What the hell are...
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Skrim
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What the hell are...
Hi.
I've just began developing my first mod, starting out by extracting the txt files, unscrambling the data in the weapons.txt and sorting them into 4 files(VTOLs, cyborgs & scavengers, ground vehicles and structures) and labeling them. I deduced what almost all of them were and got a few more(the AA guns) from the Utilities in the Docs project. There are still a few things left that I don't get. What the hell are:
0TUTMG - I think this is the machinegun from the tutorial. I don't see why the tutorial can't just use the normal machinegun, though.
1Superweapon2 - No idea.
0Superweapon - No idea.
0SpyTurret01 - The Utilities page says that it's the NEXUS Link Turret. But then, what is "0NEXUSlink", which I assumed to be the Link Turret?
0NX-CyborgPulseLas - Something to do with NEXUS, I think. But AFAIK, their cyborgs are just like the normal ones, I don't see the difference.
0NX-CyborgMiss - Same as above.
0NX-CyborgChaingun - Same as above. Even weirder, since I'm not aware of NEXUS ever using machinegunners.
0NX-Cyb-Rail1 - Same as above.
0BabaRocket - I think it's the Scavenger buggy with the minipod.
0BabaPitRocketAT - No idea. Maybe it's the Scavenger minipod bunker, but that might also be the thing below.
0BabaPitRocket - I think it might be the Scavenger jeep with the mini-rocket swarm pod thingy, but that might also be the thing above.
0BaBaMG - I think it's the Scavenger infantry weapon. Their machinegun-armed buggy, trike, jeep, and guard tower, and their cannon-armed school bus I've already found.
I assume that 0BabaFlame and 0BaBaCannon are the flamer and light cannon which the scavs mount on their firetrucks.
I've just began developing my first mod, starting out by extracting the txt files, unscrambling the data in the weapons.txt and sorting them into 4 files(VTOLs, cyborgs & scavengers, ground vehicles and structures) and labeling them. I deduced what almost all of them were and got a few more(the AA guns) from the Utilities in the Docs project. There are still a few things left that I don't get. What the hell are:
0TUTMG - I think this is the machinegun from the tutorial. I don't see why the tutorial can't just use the normal machinegun, though.
1Superweapon2 - No idea.
0Superweapon - No idea.
0SpyTurret01 - The Utilities page says that it's the NEXUS Link Turret. But then, what is "0NEXUSlink", which I assumed to be the Link Turret?
0NX-CyborgPulseLas - Something to do with NEXUS, I think. But AFAIK, their cyborgs are just like the normal ones, I don't see the difference.
0NX-CyborgMiss - Same as above.
0NX-CyborgChaingun - Same as above. Even weirder, since I'm not aware of NEXUS ever using machinegunners.
0NX-Cyb-Rail1 - Same as above.
0BabaRocket - I think it's the Scavenger buggy with the minipod.
0BabaPitRocketAT - No idea. Maybe it's the Scavenger minipod bunker, but that might also be the thing below.
0BabaPitRocket - I think it might be the Scavenger jeep with the mini-rocket swarm pod thingy, but that might also be the thing above.
0BaBaMG - I think it's the Scavenger infantry weapon. Their machinegun-armed buggy, trike, jeep, and guard tower, and their cannon-armed school bus I've already found.
I assume that 0BabaFlame and 0BaBaCannon are the flamer and light cannon which the scavs mount on their firetrucks.
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Black Project
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Re: What the hell are...
