So after learning that there were somewhat successful anti-ship missiles in WWII, I thought that it could be a good replacement or possible new branch in 1.3 if I heard right, we can create a lot more brigades and units.
Here is a ASM wiki:
http://en.wikipedia.org/wiki/Ship_to_ship_missile
So anyway, I've never made new technology or units before so I'm running in the dark and making assumptions about it.
Here is some very early code:
ASM - Brigade stats
Early technology stuff:
I do know that I need to learn a lot more, like how to position the technology correctly, and with the component id's, will they need to be completely unique? Where are the technology names kept? Is there a document I can look at?
Also, would this type of technology be warranted in vanilla or any mod?
Here is a ASM wiki:
http://en.wikipedia.org/wiki/Ship_to_ship_missile
So anyway, I've never made new technology or units before so I'm running in the dark and making assumptions about it.
Here is some very early code:
ASM - Brigade stats
Code:
# 0 - Early Short Range ASM
model = {
cost = 1.0
buildtime = 200
manpower = 0.0
surfacedetectioncapability = 0
airdetectioncapability = 0
subdetectioncapability = 0
airdefence = 0
seaattack = 2
convoyattack = 6
subattack = 0
airattack = 0
shorebombardment = 0
distance = 2
supplyconsumption = 0.8
fuelconsumption = 0
upgrade_time_factor = 1.0
upgrade_cost_factor = 1.0
}
# 1 - Improved Short Range ASM
model = {
cost = 1.2
buildtime = 200
manpower = 0.0
surfacedetectioncapability = 0
airdetectioncapability = 0
subdetectioncapability = 0
airdefence = 0
seaattack = 4
convoyattack = 8
subattack = 0
airattack = 0
shorebombardment = 0
distance = 4
supplyconsumption = 0.8
fuelconsumption = 0
upgrade_time_factor = 1.0
upgrade_cost_factor = 1.0
}
# 2 - Medium Range ASM
model = {
cost = 1.4
buildtime = 200
manpower = 0.0
surfacedetectioncapability = 0
airdetectioncapability = 0
subdetectioncapability = 0
airdefence = 0
seaattack = 6
convoyattack = 10
subattack = 2
airattack = 0
shorebombardment = 0
distance = 6
supplyconsumption = 1.0
fuelconsumption = 0
upgrade_time_factor = 1.0
upgrade_cost_factor = 1.0
}
# 2 - Long Range ASM
model = {
cost = 2.0
buildtime = 240
manpower = 0.0
surfacedetectioncapability = 0
airdetectioncapability = 0
subdetectioncapability = 0
airdefence = 0
seaattack = 8
convoyattack = 14
subattack = 4
airattack = 0
shorebombardment = 0
distance = 10
supplyconsumption = 1.5
fuelconsumption = 0
upgrade_time_factor = 1.0
upgrade_cost_factor = 1.0
}
Early technology stuff:
Code:
########
Draft ASM Technology
########
# Anti-Ship Missile Concept
application =
{ id = 8500
name = TECH_APP_SW_12_NAME
position = { x = 552 y = 203 }
picture = "7120"
year = 1944
# Early Naval Missile Battery System
component = { id = 7121 name = TECH_CMP_SW_12_1_NAME type = rocketry difficulty = 10 }
# Early Airframe Missile Racks
component = { id = 7122 name = TECH_CMP_SW_12_2_NAME type = aeronautics difficulty = 8 }
# Multi-stage Test Flights
component = { id = 7123 name = TECH_CMP_SW_12_3_NAME type = aeronautics difficulty = 8 }
# Early Radio Guidance System
component = { id = 7124 name = TECH_CMP_SW_12_4_NAME type = electronics difficulty = 9 }
# Early Short Range ASM Testing
component = { id = 7125 name = TECH_CMP_SW_12_5_NAME type = technical_efficiency double_time = yes difficulty = 10 }
required = { 7110 }
effects =
{ command = { type = new_model which = ASM value = 1 }
}
}
# Anti-Ship Missile Improvements
application =
{ id = 8510
name = TECH_APP_SW_12_NAME
position = { x = 552 y = 203 }
picture = "7120"
year = 1945
# Naval Missile Battery System
component = { id = 7121 name = TECH_CMP_SW_12_1_NAME type = rocketry difficulty = 10 }
# Airframe Missile Racks
component = { id = 7122 name = TECH_CMP_SW_12_2_NAME type = aeronautics difficulty = 8 }
# Improved Fuel Supply
component = { id = 7123 name = TECH_CMP_SW_12_3_NAME type = aeronautics difficulty = 8 }
# Improved Radio Guidance System
component = { id = 7124 name = TECH_CMP_SW_12_4_NAME type = electronics difficulty = 9 }
# Improved Short Range ASM Testing
component = { id = 7125 name = TECH_CMP_SW_12_5_NAME type = technical_efficiency double_time = yes difficulty = 10 }
required = { 7110 }
effects =
{ command = { type = new_model which = ASM value = 2 }
}
}
I do know that I need to learn a lot more, like how to position the technology correctly, and with the component id's, will they need to be completely unique? Where are the technology names kept? Is there a document I can look at?
Also, would this type of technology be warranted in vanilla or any mod?