is AI=3.6*Player Add a dmg resistance against tractored units or something else for the Black Widow variant Replace weight : capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" by : capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" Using search and replace Remove tags="ShowsOnNormalDisplayMode" from all golems --> <!--Armored Golem variants--> <!--Fortress Golem: stronger weapons with more shots and a hailstorm anti-swarmer gun (multi-shot with AOE low damage)--> <entity name="FortressGolem" copy_from="ArmoredGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Fortress Golem" display_name_for_sidebar="Fortress GOL" description="An evolution of the Armored Golem according to Zenith values. Stronger than its ancestor. Its fearsome weapon shred unarmored fleets." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" fleet_leader_type="ArmoredGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <system name="BallisticVortex" display_name="Zenith Ballistic Vortex" damage_per_shot="2000" shots_per_salvo="30" > <outgoing_damage_modifier based_on="Armor_mm" comparison_type="AtMost" compared_to="50" multiplier="3" /> </system> </entity> <entity name="ZAFortressGolem" copy_from="AIArmoredGolem" skip_export="true" display_name="AI Fortress Golem" display_name_for_sidebar="Fortress GOL" description="An evolution of the Armored Golem according to Zenith values. Stronger than its ancestor. Its fearsome weapon shred unarmored fleets. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" multiplier_to_all_scales="1.3" > <system name="BallisticVortex" display_name="Zenith Ballistic Vortex" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="9000" range="AboveAverage3" shot_speed="Slow" rate_of_fire="Misery" shots_per_salvo="30" fires_salvos_sequentially="false" shot_type_data="ElegantCurl" > <outgoing_damage_modifier based_on="Armor_mm" comparison_type="AtMost" compared_to="50" multiplier="3" /> </system> </entity> <!--Beach Golem: Added slow firing EMP weapon that weapon-jam a vast numbers of enemies for 15s. --> <entity name="BeachGolem" copy_from="ArmoredGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Beach Golem" display_name_for_sidebar="Beach GOL" description="An evolution of the Armored Golem according to Dark Zenith values. Stronger than its ancestor. It emits a powerful pulse jamming the weapons of entire armies." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" fleet_leader_type="ArmoredGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <system name="Sabot" display_name="Black Tide Coil" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="700" range="AboveAverage1" shot_speed="Normal" rate_of_fire="PeriodicActivation" fires_salvos_sequentially="false" shot_type_data="LightningExplosionAOEShot" added_target_evaluator="WeaponJamAsPrimary" area_of_effect_size="9000" shots_detonate_immediately="true" maximum_number_of_targets_hit_per_shot="200" stack_damage_multiplier="2" base_enemy_weapon_reload_slowing_seconds_per_shot="15" max_enemy_weapon_reload_slowing_seconds="20" enemy_weapon_reload_slowing_to_armor_mm_less_than="100" > </system> </entity> <entity name="DZBeachGolem" copy_from="AIArmoredGolem" skip_export="true" display_name="AI Beach Golem" display_name_for_sidebar="Beach GOL" description="An evolution of the Armored Golem according to Dark Zenith values. Stronger than its ancestor. It emits a powerful pulse jamming the weapons of entire armies. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" > <system name="Sabot" display_name="Black Tide Coil" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="2500" range="AboveAverage1" shot_speed="Normal" rate_of_fire="PeriodicActivation" fires_salvos_sequentially="false" shot_type_data="LightningExplosionAOEShot" added_target_evaluator="WeaponJamAsPrimary" area_of_effect_size="9000" shots_detonate_immediately="true" maximum_number_of_targets_hit_per_shot="200" stack_damage_multiplier="2" base_enemy_weapon_reload_slowing_seconds_per_shot="15" max_enemy_weapon_reload_slowing_seconds="20" enemy_weapon_reload_slowing_to_armor_mm_less_than="100" > </system> </entity> <!--Artillery Golem variants--> <!--Barrage Golem: Mass-missile shooter with salvos--> <entity name="BarrageGolem" copy_from="ArtilleryGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Barrage Golem" display_name_for_sidebar="Barrage GOL" description="An evolution of the Artillery Golem according to Zenith values. Stronger than its ancestor. It fires immense salvos of anti-armor missiles." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" multiplier_to_all_scales="1.3" fleet_leader_type="ArtilleryGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <system name="MassDriver" display_name="Zenith Torrent" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="600" range="InsanelyHigh" shot_speed="Slow" rate_of_fire="ExtremelyLow" fires_salvos_sequentially="false" shot_type_data="EngineDisruptingShell" shots_per_salvo="200" use_alternate_rate_of_fire_after_x_shots="1" alternate_rate_of_fire="Devourer" use_alternate_rate_of_fire_for_x_shots_before_reverting="5" > <outgoing_damage_modifier based_on="Armor_mm" comparison_type="AtLeast" compared_to="90" multiplier="2" /> </system> </entity> <entity name="ZABarrageGolem" copy_from="AIArtilleryGolem" skip_export="true" display_name="AI Barrage Golem" display_name_for_sidebar="Barrage GOL" description="An evolution of the Artillery Golem according to Zenith values. Stronger than its ancestor. It fires immense salvos of anti-armor missiles. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" > <system name="MassDriver" display_name="Zenith Torrent" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="2200" range="InsanelyHigh" shot_speed="Slow" rate_of_fire="ExtremelyLow" fires_salvos_sequentially="false" shot_type_data="EngineDisruptingShell" shots_per_salvo="200" use_alternate_rate_of_fire_after_x_shots="1" alternate_rate_of_fire="Devourer" use_alternate_rate_of_fire_for_x_shots_before_reverting="5" > <outgoing_damage_modifier based_on="Armor_mm" comparison_type="AtLeast" compared_to="90" multiplier="2" /> </system> </entity> <!--Cannon Golem: Bombard-style anti-high tx with multi-shot--> <entity name="CannonGolem" copy_from="ArtilleryGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Cannon Golem" display_name_for_sidebar="Cannon GOL" description="An evolution of the Artillery Golem according to Zenith values. Stronger than its ancestor. Its shots tear through massives enemies. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" fleet_leader_type="ArtilleryGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <system name="MassDriver" display_name="Zenith Mass Cannon" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="40000" range="InsanelyHigh" shot_speed="Slow" rate_of_fire="Normal" fires_salvos_sequentially="true" shots_per_salvo="5" shot_type_data="MassDriver" > <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="5" multiplier="1.2" /> <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="7" multiplier="2" /> </system> </entity> <entity name="DZCannonGolem" copy_from="AIArtilleryGolem" skip_export="true" display_name="AI Cannon Golem" display_name_for_sidebar="Cannon GOL" description="An evolution of the Artillery Golem according to Zenith values. Stronger than its ancestor. Its shots tear through massives enemies. