Ship to Ship nuclear missile

I was working on a ship to ship nuclear missile a while back until I did everything that I thought that it required to make it.  I used the idea from the Tech superweapon for the missile itself and it was going to be a lvl 6 Capitol ship skill (battleship only) that does enough damage to kill a new capitol ship in one shot.  After a while of messing with it and getting no results, I scraped it.  I was wondering if anyone could make a mod like this and message me with it.

8,263 views 14 replies
Reply #1 Top

I think you will have better results if you take a look at some of the existing missile attack abilities in game. That way you can just edit the code and particle effects to get the effect you want. It shouldn't be hard. Basing it off the superweapon projectile code is bound to run you into trouble as its a whole different thing.

Reply #2 Top

I tried to add it as an individual skill but it never showed up in game.

Reply #3 Top

Use the Kol's Guass Rail Cannon, change the particle effect and up the damage. That's how I made the nuke in my BSG mod.

Reply #4 Top

I sugest u used the Tec Marza radiation abillity and change it so that is a missile and does alot of damage not only to the ship u targeted but some nerby frigates and cruiser too. And also put a giant explosion effect like when a starbase explodes also i sugest u use Bailknight Graphic mod for that cuz it just make it look cool :)

Akkan117

Reply #5 Top

use the Orgrov torpedo particle . Of course you cant really use its weapon ingame for some stupid reason but its particle looks pretty cool

Reply #6 Top

TXT
entityType "Ability"
buffInstantActionType "ApplyTargettedBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "BuffAntiModuleTorpedoesLauncher"
targetFilter
    numOwnerships 1
    ownership "Enemy"
    numObjects 2
    object "PlanetModule"
    object "StarBase"
    numSpaces 1
    space "Normal"
    numConstraints 0
range
    Level:0 9000.000000
    Level:1 0.000000
    Level:2 0.000000
effectInfo
    effectAttachInfo
        attachType "Invalid"
    smallEffectName ""
    largeEffectName ""
    soundID ""
needsToFaceTarget TRUE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "Anytime"
aiUseTargetCondition "Any"
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "AntiMatter"
antiMatterCost
    Level:0 0.000000
    Level:1 0.000000
    Level:2 0.000000
cooldownTime
    Level:0 40.000000
    Level:1 0.000000
    Level:2 0.000000
orderAcknowledgementType "ONATTACKORDERISSUED"
researchPrerequisites
    NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_ANTIMODULETORPEDOES_NAME"
descStringID "IDS_ABILITY_ANTIMODULETORPEDOES_DESCRIPTION"
hudIcon "HUDICON_ABILITY_ANTIMODULETORPEDOES"
smallHudIcon "HUDICON_ABILITY_ANTIMODULETORPEDOES"
infoCardIcon ""

use this (its the old Orgrov tropedo effect) you just need to change the target parameters and anything else you want

here are the buffs with the launcher starting first

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable TRUE
isChannelling TRUE
numInstantActions 0
numPeriodicActions 1
periodicAction
    actionCountType "Finite"
    actionCount
        Level:0 2.000000
        Level:1 0.000000
        Level:2 0.000000
    actionIntervalTime
        Level:0 1.000000
        Level:1 0.000000
        Level:2 0.000000
    buffInstantActionType "ApplyBuffToTargetWithTravelNoFilterNoRange"
    instantActionTriggerType "AlwaysPerform"
    buffType "BuffAntiModuleTorpedoesTarget"
    travelSpeed 1100.000000
    hasWeaponEffects TRUE
    weaponEffectOriginType "Targetter"
    weaponEffectAttachInfo
        attachType "Ability"
        abilityIndex 0
    weaponEffectImpactOffsetType "RandomMesh"
    canWeaponEffectHitHull TRUE
    canWeaponEffectHitShields TRUE
    weaponEffectsDef
        weaponType "Projectile"
        burstCount 1
        burstDelay 0.000000
        muzzleEffectName "Ability_AntiModuleTorpedoesMuzzle"
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 1
            sound "EFFECT_NEUTRONTORPEDO_MUZZLE"
        hitEffectName "Ability_AntiModuleTorpedoesImpact"
        hitHullEffectSounds
            soundCount 6
            sound "EXPLOSION_SUB0"
            sound "EXPLOSION_SUB1"
            sound "EXPLOSION_SUB2"
            sound "EXPLOSION_SUB3"
            sound "EXPLOSION_SUB4"
            sound "EXPLOSION_SUB5"
        hitShieldsEffectSounds
            soundCount 6
            sound "EXPLOSION_SUB0"
            sound "EXPLOSION_SUB1"
            sound "EXPLOSION_SUB2"
            sound "EXPLOSION_SUB3"
            sound "EXPLOSION_SUB4"
            sound "EXPLOSION_SUB5"
        projectileTravelEffectName "Ability_AntiModuleTorpedoesTravel"
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 4
finishCondition
    finishConditionType "AllPeriodicActionsDone"
finishCondition
    finishConditionType "OwnerChanged"
finishCondition
    finishConditionType "NoTarget"
finishCondition
    finishConditionType "TargetOwnerIsFriendly"

