Sorry to tell you this Sleeper, but your artillery still doesn't work.

However, here is the code that I have used to get it to work. I hope it helps. I tried it with missiles, but I couldn't get it to work with missiles. Maybe you can get it to work though. Right now it works without missiles.
Code: Select all
<shipBlueprint name="BOSS_1" layout="boss_1" img="boss_1">
<class>Rebel Flagship</class>
<systemList>
<artillery power="6" room="9"/>
<artillery power="6" room="10"/>
<artillery power="6" room="14"/>
<artillery power="6" room="18"/>
<artillery power="3" room="19"/>
<pilot power="3" room="0"/>
<sensors power="2" room="17"/>
<doors power="3" room="13"/>
<shields power="8" room="1">
<slot>
<direction>right</direction>
<number>1</number>
</slot>
</shields>
<teleporter power="1" room="3"/>
<cloaking power="2" room="15"/>
<medbay power="3" room="5"/>
<oxygen power="2" room="7"/>
<engines power="2" room="8">
<slot>
<direction>left</direction>
<number>2</number>
</slot>
</engines>
<drones power="2" room="12"/>
</systemList>
<health amount="20"/>
<maxPower amount ="45"/>
<aug name="FTL_JAMMER"/>
<aug name="CLOAK_FIRE"/>
</shipBlueprint>
<weaponBlueprint name="ARTILLERY_BOSS_5">
<type>BOMB</type>
<title>Boss Artillery Support</title>
<short>Boss Artillery Support</short>
<locked>1</locked>
<desc>Hazard Dummy Weapon - You shouldn't see this description</desc>
<tooltip>Hazard Dummy Weapon - You shouldn't see this description</tooltip>
<damage>3</damage>
<sysDamage>0</sysDamage>
<persDamage>3</persDamage>
<shots>1</shots>
<sp>0</sp>
<fireChance>3</fireChance>
<breachChance>2</breachChance>
<cooldown>25</cooldown>
<power>1</power>
<cost>80</cost>
<bp>4</bp>
<rarity>0</rarity>
<image>ce_boss_artillery_warning_2</image>
<explosion>ce_explosion_really_big</explosion>
<launchSounds>
<sound>warning_effector</sound>
</launchSounds>
<hitShipSounds>
<sound>smallExplosion</sound>
</hitShipSounds>
<weaponArt>ce_minelauncher_invisible</weaponArt>
</weaponBlueprint>
Yes, I reordered the ship's systems for a reason I'll discuss later and yes placing terminals like that works so if you want to do that too that would be nice because they won't jump around anymore between stages.
Right now you also have a bug where if you hit the boss missiles they won't show as broken because the artillery is overlapping them. YOU SHOULD PROBABLY FIX THAT ASAP. So that is why I reordered the ship systems in the blueprint. I put my 5th artillery in this new room in the .txt file:
ROOM
19
6
9
0
0
This way it is placed directly behind the engines and is "invisible" and invincible with the new system order (which I also think makes more sense). I talked about placing the 5th artillery there before, but I guess you didn't see that.
Another thing I talked about was the artillery power. You can look at my previous posts for more details, but if you want to make it possible to hack the artillery use those artillery powers because they are all power 3 contrary to what you may think because the last one takes precedence. but if you hack it and use artillery loss=3 then the last one will stay 0 and the others will be 3 so they're the same, but the artillery is offline.
I don't think you need the boss_1.xml file because my artillery worked fine without making a new weapon mount.
So that's basically it. Use my code and compare it to yours to see what is wrong. You can fool around with the cooldown and missile usage if you want, but this is the code I used to prove the concept to myself.
Peace out.

Just ask me if you have any questions. I check the forums every day.
EDIT: On an unrelated note, I was able to connect the boss's weapon compartments to the rest of the ship. Anyone think that's a horrible idea?