TUTMG - Machinegun from the Tutorial Mode
Superweapon2 - Alex's Killa Super Weapon
Superweapon - Kev's Super Weapon
SpyTurret01 - NEXUS Link Turret of the Multiplayer/Skirmish Mode
NX-CyborgPulseLas - NEXUS Flashlight Cyborg Weapon
NX-CyborgMiss - NEXUS Scourge Missile Cyborg Weapon
NX-CyborgChaingun - NEXUS Machinegun Cyborg Weapon
NX-Cyb-Rail1 - NEXUS Needle Gun Cyborg Weapon
BabaRocket - Scavenger Mini-Rocket Launcher
BabaPitRocketAT - Scavenger Lancer AT Rocket
BabaPitRocket - Scavenger Mini Pod Rocket
BaBaMG - Barbarian Soldier Machinegun
BabaFlame - Scavenger Flamer
BaBaCannon - Scavenger Light Cannon
Superweapon2 - Alex's Killa Super Weapon
Superweapon - Kev's Super Weapon
SpyTurret01 - NEXUS Link Turret of the Multiplayer/Skirmish Mode
NX-CyborgPulseLas - NEXUS Flashlight Cyborg Weapon
NX-CyborgMiss - NEXUS Scourge Missile Cyborg Weapon
NX-CyborgChaingun - NEXUS Machinegun Cyborg Weapon
NX-Cyb-Rail1 - NEXUS Needle Gun Cyborg Weapon
BabaRocket - Scavenger Mini-Rocket Launcher
BabaPitRocketAT - Scavenger Lancer AT Rocket
BabaPitRocket - Scavenger Mini Pod Rocket
BaBaMG - Barbarian Soldier Machinegun
BabaFlame - Scavenger Flamer
BaBaCannon - Scavenger Light Cannon
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Skrim
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Re: What the hell are...
Thanks. What are those "Superweapons" anyway? I thought the only superweapons in WZ were the LasSat, and the Satellite Uplink Center combined with masses of long-range artillery assigned to wide-spectrum sensor units.
Anyway, I've got the bodies sorted out now. I again deduced most of them or got the internal codes from the Wiki. But what are these:
0Superbody
0CyborgChn1CCGround
0CyborgCan1CGround
0CybFlamer01CGrd
I have no clue as to what Superbody is. I suspect the three cyborgs to be Collective cyborgs or something. And I'm almost, but not quite, sure that the TransporterBody refers to the Cyborg Transport and not the full-size campaign Transport.
Weirdly, the special NEXUS cyborgs seem to be stronger than even the Super cyborgs from skirmish/MP as far as stats go, at least in my version 2.0.10. Also weird is how all the different regular cyborgs use different bodies, even though each one of those regular cyborg bodies uses the same PIE model and has the same stats. The Super cyborgs have this design quirk as well.
Anyway, I've got the bodies sorted out now. I again deduced most of them or got the internal codes from the Wiki. But what are these:
0Superbody
0CyborgChn1CCGround
0CyborgCan1CGround
0CybFlamer01CGrd
I have no clue as to what Superbody is. I suspect the three cyborgs to be Collective cyborgs or something. And I'm almost, but not quite, sure that the TransporterBody refers to the Cyborg Transport and not the full-size campaign Transport.
Weirdly, the special NEXUS cyborgs seem to be stronger than even the Super cyborgs from skirmish/MP as far as stats go, at least in my version 2.0.10. Also weird is how all the different regular cyborgs use different bodies, even though each one of those regular cyborg bodies uses the same PIE model and has the same stats. The Super cyborgs have this design quirk as well.
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Chojun
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Re: What the hell are...
Yes, the SP NEXUS cyborgs are much stronger than any contemporary Cyborg. They have Rail-Guns, too!
This is one of the prime reasons why Cam3 is so difficult.
This is one of the prime reasons why Cam3 is so difficult.
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Black Project
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Re: What the hell are...
0Superbody - Kev's Super Body
0CyborgChn1CCGround - Machine Gunner Cyborg Body
0CyborgCan1CGround - Heavy Gunner Cyborg Body
0CybFlamer01CGrd - Flamer Cyborg Body
Alex's Killa Super Weapon is Anti Personel Machine Gun which causes 9999 of damage and had a huge blast radius which do 1000 of damage
Kev's Super Weapon is a Anti Tank Cannon, had the same ROF and Damage of the last one, but the blast radius is smaller.
Both of them are fitted in the following super templates:
Alex's Killa
Kev's Super Tank
They're fitted with the Kev's Super Body and they're (almost) invencible
0CyborgChn1CCGround - Machine Gunner Cyborg Body
0CyborgCan1CGround - Heavy Gunner Cyborg Body
0CybFlamer01CGrd - Flamer Cyborg Body
These super weapons has the same Machinegun PIEs, but they do a devastating damage:Skrim wrote:Thanks. What are those "Superweapons" anyway?
