Are the damage points correct?
Why is 11 weaker than 10?
Is 12 suppose to have a range of 9?
Name := Anti - Proton Beam X
Description := Focused energy beam used as a medium range weapon.
Pic Num := 18
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2000
Roman Numeral := 10
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Stream Weapons
Tech Level Req 1 := 10
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat
Weapon Damage At Rng := 55 50 50 45 45 40 40 35 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := apbeam.wav
Weapon Family := 1
Name := Anti - Proton Beam XI
Description := Focused energy beam used as a medium range weapon.
Pic Num := 18
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 350
Cost Organics := 0
Cost Radioactives := 110
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2000
Roman Numeral := 11
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Stream Weapons
Tech Level Req 1 := 11
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat
Weapon Damage At Rng := 55 55 50 50 45 45 35 30 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := apbeam.wav
Weapon Family := 1
Name := Anti - Proton Beam XII
Description := Focused energy beam used as a medium range weapon.
Pic Num := 18
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 120
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2000
Roman Numeral := 12
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Stream Weapons
Tech Level Req 1 := 12
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat
Weapon Damage At Rng := 60 55 55 50 50 45 45 40 40 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := apbeam.wav
Weapon Family := 1
Well, the numbers for APB XI are not a mistake. If I followed the increase standard used on previous APB-s the Last 2 numbers would be 40 points. I have put this mod through a lot of playtesting (I was making a huge tech mod and APB improvement was just a small part of it) and the level XI was simply (with 40 values) too powerful while the level XII was, in comparison, not powerful enough to make player go for level XII (the research cost is incredibly high).
I had two options to change that:
1) Increase the power of the level XII
2) Reduce the power of the previous level to make an important difference.
For the first solution APB level XII was way too powerful even with a new weapons so I decided to reduce the power of level XI. I have lowered only the Last 2 values so that level XI has greater power in close range then level X while having less power in long range. Now, if a player wants to get a great long-range beam weapon, he has to go all the way. Of course, if you want, you can change the Last two values yourself to 40 points and you will be fine.
Oh, and the level XII is supposed to have range 9 (otherwise I would have to give it more power to make it rewarding tech).