Actually, I just figured something out, it's only the modules that dont work if you put the special ability in them. However, if you make a new weapon and copy the
"
Vampire"
Ability in the weapon then you can equip it, havent been able to find out if it works yet though....but for some reason all the enemy AI's equiped it instead of any other weapon (probably because I set the amount of damage it deals to 78 and made it require a simple tech upgrade to learn it b.c I'm lazy) LOL
Do you also have ideas about procedures that will make AIs able to use and defend against that new stuff?BR, Iztok
Well I'm making a Nano Robotic race where their ships leech energy from other life forms and require 0 Logistics points but their ships have low HP
but a few of the ideas I came across when exploring the game were these:
Weapon types:
- Tri-Gun:
classified as all 3 weapon types (beam/gun/missile)
Description: it shootes out homing mass projectiles that follow enemy ships and shoot mass amounts of stored energy at them then explode on impact.
- Omega Blaster:
only 1 can be equipped per ship, Enemy attacks you before you can use it in a battle, Can only fire once per battle.
Description: Has a reactor that generates the amount of energy the size of 10 supernovas. It concentrates the energy into a small worm-hole where all the enegry is released then shot out instantaneously ripping a long line open through space destroying anything near it.
Type: Mass Driver
Purpose: Mainly used for defending against ships in fleets with high amounts of armor or invading planets with lots of defending ships.
- Energetic Prohibitor:
Renders all targets weapons inaffective for a round, can only equip 1 per ship
Description: Depletes all energy from one ship preventing its weapons from being used in battle
Type: All
Use: meant to prevent the Omega Blaster from firing
Shield types:
- R.E.S. XS: (Reverse-Energy Shield Exo Sceleton)
Absorbs all classes of damage.
Description: any type of energy that is created on the exterior of the ship is partially absorbed
Use: Defence against the Tri-gun or E.P
Ship Modules:
- Parasitic:
Ship drains HP from enemy ships and becomes stronger
Ship cant attack until it upgrades to another ship
ship cant upgrade until it reaches a desired level
(could do this one just with experience points so it retains its HP)
- N.R.R.S: (Nano Robotic Restoration System)
Ship regenerates its HP (but only after battle)
Description: With the ships structure stored in memory, Nano Robotic drones will know exactly what needs to be repaired with salvaged debris from battle.
- Nano Reconstruction:
Brings a ship back to life on your homeworld
Takes a year to rebuild
- Decoy:
Makes ship the highest initiative to attack in a fleet
Use: Prevents other ships in a fleet from being destroyed first
Star Base Modules:
- Mind Cloud: (influence)
The sector in which the Star Base that this module is built upon remains uncovered by all foreighn ships. Ships that pass through it have their sensors reduced to 1.
- Repair Beam: (military)
Player ships that are damaged within range repair X% of their total HP every week.
and thats enough typing for today lol.
Dont know if any of this stuff is even possible though.