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" > <system name="MassDriver" display_name="Zenith Mass Cannon" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="144000" range="InsanelyHigh" shot_speed="Slow" rate_of_fire="Normal" fires_salvos_sequentially="true" shots_per_salvo="5" shot_type_data="MassDriver" > <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="5" multiplier="1.2" /> <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="7" multiplier="2" /> </system> </entity> <!--Regenerator Golem variants--> <!--Preserver Golem: added 95% dmg resistance against long range--> <entity name="PreserverGolem" copy_from="RegeneratorGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Preserver Golem" display_name_for_sidebar="Preserver GOL" description="An evolution of the Regenerator Golem according to Zenith values. Stronger than its ancestor. It's immune against damage at long range. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" fleet_leader_type="RegeneratorGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <incoming_damage_modifier based_on="AttackDistance" comparison_type="GreaterThan" compared_to="9000" multiplier="0.05" /> </entity> <entity name="ZAPreserverGolem" copy_from="AIRegeneratorGolem" skip_export="true" display_name="AI Preserver Golem" display_name_for_sidebar="Preserver GOL" description="An evolution of the Regenerator Golem according to Zenith values. Stronger than its ancestor. It's immune against damage at long range Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" > <incoming_damage_modifier based_on="AttackDistance" comparison_type="GreaterThan" compared_to="9000" multiplier="0.05" /> </entity> <!--Consumer Golem: gain vampirism on its weapons--> <entity name="ConsumerGolem" copy_from="RegeneratorGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Consumer Golem" display_name_for_sidebar="Consumer GOL" description="An evolution of the Regenerator Golem according to Zenith values. Stronger than its ancestor. It greatly heals itself when dealing damage. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" health_change_per_damage_dealt="2.5" fleet_leader_type="RegeneratorGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > </entity> <entity name="DZConsumerGolem" copy_from="AIRegeneratorGolem" skip_export="true" display_name="AI Consumer Golem" display_name_for_sidebar="Consumer GOL" description="An evolution of the Regenerator Golem according to Zenith values. Stronger than its ancestor. It greatly heals itself when dealing damage. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" health_change_per_damage_dealt="2.5" > </entity> <!--Cursed Golem variants--> <!--Blasphemy Golem: Gain a secondary weapon to paralyze small targets--> <entity name="BlasphemyGolem" copy_from="CursedGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Blasphemy Golem" display_name_for_sidebar="Blasphemy GOL" description="An evolution of the Cursed Golem according to Zenith values. Stronger than its ancestor. It can paralyze whole fleets of strikecrafts and a squad of frigates. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" fleet_leader_type="CursedGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <system name="ParalyzingRailcannon" display_name="Zenith Paralyzing Webweaver" damage_per_shot="250" shots_per_salvo="300" > </system> <system name="ParalyzingSabot" display_name="Zenith Paralyzing Bomb" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="250" shot_type_data="Sabot" shots_per_salvo="1" fires_salvos_sequentially="false" area_of_effect_size="900" stack_damage_multiplier="1.5" maximum_number_of_targets_hit_per_shot="9" base_paralysis_seconds_per_shot="4" paralysis_to_ships_mass_tx_less_than="6" > <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="5" multiplier="5" /> </system> </entity> <entity name="ZABlasphemyGolem" copy_from="AICursedGolem" skip_export="true" display_name="AI Blasphemy Golem" display_name_for_sidebar="Blasphemy GOL" description="An evolution of the Cursed Golem according to Zenith values. Stronger than its ancestor. It can paralyze whole fleets of strikecrafts and a squad of frigates. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" > <system name="ParalyzingRailcannon" display_name="Zenith Paralyzing Webweaver" damage_per_shot="900" shots_per_salvo="300" > </system> <system name="ParalyzingSabot" display_name="Zenith Paralyzing Bomb" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="900" shot_type_data="Sabot" shots_per_salvo="1" fires_salvos_sequentially="false" area_of_effect_size="900" stack_damage_multiplier="1.5" maximum_number_of_targets_hit_per_shot="9" base_paralysis_seconds_per_shot="4" paralysis_to_ships_mass_tx_less_than="6" > <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="5" multiplier="5" /> </system> </entity> <!--Expletive Golem: Gain salvo-shot with high bonus dmg vs immobile targets.--> <entity name="ExpletiveGolem" copy_from="CursedGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Expletive Golem" display_name_for_sidebar="Expletive GOL" description="An evolution of the Cursed Golem according to Zenith values. Stronger than its ancestor. Its Sabot weapon can stun and destroy even the most massive ships in the galaxy. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" fleet_leader_type="CursedGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <system name="ParalyzingSabot" display_name="Zenith Black Sabot" damage_per_shot="1000" fires_salvos_sequentially="true" shot_type_data="Sabot" base_paralysis_seconds_per_shot="8" paralysis_to_ships_mass_tx_less_than="8" > <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="5" multiplier="50" /> </system> </entity> <entity name="DZExpletiveGolem" copy_from="AICursedGolem" skip_export="true" display_name="AI Expletive Golem" display_name_for_sidebar="Expletive GOL" description="An evolution of the Cursed Golem according to Zenith values. Stronger than its ancestor. Its Sabot weapon can stun and destroy even the most massive ships in the galaxy. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" > <system name="ParalyzingSabot" display_name="Zenith Black Sabot" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="3600" range="High2" shot_speed="VeryFast" rate_of_fire="Misery" fires_salvos_sequentially="true" shot_type_data="Sabot" base_paralysis_seconds_per_shot="8" paralysis_to_ships_mass_tx_less_than="8" > <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="5" multiplier="50" /> </system> </entity> <!--Botnet Golem variants--> <!--Nethack Golem: Can shot and zombify all targets but not immobile ones--> <entity name="NethackGolem" copy_from="BotnetGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Nethack Golem" display_name_for_sidebar="Nethack GOL" description="An evolution of the Botnet Golem according to Zenith values. Stronger than its ancestor. It can attack and zombify all targets except immobile ones. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" fleet_leader_type="BotnetGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <system name="ParasiteBolt" display_name="Madness Mobilizer" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="3000" range="AboveAverage1" shot_speed="Normal" rate_of_fire="Misery" shots_per_salvo="80" fires_salvos_sequentially="false" only_targets_mobile_units="true" shot_type_data="ParasiteCurvedPinkShot" added_target_evaluator="ZombifyAsPrimary" > <outgoing_damage_modifier based_on="engine_gx" comparison_type="AtMost" compared_to="1" multiplier="0" /> </system> </entity> <entity name="ZANethackGolem" copy_from="AIBotnetGolem" skip_export="true" display_name="AI Nethack Golem" display_name_for_sidebar="Nethack GOL" description="An evolution of the Botnet Golem according to Zenith values. Stronger than its ancestor. It can attack and zombify all targets except immobile ones. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" > <system name="ParasiteBolt" display_name="Madness Mobilizer" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="10800" range="AboveAverage1" shot_speed="Normal" rate_of_fire="Misery" shots_per_salvo="80" fires_salvos_sequentially="false" only_targets_mobile_units="true" shot_type_data="ParasiteCurvedPinkShot" added_target_evaluator="ZombifyAsPrimary" > <outgoing_damage_modifier based_on="engine_gx" comparison_type="AtMost" compared_to="1" multiplier="0" /> </system> </entity> <!--HackBot Golem: Can shot all, and zombify below 5tx.--> <entity name="HackbotGolem" copy_from="BotnetGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Hackbot Golem" display_name_for_sidebar="Hackbot GOL" description="An evolution of the Botnet Golem according to Zenith values. Stronger than its ancestor. It can attack and zombify all targets below a certain mass. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" fleet_leader_type="BotnetGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <system name="ParasiteBolt" display_name="Foolishness Force" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="3000" range="AboveAverage1" shot_speed="Normal" rate_of_fire="Misery" shots_per_salvo="80" fires_salvos_sequentially="false" only_targets_mobile_units="true" shot_type_data="ParasiteCurvedPinkShot" added_target_evaluator="ZombifyAsPrimary" > <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtMost" compared_to="6" multiplier="0" /> </system> </entity> <entity name="DZHackbotGolem" copy_from="AIBotnetGolem" skip_export="true" display_name="AI Hackbot Golem" display_name_for_sidebar="Hackbot GOL" description="An evolution of the Botnet Golem according to Zenith values. Stronger than its ancestor. It can attack and zombify all targets below a certain mass. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" > <system name="ParasiteBolt" display_name="Foolishness Force" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="10800" range="AboveAverage1" shot_speed="Normal" rate_of_fire="Misery" shots_per_salvo="80" fires_salvos_sequentially="false" only_targets_mobile_units="true" shot_type_data="ParasiteCurvedPinkShot" added_target_evaluator="ZombifyAsPrimary" > <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtMost" compared_to="6" multiplier="0" /> </system> </entity> <!--Black Widow Golem variants--> <!--Hugger Golem: tractor many smalls and dmg resist vs distant units--> <entity name="HuggerGolem" copy_from="BlackWidowGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Hugger Golem" display_name_for_sidebar="Hugger GOL" description="An evolution of the Black Widow Golem according to Zenith values. Stronger than its ancestor. It can tractor a vast numbers of strikecrafts and resist their weapons. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" fleet_leader_type="BlackWidowGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <system name="TractorBeam" display_name="Zenith Tractor Beam" category="Passive" tractor_range="AboveAverage2" tractor_count="700" tractor_hits_albedo_less_than="0.4" tractor_hits_engine_gx_less_than="18" > </system> <incoming_damage_modifier based_on="AttackDistance" comparison_type="GreaterThan" compared_to="3500" multiplier="0.25" /> </entity> <entity name="ZAHuggerGolem" copy_from="AIBlackWidowGolem" skip_export="true" display_name="AI Hugger Golem" display_name_for_sidebar="Hugger GOL" description="An evolution of the Black Widow Golem according to Zenith values. Stronger than its ancestor. It can tractor a vast numbers of strikecrafts and resist their weapons. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" > <system name="TractorBeam" display_name="Zenith Tractor Beam" category="Passive" tractor_range="AboveAverage2" tractor_count="700" tractor_hits_albedo_less_than="0.4" tractor_hits_engine_gx_less_than="18" > </system> <incoming_damage_modifier based_on="AttackDistance" comparison_type="GreaterThan" compared_to="3500" multiplier="0.25" /> </entity> <!--Widowmaker Golem: tractor with planetary and bonus dmg vs tractored--> <entity name="WidowmakerGolem" copy_from="BlackWidowGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Widowmaker Golem" display_name_for_sidebar="Widowmaker GOL" description="An evolution of the Black Widow Golem according to Zenith values. Stronger than its ancestor. It can tractor enemies anywhere in the gravity well and get bonus damage against caught ships. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" fleet_leader_type="BlackWidowGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <system name="SpiderCannon" display_name="Zenith Spider Cannon" damage_per_shot="800" range="AboveAverage3" shot_speed="Normal" rate_of_fire="Misery" shots_per_salvo="40" added_shots_per_salvo_per_mark="20" fires_salvos_sequentially="false" base_enemy_weapon_reload_slowing_seconds_per_shot="4" max_enemy_weapon_reload_slowing_seconds="12" enemy_weapon_reload_slowing_to_armor_mm_less_than="100" multiplier_damage_to_tractored_unit="3" added_target_evaluator="WeaponJamAsPrimary" > </system> <system name="TractorBeam" display_name="Zenith Tractor Beam" category="Passive" tractor_range="High2" tractor_count="700" tractor_hits_albedo_less_than="0.4" tractor_hits_engine_gx_less_than="18" > </system> </entity> <entity name="DZWidowmakerGolem" copy_from="AIBlackWidowGolem" skip_export="true" display_name="AI Widowmaker Golem" display_name_for_sidebar="Widowmaker GOL" description="An evolution of the Black Widow Golem according to Zenith values. Stronger than its ancestor. It can tractor enemies anywhere in the gravity well and get bonus damage against caught ships. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" > <system name="SpiderCannon" display_name="Zenith Spider Cannon" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="2880" range="AboveAverage3" shot_speed="Normal" rate_of_fire="Misery" shots_per_salvo="80" fires_salvos_sequentially="false" base_enemy_weapon_reload_slowing_seconds_per_shot="4" max_enemy_weapon_reload_slowing_seconds="12" enemy_weapon_reload_slowing_to_armor_mm_less_than="100" multiplier_damage_to_tractored_unit="3" added_target_evaluator="WeaponJamAsPrimary" > </system> <system name="TractorBeam" display_name="Zenith Tractor Beam" category="Passive" tractor_range="High2" tractor_count="700" tractor_hits_albedo_less_than="0.4" tractor_hits_engine_gx_less_than="18" > </system> </entity> <!--Hive Golem variants--> <!