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FTD Mod


dpelectric

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Well that provides a dilemma. Unless we want to have the Fury just be able to one shot the Dreadnought anyway. If not, we need a way to either limit the singularity torpedo to the Fury without resorting to the super heavy hard point, or differentiate the Fury enough that sending 3 Marauders with singularity torpedoes seems like a lesser option than 1 Fury.

I'm kind of out of ideas on that front. :/

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Right, putting money where my mouth is now. Here's my take on the mod:

[ATTACH]4979[/ATTACH]

This contains everything needed for the mod - research, manufacture, ufos, mission changes, crew loadouts, strings etc. It's possible I've missed a few things, and I've not tested it to make sure that it works. But I'm fairly confident it should. NOTE, HOWEVER, THAT IT WILL ONLY WORK WITH XCE v0.25+ as I've built it using the mod-loading function (this will make it easier to make alterations too, incidentally).

To be clear: I don't envisage this as being the final pass. I'm not using this as a way of closing discussion or implying that my solution is 'best'. I just wanted to make a framework that people could use and alter to get to the final product. The package contains everything that's needed; now all that needs to be done is for it to be tweaked to 'perfection'.

--

What I've done:

- The Fury is set to be unlocked by a combination of anti-gravity generator, alenium reactor and corsair (I've made the Corsair a pre-requisite for the Marauder too). This makes the Marauder and Fury parallel, albeit coming off a different tech (anti-grav vs. alloy hardening).

- The singularity torpedo has been rebranded the "gravity bomb" (and there's a vague lore-based explanation for how it works). The gravity bomb needs to be manufactured and requires anti-gravity generators to build. Since all UFOs from Cruiser upwards possess one, this should ensure the player has enough for the Fury to be useful while nevertheless limiting their application. There is also a small alenium cost per gravity bomb too. (I meant to add an anti-gravity generator to the Strike Cruiser loot, too, but forgot. This can always get added later if the anti-grav idea is run with).

- Accordingly, I've made the Fury cost the same alenium and alloys as the Marauder to build since it's usefulness is contingent on building ammunition for it.

- I've done some basic work with the Destroyer and Dreadnought. They're a bot boring, but both have powerful anti-missile defenses which make missile attacks more or less useless and have enough firepower and HP to withstand a close-range attack. Ironically, Corsairs might stand the best chance against these UFOs, but either way I think it should be fairly challenging to take them down with conventional aircraft. I really wanted to make the destroyer be able to roll, but for whatever reason it was refusing to do so vs. torpedoes (it was fine with missiles, just not torpedoes. No idea why).

- As a side-note, I've rebranded the Destroyer the "Assault Carrier" because "destroyer" isn't really an accurate description of what it does.

- I brought the research time on the Singularity Core down because it's now less useful, but increased the anti-grav generator tech slightly to compensate.

- The two new UFOs replace Cruisers and Battleships for terror missions outright, and replace landing ships and carriers for base attacks (after ticker 450, so 350-450 is still covered by landing ships).

- Accordingly, I've mostly borrowed existing crew lists. The Dreadnought uses the Battleship for Terror Missions (because Battleships are the late-game terror mission UFOs) and the Carrier for Base Attacks (for the same reason). For the Assault Carrier, it uses the Cruiser Terror mission loadout for all missions.

So that's that. Feel free to try it out or make alterations as you see fit.

(Some possible problems:

- Not sure whether the gravity bomb manufacture is going to show up as it might not be set to a tab which is currently used in game. Although maybe XCE fixed this.

- Battleships can appear now only for very late (800+) Ground Attack missions. This might screw with the late game considerably and needs addressing somehow.)

FTD Prototype.zip

FTD Prototype.zip

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My first thought is holy sh*t kabill, how the hell do you do this? It's like you're everywhere doing everything at once. Your creativity and productivity simply amaze me. I logged on here expecting to find little or no activity, and you've got a friggin' prototype mod generated, zipped, and ready to test. Wow.

I've been working a lot of hours lately and have had little free time. But I'm off part of Friday and all of Sunday, and I'm going to test this as much as I possibly can :cool:

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Ok, I won't have time til tomorrow to dl/test this, but a few thoughts/questions before heading to work...

