Text and it's meanings
Gameinfo
Research
Ship basic information,
Ability's
Cost,Time,amount of suport points stuff like that.
PlayerX
Given Quests
All kinds of Modules
Stars
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String
Name of a Item
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Window
Brush and box information
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Mesh
Color of a item
3D information
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TXT
entityType "CapitalShip"
ability:0 "AbilityTelekineticPush"
ability:1 "AbilityPsiCommand"
ability:2 "AbilityEnergyWeaponBoost"
ability:3 "AbilityIllusionFighters"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
autoJoinFleetDefault TRUE
canBomb TRUE
hasBombingLevels FALSE
baseDamage 36.500000
basePopulationKilled 1.425000
bombingFreqTime 10.000000
baseRange 3000.000000
bombTransitTime 12.000000
bombEffectCount 3
bombEffectAngleVariance 15.000000
bombEffectsDef
weaponType "Projectile" Type of Bombing and FX
burstCount 1
burstDelay 0.000000
muzzleEffectName "Weapon_PsiCapitalPlanetBombing_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound "WEAPON_PSI_PLANETBOMB_MUZZLE"
hitEffectName "Weapon_PsiCapitalPlanetBombing_Hit"
hitHullEffectSounds
soundCount 3
sound "EXPLOSION_SUB4"
sound "EXPLOSION_SUB4_ALT1"
sound "EXPLOSION_SUB4_ALT2"
hitShieldsEffectSounds
soundCount 3
sound "EXPLOSION_SUB4"
sound "EXPLOSION_SUB4_ALT1"
sound "EXPLOSION_SUB4_ALT2"
projectileTravelEffectName "Weapon_PsiCapitalPlanetBombing_Travel"
mainViewIcon "MAINVIEWICON_CAPITALSHIP_PSICARRIER"
basePrice
credits 3000.000000
metal 400.000000
crystal 250.000000
slotCount 50.000000
BuildTime 75.000000
MaxHullPoints
StartValue 2075.000000
ValueIncreasePerLevel 85.000000
MaxShieldPoints
StartValue 1600.000000
ValueIncreasePerLevel 175.000000
HullPointRestoreRate
StartValue 1.500000
ValueIncreasePerLevel 0.100000
ShieldPointRestoreRate
StartValue 3.000000
ValueIncreasePerLevel 0.200000
ArmorPointsFromExperience
StartValue 3.500000
ValueIncreasePerLevel 0.350000
maxMitigation
StartValue 0.65
ValueIncreasePerLevel 0.01111
MaxAntiMatter
StartValue 270.000000
ValueIncreasePerLevel 30.000000
AntiMatterRestoreRate
StartValue 0.850000
ValueIncreasePerLevel 0.090000
CultureProtectRate
StartValue 0.300000
ValueIncreasePerLevel 0.050000
NameStringID "IDS_CAPITALSHIP_PSIC" Means it is in the STRING file undername IDS_CAPITALSHIP_PSICARRIER_NAME
DescriptionStringID "IDS_PSIC_DESCRIPTION" Means it is in the STRING file undername IDS_CAPITALSHIP_PSIC_Description
picture "CAPITALSHIPPICTURE_PSICARRIER" means it's in Window\Brush\ship data
Prerequisites
NumResearchPrerequisites 0
roleType "Invalid"
statCountType "CapitalShipCarrier"
numRandomDebrisLarge 5
numRandomDebrisSmall 14
numSpecificDebris 0
armorType "CapitalShip"
hudIcon "HUDICON_CAPITALSHIP_PSICARRIER" Same deal
smallHudIcon "HUDICONSMALL_CAPITALSHIP_PSICARRIER" Icon can be found in the Window
infoCardIcon "INFOCARDICON_CAPITALSHIP_PSICARRIER" same deal
minZoomDistanceMult 1.000000
NumWeapons 2
Weapon
WeaponType "Beam" Weapon information and FX
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "OVERTIME"
DamageType "ENERGY"
WeaponClassType "BEAM"
DamagePerBank:FRONT 0.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 70.000000
DamagePerBank:RIGHT 70.000000