--Golden Wasp Golem: Higher drone cap with paralyze--> <entity name="GoldenWaspGolem" copy_from="HiveGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Golden Wasp Golem" display_name_for_sidebar="Golden Wasp GOL" description="An evolution of the Hive Golem according to Zenith values. Stronger than its ancestor. It contiously spawns Golden Wasps, vicious drones that paralyze their targets. Humanity can transform their golems to use this form." fleet_design_template_i_use_for_drones="GoldenWaspDrones" multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" fleet_leader_type="HiveGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > </entity> <entity name="ZAGoldenWaspGolem" copy_from="AIHiveGolem" skip_export="true" display_name="AI Golden Wasp Golem" display_name_for_sidebar="Golden Wasp GOL" description="An evolution of the Hive Golem according to Zenith values. Stronger than its ancestor. It contiously spawns Golden Wasps, vicious drones that paralyze their targets. Humanity can transform their golems to use this form." fleet_design_template_i_use_for_drones="ZAGoldenWaspDrones" multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" > </entity> <entity name="GoldenWaspDrone" display_name="Golden Wasp" display_name_for_sidebar="Golden Wasp" gimbal_icon_size_multiplier="0.7" voice_group="Zenith" special_entity_type="DroneGeneral" visuals="assets/_finalgamemeshes/guardians/implosionguardiandrone/yellowjacket.prefab" icon_name="Ships1/YellowJacket" icon_overlay="Overlays1/Drone" category="Ship" size_scale="0.60" visuals_scale_multiplier="6" description="Launched by the Golden Wasp Golem. Very powerful." starting_mark_level="Mark1" tech_upgrades_that_benefit_me="UpgradeMeFromFleetOnly" self_attritions_X_percent_per_second_if_parent_ship_not_on_planet="2" cost_for_ai_to_purchase="50" hull_points="4000" shield_points="2000" speed="AboveAverage5" metal_cost="3000" energy_consumption="350" armor_mm="30" albedo="0.3" engine_gx="7" mass_tx="0.21" ship_or_structure_explosion_sfx="ShipSmall_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLostOnOtherPlanet_Explosion" priority_as_ai_target="NormalFleetship" priority_as_frd_target="NormalFleetship" priority_to_protect="Expendable" multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" > <fleet_membership name="GoldenWaspDrones" ship_cap_group="Strike" weight="100" cap="400"/> <system name="BallisticDoubleshot" display_name="Paralyzing Sting" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="500" range="Tiny4" shot_speed="Fast" rate_of_fire="Misery" fires_salvos_sequentially="true" shot_type_data="DoubleShot_Green" base_paralysis_seconds_per_shot="4" added_paralysis_seconds_per_shot_per_mark="0" paralysis_to_ships_mass_tx_less_than="4" > </system> </entity> <entity name="ZAGoldenWaspDrone" display_name="Golden Wasp" display_name_for_sidebar="Golden Wasp" copy_from="GoldenWaspDrone" hull_points="8000" shield_points="4000" starting_mark_level="Markless" multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" multiplier_to_all_fleet_caps="1.34" health_change_per_damage_dealt="2.5" > <fleet_membership name="ZAGoldenWaspDrones" ship_cap_group="Strike" weight="100" cap="400"/> <system name="BallisticDoubleshot" damage_per_shot="1500" /> </entity> <!--Queen Bee Golem: Higher drone cap with DLC2 mechanic or vampirism)--> <entity name="QueenBeeGolem" copy_from="HiveGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Queen Bee Golem" display_name_for_sidebar="Queen Bee GOL" description="An evolution of the Hive Golem according to Zenith values. Stronger than its ancestor. It contiously spawns Queen Bee, vicious drones that heal themselves. Humanity can transform their golems to use this form." fleet_design_template_i_use_for_drones="QueenBeeDrones" multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" fleet_leader_type="HiveGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > </entity> <entity name="DZQueenBeeGolem" copy_from="AIHiveGolem" skip_export="true" display_name="AI Queen Bee Golem" display_name_for_sidebar="Queen Bee GOL" description="An evolution of the Hive Golem according to Zenith values. Stronger than its ancestor. It contiously spawns Queen Bee, vicious drones that heal themselves. Humanity can transform their golems to use this form." fleet_design_template_i_use_for_drones="DZQueenBeeDrones" multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" > </entity> <entity name="QueenBeeDrone" display_name="Queen Bee" display_name_for_sidebar="Queen Bee" gimbal_icon_size_multiplier="0.7" voice_group="Zenith" special_entity_type="DroneGeneral" visuals="assets/_finalgamemeshes/guardians/implosionguardiandrone/yellowjacket.prefab" icon_name="Ships1/YellowJacket" icon_overlay="Overlays1/Drone" category="Ship" size_scale="0.60" visuals_scale_multiplier="6" description="Launched by the Queen Bee Golem. Very powerful." starting_mark_level="Mark1" tech_upgrades_that_benefit_me="UpgradeMeFromFleetOnly" self_attritions_X_percent_per_second_if_parent_ship_not_on_planet="2" cost_for_ai_to_purchase="50" hull_points="4000" shield_points="2000" speed="AboveAverage5" metal_cost="3000" energy_consumption="350" armor_mm="30" albedo="0.3" engine_gx="7" mass_tx="0.21" ship_or_structure_explosion_sfx="ShipSmall_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLostOnOtherPlanet_Explosion" priority_as_ai_target="NormalFleetship" priority_as_frd_target="NormalFleetship" priority_to_protect="Expendable" multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" multiplier_to_all_fleet_caps="1.34" health_change_per_damage_dealt="2.5" > <fleet_membership name="QueenBeeDrones" ship_cap_group="Strike" weight="100" cap="400"/> <system name="BallisticDoubleshot" display_name="Paralyzing Sting" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="500" range="Tiny4" shot_speed="Fast" rate_of_fire="Misery" fires_salvos_sequentially="true" shot_type_data="DoubleShot_Green" > </system> </entity> <entity name="DZQueenBeeDrone" display_name="Queen Bee" display_name_for_sidebar="Queen Bee" copy_from="QueenBeeDrone" hull_points="8000" shield_points="4000" starting_mark_level="Markless" multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" multiplier_to_all_fleet_caps="1.34" health_change_per_damage_dealt="2.5" > <fleet_membership name="DZQueenBeeDrones" ship_cap_group="Strike" weight="100" cap="400"/> <system name="BallisticDoubleshot" damage_per_shot="1500" /> </entity> </root> |
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The 30k range version ZO_Zenith_ArnaudB-2.xml (37,662 bytes)
<?xml version="1.0" encoding="utf-8"?> <root> <!-- Chris note, you probably want to define a "Base Copy" and an "AI specific copy" for all the offensive units, so we can balance AI types that get these units Chris, also note you need to create a few GladiatorGuardPosts; basically just take 1 or 2 existing guard posts, give it some ZA flair/abilities and say 'good enough. --> <!-- *Golems Counterparts for the ZA and DZ. Those are meant to be whiter and blacker themes based off the officer golems. They are evolution paths from the Zenith effective 'descendants' as far as humanity is concerned, of the Zenith golem corpses that litter the galaxy. *Mechanic-wise, ZA-golems are defensive-minded to fit with the isolationist and defensive presence. The DZ-golems are offensive-minded to fit with the aggressive presence in the galaxy, that they are invading. *Stats-wise, both Golems have 20-30% better stats than the 'base' variants and a unique twist on their abilities. *Variant of golems (and possibly others officers) can be transformed into by their base variant with hacking points. The idea is to implement a mechanic where to transform the base variant, you need to kill the variant in the game to 'acquire' it. This way 'reskinned' units becomes exciting because they are a reward, rather than 'just a way to skip on development', for the player. --> <!-- List of units (Base/ZA/DZ): *Armored Golem: -Fortress Golem: stronger weapons with more shots and a hailstorm anti-swarmer gun (multi-shot with AOE low damage)* -Beach Golem: Added slow firing EMP weapon that weapon jam ALL hostile units within long-medium range for 15s with 30s reload.* *Artillery Golem: -Barrage Golem: Mass-missile shooter with salvos* -Cannon Golem: Bombard-style anti-high tx with multi-shot* *Regenerator Golem: -Preserver Golem: added 95% dmg resistance against long range* -Consumer Golem: gain vampirism on its weapons* *Cursed Golem: -Blasphemy Golem: Gain a secondary weapon to paralyze small targets* -Expletive Golem: Gain salvo-shot with high bonus dmg vs immobile targets.