Alex's Killa Super Weapon is Anti Personel Machine Gun which causes 9999 of damage and had a huge blast radius which do 1000 of damage
Kev's Super Weapon is a Anti Tank Cannon, had the same ROF and Damage of the last one, but the blast radius is smaller.
Both of them are fitted in the following super templates:
Alex's Killa
Kev's Super Tank
They're fitted with the Kev's Super Body and they're (almost) invencible
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Raem_Lylar
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Re: What the hell are...
I ran into a bug once when i took over AI player 7 using the debug menu and switched back to my player slot. That ai started building Kev's super tank and annihilated me and all the other AI's. We didn't stand a chance... lolBlack Project wrote:
These super weapons has the same Machinegun PIEs, but they do a devastating damage:
Alex's Killa Super Weapon is Anti Personel Machine Gun which causes 9999 of damage and had a huge blast radius which do 1000 of damage
Kev's Super Weapon is a Anti Tank Cannon, had the same ROF and Damage of the last one, but the blast radius is smaller.
Both of them are fitted in the following super templates:
Alex's Killa
Kev's Super Tank
They're fitted with the Kev's Super Body and they're (almost) invincible
Main: Arithyce
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Skrim
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Re: What the hell are...
The NEXUS Scourge is faster, more durable, has stronger armor, longer weapon range, higher raw damage output, and higher DPS than the Super Scourge Cyborg. Pretty amazing. The NEXUS Needle Gunner is faster, more durable, has stronger armor, better weapon range and higher DPS than the Super Rail Gunner Cyborg.Yes, the SP NEXUS cyborgs are much stronger than any contemporary Cyborg. They have Rail-Guns, too!
This is one of the prime reasons why Cam3 is so difficult.
So, yeah. NEXUS has got super-buffed cyborgs, RailGuns, Pulse Lasers and Scourge Missiles, badass vehicle bodies, combat hovercraft which are both very fast and exceptionally tough, auto-repair capabilities, long-range VTOL bombers that can fly in from anywhere in the entire Northern Sector independently, extra-powerful internal sensors which allow their Scourge Missile armed hovercraft and towers to exploit their full capability, 4 frickin' nuclear missile silos, a self-mutating intruder virus, and to top it all off, 4 NASDA laser satellites. It's amazing how they lose anyway, the odds are just ridiculous.
I thought 0CyborgChain1Ground was the Machinegunner, 0CyborgCannonGrd was the Heavy Gunner, and 0CyborgFlamerGrd was the Flamer. If they aren't, what are they?0Superbody - Kev's Super Body
0CyborgChn1CCGround - Machine Gunner Cyborg Body
0CyborgCan1CGround - Heavy Gunner Cyborg Body
0CybFlamer01CGrd - Flamer Cyborg Body
These super weapons has the same Machinegun PIEs, but they do a devastating damage:
Alex's Killa Super Weapon is Anti Personel Machine Gun which causes 9999 of damage and had a huge blast radius which do 1000 of damage
Kev's Super Weapon is a Anti Tank Cannon, had the same ROF and Damage of the last one, but the blast radius is smaller.
Both of them are fitted in the following super templates:
Alex's Killa
Kev's Super Tank
They're fitted with the Kev's Super Body and they're (almost) invencible
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Zarel
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- Joined: 03 Jan 2008, 23:35
- Location: Minnesota, USA
Re: What the hell are...
In the future, you can figure out what something is called by looking at
data/mp/messages/strings/names.txt
'Course, it doesn't work for internal things like cyborg weapons and cyborg bodies, but it works for nearly everything else.
data/mp/messages/strings/names.txt
'Course, it doesn't work for internal things like cyborg weapons and cyborg bodies, but it works for nearly everything else.
