XRWS           
.    	ext_01.cat ext_01.dat extensions/ego_dlc_timelines/assets/units/size_s/macros/ship_ter_s_xperimental_01_a_macro.xml 1031 1790592929 0650da68c40bd33b4dba7e212bc17f83
extensions/ego_dlc_timelines/assets/units/size_s/ship_ter_s_xperimental_01.xml 1304 1790592929 8c526d501dd044cfad972600e74c38e3
<?xml version="1.0" encoding="utf-8"?>
<diff>

    <!-- The ship's own missile magazine. Vanilla is 0: every missile the shuttle carries comes from
         the launcher, whose macro declares <storage capacity="10"/>. The game adds the two up -
         menu_ship_configuration.lua walks each weapon and turret slot and adds that slot's macro
         capacity to the ship's base - so with the second mount from ship_ter_s_xperimental_01.xml
         the total is this number plus 20.

         80 here means 100 in total. Lower it to taste and reload; macros are re-read on every
         savegame load, so no new game is needed. 0 restores the vanilla magazine, leaving only the
         20 the two launchers provide.

         Under extensions/ego_dlc_timelines/ for the same reason as the component patch next to it:
         index/macros.xml resolves the macro to the DLC path, not to a base-game one. -->
    <replace sel="//macro[@name='ship_ter_s_xperimental_01_a_macro']/properties/storage/@missile">80</replace>

</diff>
<?xml version="1.0" encoding="utf-8"?>
<diff>

    <!-- Mirror of con_missilelauncher_01, which sits at x=-3.66873. The vanilla mount carries no
         <parts>, so it is a bare point in space with no geometry attached - which is why a second
         one needs no change to the ship model. Positive x is the opposite side: con_weapon_01..03
         are tagged symmetry_left at negative x, con_weapon_04..06 symmetry_right at positive x.
         No symmetry tags here, matching the vanilla launcher, so the two stay independent slots.

         This file sits under extensions/ego_dlc_timelines/ because that is the virtual path the game
         loads the component from - index/components.xml maps ship_ter_s_xperimental_01 to
         extensions\ego_dlc_timelines\assets\units\size_s\ship_ter_s_xperimental_01. A patch at the
         plain assets/ path targets a base-game file that does not exist and is silently ignored. -->
    <add sel="//component[@name='ship_ter_s_xperimental_01']/connections/connection[@name='con_missilelauncher_01']" pos="after">
        <connection name="con_missilelauncher_02" tags="advanced missile small weapon ">
            <offset>
                <position x="3.66873" y="1.000061" z="6.772886"/>
            </offset>
        </connection>
    </add>

</diff>
<?xml version="1.0" encoding="utf-8"?>
<content id="" name="" description="" author="drjele" version="110" date="2026-09-28" save="1" lastupdate="">
  <text language="44" name="Experimental Shuttle Missiles" description="Gives the Experimental Shuttle a second missile launcher, mirrored onto the side that has none, and a missile magazine of its own. Two mounts and a magazine of 80 come to 100 missiles, against the 10 it carries in the stock game. No change to the ship model. Works on an existing savegame."/>
  <dependency version="900"/>
  <dependency id="ego_dlc_timelines" name="Timelines" comment="the ship only exists in this DLC, so the mod does nothing without it"/>
</content>
