Open source Star Ruler 2 source code!
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Subsystem: Artillery
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Name: Artillery
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Description: Big cannon plus big explosive equal big boom
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BaseColor: #c5f946
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TypeColor: #c5f946
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Picture: SubsystemButtonArt::2
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Elevation: 2
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Tags: BaseCost, Disabled
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Tags: WeaponBase, Rotatable, Category:Weapons
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Tags: ExteriorCore, Weapon, IsExplosiveWeapon, HasInternals
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Hull: Flagship, Station
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Size := HexSize * Hexes
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Range := Size + 1000
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Damage := Size * 32
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Reload := 16.0
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SupplyCost := Size * 16.0
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Hex.HP := 18 * HexSize
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Hex.Resistance := 0.2
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Hex.Mass := HexSize
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Requires:
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Command = 1
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Module: Default
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Module: Core
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Hex.HP := Hex.HP * 2
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Sprite: HexagonSubsystems::1
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Effector: Railgun
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Range = Range
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Damage = Damage
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Reload = Reload
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Speed = 100
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Tracking = -1
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SupplyCost = SupplyCost * Reload
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Subsystem: HyperLaser
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Name: Hyperdense Laser
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Description: A brief laser with energy densities nearly high enough to spontaneously generate matter.
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BaseColor: #f9394d
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TypeColor: #f9394d
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Picture: SubsystemButtonArt::7
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Elevation: 2
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Tags: BaseCost
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Tags: BeamBase, Rotatable, Category:Weapons
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Tags: ExteriorCore, Weapon, IsBeamWeapon, HasInternals
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Hull: Flagship, Station
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Size := HexSize * Hexes
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BeamDPS := 15.0 * Size
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Duration := 1.5
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Cooldown := 6
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Range := Size + 250
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Tracking := 0.5
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SupplyCost := Size * 4.5
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Hex.HP := 12 * HexSize
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Hex.Resistance := 0.2
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Hex.Mass := HexSize
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Requires:
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Command = 1
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Power = 10 * Size
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Module: Default
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Hex.BuildCost := Hex.BuildCost * 2
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Module: Core
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Hex.HP := Hex.HP * 2
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Hex.BuildCost := Hex.BuildCost * 5
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Hex.Mass := Hex.Mass * 5
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Sprite: HexagonSubsystems::6
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Effector: PurpleLaser
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Range = Range
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DPS = BeamDPS
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Duration = Duration
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Cooldown = Cooldown
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Tracking = Tracking
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SupplyCost = SupplyCost * Duration
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Subsystem: Laser
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Name: #LASER_NAME
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Description: #LASER_DESC
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BaseColor: #f9464d
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TypeColor: #f9464d
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Picture: SubsystemButtonArt::7
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Elevation: 2
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Tags: BaseCost
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Tags: BeamBase, Rotatable, HexLimitArc, Category:Weapons
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Tags: ExteriorCore, Weapon, DefaultUnlock, IsBeamWeapon, HasInternals
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Hull: Flagship, Station
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Size := HexSize * Hexes
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BeamDPS := 2.8 * Size
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Duration := 6
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Cooldown := 6
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Range := Size + 300
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Tracking := 0.5
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SupplyCost := Size * 0.75
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Hex.HP := 12 * HexSize
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Hex.Resistance := 0.2
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Hex.Mass := HexSize
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Requires:
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Command = 1
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Power = 5 * Size
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Module: Default
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Module: Core
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Hex.HP := Hex.HP * 2
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Hex.BuildCost := 5.0 * Hex.BuildCost
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Hex.Mass := 5.0 * Hex.Mass
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Sprite: HexagonSubsystems::6
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Effector: Laser
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Range = Range
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DPS = BeamDPS
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Duration = Duration
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Cooldown = Cooldown
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Tracking = Tracking
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SupplyCost = SupplyCost * Duration
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Subsystem: MissileLauncher
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Name: #MISSILELAUNCHER_NAME
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Description: #MISSILELAUNCHER_DESC
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BaseColor: #b746f9
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TypeColor: #b746f9
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Picture: SubsystemButtonArt::4
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Elevation: 2
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Tags: BaseCost
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Tags: WeaponBase, MissileBase, Category:Weapons
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Tags: ExteriorCore, Weapon, DefaultUnlock, IsExplosiveWeapon, HasInternals
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Hull: Flagship, Station
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Size := HexSize * Hexes
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Range := Size + 450
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Damage := Size * 20.0
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Reload := 5.0
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Speed := 55
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Tracking := 3
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SupplyCost := Size * 4.0
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Hex.HP := 18 * HexSize
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Hex.Resistance := 0.2
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Hex.Mass := HexSize
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Requires:
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Command = 1
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Module: Default
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Module: Core
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Hex.HP := Hex.HP * 2
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Hex.BuildCost := 5.0 * Hex.BuildCost
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Hex.Mass := 5.0 * Hex.Mass
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Sprite: HexagonSubsystems::7
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Effector: Missile
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Range = Range
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Damage = Damage
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Reload = Reload
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Speed = Speed
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Tracking = Tracking
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SupplyCost = SupplyCost * Reload
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Subsystem: RailgunBattery
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Name: #RAILBATTERY_NAME
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Description: #RAILBATTERY_DESC
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BaseColor: #c5f946
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TypeColor: #c5f946
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Picture: SubsystemButtonArt::2
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Elevation: 2
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Tags: BaseCost, Category:Weapons
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Tags: WeaponBase, Rotatable, HexLimitArc
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Tags: ExteriorCore, Weapon, DefaultUnlock, IsProjWeapon, IsRailgun, HasInternals
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Hull: Flagship, Station
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Size := HexSize * Hexes
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Range := Size + 350
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Damage := Size * 0.64
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Reload := 0.2
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Speed := 75 * log(Size * 0.075 + 2) / log(2)
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Spread := 0.07
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Tracking := 0.4
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FireArc := 1.5
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Pierce := 0.6
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SupplyCost := Size * 1.5
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Hex.HP := 18 * HexSize
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Hex.Resistance := 0.2
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Hex.Mass := HexSize
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Requires:
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Command = 1
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Power = 2.5 * Size
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Module: Default
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Module: Core
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Hex.HP := Hex.HP * 2
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Hex.BuildCost := 5.0 * Hex.BuildCost
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Hex.Mass := 5.0 * Hex.Mass
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Sprite: HexagonSubsystems::1
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Effector: Railgun
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Range = Range
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Damage = Damage
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Reload = Reload
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Speed = Speed
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Tracking = Tracking
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Spread = Spread
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FireArc = FireArc
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TargetTolerance = max(pi,FireArc + pi/4)
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FireTolerance = Spread * 3
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Pierce = Pierce
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SupplyCost = SupplyCost * Reload
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CapOnTarget = 24
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@@ -0,0 +1,48 @@
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Subsystem: RocketPod
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Name: Rocket Pod
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Description: A concealed tube of rockets rapidly extends, launches a volley of short range rockets, and receeds to reload.
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BaseColor: #f94694
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TypeColor: #f94694
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Picture: SubsystemButtonArt::1
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Elevation: 2
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Tags: BaseCost
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Tags: WeaponBase, MissileBase, Category:Weapons
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Tags: ExteriorCore, Weapon, DefaultUnlock, HasInternals
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Hull: Flagship, Station
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Size := HexSize * Hexes
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Range := Size + 200
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Damage := Size * 7.6
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Reload := 8
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Speed := 65
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Tracking := 6.0
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SupplyCost := Size * 4.0
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out DPS := (Damage * 8) / (Reload * 2)
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out SupplyDrain := SupplyCost / 2
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Hex.HP := 18 * HexSize
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Hex.Resistance := 0.2
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Hex.Mass := HexSize
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Requires:
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Command = 1
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Module: Default
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Module: Core
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Hex.HP := Hex.HP * 2
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Hex.BuildCost := 5.0 * Hex.BuildCost
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Hex.Mass := 5.0 * Hex.Mass
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Sprite: HexagonSubsystems::9
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Effector: Rockets
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Range = Range
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Damage = Damage
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FireDelay = Reload / 8
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PodSize = 8
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Reload = Reload
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Speed = Speed
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Tracking = Tracking
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SupplyCost = SupplyCost * (Reload / 8)
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@@ -0,0 +1,46 @@
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Subsystem: TorpedoLauncher
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Name: Torpedo Launcher
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Description: Launches massive, slow-moving, guided bombs. These bombs explode in an area around their target.
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BaseColor: #7946f9
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TypeColor: #7946f9
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Picture: SubsystemButtonArt::4
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Elevation: 2
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Tags: BaseCost
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Tags: WeaponBase, MissileBase, Category:Weapons
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Tags: ExteriorCore, Weapon, DefaultUnlock, IsExplosiveWeapon, HasInternals
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Hull: Flagship, Station
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Size := HexSize * Hexes
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Range := Size + 800
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Damage := Size * 6
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Reload := 25.0
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Speed := 40
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Tracking := 1.5
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Radius := 4.0 + (log(Size) / log(2) * 6.0)
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SupplyCost := Size * 4.0
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Hex.Mass := HexSize
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Hex.HP := 18 * HexSize
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Hex.Resistance := 0.2
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Requires:
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Command = 1
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Module: Default
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Module: Core
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Hex.HP := Hex.HP * 2
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Hex.BuildCost := 5.0 * Hex.BuildCost
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Hex.Mass := 5.0 * Hex.Mass
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Sprite: HexagonSubsystems::7
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Effector: Torpedo
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Range = Range
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Damage = Damage
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Reload = Reload
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Speed = Speed
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Tracking = Tracking
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Radius = Radius
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SupplyCost = SupplyCost * Reload
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