- Not sure about calling the destroyer an assault carrier. There's already a cruiser, carrier, and strike cruiser, and with an assault carrier too the names all just sound too similar to me; I'd call it, simply, a terror ship

- Also not sure about the designation gravity bomb; a "bomb", to my mind, is dropped on ground targets. I'd stick with calling it a torpedo (even though that makes me think of subsurface weapons) since that's the terminology the game already uses.

- Can Solver change the superheavy hardpoint so it's not auto-win? I personally really like the idea of a Fury "softening up" a dreadnought, and am still concerned that an instant-kill weapon is going to compromise the whole purpose of this mod, which is to introduce more challenge and mission variety to the lategame

- Likewise, by making Furies dependent on anti-grav generators, battleship GC is now even less rewarding. There's really no incentive to assault a battleship except to bag a praetor, and not even that if you already captured one via base assault. Battleship GC is a one-time or zero-time thing. Just to throw a few ideas out, what if the singularity cannon was give a real purpose by making it considerably less ponderous to use, and greatly increasing the number of ETs on the final mission? Or setting the battleship ticker value back to 900, so you're praying for one to appear in the face of dreadnought onslaughts? Or both?

Edited by dpelectric
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Original Furies are useless. I've build 4 and I regret funds spent on this garbage. Why? - they're only useful if the targeted UFO has no escort. Otherwise you press 'engage', it says 'job done, chief!' and... it takes down an escort fighter. How freaking pathetic this is!

Do Assault Carriers and Dreadnoughts have sprites for ground combat?

Edited by Kiel
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- Not sure about calling the destroyer an assault carrier. There's already a cruiser, carrier, and strike cruiser, and with an assault carrier too the names all just sound too similar to me; I'd call it, simply, a terror ship

I actually called it an Assault Carrier because of the Strike Cruiser (i.e indicating that it's like a Carrier but different). I've no attachment to the name, though.

- Also not sure about the designation gravity bomb; a "bomb", to my mind, is dropped on ground targets. I'd stick with calling it a torpedo (even though that makes me think of subsurface weapons) since that's the terminology the game already uses.

Gravity Bomb sounded better than Gravity Torpedo to me, which is why I opted for that. But again, not especially attached to the name. What about Gravity Pulse Torpedo (which fits fine with the lore I wrote for it).

- Can Solver change the superheavy hardpoint so it's not auto-win? I personally really like the idea of a Fury "softening up" a dreadnought, and am still concerned that an instant-kill weapon is going to compromise the whole purpose of this mod, which is to introduce more challenge and mission variety to the lategame

I think there's two competing issues here. Firstly, the idea is to make Furies more useful; secondly, you want to make missions more diverse. But it you make it so that Furies can't reliably stop Dreadnoughts, Furies are back to being rubbish. You'd be better off just building Marauders instead and leaving the Dreadnoughts entirely.

I'm not sure, then, whether there's a good way to counter this. I'd be tempted, personally, to focus on making Furies useful over improving mission diversity as there's other mods that can do the latter while there's no other mods that are likely to do the former.

(I'd be interested to see how this mod would work in conjunction with Dynamic UFOs, which is already partially aimed at creating more of the special missions. I'd have thought they would work well together and I'd be tempted to make an alternative Dynamic UFOs mod which integrates this one too, when they're finished).

(Alternative thought: scrap the super-heavy weapon thing entirely and just make the Fury a super-Foxtrot with extreme speed and 4 heavy hardpoints).

- Likewise, by making Furies dependent on anti-grav generators, battleship GC is now even less rewarding. There's really no incentive to assault a battleship except to bag a praetor, and not even that if you already captured one via base assault. Battleship GC is a one-time or zero-time thing. Just to throw a few ideas out, what if the singularity cannon was give a real purpose by making it considerably less ponderous to use, and greatly increasing the number of ETs on the final mission? Or setting the battleship ticker value back to 900, so you're praying for one to appear in the face of dreadnought onslaughts? Or both?

It's worth noting that, at least with the changes I made in the download above, Battleships don't appear until ticker 800 and only then on Ground Attack missions. So they're currently quite rare anyway (this might actually be a problem).

The singularity cannon could be changed to require a singularity core. Making it the super-powerful uber-weapon would then be balanced against having to raid multiple battleships.

