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Warfare Module 1: Naval Artillery Shells #434
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I believe your tests are failing because the new warheads are being created in the unit test room, destroying it, and then causing it to error due to it being destroyed. |
Why the hell did it randomly fail on the Northstar check specifically? |
I am ready. |
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THE CALM BEFORE THE STORM:
This adds framework for the DEEP RED Warfare Module as a whole, along with the naval artillery module plus directly related systems.
The Warfare Module can be access through the admin menu under the 'Events' tab. It should contain all related commands, but for now it allows you to customize DEEP RED's ship to ship coilcannon artillery systems.
Thank you to Constellado for sprites.
GROUND ZERO:
This is a list of all available shells.
160mm Rocket Assisted AP: Gains speed over time by burning fuel and pierces more hull the more speed it gains. Low damage, but explodes if it hits the station with fuel left over.
160mm Singularity HE: Very low piercing power but detonates with a damaging singularity warhead after a brief charge up.
160mm Singularity Flak: Similar to the HE version but burns an area around the warhead for a while instead of detonating.
160mm Cluster AP: Ejects a large amount of submunitions over an area as it travels. Submunitions do little damage to the station, but is quite good at hitting people in space.
460mm Rocket Assisted AP: A much larger version of the 160mm RAAP. Has a very high piercing power and will hurt a lot if you get hit by it.
460mm Cluster HE: Deploys a large amount of singularity submunitions over an area. Does little physical damage but does a very large amount of explosive damage.
460mm Cluster Flak: Similar to the HE version, but deploys flak warheads instead of HE warheads.
460mm WMD KAJARI: Weapon of mass destruction. Forces the station into red alert when fired. Will power up outside of the station and fire a giant plasma lance through the hull, vaporizing anything it touches and ripping apart everything within a 7 tile radius around the beam.