Range 5000.000000
PreBuffCooldownTime 7.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 1.000000
TravelSpeed 0.000000
Duration 2.500000
WeaponEffects
weaponType "Beam"
burstCount 1
burstDelay 0.000000
muzzleEffectName "Weapon_PsiCapitalBeamMedium_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "Weapon_PsiCapitalBeamMedium_Hit"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "WEAPON_PSICAPITALBEAMMEDIUM_TRAVEL"
beamGlowTextureName "PsiCapitalBeam_Glow"
beamCoreTextureName "PsiCapitalBeam_Core"
beamWidth 20.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000
Weapon
WeaponType "Projectile"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "ENERGY"
WeaponClassType "LASERPSI"
DamagePerBank:FRONT 0.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 45.500000
DamagePerBank:RIGHT 45.500000
Range 5000.000000
PreBuffCooldownTime 6.500000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.300000
TravelSpeed 4000.000000
Duration 0.000000
WeaponEffects
weaponType "Projectile"
burstCount 6
burstDelay 0.200000
muzzleEffectName "Weapon_PsiCapitalLaserLight_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 3
sound "WEAPON_PSICAPITALLASERLIGHT_MUZZLE"
sound "WEAPON_PSICAPITALLASERLIGHT_MUZZLE_ALT1"
sound "WEAPON_PSICAPITALLASERLIGHT_MUZZLE_ALT2"
hitEffectName "Weapon_PsiCapitalLaserLight_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_ENERGYLIGHT_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICLIGHT_HITSHIELDS"
projectileTravelEffectName "Weapon_PsiCapitalLaserLight_Travel"
m_weaponIndexForRange 0
mass 10000.000000
ShieldMeshName "Shield_PsiCarrier" the Shield Mesh under mesh
maxAccelerationLinear 100.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 1.000000
maxDecelerationAngular 9.999996
maxSpeedLinear 500.000000
squadTypeEntityDef:0 "SquadPsiCombat"
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 "SquadPsiBomber"
squadAntiMatterCost:1 0.000000
NumSoundsFor:ONATTACKORDERISSUED 3
SoundID "CAPITALSHIP_PSICARRIER_ONATTACKORDERISSUED_0"
SoundID "CAPITALSHIP_PSICARRIER_ONATTACKORDERISSUED_1"
SoundID "CAPITALSHIP_PSICARRIER_ONATTACKORDERISSUED_2"
NumSoundsFor:ONCREATION 1
SoundID "CAPITALSHIP_PSICARRIER_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "CAPITALSHIP_PSICARRIER_ONGENERALORDERISSUED_0"
SoundID "CAPITALSHIP_PSICARRIER_ONGENERALORDERISSUED_1"
SoundID "CAPITALSHIP_PSICARRIER_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "CAPITALSHIP_PSICARRIER_ONSELECTED_0"
SoundID "CAPITALSHIP_PSICARRIER_ONSELECTED_1"
SoundID "CAPITALSHIP_PSICARRIER_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "CAPITALSHIP_PSICARRIER_ONSTARTPHASEJUMP_0" Sound it plays by encounter
MeshName "CapitalShip_PsiCarrier" means it is a file in the Mesh witch have the FX effects
ExhaustParticleSystemName "Exhaust_PsiCarrier" means the Particles it need to display for variasion of things
ExplosionName "CapitalShip0"
CommandPoints
StartValue 2.000000
ValueIncreasePerLevel 0.500000
weaponCooldownDecreasePerc
StartValue 0.000000
ValueIncreasePerLevel 0.020000
weaponDamageIncreasePerc
StartValue 0.000000
ValueIncreasePerLevel 0.060000
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_PSICAPITALSHIP"
formationRank 2
minShadow 0.000000
maxShadow 0.500000
defently is more to it but it gives a brake down of things
