Everyone has in them the creativity to make nasty Warheads weapons. Hopefully by understanding the basics of each type of weapon component, I can help build a new generation of .WEP files for the warehouse.
Weapon PatternsEvery weapon has a pattern. It determines how the weapon will react, and in what way it will deliver its warhead(s). Weapon Patterns are free. If you are only planning to have one warhead, Spread or Bombard are harmless choices. | |
Spread |
All of the warheads are fired at once, each spaced exactly 2 degrees apart. |
Split |
Dummy warhead flies 75% of the way to the target, then splits into it's warheads, at 16 degree increments. |
Bombard |
All the warheads are launched one-at-a-time, at about 1 second intervals, with identical speed and angle. |
Scatter |
Dummy warhead flies 75% of the way to the target, then splits into it's warheads, in random directions and speeds. |
Spew |
Dummy warhead impacts with target, then launches all warheads away from the target with a 10 degree spread and 1/2 the speed, causing them to "rain down" on the target. |
Popcorn |
Similar to spew, but all the warheads are launched in random directions and speeds. |
Piledriver |
Again similar to spew, but all warheads are launched directly away (no 10 degree spread), and at a spread of speeds to have them "pile-drive" the target. |
Bounce |
On each impact, one warhead is detonated, the remaining launched back into space at 80% of the speed. |
Bracket Bomb |
Similar to bounce, but the warheads are launched in the opposite direction each time, bouncing back and forth. |
Leaflets |
Each warhead is released at equal intervals on the way to the target, at half the speed of the main warhead. IE if you had 3 warheads, each would be released at 33% of the distance. |
Crazy Bomber |
Identical to Leaflets, but each warhead is released at a random speed and angle. |
| |
Now, the launch pattern would be nothing without warhead(s). Each of the Components below can be used in any order, unless otherwise noted.
When a weapon is put together, it has one or more WARHEADS, which are grouped together by the Launch Pattern.
Each Weapon can have up to 10 Warheads, and each Warhead is made up of up to 8 of the Components listed below.
| Weapon | Cost | |
Fly | 0 |
Usually the first stage of any warhead, this is what makes the weapon loft it's way from point A to point B.
Without some kind of fly stage, the warhead is likely to go off as soon as it is released by the
launch pattern, probably in your face.
But... Depending on the launch pattern, you may not want to have a fly stage... depending on the effect you wish to create. Experiment. HeatSeek flies, ignoring gravity, until it hits something or comes within range of a target (other than the launcher), at which point it will speed up and curve towards the target, depending on its distance from that target. It seeks the closest target, regardless of direction. HeatSeek is perfect vs Repel shields, pretty good against Evade, and pretty much useless against Bounce. Note: Each HeatSeek stage doubles the total cost of that warhead. Also, it costs 10 credits ONLY if it is the first stage, otherwise it's free. |
Heat Seek | (See below) |
|
Tiny | 2 |
These are the "workhorses" of the weapons. They are
usually the last thing the victim sees before he dies. They are the stage of
the weapon that does the actual damage. Explosive projectiles also damage the area around the impact point, based on the size of the explosion. Explosives can be used to remove dirt, as well as doing damage to nearby opponents. Damages, based on direct hit (and approximate), are as follows:
|
Small | 5 | |
Medium | 10 | |
Large | 30 | |
Massive | 60 | |
Small | 5 |
Again, these components of a warhead are the ones that do the damage. They differ from
Explosions in 2 important ways: They do very little damage to the surrounding dirt, and they
they "kick" the target ship back, violently... They can kick your opponent so hard
that he will be embedded into a planet, a ring, even another ship! (I wish I had gotten a screen capture of THAT one...) Another important feature of Blast is that you can "stack" them, one after another, in the warhead, and they will go off, one after another, each one doing damage (assuming the target hasn't been kicked out of range). Damages, based on direct hit (and approximate), are as follows:
|
Medium | 10 | |
Large | 30 | |
Massive | 60 | |
Small | 10 |
Often unpredictable, flame-based weapons can do a great deal of damage, if they
hit. They continue to do damage for the duration of the burn, while they are in
direct contact with the target ship.
|
Large | 20 | |
Napalm | 20 | |
Straight | 10 |
This stage is just like "fly", but through the ground. The first open space it touches (even if it's just 1
tiny little pixel) will end the stage and start the next. For example, if you have a straight burrow, followed
by a small blast, the first open pixel it hits after entering the ground causes the blast to go off. Split can only
occur once in a warhead, but you can use it more than once in any weapon. (Straight Burrow is a good way to ignore intervening planets) If you don't want the warhead to explode as soon as it touches the surface, add a fly stage after the burrow stage.
|
Splitting | (See below) |
|
Splitting (Large) | (See below) |
|
Anti- Gravity | 10 | |
Small | 10 | Terraform creates a small or medium planet at the point of impact. This can be used to either immobilize your opponent, spoil his shots, or just annoy him (which can be fun too). |
Large | 20 | |
KickOff | 15 | Your opponent has himself blocked in, and you want to shake him up? He has your number and you know the next shot is going to cream you? Just want to throw some mayhem into the game? KickOff will send everyone on the impacted planet flying straight away from that planet, as if they jumped. |
Orbit | 40 | This stage will make the warhead circle the current planet 360 degrees (all the way around), or until it hits something (including you). It flies in the direction opposite the direction of impact. |
Smoke Bomb | 10 | Smoke is the one way to remove lots of dirt. It is also the only "detonation" that does you no damage, so you can fire this point blank to dig yourself out of a terraform. |
Walker | 25 |
This stage "walks" 18 steps, or until it hits something, whichever comes first.
Hitting anything (usually dirt) that impedes its path makes it halt that stage and
go on to the next (usually exploding, depending on what you've programmed).
You can stack Walk stages, increasing the distance that the warhead walks, but the direction it walks after the first walk stage is largely random. |
| ||
Heat Seek, Splitting Burrow and Large Splitting Burrow cost 10 credits each IF they are the first effect, other than "Fly". Then the multiplier is factored in. | ||
This is just a small lesson in Warheads weapon creation. The only way to really learn is to try out different weapons, in different configurations. Most of your weapons won't always work the way you've expected, but that is how you learn the game.
If you have any ideas of how to make this help file more helpful, let me know!