then the target

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit -1
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 1
instantAction
    buffInstantActionType "DoDamage"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
    damage
        Level:0 2500.000000
        Level:1 0.000000
        Level:2 0.000000
    damageAffectType "AFFECTS_SHIELDS_AND_HULL"
    damageType "PHYSICAL"
    isDamageShared TRUE
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
    finishConditionType "AllOnDelayInstantActionsDone"

Reply #7 Top

I was thinking about using the Tech Novalith Cannon missile for the missile itself and the missile do as much damage as the Nova but it can target anything...  Also, the impact will create a large flash just like the Nova did but also do some splash damage to nearby ships.

 

Trying to make a Battlestar Galactica type mod here but I only have some actual experience at doing this.  Any tips and pointers on how to do this, let me know.  I would like to know the names of all the files that I must modify to make it work and which files to duplicate and recreate (like the file for the missile and the ability so it will target ships and buildings as well as planets.)

 

If I manage to make it work, ill leave you guys a link to the files if u want to test run it although it might take a while since I have no mouse right now lol. 

Reply #8 Top

ing to make a Battlestar Galactica type mod here but I only have some actual experience at doing this. Any tips and pointers on how to do this, let me know. I would like to know the names of all the files that I must modify to make it work and which files to duplicate and recreate (like the file for the missile and the ability so it will target ships and buildings as well as planets.)
End of quote

I'll just point out that there is a Battlestar Galactica mod: https://forums.sinsofasolarempire.com/351057/page/31

Reply #9 Top

Realistically, there would be very little area damage from a nuclear weapon in the vacuum of space, because there is no atmosphere to propagate the shockwave through. While it might cause catastrophic damage to a target that was actually hit, area damage would be less than impressive.

Reply #10 Top

Lots of heat(radiation) and electromagnectic damage would ruin your blackberry XD

no shockwave very true.

however perhasp a new concept of bombs would be very possible one thats problably never been thought of .

A gravity bomb muahahahahah@! Its would send a shockwave,.. a shock wave of immense gravity muahahah!

Would damage the ship and send flying in to empty space Muahahah!

Okay i will stop now (im not evil XP) But ya perhasp something like that in the near future would be pretty interesting.

Anyway ,... :)

Akkan117

Reply #11 Top

Realistically, there would be very little area damage from a nuclear weapon in the vacuum of space, because there is no atmosphere to propagate the shockwave through. While it might cause catastrophic damage to a target that was actually hit, area damage would be less than impressive.

 

Very true.  Perhaps I wont put splash into this skill then but I might a similar one for the dreadnaught should this one be successful. Perhaps an upgraded radiation bomb that does strong(not massive) aoe damage.  The balancing part would be a pain though since I have played as the advent only once so I have relatively no idea of the weapon skills xD

Reply #12 Top

Bah, File it under the Rule of Cool and DO IT!

Reply #13 Top

Quoting Mr_Blunt3d, reply 12
Bah, File it under the Rule of Cool and DO IT!
End of Mr_Blunt3d's quote

:andrew: The Rule of Cool!!! I love it!

Reply #14 Top

Ill start on it here in a few days since I am really busy with family and with the fact that I am not at home on my computer. =/