Alternatively/as well: have the singularity core lead to the singularity torpedo which is an unlimited replacement for the Gravity Bomb/whatever. That way, raiding a single battleship at least has some value to it.

Furies are useless. I've build 4 and I regret funds spent on this garbage. Why? - they're only useful if the targeted UFO has no escort. Otherwise you press 'engage', it says 'job done, chief!' and... it takes down an escort fighter. How freaking pathetic this is!

That's useful to know (and it's almost certainly not intentional). Wonder if it could get fixed (funny though it is to imagine a little alien fighter sacrificing itself heroically to save an alien Dreadnought from destruction).

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I actually called it an Assault Carrier because of the Strike Cruiser (i.e indicating that it's like a Carrier but different). I've no attachment to the name, though.

Certainly no biggie either way. Leave it an assault carrier

Gravity Bomb sounded better than Gravity Torpedo to me, which is why I opted for that. But again, not especially attached to the name. What about Gravity Pulse Torpedo (which fits fine with the lore I wrote for it)

Gravity Pulse Torpedo sounds much better :cool:

Alternative thought: scrap the super-heavy weapon thing entirely and just make the Fury a super-Foxtrot with extreme speed and 4 heavy hardpoints

That's the answer. Simply give it about the same speed it has now (5000kmh) and make its four gravity pulse torps combined inflict serious damage (say maybe 2000-2500 each). That scenario would provide flexibility for balancing and alleviate all my concerns about Furies being OP. Though they'd still be capable of delivering over twice as much damage as a Marauder, and would be all but mandatory against dreadnoughts. And it would also answer the point Kiel raised, which I was likewise unaware of. I'd vote to roll with that idea.

I'd be interested to see how this mod would work in conjunction with Dynamic UFOs, which is already partially aimed at creating more of the special missions. I'd have thought they would work well together and I'd be tempted to make an alternative Dynamic UFOs mod which integrates this one too, when they're finished

The same thought had crossed my mind as I watched your Dynamic mod develop in that direction. I think they'd work great together, really dealing a knockout punch to mission monotony.

It's worth noting that, at least with the changes I made in the download above, Battleships don't appear until ticker 800 and only then on Ground Attack missions. So they're currently quite rare anyway (this might actually be a problem)

Yes, I wouldn't want to see battleships being "quite rare". My whole thought was to increase battleship GC, since GH put all the work into generating the assets and, again, players typically assault exactly one. I would suggest possibly adding research and/or construction missions. This would give people more chances to grab a praetor, but if the idea about singularity cannons was merged in, having a praetor alone would no longer be enough. Lower the TU and weight requirements of singularity cannons slightly to make them actually viable as an infantry weapon, and then make them crucial to completing the final mission by adding a large number of aliens. This could address a number of issues: making singularity cores, singularity cannons, and battleships all desirable, as well as the posts I've read about the final mission being somewhat anti-climactic. The more I think about this, in fact, the more I like it, but it would need repeated testing. I have a saved game in April all ready to launch the final mission, and I'm going to try to figure out how to get my squad maybe two singularity cannons and increase the number of aliens on the mothership. I may be bugging you via PM to help me set this up so I can test it (assuming that's ok) :)

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That's the answer. Simply give it about the same speed it has now (5000kmh) and make its four gravity pulse torps combined inflict serious damage (say maybe 2000-2500 each). That scenario would provide flexibility for balancing and alleviate all my concerns about Furies being OP. Though they'd still be capable of delivering over twice as much damage as a Marauder, and would be all but mandatory against dreadnoughts. And it would also answer the point Kiel raised, which I was likewise unaware of. I'd vote to roll with that idea.

That won't work how you want it too, because there'd be no way of stopping other planes using the GPT (as it would have to not be a super-heavy weapon to not insta-kill things). Basically, using that option would get rid of the super-missile all-together.

