Novalith Cannon Damage

hi.  i'm looking for the area in the files that defines the damage of the novalith warhead.  i found the research for the novalith cannon itself, but i'm interested in the warhead stats too.  anyone have any ideas?  thanks.
6,769 views 13 replies
Reply #1 Top
The actual shot is an ability, not inherent to the building itself. Check the PLANETMODULE_ORBITALCANNONTECH (I think that's what it's called)entity file and it will list the warhead shot ability. Then you can open Buff
Reply #2 Top
There's actually like 5 files that apply to the Novalith.

PLANETMODULE_TECHORBITALCANNON.entity
AbilityTechOrbitalCannon.entity
BuffTechOrbitalCannon.entity (This is where damage USUALLY is.)
CannonShellTech.entity
BuffCannonShellTech.entity (This is where it actually is.)

Line 13.
Reply #3 Top
Yarr, silly me forgot the extra layer of the shell doing the actual damage :P
Reply #4 Top
ah, much thanks for the help, community.

it would be interesting to see someone make a mod one day where a novalith warhead would simply reduce a planet into an asteroid field, a dead asteroid, or a volcanic planet, as well as the usual catastrophic damage.
Reply #5 Top
I don't think that's possible with Sins unfortunately. Something about not being able to change a planet's type after the map has been rendered. I remember Uzii mentioning it I think.
Reply #6 Top
Yeah, it's not possible :P
Reply #7 Top
how about making the planet irradiated for a very long time then? with near-permanent fallout effect.
Reply #8 Top
how about making the planet irradiated for a very long time then? with near-permanent fallout effect.


edit: gah, sorry for doublepost. moderators can delete the extra. sorry.
Reply #9 Top
Hm, not sure. Maybe Annatar or Uzii can think of a way to flag a planet as uninhabitable for a certain amount of time. *shrug* Out of my league.
Reply #10 Top
The Novalith already does this.. it would probably be in the Shell buff file also, so you should just be able to increase the duration :P
Reply #11 Top
From the very bottom of BuffCannonShellTech.entity

finishCondition
finishConditionType "TimeElapsed"
time
Level:0 120.00000 <---this value :)
Level:1 0.000000
Level:2 0.000000




Reply #13 Top
You can set the number of finish conditions on any buff to be 0, thereby making it a permanent change.