They lose because they have practically no AI, and pretty much never rebuild anything.If you stuck a multiplayer AI in there (and gave it access to Nexus technology), Cam 3 would be practically impossible.Skrim wrote:So, yeah. NEXUS has got super-buffed cyborgs, RailGuns, Pulse Lasers and Scourge Missiles, badass vehicle bodies, combat hovercraft which are both very fast and exceptionally tough, auto-repair capabilities, long-range VTOL bombers that can fly in from anywhere in the entire Northern Sector independently, extra-powerful internal sensors which allow their Scourge Missile armed hovercraft and towers to exploit their full capability, 4 frickin' nuclear missile silos, a self-mutating intruder virus, and to top it all off, 4 NASDA laser satellites. It's amazing how they lose anyway, the odds are just ridiculous.
Since no one's actually said this, I thought I'd clarify - neither Kev's Super Tank nor Alex's Killa are actually available without cheats - they're stuff Pumpkin devs added to the code for fun.Black Project wrote:These super weapons has the same Machinegun PIEs, but they do a devastating damage:
Alex's Killa Super Weapon is Anti Personel Machine Gun which causes 9999 of damage and had a huge blast radius which do 1000 of damage
Kev's Super Weapon is a Anti Tank Cannon, had the same ROF and Damage of the last one, but the blast radius is smaller.
Both of them are fitted in the following super templates:
Alex's Killa
Kev's Super Tank
They're fitted with the Kev's Super Body and they're (almost) invencible
This frustrates me to no end. It's indistinguishable from the normal machinegun, too! When I made the autogeneration for my Guide, I had to explicitly exclude TUTMG. I bet it could be removed and switched to use the normal machinegun with no ill effects.Skrim wrote:0TUTMG - I think this is the machinegun from the tutorial. I don't see why the tutorial can't just use the normal machinegun, though.
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themousemaster
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Re: What the hell are...
Yeah, I did find it odd that both Paradigm and Collective will use their factories, but Nexus doesn't. I just chalked it up to Nexus being an evil prick whose enjoyment came from capturing enemy units rather than making his own.Zarel wrote:They lose because they have practically no AI, and pretty much never rebuild anything.If you stuck a multiplayer AI in there (and gave it access to Nexus technology), Cam 3 would be practically impossible.
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whippersnapper
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Re: Wh at the hell are...
.
yep.. it was Pumpkin's concession to experiencing faction game play by faking it in Cam mode via scripting and stat adjustments. I say
"faking" because it did not and could not translate to MP. A whole lot more work and an entirely different method of implementation
would have been necessary for faction game play in MP...
..
yep.. it was Pumpkin's concession to experiencing faction game play by faking it in Cam mode via scripting and stat adjustments. I say
"faking" because it did not and could not translate to MP. A whole lot more work and an entirely different method of implementation
would have been necessary for faction game play in MP...
..
.
"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem
"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem
"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
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Skrim
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Re: What the hell are...
The Scavengers, New Paradigm and Collective use their factories, but they still act like idiots. They send new units out in trickles of 1 to 3 tanks and slightly larger but still ineffectually weak groups of cyborgs. All Alpha missions except 3, 7, 10, and 11, and all Beta missions except 1, 2, and 11 see this behavior. In some missions, newly-built units are never sent on an offensive and sit around near their factory doing absolutely nothing until the player comes along and picks them off one by one.themousemaster wrote: Yeah, I did find it odd that both Paradigm and Collective will use their factories, but Nexus doesn't. I just chalked it up to Nexus being an evil prick whose enjoyment came from capturing enemy units rather than making his own.
What should be happening, IMO, is that 20 new tanks or 30 new cyborgs are massed and sent on an offensive. The best attacks the enemy puts up are those where they mass units and attack, but those are always scripted(Alpha 10, Beta 1/11, Gamma 5/8) and involve units driving in out of nowhere. Those missions would actually be tough without pre-built fortifications.
The case of the player vs. the Cam AI as of present is like Erwin Rommel vs. the Allies. The Allies had vastly larger forces, but they kept attacking in small groups and getting thrashed by Rommel's mobility-savvy armor concentrations, which often contained all the tanks available to Afrika Korps in entirety(which was nearly none at all). The more firepower you bring to bear, the faster you finish off the enemy, and the less damage they manage to do to you.