Yes, I wouldn't want to see battleships being "quite rare". My whole thought was to increase battleship GC, since GH put all the work into generating the assets and, again, players typically assault exactly one. I would suggest possibly adding research and/or construction missions. This would give people more chances to grab a praetor, but if the idea about singularity cannons was merged in, having a praetor alone would no longer be enough. Lower the TU and weight requirements of singularity cannons slightly to make them actually viable as an infantry weapon, and then make them crucial to completing the final mission by adding a large number of aliens. This could address a number of issues: making singularity cores, singularity cannons, and battleships all desirable, as well as the posts I've read about the final mission being somewhat anti-climactic. The more I think about this, in fact, the more I like it, but it would need repeated testing. I have a saved game in April all ready to launch the final mission, and I'm going to try to figure out how to get my squad maybe two singularity cannons and increase the number of aliens on the mothership. I may be bugging you via PM to help me set this up so I can test it (assuming that's ok)

I think you're right to look towards the final mission as a way to make battleships more relevant. Similarly, I think moving battleships forwards might help, too. It would be possible to move them further forward than their current 800 position, and swapping out some carriers for battleships might work.

Assuming it's designed to work with XCE, there could even be some dynamic-UFO-lite system where battleships and carriers share mission types.

And yes, it's fine to bug me!

So gonna mod the Fury to be the super-Foxtrot, how do the "WeaponPositions" part of the aircrafts.xml work?

I'm not sure. Best bet is trial and error. Note that there's two of these variables - one controls the position of the loadout buttons in the aircraft equip screen and the other (I assume) determines where the shots are launched from relative to the plane in air combat. The latter I've not found to be especially important.

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Got called into work again today. Prob have 60 hrs this week. I don't have any time to test or do anything :mad:

That won't work how you want it too, because there'd be no way of stopping other planes using the GPT (as it would have to not be a super-heavy weapon to not insta-kill things). Basically, using that option would get rid of the super-missile all-together

Yes, I never thought of that. Well, sh*t. Are these the options then?

1. Furies could "just" have 4 fusion torps, still super-foxtrots, just not quite as super. Drop dreadnought HP accordingly

2. Keep the GPT torps as they are and increase the frequency of dreadnoughts so at least a few complete their mission

3. Bag the Fury completely as, as Dranak said, they are "a solution in search of a problem"

Thoughts?

Edited by dpelectric
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Well Kabill, since you're the most knowledgeable on the subject, could you quickly describe how the missions in X:CE work?

Strictly speaking, I think Solver would be most knowledgeable as he made the system! But anyway: basically, at any given ticker point you create a 'band' of UFOs which are given a relative chance to spawn when that mission is called. For example, a Scouting mission could be set so that from ticker point 0, there's a 50% chance of spawning a light scout or scout for the mission. At ticker point 100, you could then set a new band (which replaced the old one) with a 25% chance of light scout, 50% chance of a scout, and 25% chance of a corvette (and so on).

If you want an example of how to do this with the files, I recommend downloading the latest version of my Dynamic UFOs mod as it is entirely premised on this system. Just look in the AM_* files.

1. Furies could "just" have 4 fusion torps, still super-foxtrots, just not quite as super. Drop dreadnought HP accordingly

2. Keep the GPT torps as they are and increase the frequency of dreadnoughts so at least a few complete their mission

3. Bag the Fury completely as, as Dranak said, they are "a solution in search of a problem"

Well, option 1 is viable but I'd be concerned about the Fury just being outright better than the Marauder as a result. With four missile hardpoints it could actually be outfitted with light missiles too making it a fairly good fighter-killer. It would also require a redesign of the UFO weapons I gave to the new UFOs as they were premised on anti-missile defenses.

Option 2 I think is perfectly viable. I started a game last night using a mixture of mods and I'm sort of testing FTD - I've not added in the new UFO types but I'm running my air combat mod instead. Along with Dynamic UFOs, which should have increased the likelihood of terror missions and made them less predictable, I'm hoping this will be a vaguely similar set of circumstances. Indeed, if it goes well I might be tempted to bake the early Fury into Dynamic UFOs as standard. (Interesting thought: Battleships are more common and can appear earlier in Dynamic UFOs; it might be possible to return the singularity core as a pre-requisite).

Also, while I remember: Battleships or Dreadnoughts could replace Strike Cruisers for high-level bombing missions as an extra way of getting them in.

Option 3: Well, there's no reason to get rid of them entirely. If they're not very useful, people just won't use them (which is true currently). I think it's a shame, though: I've really liked the premise of this mod and I still think there's life in it. I still think just having them as insta-kill weapons will work, but testing will help verify that either way.

Got called into work again today.

