| n | name,id,tier,rarity,tech/manufacturer,tags,uiTags,base value,unlocked,hidden,hiddenEverywhere,cost_frigate,cost_dest,cost_cruiser,cost_capital,script,desc,short,sModDesc,sprite | n | name,id,tier,rarity,tech/manufacturer,tags,uiTags,base value,unlocked,hidden,hiddenEverywhere,cost_frigate,cost_dest,cost_cruiser,cost_capital,script,desc,short,sprite |
| ,,,,,,,,,,,,,,,,,,, | | ,,,,,,,,,,,,,,,,,, |
| # Modular Hullmods,,,,,,,,,,,,,,,,,,, | | # Modular Hullmods,,,,,,,,,,,,,,,,,, |
| Geodesic Shield Matrix,apex_geodesic_shield,2,,Apex Design Collective,"defensive, shields",Shields,10000,,FALSE,,4,8,15,25,data.hullmods.ApexShield,"Converts the shield to a geodesic emitter. Reduces incoming damage by a flat amount, but some damage bleeds through to armor.",Bleedthrough shield emitter.,Increases shield arc by %s degrees.,graphics/hullmods/apex_geodesic_shield.png | | Geodesic Shield Matrix,apex_geodesic_shield,2,,Apex Design Collective,"defensive, shields",Shields,10000,,FALSE,,4,8,15,25,data.hullmods.ApexShield,"Converts the shield to a geodesic emitter. Reduces incoming damage by a flat amount, but some damage bleeds through to armor.",Bleedthrough shield emitter.,graphics/hullmods/apex_geodesic_shield.png |
| Nanolaminate Plating,apex_armor,2,,Apex Design Collective,defensive,Defenses,10000,,FALSE,,8,15,20,40,data.hullmods.ApexArmor,"Increases armor by %s/%s/%s/%s, minimum armor rating by %s, and maximum armor damage reduction by %s. Increases the repair rate from remote armor patches by %s.",Regenerative armor.,,graphics/hullmods/apex_armor.png | | Nanolaminate Plating,apex_armor,2,,Apex Design Collective,defensive,Defenses,10000,,FALSE,,8,15,20,40,data.hullmods.ApexArmor,"Increases armor by %s/%s/%s/%s, minimum armor rating by %s, and maximum armor damage reduction by %s. Regeneration from remote armor patches is increased by %s.",Regenerative armor.,graphics/hullmods/apex_armor.png |
| Range Synchronizer,apex_range_sync,1,,Apex Design Collective,offensive,Weapons,10000,,FALSE,,3,6,9,15,data.hullmods.ApexRangeSync,"Averages the base range of all projectile weapons. Does not affect beams, PD, missiles, or built-in weapons, and cannot increase any individual weapon's range by more than %s.",Averages weapon ranges.,Increases the maximum range bonus to %s.,graphics/hullmods/apex_range_sync.png | | Range Synchronizer,apex_range_sync,1,,Apex Design Collective,offensive,Weapons,10000,,FALSE,,3,6,9,15,data.hullmods.ApexRangeSync,"Averages the base range of all projectile weapons. Does not affect beams, PD, missiles, or built-in weapons, and cannot increase any individual weapon's range by more than %s.",Averages weapon ranges.,graphics/hullmods/apex_range_sync.png |
| Cryocooled Armor Lattice,apex_cryo_armor,2,,Apex Design Collective,defensive,Defenses,10000,,FALSE,,8,15,20,40,data.hullmods.ApexCryoArmor,"Increases armor rating by %s/%s/%s/%s, reduces damage taken from beams by %s, and reduces maneuverability by %s. Allows unshielded ships to receive remote armor patches, but reduces their repair rate by %s.",Allows remote patches on shieldless ships.,,graphics/hullmods/apex_cryo_armor.png | | Cryocooled Armor Lattice,apex_cryo_armor,2,,Apex Design Collective,defensive,Defenses,10000,,FALSE,,8,15,20,40,data.hullmods.ApexCryoArmor,"Allows the ship to receive Remote Armor Patches without requiring a shield generator. Increases armor rating by %s/%s/%s/%s, reduces damage taken from beams by %s, and reduces maneuverability by %s. Remote repairs take %s longer to apply.",Allows remote patches on shieldless ships.,graphics/hullmods/apex_cryo_armor.png |
| Coherency Amplifier,apex_coherency_amplifier,1,,Apex Design Collective,offensive,Weapons,10000,,FALSE,,4,8,12,16,data.hullmods.ApexQGAmplifier,"Improves the coherency of quark-gluon plasma bolts, enhancing weapon effects. | | Coherency Amplifier,apex_coherency_amplifier,1,,Apex Design Collective,offensive,Weapons,10000,,FALSE,,4,8,12,16,data.hullmods.ApexQGAmplifier,"Improves the coherency of quark-gluon plasma bolts, enhancing weapon effects. |
