Vanilla Ship Weapon recipe etc fixes , Vanilla Ship weapon name tweaks/decluttering, Standalone 1 power unit versions of the vanilla ship weapon systems. + few extras.
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Changelogs
Version 2.0a
26/12/23 Added custom ammo/projectiles/explosions for NMW Weapons. ALL NMW Turrets cost 2 , 6 is the hardcoded max that can fire at the same time atm. Missiles have had their dmg scaling issues fixed. RoF is back to vanilla. Fixed a couple of price errors. Removed a couple of unneeded reference forms.
Version 1.0
19/12/23 Initial release.
23/12/23 1.1 MAIN - Fixed Weapon entries for MKE-9TA (now pointing to a "turret" version of the vanilla assigned MKE-9A with adjusted stats) Adjusted Marauder 115N railgun turret stats to be equal and not greater than the 115N railgun.
--In terms of damage (per power unit) the following will be a rule of thumb going forward: Auto Turrets ≤ Auto version of the same model and Turrets ≤ manual version of the same model.
All in one (Ain1) - Fixed stats of NMW Disruptor 3320-TA Neutron Beam & NMW Blaze 2GWSX-TA Laser
--No modular updates until Ain1 is finalised in terms of correcting errors.. until then, it's a waste of my time.
NEW FILE: An "update" patch for NMW Turrets to cost 2 with roughly adjusted stats. This will probably become the default NMW cost for turrets going forward in order to make sure all turrets fire at all times...stats will be finetuned and the patch incorporated to Ain1after all other error corrections take place.