:( Hope you get some weekend at least!

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Hey Kabill, I'm trying to integrate Dynamic UFOs and FTD using some of the ideas presented. Here is what I changed:

AM_GroundAttackKey				Value	Chancem:airplane.alien.carrier	650	80m:airplane.alien.battleship	650	20m:airplane.alien.carrier	700	60m:airplane.alien.battleship	700	40m:airplane.alien.carrier	750	30m:airplane.alien.battleship	750	70
AM_BombingRunKey				Value	Chancem:airplane.alien.bomber		0	100m:airplane.alien.strikecruiser	550	100m:airplane.alien.battleship	700	100

How do these look?

Edited by skaianDestiny
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Hey Kabill, I'm trying to integrate Dynamic UFOs and FTD using some of the ideas presented. Here is what I changed:
AM_GroundAttackm:airplane.alien.carrier	650	80m:airplane.alien.battleship	650	20m:airplane.alien.carrier	700	60m:airplane.alien.battleship	700	40m:airplane.alien.carrier	750	30m:airplane.alien.battleship	750	70
AM_GroundAttackm:airplane.alien.bomber		0	100m:airplane.alien.strikecruiser	500	100m:airplane.alien.battleship	650	100

How do these look?

Looks fine to me. Although I note that the second one says it's also Ground Attack. I assume this is a copy/paste error and it's actually the Bombing mission?

One extra thing you'll need to do is set up a crew roster for the battleship bombing mission and the carrier ground attack mission (assuming carriers don't already do ground attack missions, which I don't think they do).

To do this, go to the ufocontents folder. In all of the battleship files, add in a new column 'BombingRun' and copy the crew list from one of the other columns (not the terror mission ones!). Then, for the carrier files, do the same but with a new column 'GroundAttack'.

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Looks fine to me. Although I note that the second one says it's also Ground Attack. I assume this is a copy/paste error and it's actually the Bombing mission?

One extra thing you'll need to do is set up a crew roster for the battleship bombing mission and the carrier ground attack mission (assuming carriers don't already do ground attack missions, which I don't think they do).

To do this, go to the ufocontents folder. In all of the battleship files, add in a new column 'BombingRun' and copy the crew list from one of the other columns (not the terror mission ones!). Then, for the carrier files, do the same but with a new column 'GroundAttack'.

Thanks, turns out the carriers already have GroundAttack specified. One more thing: do UFOs higher than cruisers also drop gravity generators?

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Okay, here is what I've worked on:

https://dl.dropboxusercontent.com/u/82304502/Xenonauts/FTD.zip

List of changes from Kabill's prototype:

- Gravity Bomb has been renamed Gravity Pulse Torpedo

- Strike Cruiser now drops gravity generators

- Xenopedia entries for dreadnought and assault carrier have been named appropriately

- Battleships take part in bombing runs and ground attacks with these ticker marks:

AM_GroundAttackKey				Value	Chancem:airplane.alien.carrier	650	80m:airplane.alien.battleship	650	20m:airplane.alien.carrier	700	60m:airplane.alien.battleship	700	40m:airplane.alien.carrier	750	30m:airplane.alien.battleship	750	70
AM_BombingRunKey				Value	Chancem:airplane.alien.bomber		0	100m:airplane.alien.strikecruiser	550	100m:airplane.alien.battleship	700	100

I think that's it. Check over it to see if I screwed up anywhere.

Edited by skaianDestiny
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@skaianDestiny: Just had a quick flick through the files and everything looks in place as you've described. The Xenopedia entry for the GPT needs a slight re-write as there's still some references to it being a bomb, but that's neither here nor there and can easily be corrected in the final version. Otherwise, looks good. I think the mission changes will be very helpful.

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Guys, I was just reading through this. A Few thoughts.

1) How am I going to be-able to differentiate on the main map WHAT KIND of ship we are dealing with to determine if I send a Fury or a different ship? Currently it just says X sized target.