| | | |
| %s: Projectiles gain %s equal to %s of their base damage. | | %s: Projectiles gain %s equal to %s of their base damage. |
| | | |
| n | %s: Projectiles deal an extra %s damage to ships and fighters.",Improve quark-gluon weapons.,Increases projectile speed by %s for all weapons.,graphics/hullmods/apex_coherency_amplifier.png | n | %s: Projectiles deal an extra %s damage to ships and fighters.",Improve quark-gluon weapons.,graphics/hullmods/apex_coherency_amplifier.png |
| Networked Targeting Array,apex_network_targeter,2,,Apex Design Collective,offensive,"Weapons, Fighters",10000,,FALSE,,3,6,12,25,data.hullmods.ApexNetworkTargeter,"A large supercomputing cluster and advanced avionics allow coordination between strikecraft targeting systems and the ship's built-in sensor arrays, improving long-range performance of both fighter weapons and smaller ship-mounted weapons. | | Networked Targeting Array,apex_network_targeter,2,,Apex Design Collective,offensive,"Weapons, Fighters",10000,,FALSE,,3,6,12,25,data.hullmods.ApexNetworkTargeter,"A large supercomputing cluster and advanced avionics allow coordination between strikecraft targeting systems and the ship's built-in sensor arrays, improving long-range performance of both fighter weapons and smaller ship-mounted weapons. |
| | | |
| n | This ship's strikecraft recieve a range bonus equal to the average range bonus affecting all of the ship's weapons, up to a maximum of a %s bonus or %s total range, whichever is lower. Increasing strikecraft weapon range decreases their engagment range by up to %s. | n | This ship's strikecraft recieve a range bonus equal to the smallest range bonus affecting any of the ship's weapons, up to a maximum of a %s bonus or %s total range, whichever is lower. Increasing strikecraft weapon range decreases their engagment range by up to %s. |
| | | |
| n | Every %s of strikecraft installed on the ship increases the base range of small weapons by %s and medium weapons by %s, up to a maximum base range of %s.",Fighter range bonuses.,,graphics/hullmods/apex_network_targeter.png | n | Every %s of strikecraft installed on the ship increases the base range of small weapons by %s and medium weapons by %s, up to a maximum base range of %s.",Fighter range bonuses.,graphics/hullmods/apex_network_targeter.png |
| ,,,,,,,,,,,,,,,,,,, | | ,,,,,,,,,,,,,,,,,, |
| # Subsystems,,,,,,,,,,,,,,,,,,, | | # Subsystems,,,,,,,,,,,,,,,,,, |
| Cryocoolant Projector,apex_cryo_projector,2,,Apex Design Collective,"defensive, special, req_spaceport","Defenses, Special",10000,,FALSE,,4,6,8,10,data.hullmods.ApexCryoSystemHullmod,"Installs a Cryocoolant Projector subsystem. Maintaining the system is a complex and expensive affair, increasing deployment and monthly supply cost by %s/%s/%s/%s.",Remote flux buff.,Nullifies the deployment and maintenance cost increase.,graphics/hullmods/apex_cryo_projector.png | | Cryocoolant Projector,apex_cryo_projector,2,,Apex Design Collective,"defensive, special, req_spaceport","Defenses, Special",10000,,FALSE,,4,6,8,10,data.hullmods.ApexCryoSystemHullmod,"Installs a Cryocoolant Projector subsystem. Maintaining the system is a complex and expensive affair, increasing deployment and monthly supply cost by %s/%s/%s/%s.",Remote flux buff.,graphics/hullmods/apex_cryo_projector.png |
| Remote Armor Patcher,apex_armor_repairer,3,,Apex Design Collective,"defensive, special, req_spaceport","Defenses, Special",10000,,FALSE,,4,6,8,10,data.hullmods.ApexArmorRepairHullmod,"Installs the Remote Armor Patch subsystem. Maintaining the system is a complex and expensive affair, increasing deployment and monthly supply cost by %s/%s/%s/%s.",Enables remote armor repair subsystem.,Nullifies the deployment and maintenance cost increase.,graphics/hullmods/apex_armor_repairer.png | | Remote Armor Patcher,apex_armor_repairer,3,,Apex Design Collective,"defensive, special, req_spaceport","Defenses, Special",10000,,FALSE,,4,6,8,10,data.hullmods.ApexArmorRepairHullmod,"Installs the Remote Armor Patch subsystem. Maintaining the system is a complex and expensive affair, increasing deployment and monthly supply cost by %s/%s/%s/%s.",Enables remote armor repair subsystem.,graphics/hullmods/apex_armor_repairer.png |
