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SuperWeapons
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In [IQ]
| Flag: | SuperWeapons |
| File(s): | rules(md).ini |
| Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. (Limited to: <=MaxIQLevels) |
| Default: | 0 |
| Applicable to: | IQ |
Define the minimum IQ required for a non-human player's house to automatically launch a superweapon.
On BuildingTypes
| Flag: | SuperWeapons |
| File(s): | rules(md).ini |
| Values: | Comma-separated list of strings. (Limited to: SuperWeaponTypes) |
| Default: | none |
| Extension Version: | 0.9+. |
| Applicable to: | BuildingTypes |
| |
Comma separated list of SuperWeaponTypes which are granted by this building in addition to the ones defined as SuperWeapon and SuperWeapon2.
Notes
The first available super weapon determines the EVA event played when a building of this type is placed, and its charge state is indicated by the building animations.
This feature primarily supports providing access to additional super weapons. Note that SuperWeapon and SuperWeapon2 are still considered special, and not all aspects of the logic have been expanded.