The player usually has 12 to 22 coordinated tanks under a Commander, plus VTOL aircraft and/or artillery attacking at once. The enemy has 3-5 tanks or 7-10 cyborgs coming in every so often to get killed. Hence the disproportionately high kills-to-losses ratio we're so used to seeing at the end of just about every campaign mission.
I don't see how this would effect Gamma 4, 5 and 8. Gamma 1, 2, 3, 6, 7 and 9 would be harder this way, though. A lot harder.They lose because they have practically no AI, and pretty much never rebuild anything.If you stuck a multiplayer AI in there (and gave it access to Nexus technology), Cam 3 would be practically impossible.
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Skrim
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Re: What the hell are...
Anyway, I've got all the stuff I wanted sorted out and arranged, and have done the modding.
The first mod is called Nonsense Reduction Mod, an amateur work just to get used to the scripts. It adds nothing to the game. Instead, it removes:
-The heavy bodies(Python, Mantis, Vengeance, Wyvern). The light and medium bodies and Dragon remain.
-The Super cyborgs.
-The Flashlight, Pulse Laser, Heavy Laser, Plasma Cannon, and Stormbringer AA Laser in all their variants.
-The Plasmite Flamer and Plasmite Bomb in all their variants.
-The HellStorm, Twin Machinegun, Twin Assault Gun, Twin Assault Cannon in all their variants.
-The VTOL Cannon, VTOL HPV Cannon, VTOL Assault Cannon and VTOL Railgun.
-The EMP Missile Launcher, EMP Cannon, and EMP Mortar in all their variants.
-The Mobile Repair Turret, Heavy Repair Turret, and NEXUS Link Turret.
-The LasSat Command Post.
-All engine, hitpoints, armor, and weapon upgrades. Entirely.
Of course, all the stuff is still there, but the tech that unlocks it does nothing. There are also a number of changes:
-Needle Gun and Needle Gunner cyborg are now AntiPersonnel.
-Phosphor and Thermite Bombs do Thermal damage.
-Unit production, power generation and research speed upgrade technologies nerfed.
-VTOL Bunker Buster is now a Slow Rocket instead of a Rocket.
-All Missile-class weapons' projectile speed increased to 1200, are 100% accurate.
-All Cannon-class weapons' projectile speed increased to 1200. HPV Cannon is 1300.
-All Gauss-class weapons' projectile speed increased to 1300-1400.
-All AA-Gun-class weapons' projectile speed reduced to 1100-1200.
-AntiPersonnel damage type does 125% damage to VTOL aircraft, instead of 25%.
-Flamer damage type does 120% damage to Hovercraft and 200% damage to Cyborgs.
-Assault Gun damage reduced to 16, weight increased to 800.
-MiniRocket Artillery range increased to 1536.
-PepperPot's weight increased to 3000.
Most of the removed weapons were at first modified intensively(i.e, twin weapons weight increased, HellStorm's weight increased to 20000, Stormbringer turned into a Thermal-damage Energy-class weapon, etc.), but then I just decided to get rid of them altogether instead of spend more time on them.
After the energy weapons, the Plasmite weapons, weird multi-barreled weapons, and nonsense-shooting turrets were all axed. The 2359648 tech upgrades for all those odd sorts of armor and weaponry have been canned as well for simplicity's sake. The heavy bodies are gone because removing them was an objective I had started out with, and because you will not find a real tank in the world today that can withstand as much firepower as they do.
I left the Cyborg Transport in place because it's sufficiently cool and actually exists(V-22 Osprey). The Auto-Repair and Cyborg Mechanic have been kept because it's more believable that a well-trained and well-equipped guy in a powersuit would try and fix a damaged vehicle than a tank whose turret spews shiny blue ether, and because they work more slowly. The case of Auto-Repair just replaces the guy in the powersuit with the vehicle's own crew and onboard machinery, and is otherwise similar. The Truck and Repair Facility can't be removed, they're just too integral to the gameplay and are necessary nonsensical objects.
Now I just need to do the resultstructures and redstructures and then compile everything into the mashed up form in which it came.
More useful mods will probably come after this. This is just a first.