| Active Flare Projector,apex_flare_system,1,,Apex Design Collective,"defensive, special, req_spaceport","Defenses, Special",10000,,FALSE,,4,6,8,10,data.hullmods.ApexFlareSystemHullmod,"Installs an active flare launcher in the ship's nozzle system. Maintaining the system is a complex and expensive affair, increasing deployment and monthly supply cost by %s/%s/%s/%s.",Flare subsystem.,Nullifies the deployment and maintenance cost increase.,graphics/hullmods/apex_flare_system.png | | Active Flare Projector,apex_flare_system,1,,Apex Design Collective,"defensive, special, req_spaceport","Defenses, Special",10000,,FALSE,,4,6,8,10,data.hullmods.ApexFlareSystemHullmod,Installs an active flare launcher in the ship's nozzle system.,Flare subsystem.,graphics/hullmods/apex_flare_system.png |
| ,,,,,,,,,,,,,,,,,,, | | ,,,,,,,,,,,,,,,,,, |
| # Builtins,,,,,,,,,,,,,,,,,,, | | # Builtins,,,,,,,,,,,,,,,,,, |
| Augmented Range Synchronizer,apex_super_range_sync,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexSuperRangeSync,"Averages the base range of all equipped non-missile, non-PD modular weapons. Cannot increase any individual weapon's range by more than %s.",Averages weapon range.,,graphics/hullmods/apex_super_range_sync.png | | Augmented Range Synchronizer,apex_super_range_sync,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexSuperRangeSync,"Averages the base range of all equipped non-missile, non-PD modular weapons. Cannot increase any individual weapon's range by more than %s.",Averages weapon range.,graphics/hullmods/apex_super_range_sync.png |
| Expanded Squadrons,apex_expanded_squadrons,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexExpandedSquadrons,"Advanced avionics and nanoforges can produce and command additional strikecraft, %s wing size (up to a maximum of 6 fighters in a wing) and reducing refit times by %s. These extra strikecraft have a %s effect on the fighter replacement rate if destroyed. Requires an additional %s crew per fighter bay.",Doubles squadron size.,,graphics/hullmods/apex_expanded_squadrons.png | | Expanded Squadrons,apex_expanded_squadrons,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexExpandedSquadrons,"Advanced avionics and nanoforges can produce and command additional strikecraft, %s wing size (up to a maximum of 6 fighters in a wing) and reducing refit times by %s. These extra strikecraft have a %s effect on the fighter replacement rate if destroyed. Requires an additional %s crew per fighter bay.",Doubles squadron size.,graphics/hullmods/apex_expanded_squadrons.png |
| Clustered Phase Coils,apex_phase_coils,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexPhaseCoils,"Multiple small, tightly-packed phase coils produce an altered phase profile. | | Clustered Phase Coils,apex_phase_coils,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexPhaseCoils,"Multiple small, tightly-packed phase coils produce an altered phase profile. |
| | | |
| n | Reduces the timeflow bonus from phase to %s. In exchange, phase cloak cooldown and activation cost is reduced by %s, and the maximum speed penalty from phase coil stress is reduced to %s.",Improves phase cooldown.,,graphics/hullmods/apex_phase_coils.png | n | Reduces the timeflow bonus from phase to %s. In exchange, phase cloak cooldown and activation cost is reduced by %s, and the maximum speed penalty from phase coil stress is reduced to %s.",Improves phase cooldown.,graphics/hullmods/apex_phase_coils.png |
