This is for Diplomacy and Entrenchment,
Weapon
WeaponType "Projectile" <--- How it acts
damageEnums
AttackType "CAPITALSHIP" <----Armor damage modifier
DamageAffectType "AFFECTS_SHIELDS_AND_HULL" <-----Effect
DamageApplyType "BACKLOADED" <----damage application
DamageType "ENERGY" <------Energy or Physical
WeaponClassType "LASERTECH" <------Name and research application
DamagePerBank:FRONT 146.000000 <-----damage per bank
DamagePerBank:BACK 146.000000
DamagePerBank:LEFT 146.000000
DamagePerBank:RIGHT 146.000000 <-----see above
Range 8000.000000 <----range
PreBuffCooldownTime 5.000000 <-----cooldown between volleys
CanFireAtFighter FALSE <---- Is it able to shoot at fighters?
SynchronizedTargeting FALSE <----do the travel/beam effects all hit the same point at the same time?
PointStaggerDelay 0.150000 <-----What does this do?
TravelSpeed 4000.000000 <-----how fast the projectile moves
Duration 0.000000 <----how long the beam lasts for
fireConstraintType "CanAlwaysFire" <-----constraints
WeaponEffects
weaponType "Projectile" <------how it looks
burstCount 5 <---- How many shots per volley (This one spawns 5 shots from each meshpoint)
burstDelay 0.350000 <-----How long it is between shots in a volley
muzzleEffectName "Weapon_TechCapitalLaserMedium_Muzzle" <----Particle effect linkage
muzzleSoundMinRespawnTime 0.300000 <-----sound minimum respawn time
muzzleSounds
soundCount 3
sound "WEAPON_TECHCAPITALLASERMEDIUM_MUZZLE"
sound "WEAPON_TECHCAPITALLASERMEDIUM_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALLASERMEDIUM_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalLaserMedium_Hit" <-----Particle effect linkage
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_ENERGYMEDIUM_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICMEDIUM_HITSHIELDS"
projectileTravelEffectName "Weapon_TechCapitalLaserMedium_Travel" <------Particle Effect linkage
Now on to banks,
TargetCountPerBank:FRONT 4 <----This starbase can target up to 4 targets with all of its weapon systems (for example, if there are 4 scout frigates in front of the Argonev, and the Argonev only has lasers, and since the Argonev has 4 laser meshpoints on the front bank, it will fire 5 shots at each Scout frigate with one meshpoint for each) If there are 2 scout frigates, 10 lasers to each frigate from 2 meshpoints each, if there is only one, then 20 lasers to that one from 4 meshpoints.
TargetCountPerBank:BACK 4
TargetCountPerBank:LEFT 4
TargetCountPerBank:RIGHT 4
canOnlyTargetStructures FALSE <----Can all of the ship/starbase's weapons only target structures/starbases?
Make sense now?
-edit-
The starbase weapon upgrade gameinfo file only has the reference to the actual Starbase gameinfo def.
Starts at 0, and then goes up to 1, and then 2. There is a research modifier that adjusts the number of targets per bank, though.
TXT
entityType "StarBaseUpgrade"
stageCount 3
stage
price
credits 0.000000
metal 0.000000
crystal 0.000000
upgradeTime 0.000000
nameStringID "IDS_STARBASEUPGRADETECHWEAPONS_NAME"
descStringID "IDS_STARBASEUPGRADETECHWEAPONS_DESC0"
researchPrerequisites
NumResearchPrerequisites 0
hudIcon "HUDIconStarBaseUpgradeTechWeapons0"
smallHudIcon "HUDIconStarBaseUpgradeTechWeapons0"
infoCardIcon ""
upgradePropertyCount 0
upgradeBoolPropertyCount 0
stage
price
credits 1800.000000
metal 275.000000
crystal 150.000000
upgradeTime 60.000000
nameStringID "IDS_STARBASEUPGRADETECHWEAPONS_NAME"
descStringID "IDS_STARBASEUPGRADETECHWEAPONS_DESC0"
researchPrerequisites
NumResearchPrerequisites 0
hudIcon "HUDIconStarBaseUpgradeTechWeapons0"
smallHudIcon "HUDIconStarBaseUpgradeTechWeapons0"
infoCardIcon ""
upgradePropertyCount 1
upgradeProperty
propertyType "WeaponUpgradeLevel" <---see?
value 1.000000
upgradeBoolPropertyCount 0
stage
price
credits 1800.000000
metal 275.000000
crystal 150.000000
upgradeTime 60.000000
nameStringID "IDS_STARBASEUPGRADETECHWEAPONS_NAME"
descStringID "IDS_STARBASEUPGRADETECHWEAPONS_DESC1"
researchPrerequisites
NumResearchPrerequisites 0
hudIcon "HUDIconStarBaseUpgradeTechWeapons1"
smallHudIcon "HUDIconStarBaseUpgradeTechWeapons1"
infoCardIcon ""
upgradePropertyCount 1
upgradeProperty
propertyType "WeaponUpgradeLevel"<---see?
value 2.000000
upgradeBoolPropertyCount 0