Hello i was reading this tutorial here which appears outdated
http://www.freeorion.org/index.php/Effe ... al#Example
this line here shows that there was previously a number of shots type that could be set.
Is this no longer valid i.e. can it no longer be done or is it just a new syntax that must be used.A new weapon
name = "TUT_WEAPON"
description = "TUT_WEAPON_DESC"
class = ShortRange
damage = 4
shots = 1
mountableSlotTypes = External
buildcost = 25 * [[FLEET_UPKEEP_MULTIPLICATOR]]
buildtime = 2
location = OwnedBy empire = Source.Owner
icon = ""
class defines what kind of part this is: a short range weapon, a fighter weapon, a piece of armor, etc.
For direct fire weapons (ShortRange), there is a primary stat of damage and a secondary stat of shots.
damage refers to the amount of damage for each shot.
shots is how many times this part shoots during each combat round, this may be omitted and defaults to 1.
The FighterHangar class has a primary stat capacity and a secondary damage.
I wanted this to script it for simulating weapons for, fighter, flack, or low penetrating high rof weapons on low armored or in this case low shielded targets. Ive been altering the balance for weaponry which is very bland by simple consideration of what is available currently. Such that the implementation i wish to put in place is as follows, under the following doctine.
The idea... Smaller weapons can do more damage against weakly or non shielded targets. While single shot weapons only firing have as often doing double damage have less damage deflected by shielding. So that shields in this game serve as true damage deflection armor. Armor could then serve as choice to bolstering hp against high penetration weapons when lower damage multi firing weapons are in play.
For this i need multiple shots then by that alone i can create sub classed ships. High dpm multishot ships example.
Fighter x3 damage 10 = 30 max dpr
(30 total damage vs un-shielded), (12 total damage vs a shield rating of 6).
Capital ship 1x damage 25 = 25 max dpr
(25 total damage vs un-shielded), (19 total damage vs a shield rating of 65).
So i could effectively have 4 subclasses
small high dpm.
small high penetrating
large standard high penetration cap ships.
large higher anti small ships high dpm weapons less armor, but more vulnerable to other cap ships.