- Delayed charge reloading: basically what it says on the tin, more specifically is there a way to prevent charges from reloading until the weapon reaches 0 ammo and then have the weapon be unavailable until all its charges are available again and wether its recharge speed can be altered if it can be
As I have not seen anyone do this before I guess it is really hard or impossible at the moment.
How about tweaking a gun's stats such that the "chargedown" value equals a time interval just a wee bit longer than the time required for the "ammo/sec" value to refill from zero charges to the max # of charges?
It's pretty much the converse of what you asked, though - instead of stopping the
reload process, it put a brake on the
firing process until the energy cell is holding the maximum number of charges again. I know that's not what you asked for, but it's the only way I can quickly think of that approaches what you requested and doesn't require the devs to change anything.
As for recharge speed for ammo-limited weaps, any kind of reload interval you want can be had though putting the right number into the "ammo/sec" column, and even though that's easy it's also a really tedious process. Allow yourself plenty of time for trial-and-error.
- Change Weapon properties on a large scale: more specifically change the muzzle velocity of the projectiles depending on the damage type (lets say have kinetic go faster and HE go slower) as well as toss out the window shield damage efficiencies (all damage types do even damage to shields I.E. without multipliers)
Muzzle velocities and damage type are just numbers in a spreadsheet, however if you want to get rid of kinetic damage bonuses to sheild that will require some coding.
As far as damage to shields goes, how about simply altering every weapon's damage type to
Energy? That would be regardless of the
mount type of the weapon. There's already official precedent for that (Mjolnir Cannon - large
ballistic mount, but inflicts energy damage).
If you mass-mod all weapons to cause only energy damage, the actual number of damage points per successful hit would be the same regardless of whether a weapon strikes shields, armor or naked hull itself. Shields will no longer take extra damage from kinetics. Sure, there's no longer any bonuses for damage, but neither are there any penalties - it's very democratic, and promotes new tactical thinking.
As for making all guns' muzzle velocities the same, that's no harder than copying the same value to every cell in the game's "proj speed" column - super fast for you to do.
For applying the same mass-modding to missiles, give them the same "proj speed" as the other pew-pew weaps, AND make all of them have the same "launch speed" value (say, between 100 and 150?).
And for energy weapons that fire as continuous beams rather than discrete shots, change "beam speed" to match the other guns' new "proj speed".
- Get rid of CR timers on frigates
Yes, very easy, just a number in a spreadsheet.
Right indeed - it practically takes more time to describe this stuff than to actually do the changes. Just delete all the numbers you see for frigate-class hulls in
ship_data.csv spreadsheet columns AK ("peak CR sec") and AL ("CR loss/sec"). Note that the Buffalo Mark 2
destroyer also has a CR timer.
safety tip: back-up your vanilla game's
weapon_data.csv file before you attack it!
(Edit: changed hyphen to underscore in a .CSV filename)