| Limited Magazines,apex_cramped_mags,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexCrampedMags,A lack of large internal volumes %s. Each missile weapon requires %s/%s/%s units of internal space to mount without penalty. Mounting more than %s/%s/%s/%s units of missile weapons will reduce missile ammo capacity by %s (multiplicative) for each unit above the cap.,Limits missile installation.,,graphics/hullmods/apex_cramped_mags.png | | Limited Magazines,apex_cramped_mags,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexCrampedMags,A lack of large internal volumes %s. Each missile weapon requires %s/%s/%s units of internal space to mount without penalty. Mounting more than %s/%s/%s/%s units of missile weapons will reduce missile ammo capacity by %s (multiplicative) for each unit above the cap.,Limits missile installation.,graphics/hullmods/apex_cramped_mags.png |
| Enhanced Nozzles,apex_fast_nozzles,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexFastNozzles,Upgraded nozzle projection systems and larger internal volumes improve cycle times for nozzle subsystems. Reduces nozzle subsystem cooldown by %s.,Faster nozzle cooldown.,,graphics/hullmods/apex_fast_nozzles.png | | Enhanced Nozzles,apex_fast_nozzles,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexFastNozzles,Upgraded nozzle projection systems and larger internal volumes allow for more rapid activations of nozzle subsystems. Reduces nozzle subsystem cooldown by %s.,Faster nozzle cooldown.,graphics/hullmods/apex_fast_nozzles.png |
| Overloaded Nozzles,apex_slow_nozzles,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexSlowNozzles,"The scarcity of spare internal volume for nozzle systems reduces efficiency if they are installed, increasing their cooldown time by %s.",Slower nozzle cooldown.,,graphics/hullmods/apex_slow_nozzles.png | | Overloaded Nozzles,apex_slow_nozzles,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexSlowNozzles,"The scarcity of spare internal volume for nozzle systems reduces efficiency if they are installed, increasing their cooldown time by %s.",Slower nozzle cooldown.,graphics/hullmods/apex_slow_nozzles.png |
| Fleet Servicing Gantry,apex_gantry,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexGantry,A large collection of replenishment drones and autofactories permits more efficient recovery while underway. Improves the fleet's repair rate and CR recovery rate by %s. Multiple gantries stack with diminishing returns.,Faster out-of-combat repair.,,graphics/hullmods/apex_gantry.png | | Fleet Servicing Gantry,apex_gantry,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexGantry,A large collection of replenishment drones and autofactories permits more efficient recovery while underway. Improves the fleet's repair rate and CR recovery rate by %s. Multiple gantries stack with diminishing returns.,Faster out-of-combat repair.,graphics/hullmods/apex_gantry.png |
| ,,,,,,,,,,,,,,,,,,, | | ,,,,,,,,,,,,,,,,,, |
| # Commission,,,,,,,,,,,,,,,,,,, | | # Commission,,,,,,,,,,,,,,,,,, |
| Collective Armor Engineering,CHM_apex,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexCommission,"Collective engineers have extensive experience with starship armor, allowing them to eke out a bit more performance and repair damaged sections faster. Armor rating for the damage reduction calculation is increased by %s, and %s of armor and hull damage is repaired after combat ends for no cost. | | Collective Armor Engineering,CHM_apex,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexCommission,"Collective engineers have extensive experience with starship armor, allowing them to eke out a bit more performance and repair damaged sections faster. Armor rating for the damage reduction calculation is increased by %s, and %s of armor and hull damage is repaired after combat ends for no cost. |
| | | |
| n | ""He was more than a hero. He was a union man.""",Improves armor performance.,,graphics/hullmods/apex_comm.png | n | ""He was more than a hero. He was a union man.""",Improves armor performance.,graphics/hullmods/apex_comm.png |
| ,,,,,,,,,,,,,,,,,,, | | ,,,,,,,,,,,,,,,,,, |