* *Botnet Golem: -Nethack Golem: Can shot and zombify all targets but not immobile ones* -HackBot Golem: Can shot all, and zombify below 5tx.* *Black Widow Golem: -Hugger Golem: tractor many smalls and dmg resist vs distant units* -Widowmaker Golem: tractor with planetary and bonus dmg vs tractored* *Hive Golem: -Golden Wasp Golem: Higher drone cap with paralyze* -Queen Bee Golem: Higher drone cap with DLC2 mechanic or vampirism* --> <!--Notes: Do the player golems !!!Leaves the mention of "Destroy it to allow humanity to use its forms" on humans golems, so players can see it as a hint when trying to transform the base golems into variants.!!! The damage_per_shot between player's and AI's golems is AI=3.6*Player Add a dmg resistance against tractored units or something else for the Black Widow variant Replace weight : capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" by : capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" Using search and replace Remove tags="ShowsOnNormalDisplayMode" from all golems --> <!--Armored Golem variants--> <!--Fortress Golem: stronger weapons with more shots and a hailstorm anti-swarmer gun (multi-shot with AOE low damage)--> <entity name="FortressGolem" copy_from="ArmoredGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Fortress Golem" display_name_for_sidebar="Fortress GOL" description="An evolution of the Armored Golem according to Zenith values. Stronger than its ancestor. Its fearsome weapon shred unarmored fleets." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" fleet_leader_type="ArmoredGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <system name="BallisticVortex" display_name="Zenith Ballistic Vortex" damage_per_shot="2000" shots_per_salvo="30" > <outgoing_damage_modifier based_on="Armor_mm" comparison_type="AtMost" compared_to="50" multiplier="3" /> </system> </entity> <entity name="ZAFortressGolem" copy_from="AIArmoredGolem" skip_export="true" display_name="AI Fortress Golem" display_name_for_sidebar="Fortress GOL" description="An evolution of the Armored Golem according to Zenith values. Stronger than its ancestor. Its fearsome weapon shred unarmored fleets. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" multiplier_to_all_scales="1.3" > <system name="BallisticVortex" display_name="Zenith Ballistic Vortex" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="9000" range="AboveAverage3" shot_speed="Slow" rate_of_fire="Misery" shots_per_salvo="30" fires_salvos_sequentially="false" shot_type_data="ElegantCurl" > <outgoing_damage_modifier based_on="Armor_mm" comparison_type="AtMost" compared_to="50" multiplier="3" /> </system> </entity> <!--Beach Golem: Added slow firing EMP weapon that weapon-jam a vast numbers of enemies for 15s. --> <entity name="BeachGolem" copy_from="ArmoredGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Beach Golem" display_name_for_sidebar="Beach GOL" description="An evolution of the Armored Golem according to Dark Zenith values. Stronger than its ancestor. It emits a powerful pulse jamming the weapons of entire armies." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" fleet_leader_type="ArmoredGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <system name="Sabot" display_name="Black Tide Coil" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="700" range="AboveAverage1" shot_speed="Normal" rate_of_fire="PeriodicActivation" fires_salvos_sequentially="false" shot_type_data="LightningExplosionAOEShot" added_target_evaluator="WeaponJamAsPrimary" area_of_effect_size="9000" shots_detonate_immediately="true" maximum_number_of_targets_hit_per_shot="200" stack_damage_multiplier="2" base_enemy_weapon_reload_slowing_seconds_per_shot="15" max_enemy_weapon_reload_slowing_seconds="20" enemy_weapon_reload_slowing_to_armor_mm_less_than="100" > </system> </entity> <entity name="DZBeachGolem" copy_from="AIArmoredGolem" skip_export="true" display_name="AI Beach Golem" display_name_for_sidebar="Beach GOL" description="An evolution of the Armored Golem according to Dark Zenith values. Stronger than its ancestor. It emits a powerful pulse jamming the weapons of entire armies. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" > <system name="Sabot" display_name="Black Tide Coil" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="2500" range="AboveAverage1" shot_speed="Normal" rate_of_fire="PeriodicActivation" fires_salvos_sequentially="false" shot_type_data="LightningExplosionAOEShot" added_target_evaluator="WeaponJamAsPrimary" area_of_effect_size="9000" shots_detonate_immediately="true" maximum_number_of_targets_hit_per_shot="200" stack_damage_multiplier="2" base_enemy_weapon_reload_slowing_seconds_per_shot="15" max_enemy_weapon_reload_slowing_seconds="20" enemy_weapon_reload_slowing_to_armor_mm_less_than="100" > </system> </entity> <!--Artillery Golem variants--> <!--Barrage Golem: Mass-missile shooter with salvos--> <entity name="BarrageGolem" copy_from="ArtilleryGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Barrage Golem" display_name_for_sidebar="Barrage GOL" description="An evolution of the Artillery Golem according to Zenith values. Stronger than its ancestor. It fires immense salvos of anti-armor missiles." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" multiplier_to_all_scales="1.3" fleet_leader_type="ArtilleryGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <system name="MassDriver" display_name="Zenith Torrent" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="600" range="InsanelyHigh" shot_speed="Slow" rate_of_fire="ExtremelyLow" fires_salvos_sequentially="false" shot_type_data="EngineDisruptingShell" shots_per_salvo="200" use_alternate_rate_of_fire_after_x_shots="1" alternate_rate_of_fire="Devourer" use_alternate_rate_of_fire_for_x_shots_before_reverting="5" > <outgoing_damage_modifier based_on="Armor_mm" comparison_type="AtLeast" compared_to="90" multiplier="2" /> </system> </entity> <entity name="ZABarrageGolem" copy_from="AIArtilleryGolem" skip_export="true" display_name="AI Barrage Golem" display_name_for_sidebar="Barrage GOL" description="An evolution of the Artillery Golem according to Zenith values. Stronger than its ancestor. It fires immense salvos of anti-armor missiles. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" > <system name="MassDriver" display_name="Zenith Torrent" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="2200" range="InsanelyHigh" shot_speed="Slow" rate_of_fire="ExtremelyLow" fires_salvos_sequentially="false" shot_type_data="EngineDisruptingShell" shots_per_salvo="200" use_alternate_rate_of_fire_after_x_shots="1" alternate_rate_of_fire="Devourer" use_alternate_rate_of_fire_for_x_shots_before_reverting="5" > <outgoing_damage_modifier based_on="Armor_mm" comparison_type="AtLeast" compared_to="90" multiplier="2" /> </system> </entity> <!--Cannon Golem: Bombard-style anti-high tx with multi-shot--> <entity name="CannonGolem" copy_from="ArtilleryGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Cannon Golem" display_name_for_sidebar="Cannon GOL" description="An evolution of the Artillery Golem according to Zenith values. Stronger than its ancestor. Its shots tear through massives enemies. