![]() Space monsters usually have is_space_object = yes.ĭetermines should Designs of this ship size can be inspected by the player. Other ship sizes have either is_space_station = no or just have this property undefined.ĭetermines should this ship size have trailers when the ships move in the Space. Vanilla always have is_space_station = yes. Since Military Stations have been reworked, it’s still unclear what’s the use of this property for now. Other ship sizes have either is_civilian = no or just have this property undefined, except for the Observation Station being yes.ĭetermines should this ship be ignored by a Military Fleet in aggressive stance.Īmong vanilla ship sizes, only Civilian Ships and Civilian Stations have valid_target_aggressive_stance = no. This determines the order this ship size appears in a fleet, with Corvettes having 1 up to Titans having 8. How large should the fleet battle AI consider this ship of, overwriting the size_multiplier. Vanilla Civilian Stations always have 1 for this property. This also determines the number of Defense Platform Capacities this Defense Platform will take up from a Starbase. Vanilla Starbases always have 4 for this property. Vanilla Civilian Ships always have 1 for this property. ![]() This also determines the number of Command Points needed to add this Ship Design to a Fleet. How large should the fleet battle AI consider this ship of. Modifiers like ship_fire_rate_mult and ship_weapon_range_mult go here. starbase_(trade_collection_range/protection_range/protection)_addĪnother block of Modifiers to be added to the ships of this size. ![]() Starbases can also use the following modifiers here. ship_weapon_damage & _weapon_damage_mult.ship_(hull/armor/shield)_(add/mult) & ship_(hull/armor/shield)_regen_add_(static/perc).Only the following modifiers are allowed here. These modifiers will come to effect even before the actual ships are built, you can see these in the Ship Designer. The radius other ships will try to avoid colliding with.Ī block of Modifiers to be added to the ships of this size. Ships with higher formation priority trends to go ahead of the rest of the fleet. Vanilla Civilian Stations always have 0 for these properties. Vanilla Starbases usually have 0 for these properties, except for the Juggernaut.ĭefense Platforms also need these properties because they need to move from the Starbase to their defense position. Vanilla always have 0 or leave this property undefined.ĭefines the base speed, acceleration and rotation speed of this ship size. This property multiplies the chance this ship disengages in battle. Can also specify as graphical_culture = no to indicate that this ship size doesn't need Graphical Cultures.ĭefines the graphical entity used, replacing the default SHIPSIZE_entity (or GFX_CULTURE_SHIPSIZE_entity) lookup.ĭefines the base Hull Points of this ship size. Ship sizes are defined at common/ship_sizes/xyz.txt.ĭata Structure PropertyĪ list of Graphical Cultures this ship size is valid to have. Weapon component entities should also have a locator named turret_muzzle_01 (this is specified in a as NGraphics::SHIP_TURRET_PROJECTILE_SPAWN_LOCATOR).īy ship sizes the game classifies all ships and stations. Weapon entities are similar to section entities, with the differences being that they attach to the locator specified in the section_template and component_slot scripts. Section_template = The game will look for mammalian_01_some_entity if the current gfx_culture is mammalian_01, the section entity is then attached to a locator on the core entity specified by the slot (like "part1"). – #Global Ship DesignsĪ ship_size has a list of slots that can have sections attached to them.Įach slot has a name and specify a locator where the section will be attached graphically. These three things are then used by a ship_design to formulate a complete ship. Ships consists of three basic components:
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |