I need a bit of help from the community. I'm trying to figure out a way to disable a single type of weapon on a ship while leaving all of it's other armaments intact, but I've run into a mental brick wall.
The weapon in question is physical while the others are energy, so I tried reducing the "physicaldamageofdamagedealer" by 100-10000%. All that did was lower the damage while the ship continued to fire. I'll also add there was still minimal damage from the torpedoes, so something could have been amiss with that attempt. I tried removing antimatter each time the physical weapon was fired (as a long shot), hoping that once the antimatter was depleted the ship would stop firing; that failed as expected. I've been through the list of buff-related enumerations a couple of times, and I'm at a temporary road block.
I feel like there must be a way, but it's going to be a creative solution. I've thought about the firing constraint, but I'm only aware of three options: none, starbase upgrade, and research. I think there might be some validity to exploring the research path, but I haven't done that yet.
Is there something I'm missing, like an entity modifier that changes weapon ranges for physical weapons only? Or maybe a way to bypass the disabled weapons bool modifier for a specific type of weapon?
Any thoughts would be helpful. Thanks!