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- Fix missing weapon tags
- Updated for Stellaris 3.8
Thanks!
- Update damage and hp/armor/shield values for torpedoes to bring them back in line with the primary mod
- Updated for Stellaris 3.6
ESC adds biological / psionic / nanite, but because of the way the turrets are coded - unless you do overwrites like this mod - the first listed weapon type has to vanilla (thus, without this addon, ESC weapons of aforementioned types are actually something like "energy, psionic")
NSC2's file which provides the titanic_turret template is named nsc_component_slots_turrets.txt, whereas ESC's is esc_turrets.txt.
As ESC's file starts with an e, and the game will take the last in alphabetical order (assuming the exact file is not overwritten, in which case it would be mod load order), the titanic_turret template will take NSC2's over ESC's.
- Fix wrong damage stats on gray goo torpedo
Also: Ty for the clarification = w=)
No, strange matter warhead remains energy + explosive even with this mod - it's one of the few exceptions to no-multi-type 'rule' this addon brings. Biological, psionic and nanite weapons, though, do lose their "secondary" types, though.
Also: Is this mod supposed to change weapons that have double tags such as the Strange Matter Warhead that has Explosive,Energy damage types or am I misunderstanding the description?
(keep up the good work ' w')b)
but good to know that I didn't somehow mess something up on accident.
thank you for looking into the issue for me
Still, it's strange that this happens only for one (vanilla) shipset since turret definitions don't reference any but "size" and "weapon type". Can you, perhaps, confirm that the issue you're talking about happens only with Aquatics?