ResearchPod
ResearchPods can apply universal upgrades if equipped with them.
ResearchPods can be built by any Producer, but only ResearchStations can assign podHardpoints to limit the construction of the pod to one per ResearchStation and to ensure that that the ResearchPod will not explode upon completion. Note that if the Craft ODF command destroyMeWithResearchStation = 0, the ResearchPod will not explode upon completion.
classlabel = "pod"
Stock ODF Commands
isUpgrade
Boolean, Default: ???
Presumed non-functional in Armada I, as there are no universal upgrades (appears in one unused file, bUpgrade.odf). Has no effect in Stock Armada II or Fleet Ops.
Original comments: Mark as special upgrade pod.
isShipUpgrade
Boolean, Default: FALSE
When set to true (1) all Craft are affected by the upgrade. When true, the Pod uses the ShipUpgradeBegin, ShipUpgradeComplete, and ShipUpgradeCancelled hardcoded event labels.
upgradeLevel
Integer, Default: crash
Determines which level the specified upgrade is, although only two hardcoded options are possible: 2 or 3.
All GameObjects begin at level 1, thus the first level must be upgradeLevel = 2 and the second level must be upgradeLevel = 3 (must it??? doesn't seem to change anything) .
upgradeMultiplier
Float, Default: 0.0
Modifies the base characteristic (1.0 = 100% = no change). The second upgrade overwrites the first upgrade for sensors, engines, and life_support (the effects are not cumulative).
Note that if you want to make life_support upgrades decrease lifesupportLoss, the value should be less than one. Likewise, if you want to make the second weapon_control upgrade increase fire rate, the value should be less than one.
Note that when upgradeMultiplier is 0.0 (the system is nullified), a few unusual effects will be noticed (appropriate for each upgradeSystem):
Craft will lose their shields, but become invincible (if the second upgradeLevel is > 0.0 these GameObjects will regain shields / vulnerability upon research.). Destroying or disabling the lifesupport subsystem will not cause crew deaths. Weapons will still fire, but deal no damage.
upgradeSystem
String, Default: Null
Determines which subsystem is affected by the upgrade. Options are:
"weapon_control" = Modifies damageBase of weaponry on upgradeLevel 1 and shotDelay on upgradeLevel 2
"sensors" = Modifies the line of sight of the sensors
"shield_generator" = Modifies maxShields on upgradeLevel 1 and shieldRate on upgradeLevel 2
"engines" = Modifies impulseSpeed
"life_support" = Modifies lifesupportLoss when the lifesupport subsystem is non-functional
Fleet Operations ODF Commands
isResearchedByYard
Boolean, Default: FALSE
Used by the AI only. Used so the AI knows where to find the upgrade if it is being researched in a Shipyard and not in a ResearchStation.
