Missile Functionality using SetTacticsMults

I may be late to the party with this one, but I suspect mods like Continuum will find it useful if they don’t already have it implemented. You can use the SetTacticsMults functions introduced in 2.0 to change the yield/endurance of your missiles and mines.

The missile will inherit the Stance (Aggressive, Evasive, Neutral) of the ship when the missile is fired. So, in true Star Trek style, your first shot can be fired in Neutral and be a long slow burn that does minimal damage. Then you can switch to Aggressive and start firing high yield, fast torpedoes with short lifetimes.

Here’s the full list of known values so far:

setTacticsMults(NewShipType, "MAXSPEED", 1.0, 1.10, 1.0)
setTacticsMults(NewShipType, "ENGINEACCEL", 1.0, 0.80, 1.0)
setTacticsMults(NewShipType, "ENGINEBRAKE", 1.0, 1.0, 1.0)
setTacticsMults(NewShipType, "THRUSTER", 1.0, 1.0, 1.0)
setTacticsMults(NewShipType, "THRUSTERACCEL", 1.0, 0.80, 1.0)
setTacticsMults(NewShipType, "THRUSTERBRAKE", 1.0, 1.0, 1.0)
setTacticsMults(NewShipType, "ROTATION", 1.0, 1.10, 1.0)
setTacticsMults(NewShipType, "ROTATIONACCEL", 1.0, 1.10, 1.0)
setTacticsMults(NewShipType, "ROTATIONBRAKE", 1.0, 1.0, 1.0)
setTacticsMults(NewShipType, "WEAPONACCURACY", 1.0, 1.0, 1.0)
setTacticsMults(NewShipType, "WEAPONDAMAGE", 1.20, 1.0, 1.0)
setTacticsMults(NewShipType, "BULLETSPEED", 1.15, 1.0, 1.0)
setTacticsMults(NewShipType, "DAMAGEAPPLIED", 1.10, 0.90, 1.0)
setTacticsMults(NewShipType, "FIRERATE", 1.0, 1.25, 1.0)
setTacticsMults(NewShipType, "EXPIRETIME", 1.0, 0.75, 1.0)
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Awesome!!!
@Nathanius

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Oh wow these apply to missiles too? :open_mouth:

I have these set up on the ships, will play around with this for missiles :smiley:

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Yup, in fact I didn’t know about the “expiretime” value until I found it in one of the missile files. Here’s a test using the following values:

setTacticsMults(NewShipType, "MAXSPEED", 2.0, 1.0, 0.5)
setTacticsMults(NewShipType, "WEAPONDAMAGE", 500, 1.0, 1.0)
setTacticsMults(NewShipType, "EXPIRETIME", 1.0, 1.0, 0.1)
setLeading(NewShipType, 1.0, 500, 1000) 
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What’s this for? :thinking:

It seems to smooth out the derpiness of the missile lockons. Several different .miss files have examples, if you want to get a sense of the range of values used.

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