Fri Apr 27, 2007 2:00 pm by Rankor
Here is my setup for the Sunslayer. It's in the weapon_equip.ini (in the DATA\EQUIPMENT folder)
[Explosion
nickname = torpedo01_mark02_explosion
effect = ku_torpedo01_impact
lifetime = 5.000000, 5.000000
process = disappear
strength = 500
radius = 1000
hull_damage = 250000
energy_damage = 0
impulse = 0
[Munition
nickname = torpedo01_mark02_ammo
explosion_arch = torpedo01_mark02_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_torpedo
detonation_dist = 150.000000
lifetime = 56.250000
Motor = torpedo01_mark02_motor
force_gun_ori = false
const_effect = ku_torpedo01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 2700
seeker_fov_deg = 90
max_angular_velocity = 5.580670
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 265164
ids_info = 266164
mass = 1
volume = 0.000000
If you look up the one you have in your files, just compare the differences.
Trust me, this is absolutely WILD to watch.
Then, in the weapons_good.ini, I set up the cost of the Torpedo itself per unit to 3 million credits.
For the launcher, that costs a whopping 6 million credits.
You see, it's still slow..but with adjustments to seeker_fov_degree & max_angular_velocity as you see above, it becomes a serious "Homing" torpedo.
When you fire it, the best thing you can do is <span style="text-decoration: underline">RUN!</span>. Simply because if you happen to be within its blast radius, you also die.
Also, you see the "energy_damage" is still set to "0" . That's because the game engine determines that automatically at one half the hull damage factor. So at 125000 implied energy damage, there isn't any shielded ship in the game that can withstand it.
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I also did something similar with the Starkiller, giving it the damage potential of the original Sunslayer at 10,000 but with the same "homing" ability. (More survivable if you get too close) BUT, those cost 1 million credits each.
Then, I gave the weak Nomad Torpedo a very nasty disposition to counter the Sunlayer and Starkiller since it doesn't require ammo. I gave it the same "homing" abilities but adjusted it's damage output to 10,000. It takes two of those to take out a d19 nomad.
Edited by - Rankor on 4/27/2007 7:23:45 PM