| # ammo swap hullmods,,,,,,,,,,,,,,,,,,, | | # ammo swap hullmods,,,,,,,,,,,,,,,,,, |
| Variable Warheads,apex_variable_warheads,,,Apex Design Collective,,,,,TRUE,TRUE,0,0,0,0,data.hullmods.ApexVariableWarheads,"Taipan VLS systems incorporate an advanced internal autoforge, allowing a variety of warheads to be produced with a simple reconfiguration. Switching missile payloads can be done %s for changing hullmods.",Variable missile ammo selection. You shouldn't see this in-game.,,graphics/hullmods/apex_variable_warheads.png | | Variable Warheads,apex_variable_warheads,,,Apex Design Collective,,,,,TRUE,TRUE,0,0,0,0,data.hullmods.ApexVariableWarheads,"Taipan VLS systems incorporate an advanced internal autoforge, allowing a variety of warheads to be produced with a simple reconfiguration. Switching missile payloads can be done %s for changing hullmods.",Variable missile ammo selection. You shouldn't see this in-game.,graphics/hullmods/apex_variable_warheads.png |
| Nanoacid Warheads,apex_warheads_acid,,,Apex Design Collective,no_build_in,,,,TRUE,,0,0,0,0,data.hullmods.ApexVariableAcid,"Sets the integrated missile autoforge to produce %s warheads for the ship's Taipan VLS. | | Nanoacid Warheads,apex_warheads_acid,,,Apex Design Collective,no_build_in,,,,TRUE,,0,0,0,0,data.hullmods.ApexVariableAcid,"Sets the integrated missile autoforge to produce %s warheads for the ship's Taipan VLS. |
| | | |
| n | Remove this hullmod to switch to %s warheads. Changing this hullmod in space has %s.",Nanoacid warheads.,,graphics/hullmods/apex_warheads_acid.png | n | Remove this hullmod to switch to %s warheads. Changing this hullmod in space has %s.",Nanoacid warheads.,graphics/hullmods/apex_warheads_acid.png |
| Kinetic Warheads,apex_warheads_kin,,,Apex Design Collective,no_build_in,,,,TRUE,,0,0,0,0,data.hullmods.ApexVariableKin,"Sets the integrated missile autoforge to produce %s warheads for the ship's Taipan VLS. | | Kinetic Warheads,apex_warheads_kin,,,Apex Design Collective,no_build_in,,,,TRUE,,0,0,0,0,data.hullmods.ApexVariableKin,"Sets the integrated missile autoforge to produce %s warheads for the ship's Taipan VLS. |
| | | |
| n | Remove this hullmod to switch to %s warheads. Changing this hullmod in space has %s.",Kinetic warheads.,,graphics/hullmods/apex_warheads_kin.png | n | Remove this hullmod to switch to %s warheads. Changing this hullmod in space has %s.",Kinetic warheads.,graphics/hullmods/apex_warheads_kin.png |
| Tachyon Warheads,apex_warheads_tachyon,,,Apex Design Collective,no_build_in,,,,TRUE,,0,0,0,0,data.hullmods.ApexVariableEmp,"Sets the integrated missile autoforge to produce %s warheads for the ship's Taipan VLS. | | Tachyon Warheads,apex_warheads_tachyon,,,Apex Design Collective,no_build_in,,,,TRUE,,0,0,0,0,data.hullmods.ApexVariableEmp,"Sets the integrated missile autoforge to produce %s warheads for the ship's Taipan VLS. |
| | | |
| n | Remove this hullmod to switch to %s warheads. Changing this hullmod in space has %s.",EMP warheads.,,graphics/hullmods/apex_warheads_emp.png | n | Remove this hullmod to switch to %s warheads. Changing this hullmod in space has %s.",EMP warheads.,graphics/hullmods/apex_warheads_emp.png |
| ,,,,,,,,,,,,,,,,,,, | | ,,,,,,,,,,,,,,,,,, |
| Variable Warheads,apex_variable_lrm,,,Apex Design Collective,,,,,TRUE,TRUE,0,0,0,0,data.hullmods.ApexVariableLRM,Ammo swap control hullmod for Thunderstorm SLRM. You shouldn't see this in-game.,Variable missile ammo selection.,,graphics/hullmods/apex_variable_warheads.png | | Variable Warheads,apex_variable_lrm,,,Apex Design Collective,,,,,TRUE,TRUE,0,0,0,0,data.hullmods.ApexVariableLRM,Ammo swap control hullmod for Thunderstorm SLRM. You shouldn't see this in-game.,Variable missile ammo selection.,graphics/hullmods/apex_variable_warheads.png |