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" fleet_leader_type="ArtilleryGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <system name="MassDriver" display_name="Zenith Mass Cannon" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="40000" range="InsanelyHigh" shot_speed="Slow" rate_of_fire="Normal" fires_salvos_sequentially="true" shots_per_salvo="5" shot_type_data="MassDriver" > <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="5" multiplier="1.2" /> <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="7" multiplier="2" /> </system> </entity> <entity name="DZCannonGolem" copy_from="AIArtilleryGolem" skip_export="true" display_name="AI Cannon Golem" display_name_for_sidebar="Cannon GOL" description="An evolution of the Artillery Golem according to Zenith values. Stronger than its ancestor. Its shots tear through massives enemies. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" > <system name="MassDriver" display_name="Zenith Mass Cannon" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="144000" range="InsanelyHigh" shot_speed="Slow" rate_of_fire="Normal" fires_salvos_sequentially="true" shots_per_salvo="5" shot_type_data="MassDriver" > <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="5" multiplier="1.2" /> <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="7" multiplier="2" /> </system> </entity> <!--Regenerator Golem variants--> <!--Preserver Golem: added 95% dmg resistance against long range--> <entity name="PreserverGolem" copy_from="RegeneratorGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Preserver Golem" display_name_for_sidebar="Preserver GOL" description="An evolution of the Regenerator Golem according to Zenith values. Stronger than its ancestor. It's immune against damage at long range. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" fleet_leader_type="RegeneratorGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <incoming_damage_modifier based_on="AttackDistance" comparison_type="GreaterThan" compared_to="9000" multiplier="0.05" /> </entity> <entity name="ZAPreserverGolem" copy_from="AIRegeneratorGolem" skip_export="true" display_name="AI Preserver Golem" display_name_for_sidebar="Preserver GOL" description="An evolution of the Regenerator Golem according to Zenith values. Stronger than its ancestor. It's immune against damage at long range Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" > <incoming_damage_modifier based_on="AttackDistance" comparison_type="GreaterThan" compared_to="9000" multiplier="0.05" /> </entity> <!--Consumer Golem: gain vampirism on its weapons--> <entity name="ConsumerGolem" copy_from="RegeneratorGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Consumer Golem" display_name_for_sidebar="Consumer GOL" description="An evolution of the Regenerator Golem according to Zenith values. Stronger than its ancestor. It greatly heals itself when dealing damage. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" health_change_per_damage_dealt="2.5" fleet_leader_type="RegeneratorGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > </entity> <entity name="DZConsumerGolem" copy_from="AIRegeneratorGolem" skip_export="true" display_name="AI Consumer Golem" display_name_for_sidebar="Consumer GOL" description="An evolution of the Regenerator Golem according to Zenith values. Stronger than its ancestor. It greatly heals itself when dealing damage. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" health_change_per_damage_dealt="2.5" > </entity> <!--Cursed Golem variants--> <!--Blasphemy Golem: Gain a secondary weapon to paralyze small targets--> <entity name="BlasphemyGolem" copy_from="CursedGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Blasphemy Golem" display_name_for_sidebar="Blasphemy GOL" description="An evolution of the Cursed Golem according to Zenith values. Stronger than its ancestor. It can paralyze whole fleets of strikecrafts and a squad of frigates. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" fleet_leader_type="CursedGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <system name="ParalyzingRailcannon" display_name="Zenith Paralyzing Webweaver" damage_per_shot="250" shots_per_salvo="300" > </system> <system name="ParalyzingSabot" display_name="Zenith Paralyzing Bomb" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="250" shot_type_data="Sabot" shots_per_salvo="1" fires_salvos_sequentially="false" area_of_effect_size="900" stack_damage_multiplier="1.5" maximum_number_of_targets_hit_per_shot="9" base_paralysis_seconds_per_shot="4" paralysis_to_ships_mass_tx_less_than="6" > <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="5" multiplier="5" /> </system> </entity> <entity name="ZABlasphemyGolem" copy_from="AICursedGolem" skip_export="true" display_name="AI Blasphemy Golem" display_name_for_sidebar="Blasphemy GOL" description="An evolution of the Cursed Golem according to Zenith values. Stronger than its ancestor. It can paralyze whole fleets of strikecrafts and a squad of frigates. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" > <system name="ParalyzingRailcannon" display_name="Zenith Paralyzing Webweaver" damage_per_shot="900" shots_per_salvo="300" > </system> <system name="ParalyzingSabot" display_name="Zenith Paralyzing Bomb" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="900" shot_type_data="Sabot" shots_per_salvo="1" fires_salvos_sequentially="false" area_of_effect_size="900" stack_damage_multiplier="1.5" maximum_number_of_targets_hit_per_shot="9" base_paralysis_seconds_per_shot="4" paralysis_to_ships_mass_tx_less_than="6" > <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="5" multiplier="5" /> </system> </entity> <!--Expletive Golem: Gain salvo-shot with high bonus dmg vs immobile targets.--> <entity name="ExpletiveGolem" copy_from="CursedGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Expletive Golem" display_name_for_sidebar="Expletive GOL" description="An evolution of the Cursed Golem according to Zenith values. Stronger than its ancestor. Its Sabot weapon can stun and destroy even the most massive ships in the galaxy. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" fleet_leader_type="CursedGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <system name="ParalyzingSabot" display_name="Zenith Black Sabot" damage_per_shot="1000" fires_salvos_sequentially="true" shot_type_data="Sabot" base_paralysis_seconds_per_shot="8" paralysis_to_ships_mass_tx_less_than="8" > <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="5" multiplier="50" /> </system> </entity> <entity name="DZExpletiveGolem" copy_from="AICursedGolem" skip_export="true" display_name="AI Expletive Golem" display_name_for_sidebar="Expletive GOL" description="An evolution of the Cursed Golem according to Zenith values. Stronger than its ancestor. Its Sabot weapon can stun and destroy even the most massive ships in the galaxy. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" > <system name="ParalyzingSabot" display_name="Zenith Black Sabot" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="3600" range="High2" shot_speed="VeryFast" rate_of_fire="Misery" fires_salvos_sequentially="true" shot_type_data="Sabot" base_paralysis_seconds_per_shot="8" paralysis_to_ships_mass_tx_less_than="8" > <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="5" multiplier="50" /> </system> </entity> <!--Botnet Golem variants--> <!--Nethack Golem: Can shot and zombify all targets but not immobile ones--> <entity name="NethackGolem" copy_from="BotnetGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Nethack Golem" display_name_for_sidebar="Nethack GOL" description="An evolution of the Botnet Golem according to Zenith values. Stronger than its ancestor. It can attack and zombify all targets except immobile ones. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" fleet_leader_type="BotnetGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <system name="ParasiteBolt" display_name="Madness Mobilizer" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="3000" range="AboveAverage1" shot_speed="Normal" rate_of_fire="Misery" shots_per_salvo="80" fires_salvos_sequentially="false" only_targets_mobile_units="true" shot_type_data="ParasiteCurvedPinkShot" added_target_evaluator="ZombifyAsPrimary" > <outgoing_damage_modifier based_on="engine_gx" comparison_type="AtMost" compared_to="1" multiplier="0" /> </system> </entity> <entity name="ZANethackGolem" copy_from="AIBotnetGolem" skip_export="true" display_name="AI Nethack Golem" display_name_for_sidebar="Nethack GOL" description="An evolution of the Botnet Golem according to Zenith values. Stronger than its ancestor. It can attack and zombify all targets except immobile ones. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" > <system name="ParasiteBolt" display_name="Madness Mobilizer" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="10800" range="AboveAverage1" shot_speed="Normal" rate_of_fire="Misery" shots_per_salvo="80" fires_salvos_sequentially="false" only_targets_mobile_units="true" shot_type_data="ParasiteCurvedPinkShot" added_target_evaluator="ZombifyAsPrimary" > <outgoing_damage_modifier based_on="engine_gx" comparison_type="AtMost" compared_to="1" multiplier="0" /> </system> </entity> <!--HackBot Golem: Can shot all, and zombify below 5tx.--> <entity name="HackbotGolem" copy_from="BotnetGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Hackbot Golem" display_name_for_sidebar="Hackbot GOL" description="An evolution of the Botnet Golem according to Zenith values. Stronger than its ancestor. It can attack and zombify all targets below a certain mass. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" fleet_leader_type="BotnetGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <system name="ParasiteBolt" display_name="Foolishness Force" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="3000" range="AboveAverage1" shot_speed="Normal" rate_of_fire="Misery" shots_per_salvo="80" fires_salvos_sequentially="false" only_targets_mobile_units="true" shot_type_data="ParasiteCurvedPinkShot" added_target_evaluator="ZombifyAsPrimary" > <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtMost" compared_to="6" multiplier="0" /> </system> </entity> <entity name="DZHackbotGolem" copy_from="AIBotnetGolem" skip_export="true" display_name="AI Hackbot Golem" display_name_for_sidebar="Hackbot GOL" description="An evolution of the Botnet Golem according to Zenith values. Stronger than its ancestor. It can attack and zombify all targets below a certain mass. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" > <system name="ParasiteBolt" display_name="Foolishness Force" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="10800" range="AboveAverage1" shot_speed="Normal" rate_of_fire="Misery" shots_per_salvo="80" fires_salvos_sequentially="false" only_targets_mobile_units="true" shot_type_data="ParasiteCurvedPinkShot" added_target_evaluator="ZombifyAsPrimary" > <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtMost" compared_to="6" multiplier="0" /> </system> </entity> <!--Black Widow Golem variants--> <!--Hugger Golem: tractor many smalls and dmg resist vs distant units--> <entity name="HuggerGolem" copy_from="BlackWidowGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Hugger Golem" display_name_for_sidebar="Hugger GOL" description="An evolution of the Black Widow Golem according to Zenith values. Stronger than its ancestor. It can tractor a vast numbers of strikecrafts and resist their weapons. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" fleet_leader_type="BlackWidowGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <system name="TractorBeam" display_name="Zenith Tractor Beam" category="Passive" tractor_range="AboveAverage2" tractor_count="700" tractor_hits_albedo_less_than="0.4" tractor_hits_engine_gx_less_than="18" > </system> <incoming_damage_modifier based_on="AttackDistance" comparison_type="GreaterThan" compared_to="3500" multiplier="0.25" /> </entity> <entity name="ZAHuggerGolem" copy_from="AIBlackWidowGolem" skip_export="true" display_name="AI Hugger Golem" display_name_for_sidebar="Hugger GOL" description="An evolution of the Black Widow Golem according to Zenith values. Stronger than its ancestor. It can tractor a vast numbers of strikecrafts and resist their weapons. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" > <system name="TractorBeam" display_name="Zenith Tractor Beam" category="Passive" tractor_range="AboveAverage2" tractor_count="700" tractor_hits_albedo_less_than="0.4" tractor_hits_engine_gx_less_than="18" > </system> <incoming_damage_modifier based_on="AttackDistance" comparison_type="GreaterThan" compared_to="3500" multiplier="0.25" /> </entity> <!--Widowmaker Golem: tractor with planetary and bonus dmg vs tractored--> <entity name="WidowmakerGolem" copy_from="BlackWidowGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Widowmaker Golem" display_name_for_sidebar="Widowmaker GOL" description="An evolution of the Black Widow Golem according to Zenith values. Stronger than its ancestor. It can tractor enemies anywhere in the gravity well and get bonus damage against caught ships. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" fleet_leader_type="BlackWidowGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > <system name="SpiderCannon" display_name="Zenith Spider Cannon" damage_per_shot="800" range="AboveAverage3" shot_speed="Normal" rate_of_fire="Misery" shots_per_salvo="40" added_shots_per_salvo_per_mark="20" fires_salvos_sequentially="false" base_enemy_weapon_reload_slowing_seconds_per_shot="4" max_enemy_weapon_reload_slowing_seconds="12" enemy_weapon_reload_slowing_to_armor_mm_less_than="100" multiplier_damage_to_tractored_unit="3" added_target_evaluator="WeaponJamAsPrimary" > </system> <system name="TractorBeam" display_name="Zenith Tractor Beam" category="Passive" tractor_range="ExtremelyHigh" tractor_count="700" tractor_hits_albedo_less_than="0.4" tractor_hits_engine_gx_less_than="18" > </system> </entity> <entity name="DZWidowmakerGolem" copy_from="AIBlackWidowGolem" skip_export="true" display_name="AI Widowmaker Golem" display_name_for_sidebar="Widowmaker GOL" description="An evolution of the Black Widow Golem according to Zenith values. Stronger than its ancestor. It can tractor enemies anywhere in the gravity well and get bonus damage against caught ships. Humanity can transform their golems to use this form." multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" > <system name="SpiderCannon" display_name="Zenith Spider Cannon" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="2880" range="AboveAverage3" shot_speed="Normal" rate_of_fire="Misery" shots_per_salvo="80" fires_salvos_sequentially="false" base_enemy_weapon_reload_slowing_seconds_per_shot="4" max_enemy_weapon_reload_slowing_seconds="12" enemy_weapon_reload_slowing_to_armor_mm_less_than="100" multiplier_damage_to_tractored_unit="3" added_target_evaluator="WeaponJamAsPrimary" > </system> <system name="TractorBeam" display_name="Zenith Tractor Beam" category="Passive" tractor_range="ExtremelyHigh" tractor_count="700" tractor_hits_albedo_less_than="0.4" tractor_hits_engine_gx_less_than="18" > </system> </entity> <!--Hive Golem variants--> <!