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I currently dont know how to increase a unit's damage though. You can increase the firerate of specific weapons in the hardpoints file, but i dont know if the <damage> line does anything. stacking more hardpoints on capitalships makes them indestructable, so do not do this.
Damage is done based on projectile. So, find the hardpoint's name in the unit xml. Go to where the hardpoint information is stored (if you need to find the right file, there is a hardpoints.xml folder that has a list of the other folders that have hardpoint information inside the folder.) . Each hardpoint shoots a projectile type. Find the name of the projectile you want to change. Then find that projectile in the projectile.xml folder. Damage stats can be found there. If you ever want to mod EaW, or any mods for it, and have any questions, I might be able to help you more. Just let me know.
Now, in response to the OP, I've found the Venator Superweapons can be extremely overpowered. As the other person mentioned, instead of hitting their shield generators right away, go for the superweapon to prevent it from firing. Then you can whittle the damn thing down with your garrison, and of course then destroy it's shields etc.
I believe destroying the hardpoint does not keep it from using it (AI).
If this is the case, maybe changing the ability off an ability? Or maybe have it as an ability, but make it so that it mearly allows the weapon to fire? What I mean is this:
Have the hardpoint be a turret weapon that fires the projectile regularly, like every other weapon. However, make it so the weapon is used like one of the abilities such vanillia Y-Wings Ion Torpedos. They only fire when on the alt. fire mode, and it can have a cooldown that way. However, in the ability code, there is a way to prevent an ability from being used if the hardpoint is gone. This way you can avoid using the Death Star ability information as is currently used.