The first mod is called Nonsense Reduction Mod, an amateur work just to get used to the scripts. It adds nothing to the game. Instead, it removes:
-The heavy bodies(Python, Mantis, Vengeance, Wyvern). The light and medium bodies and Dragon remain.
-The Super cyborgs.
-The Flashlight, Pulse Laser, Heavy Laser, Plasma Cannon, and Stormbringer AA Laser in all their variants.
-The Plasmite Flamer and Plasmite Bomb in all their variants.
-The HellStorm, Twin Machinegun, Twin Assault Gun, Twin Assault Cannon in all their variants.
-The VTOL Cannon, VTOL HPV Cannon, VTOL Assault Cannon and VTOL Railgun.
-The EMP Missile Launcher, EMP Cannon, and EMP Mortar in all their variants.
-The Mobile Repair Turret, Heavy Repair Turret, and NEXUS Link Turret.
-The LasSat Command Post.
-All engine, hitpoints, armor, and weapon upgrades. Entirely.
Of course, all the stuff is still there, but the tech that unlocks it does nothing. There are also a number of changes:
-Needle Gun and Needle Gunner cyborg are now AntiPersonnel.
-Phosphor and Thermite Bombs do Thermal damage.
-Unit production, power generation and research speed upgrade technologies nerfed.
-VTOL Bunker Buster is now a Slow Rocket instead of a Rocket.
-All Missile-class weapons' projectile speed increased to 1200, are 100% accurate.
-All Cannon-class weapons' projectile speed increased to 1200. HPV Cannon is 1300.
-All Gauss-class weapons' projectile speed increased to 1300-1400.
-All AA-Gun-class weapons' projectile speed reduced to 1100-1200.
-AntiPersonnel damage type does 125% damage to VTOL aircraft, instead of 25%.
-Flamer damage type does 120% damage to Hovercraft and 200% damage to Cyborgs.
-Assault Gun damage reduced to 16, weight increased to 800.
-MiniRocket Artillery range increased to 1536.
-PepperPot's weight increased to 3000.
Most of the removed weapons were at first modified intensively(i.e, twin weapons weight increased, HellStorm's weight increased to 20000, Stormbringer turned into a Thermal-damage Energy-class weapon, etc.), but then I just decided to get rid of them altogether instead of spend more time on them.
I left the Cyborg Transport in place because it's sufficiently cool and actually exists(V-22 Osprey). The Auto-Repair and Cyborg Mechanic have been kept because it's more believable that a well-trained and well-equipped guy in a powersuit would try and fix a damaged vehicle than a tank whose turret spews shiny blue ether, and because they work more slowly. The case of Auto-Repair just replaces the guy in the powersuit with the vehicle's own crew and onboard machinery, and is otherwise similar. The Truck and Repair Facility can't be removed, they're just too integral to the gameplay and are necessary nonsensical objects.
Now I just need to do the resultstructures and redstructures and then compile everything into the mashed up form in which it came.
More useful mods will probably come after this. This is just a first.
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psychopompos
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Re: What the hell are...
O_OZarel wrote: They lose because they have practically no AI, and pretty much never rebuild anything.If you stuck a multiplayer AI in there (and gave it access to Nexus technology), Cam 3 would be practically impossible.
*drools at the thought of it*
barely though...themousemaster wrote:Yeah, I did find it odd that both Paradigm and Collective will use their factories, but Nexus doesn't. I just chalked it up to Nexus being an evil prick whose enjoyment came from capturing enemy units rather than making his own.
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TVR
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Re: What the hell are...
All vehicles in Warzone 2100 lack a crew, and instead have a micro controller ['AI core' in the concept sketches], which is both why they are called 'droids' by the developers, and the resistance to conventional anti-tank weaponry.Skrim wrote:... The heavy bodies are gone because removing them was an objective I had started out with, and because you will not find a real tank in the world today that can withstand as much firepower as they do....
With the space afforded by a lack of a crew, much more armour can be mounted, and larger power plants can be installed to compensate.
In particular, the heavy chassis is the size of an in-game building, light naval armour and submarine generators could probably be installed given the the amount of room available.