2) Isn't the point of the Destroyer to ESCORT larger ships? Why not make it the next tier after Heavy fighter for escorts? Let it keep it's roll ability and downing it has a nicer prize than 1 alenium or 1 Alloy.... :) Take away a "Capitol" level weapon and instead equip it with point defense and Anti Missile/Torpedo weaponry

3) If UFOs are to be re-named I would suggest focusing on the Battleship and the Dreadnought. In RW they are the same thing (A Dreadnought is a Battleship with a uniform primary armament, not mixed calibers as primary armament.) Suggest Battlecruiser (Replace Battleship) and Battleship (Replace Dreadnought.) This is more thematically correct (The current battleship is smaller and faster than the proposed Dreadnought but has an analogous level of fire power.)

4) Is there any way to eliminate the AUTO COMPLETE for the Fury? IE make Super Heavy weapons not insta-kill? I would love to use the Fury as a Torpedo Bomber in mixed squadrons where I control it.

I realize that Xenonaughts has very little to do with Real Life but thought maybe these were things worth mentioning before heavy coding hits this mod.

Edited by Pappystein
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Guys, I was just reading through this. A Few thoughts.

Apparently you haven't read through all of it.

1) How am I going to be-able to differentiate on the main map WHAT KIND of ship we are dealing with to determine if I send a Fury or a different ship? Currently it just says X sized target.

Um, this is really easy to do if you actually pay attention. The game outright tells you what UFO it is if you have the quantum whatever building, which you should have once the larger ships go come, and even before that you can ID a UFO with the speed that is listed with the pop-up.

2) Isn't the point of the Destroyer to ESCORT larger ships? Why not make it the next tier after Heavy fighter for escorts? Let it keep it's roll ability and downing it has a nicer prize than 1 alenium or 1 Alloy.... :) Take away a "Capitol" level weapon and instead equip it with point defense and Anti Missile/Torpedo weaponry

This is what I was trying to go for with my Destroyer load out, which was a combination of the "bomber" UFOs and the fighter UFOs.

3) If UFOs are to be re-named I would suggest focusing on the Battleship and the Dreadnought. In RW they are the same thing (A Dreadnought is a Battleship with a uniform primary armament, not mixed calibers as primary armament.) Suggest Battlecruiser (Replace Battleship) and Battleship (Replace Dreadnought.) This is more thematically correct (The current battleship is smaller and faster than the proposed Dreadnought but has an analogous level of fire power.)

Eh, dreadnought sounds cooler than battleship. Much more menacing. And besides, why should the aliens call their ships by the same naming scheme we do? And even though its the humans who are classifying the things, they aren't beholden to the same classifications considering that these are not water ships but space ships.

4) Is there any way to eliminate the AUTO COMPLETE for the Fury? IE make Super Heavy weapons not insta-kill? I would love to use the Fury as a Torpedo Bomber in mixed squadrons where I control it.

Yeah, if you read the last couple of pages this was a pretty big subject of debate. It's hard-coded into the game that any weapon with the "super-heavy" attribute will instakill anything. The only way to get around this is to give the Fury heavy hard points, and that defeats the purpose considering we want the Fury to be relevant.

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Doublepost, but I wrote up a short blurb for the Xenopedia entry for the dreadnought. I also edited the weapon values from Kabill's version to better match the vanilla weapon schemes.

If the Battleship was a thunderstorm, then the Dreadnought is a typhoon. I have reason to believe that the Dreadnought is the aliens’ most powerful ship class in the alien fleet.

The vessel is even faster and armored than a Battleship, cruising at 48 hundred kilometers an hour and sporting hardened alenium plating more than a meter thick. Its armament is even more impressive. Not only does it have a powerful forward-facing beam that is capable of annihilating skyscrapers, it also has a point-defense system that renders our missiles and torpedoes useless.

Battling this beast with conventional interceptors is highly unadvised. Even our venerable Marauders are unable to keep up with this vessel, and even if they were able to catch one their weaponry is outmatched and they will be easily swatted aside. Not all is lost however. Our Furies are capable of intercepting these vessels and the Gravity Pulse Torpedo can be detonated out of the effective range of the point-defense system. Although it is regrettable that the technology contained within is lost, even I understand sacrifices must be made in the battle against extinction.

Dreadnought weapons:

Dreadnought BeamDamage:		100Range:		6000ROF:		0.1Firing Arc:	180[i]Everything else unchanged[/i]
Dreadnought CannonDamage:		1500Range:		9000ROF:		1Firing Arc:	10[i]Everything else unchanged[/i]

Thoughts?

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