--Golden Wasp Golem: Higher drone cap with paralyze--> <entity name="GoldenWaspGolem" copy_from="HiveGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Golden Wasp Golem" display_name_for_sidebar="Golden Wasp GOL" description="An evolution of the Hive Golem according to Zenith values. Stronger than its ancestor. It contiously spawns Golden Wasps, vicious drones that paralyze their targets. Humanity can transform their golems to use this form." fleet_design_template_i_use_for_drones="GoldenWaspDrones" multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" fleet_leader_type="HiveGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > </entity> <entity name="ZAGoldenWaspGolem" copy_from="AIHiveGolem" skip_export="true" display_name="AI Golden Wasp Golem" display_name_for_sidebar="Golden Wasp GOL" description="An evolution of the Hive Golem according to Zenith values. Stronger than its ancestor. It contiously spawns Golden Wasps, vicious drones that paralyze their targets. Humanity can transform their golems to use this form." fleet_design_template_i_use_for_drones="ZAGoldenWaspDrones" multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" > </entity> <entity name="GoldenWaspDrone" display_name="Golden Wasp" display_name_for_sidebar="Golden Wasp" gimbal_icon_size_multiplier="0.7" voice_group="Zenith" special_entity_type="DroneGeneral" visuals="assets/_finalgamemeshes/guardians/implosionguardiandrone/yellowjacket.prefab" icon_name="Ships1/YellowJacket" icon_overlay="Overlays1/Drone" category="Ship" size_scale="0.60" visuals_scale_multiplier="6" description="Launched by the Golden Wasp Golem. Very powerful." starting_mark_level="Mark1" tech_upgrades_that_benefit_me="UpgradeMeFromFleetOnly" self_attritions_X_percent_per_second_if_parent_ship_not_on_planet="2" cost_for_ai_to_purchase="50" hull_points="4000" shield_points="2000" speed="AboveAverage5" metal_cost="3000" energy_consumption="350" armor_mm="30" albedo="0.3" engine_gx="7" mass_tx="0.21" ship_or_structure_explosion_sfx="ShipSmall_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLostOnOtherPlanet_Explosion" priority_as_ai_target="NormalFleetship" priority_as_frd_target="NormalFleetship" priority_to_protect="Expendable" multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" > <fleet_membership name="GoldenWaspDrones" ship_cap_group="Strike" weight="100" cap="400"/> <system name="BallisticDoubleshot" display_name="Paralyzing Sting" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="500" range="Tiny4" shot_speed="Fast" rate_of_fire="Misery" fires_salvos_sequentially="true" shot_type_data="DoubleShot_Green" base_paralysis_seconds_per_shot="4" added_paralysis_seconds_per_shot_per_mark="0" paralysis_to_ships_mass_tx_less_than="4" > </system> </entity> <entity name="ZAGoldenWaspDrone" display_name="Golden Wasp" display_name_for_sidebar="Golden Wasp" copy_from="GoldenWaspDrone" hull_points="8000" shield_points="4000" starting_mark_level="Markless" multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.3" damage_multiplier_to_all_weapons="1.2" multiplier_to_all_fleet_caps="1.34" health_change_per_damage_dealt="2.5" > <fleet_membership name="ZAGoldenWaspDrones" ship_cap_group="Strike" weight="100" cap="400"/> <system name="BallisticDoubleshot" damage_per_shot="1500" /> </entity> <!--Queen Bee Golem: Higher drone cap with DLC2 mechanic or vampirism)--> <entity name="QueenBeeGolem" copy_from="HiveGolem" skip_export="true" tags="ShowsOnNormalDisplayMode" display_name="Queen Bee Golem" display_name_for_sidebar="Queen Bee GOL" description="An evolution of the Hive Golem according to Zenith values. Stronger than its ancestor. It contiously spawns Queen Bee, vicious drones that heal themselves. Humanity can transform their golems to use this form." fleet_design_template_i_use_for_drones="QueenBeeDrones" multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" fleet_leader_type="HiveGolem" hacking_cost_for_other_fleet_leaders_of_same_type_to_become_me="30" capturable_seed_weight="1" capturable_max_per_galaxy="0" capturable_can_seed_at_all="false" > </entity> <entity name="DZQueenBeeGolem" copy_from="AIHiveGolem" skip_export="true" display_name="AI Queen Bee Golem" display_name_for_sidebar="Queen Bee GOL" description="An evolution of the Hive Golem according to Zenith values. Stronger than its ancestor. It contiously spawns Queen Bee, vicious drones that heal themselves. Humanity can transform their golems to use this form." fleet_design_template_i_use_for_drones="DZQueenBeeDrones" multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" > </entity> <entity name="QueenBeeDrone" display_name="Queen Bee" display_name_for_sidebar="Queen Bee" gimbal_icon_size_multiplier="0.7" voice_group="Zenith" special_entity_type="DroneGeneral" visuals="assets/_finalgamemeshes/guardians/implosionguardiandrone/yellowjacket.prefab" icon_name="Ships1/YellowJacket" icon_overlay="Overlays1/Drone" category="Ship" size_scale="0.60" visuals_scale_multiplier="6" description="Launched by the Queen Bee Golem. Very powerful." starting_mark_level="Mark1" tech_upgrades_that_benefit_me="UpgradeMeFromFleetOnly" self_attritions_X_percent_per_second_if_parent_ship_not_on_planet="2" cost_for_ai_to_purchase="50" hull_points="4000" shield_points="2000" speed="AboveAverage5" metal_cost="3000" energy_consumption="350" armor_mm="30" albedo="0.3" engine_gx="7" mass_tx="0.21" ship_or_structure_explosion_sfx="ShipSmall_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLostOnOtherPlanet_Explosion" priority_as_ai_target="NormalFleetship" priority_as_frd_target="NormalFleetship" priority_to_protect="Expendable" multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" multiplier_to_all_fleet_caps="1.34" health_change_per_damage_dealt="2.5" > <fleet_membership name="QueenBeeDrones" ship_cap_group="Strike" weight="100" cap="400"/> <system name="BallisticDoubleshot" display_name="Paralyzing Sting" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="500" range="Tiny4" shot_speed="Fast" rate_of_fire="Misery" fires_salvos_sequentially="true" shot_type_data="DoubleShot_Green" > </system> </entity> <entity name="DZQueenBeeDrone" display_name="Queen Bee" display_name_for_sidebar="Queen Bee" copy_from="QueenBeeDrone" hull_points="8000" shield_points="4000" starting_mark_level="Markless" multiplier_to_all_costs="1.2" multiplier_to_all_healths="1.2" damage_multiplier_to_all_weapons="1.3" multiplier_to_all_fleet_caps="1.34" health_change_per_damage_dealt="2.5" > <fleet_membership name="DZQueenBeeDrones" ship_cap_group="Strike" weight="100" cap="400"/> <system name="BallisticDoubleshot" damage_per_shot="1500" /> </entity> </root> |
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The first fix worked for me, thank you! |
Date Modified | Username | Field | Change |
---|---|---|---|
May 19, 2021 9:29 am | anoddradish | New Issue | |
May 19, 2021 9:29 am | anoddradish | File Added: ArcenDebugLog.txt | |
May 19, 2021 9:35 am | ArnaudB | Assigned To | => ArnaudB |
May 19, 2021 9:35 am | ArnaudB | Status | new => feedback |
May 19, 2021 9:35 am | ArnaudB | Fixed in Version | => 3.001 The Onslaught Continues |
May 19, 2021 9:35 am | ArnaudB | Note Added: 0061687 | |
May 19, 2021 9:37 am | ArnaudB | Note Added: 0061688 | |
May 19, 2021 9:37 am | ArnaudB | File Added: ZO_Zenith_ArnaudB.xml | |
May 19, 2021 9:38 am | ArnaudB | File Added: ZO_Zenith_ArnaudB-2.xml | |
May 19, 2021 9:38 am | ArnaudB | Note Added: 0061689 | |
May 21, 2021 9:31 am | anoddradish | Note Added: 0061740 | |
May 21, 2021 9:31 am | anoddradish | Status | feedback => assigned |