| Disruptor Payload,apex_lrm_frag,,,Apex Design Collective,no_build_in,,,,TRUE,,0,0,0,0,data.hullmods.ApexVariableLrmFrag,"Sets the integrated missile autoforge to produce a %s payload for the ship's Thunderstorm SLRM launcher. | | Disruptor Payload,apex_lrm_frag,,,Apex Design Collective,no_build_in,,,,TRUE,,0,0,0,0,data.hullmods.ApexVariableLrmFrag,"Sets the integrated missile autoforge to produce a %s payload for the ship's Thunderstorm SLRM launcher. |
| | | |
| n | Remove this hullmod to switch to a %s payload. Changing this hullmod in space has %s.",Frag mines.,,graphics/hullmods/apex_lrm_frag.png | n | Remove this hullmod to switch to a %s payload. Changing this hullmod in space has %s.",Frag mines.,graphics/hullmods/apex_lrm_frag.png |
| Graviton Payload,apex_lrm_emp,,,Apex Design Collective,no_build_in,,,,TRUE,,0,0,0,0,data.hullmods.ApexVariableLrmEmp,"Sets the integrated missile autoforge to produce a %s payload for the ship's Thunderstorm SLRM launcher. | | Graviton Payload,apex_lrm_emp,,,Apex Design Collective,no_build_in,,,,TRUE,,0,0,0,0,data.hullmods.ApexVariableLrmEmp,"Sets the integrated missile autoforge to produce a %s payload for the ship's Thunderstorm SLRM launcher. |
| | | |
| n | Remove this hullmod to switch to a %s payload. Changing this hullmod in space has %s.","EMP (now kinetic, too much work to change the IDs) mines",,graphics/hullmods/apex_lrm_emp.png | n | Remove this hullmod to switch to a %s payload. Changing this hullmod in space has %s.","EMP (now kinetic, too much work to change the IDs) mines",graphics/hullmods/apex_lrm_emp.png |
| Harmonic Payload,apex_lrm_he,,,Apex Design Collective,no_build_in,,,,TRUE,,0,0,0,0,data.hullmods.ApexVariableLrmHe,"Sets the integrated missile autoforge to produce a %s payload for the ship's Thunderstorm SLRM launcher. | | Harmonic Payload,apex_lrm_he,,,Apex Design Collective,no_build_in,,,,TRUE,,0,0,0,0,data.hullmods.ApexVariableLrmHe,"Sets the integrated missile autoforge to produce a %s payload for the ship's Thunderstorm SLRM launcher. |
| | | |
| t | Remove this hullmod to switch to a %s payload. Changing this hullmod in space has %s.",HE mines,,graphics/hullmods/apex_lrm_he.png | t | Remove this hullmod to switch to a %s payload. Changing this hullmod in space has %s.",HE mines,graphics/hullmods/apex_lrm_he.png |
| ,,,,,,,,,,,,,,,,,,, | | ,,,,,,,,,,,,,,,,,, |
| # Conversion hullmods,,,,,,,,,,,,,,,,,,, | | # Conversion hullmods,,,,,,,,,,,,,,,,,, |
| Refit: Hauler,apex_spectrum_cargo,,,Apex Design Collective,req_spaceport,Logistics,,TRUE,,,0,30,30,0,data.hullmods.ApexSpectrumCargo,"Replaces the hangar modules with cargo pods, increasing cargo capacity by %s. Without the need to support fighters, deployment and maintenance costs are decreased by %s, and crew requirements are decreased by %s.",Cargo refit.,,graphics/hullmods/apex_spectrum_cargo.png | | Refit: Hauler,apex_spectrum_cargo,,,Apex Design Collective,req_spaceport,Logistics,,TRUE,,,0,30,30,0,data.hullmods.ApexSpectrumCargo,"Replaces the hangar modules with cargo pods, increasing cargo capacity by %s. Without the need to support fighters, deployment and maintenance costs are decreased by %s, and crew requirements are decreased by %s.",Cargo refit.,graphics/hullmods/apex_spectrum_cargo.png |
| Refit: Tanker,apex_spectrum_fuel,,,Apex Design Collective,req_spaceport,Logistics,,TRUE,,,0,30,30,0,data.hullmods.ApexSpectrumFuel,"Replaces the hangar modules with fuel tanks, increasing fuel capacity by %s. Without the need to support fighters, deployment and maintenance costs are decreased by %s, and crew requirements are decreased by %s.",Tanker refit.,,graphics/hullmods/apex_spectrum_fuel.png | | Refit: Tanker,apex_spectrum_fuel,,,Apex Design Collective,req_spaceport,Logistics,,TRUE,,,0,30,30,0,data.hullmods.ApexSpectrumFuel,"Replaces the hangar modules with fuel tanks, increasing fuel capacity by %s. Without the need to support fighters, deployment and maintenance costs are decreased by %s, and crew requirements are decreased by %s.",Tanker refit.,graphics/hullmods/apex_spectrum_fuel.png |
