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Faction Trait to change a specific weapon module stats

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7 years ago
Jun 27, 2017, 7:37:26 PM

Hello to all, 


I'm wondering if its possible to create a faction trait that changes the stats of a specific weapon module.     I know its possible to change the damage on all weapons using a trait but I've had no luck changing a specific weapon.


As an example, I thought the following would do it but it appears to not work or I have the format wrong in someway.


<BinaryModifier TargetProperty="Damage"  Operation="Addition"  Left="$(ModuleWeaponLaser5Strategic6)"  BinaryOperation="Multiplication" Right="2"  Path="ClassShip/ClassSection/ClassModuleWeapon,ClassModuleWeaponLaser" />

Any help or suggestions would be greatly appreciated.

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7 years ago
Jul 1, 2017, 10:58:47 PM

It would likely be easier to create a new weapon module and have the FactionAffinity as a prerequisite so that only one faction has it/can research it.


What is the end effect you're looking for?

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7 years ago
Jul 2, 2017, 10:34:09 PM

Hi, Thanks for the reply.


The end effect being that certain weapons, shields, armor plating can be made stronger if desired without the A.I being able to have the same effect.    


So with the ease of just adding a trait, have as an example the damage per second and crit chance of the Extreme Anti-Gluon Beam be double its default numbers.     

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7 years ago
Jul 5, 2017, 10:34:17 PM

Alright, so I got it to work, but it was a pain. The fun part is that you don't know that the weapon has better damage until it's been assigned to the ship. Not exactly sure why that is. Presumably that's when the Traits kick in? More testing is required on that point. 


I'll work up an example mod and post it up.  


Note: This method will work with some properties, probably most, but not all. For example, modifying range is a whole different ball game.

Updated 7 years ago.
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