WeaponClass: Rebellion & Pirate Research

WeaponClassType: found on TITAN

FLAK
PULSEWAVE
PHASECANNON
POINTDEFENSELASER

WeaponClassType: found on non-Titan

AUTOCANNON
BEAM
*CAPITALABILITY
FLASHBEAM
GAUSS
LASERTECH
LASERPSI
MISSILE
PHASEMISSILE
PULSEGUN
*PLANETBOMBARDMENT
PLASMA
WAVE
SPIRITBLADE
*INVALID

WeaponClassType: Unknown, not on anything, are they still used?
DART
ION
CHAOSBOLT

I'm sure I missed one or two or more types, but I only glanced over stuff in notepad++. 

Can we finally add new weapon classes or not? 

Pirates bonus "Invalid" weapon type -which I figure bonuses every weapon type. 

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Experience with Trinity -at least Entrenchment is if pirates are given research with a base value, like "WeaponIgnoresShieldsAdjustment" of 0.200000 for autocannons, missiles, etc... , then even the militias receive the bonuses because they share those weapons. 

Pirate research is all tier 1 (requires a lab) and some are 10 levels of research taking 1 second + 1 second per level and some additional credits like normal research, but how do pirates have 1 military lab or do they cheat? 

All the pirate research is in the same location, which at least in Trinity dev.exe threw an error that stuff was in the same position, which actually only occurs if research is in the same location in a playable race.  Question is... 4 armor, 4 hull hp, 1 range, 4 weapon damage and the FINAL upgrade...Each of those RESEARCHSUBJECT_PIRATE_WEAPONS is 10 levels and gives 0.10 bonus.  There are 4 of them.  If AI researches all of them is it only getting 100% bonus to damage or a 400% bonus to damage?  Does AI research these, has anyone seen pirates get stronger after 2 hours; do militias get the bonuses as well?  Can someone tweak the GSDEF pirate section like below to see if the pirates research and if so, just how powerful the pirates and militias get:

player
    designName "Pirate"
    inGameName "IDSScenarioPlayerNamePirates"
    overrideRaceName "Pirate"
    teamIndex -1
    startingCredits 100000
    startingMetal 30000
    startingCrystal 10000
    isNormalPlayer FALSE
    isRaidingPlayer TRUE
    isInsurgentPlayer FALSE
    isOccupationPlayer FALSE
    themeGroup "SpecialNPC"
    themeIndex 0
    pictureGroup "NPC"
    pictureIndex 0

3,414 views 2 replies
Reply #1 Top

Question, is "DART" still a weapon or has "RAILGUN" replaced it? I'm sure I missed one or two or more types, but I only glanced over stuff in notepad++

As far as I can tell, all the new weapon types in Rebellion are genuinely new, they didn't replace any old ones, so mods using the three unused ones like dart are fine.

Pirates bonus "Invalid" weapon type -which I figure bonuses every weapon type.

You are correct, that is how the weapon artifact works. I don't know what happens if you give Invalid to an actual weapon instead of a weapon bonus though...

then even the militias receive the bonuses because they share those weapons.

Are you certain? The militia count as TEC players and are separate factions from the pirates.

If AI researches all of them is it only getting 100% bonus to damage or a 400% bonus to damage?

That looks like 400% damage yes... good thing they're so expensive they'll never research 40 techs worth... hopefully.

 

Reply #2 Top

I gave the pirates in 7DS, just to test, a research item that gives Autocannons 20% shield ignore for a base.  I took a ship in and watched the militia -we still use tec ships for basic militia and they have AC's- start chewing into armor while shields were still up. 

I guess it's something to test, I just can't foot the cash for Rebellion atm.