| Civilian Refit,apex_civwhenrefit,,,Apex Design Collective,,,,,TRUE,TRUE,0,0,0,0,data.hullmods.ApexDummyCivHull,Hidden hullmod that makes refit carriers be treated as civilian ships.,,,graphics/hullmods/apex_spectrum_fuel.png | | Civilian Refit,apex_civwhenrefit,,,Apex Design Collective,,,,,TRUE,TRUE,0,0,0,0,data.hullmods.ApexDummyCivHull,Hidden hullmod that makes refit carriers be treated as civilian ships.,,graphics/hullmods/apex_spectrum_fuel.png |
| ,,,,,,,,,,,,,,,,,,, | | ,,,,,,,,,,,,,,,,,, |
| # Excession,,,,,,,,,,,,,,,,,,, | | # Excession,,,,,,,,,,,,,,,,,, |
| Gravitic Phase Cluster,apex_excession_coils,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexExcessionCoils,"Designed to run off of the breach core's gravitic flux output, these exotic phase coils produce rapid transitions into p-space.",,,graphics/hullmods/apex_excession_coils.png | | Gravitic Phase Cluster,apex_excession_coils,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexExcessionCoils,"Designed to run off of the breach core's gravitic flux output, these exotic phase coils produce rapid transitions into p-space.",,graphics/hullmods/apex_excession_coils.png |
| Cryonic Nanolattice,apex_excession_armor,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexExcessionArmor,An ultra-hard nanoscale lattice cooled to near absolute zero. Converts nearly all incoming damage to heat and then dissipates it through ablation.,,,graphics/hullmods/apex_excession_armor.png | | Cryonic Nanolattice,apex_excession_armor,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexExcessionArmor,An ultra-hard nanoscale lattice cooled to near absolute zero. Converts nearly all incoming damage to heat and then dissipates it through ablation.,,graphics/hullmods/apex_excession_armor.png |
| Breach Core,apex_excession_reactor,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexExcessionReactor,"A dozen capital-grade shield emitters wrapped around a barely-contained hyperspace breach, this exotic reactor provides fantastic amounts of power and enables manipulation of entropy.",,,graphics/hullmods/apex_excession_reactor.png | | Breach Core,apex_excession_reactor,,,Apex Design Collective,,,,,TRUE,,0,0,0,0,data.hullmods.ApexExcessionReactor,"A dozen capital-grade shield emitters wrapped around a barely-contained hyperspace breach, this exotic reactor provides fantastic amounts of power, primarily in the form of gravitic flux.",,graphics/hullmods/apex_excession_reactor.png |
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| # Bounty,,,,,,,,,,,,,,,,,,, | | # Bounty,,,,,,,,,,,,,,,,,, |
| Bricker,apex_quasar_bricker,,,Apex Design Collective,,,,,TRUE,TRUE,0,0,0,0,data.hullmods.ApexQuasarBricker,Causes the Quasar to suffer extreme malfunctions in player hands.,,,graphics/hullmods/apex_excession_reactor.png | | Bricker,apex_quasar_bricker,,,Apex Design Collective,,,,,TRUE,TRUE,0,0,0,0,data.hullmods.ApexQuasarBricker,Causes the Quasar to suffer extreme malfunctions in player hands.,,graphics/hullmods/apex_excession_reactor.png |
| ,,,,,,,,,,,,,,,,,,, | | |
| # Insurgency,,,,,,,,,,,,,,,,,,, | | |
| Ablative Spaced Armor,apex_ins_armor,,0,Unknown,,,,TRUE,,,0,0,0,0,data.hullmods.ApexInsArmor,"Increases armor rating, weapon health, and engine health by %s. Decreases armor effectiveness by %s. | | |
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| Incoming damage that exceeds %s per hit or %s beam damage per second (after damage type bonuses) has the amount above %s reduced by %s. Has no effect if armor is stripped below %s of its full value.",,"Increases the armor bonus to %s, and increases the effectiveness penalty to %s.",graphics/hullmods/apex_ins_armor.png | | |
| Integrated Autoforge,apex_ins_missiles,,0,Unknown,,,,,TRUE,,0,0,0,0,data.hullmods.ApexInsMissiles,Missile weapons reload ammo equal to %s of their capacity per minute. Missiles that already reload ammo will have their reload speed increased by this amount. Missiles that do not naturally reload will always reload one full burst at a time.,,,graphics/hullmods/apex_ins_missiles.png | | |