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ug:editor:ship_editor

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ug:editor:ship_editor [2016/12/01 20:55]
antigravities
ug:editor:ship_editor [2016/12/01 21:31] (current)
antigravities [Ship Specifications]
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 ==== Sprite ==== ==== Sprite ====
  
-First and foremost you'​ll ​have to choose a sprite for the ship. The drop down list will display all the available ​sprites. If you want to add your own sprites to the game you'll have to put them in the following folder while the editor is closed:+First and foremostyou'​ll ​want to choose a sprite for the new ship. The drop-down list will display all of the sprites ​available for selection. If you want to add your own sprites to the gameyou'll have to put them in the following folder while the editor is closed:
  
-//[game installation ​folder]\data\sprites//​+//[mod folder]\data\sprites//​
  
-Sprite ​must be in PNG format with a transparent background. The ship must be facing north+Any sprites added //must// be in PNG format with a transparent background ​and must be facing north.
- +
-That said, there'​s two important text boxes to fill: //Display Width// and //Display Height//. Those are the dimensions you want your image to be displayed at when the game is at a 1:1 zoom level. By default it's the size of the PNG, but it can be handy to change those settings if the source image is bigger than you want it to be.+
  
 +To finish adding the sprite, you need to specify the //Display Width// and //Display Height// - the dimensions you want your image to be displayed at when it is at a 1:1 zoom level. By default it's the size of the input file, but it can be handy to change those settings if the source image is bigger than you want it to be.
 ==== General Settings ==== ==== General Settings ====
  
-**Ship Name** ​Must be relatively short to fit into the windows correctly. It's limited to 64 characters, ​you can use special characters. +The **Ship Name** ​must be relatively short to fit into the windows correctly. It's limited to 64 characters, ​and can include ​special characters.
- +
-**Ship Description** A longer description of the ship with its history and so on. Limited to 255 characters. +
- +
-**Ship Class** It's mostly self explanatory. It's still important to note that only fighters and transports can dock at carriers, that only constructors can build stations and that only carriers will use their docked ships to defend themselves. +
- +
-**Equipment Max Size** unused+
  
-**Ware Used to Build it** All standard races use "​ShipPart"​ to build ships apart from the Core who has its own custom ​ship part ("​CoreShipPart"​). Basically that is a ware produced by a factory that will be used to limit a faction'​s military production. If you are making a custom faction ​with it's own custom factories ​and production logic this is something you may want to change.+The **Description** is a longer description of the ship with, for example, its history and so on, and is limited ​to 255 characters.
  
-**Default Faction** If set to noneany faction ​that can use 3rd party ships (pirates, humans, ISA, player) will be allowed to buy / build this kind of ship. If you set it to a particular faction, then, only this faction ​will be allowed ​to build it.+The **Ship Class** is mostly self explanatory. It's still important ​to note that only fighters and transports can dock at carriers, that only constructors ​can build stations and that only carriers ​will use their docked ships to defend themselves.
  
-==== Ship Specifications ====+You will also have to specify the **Ware used to build it**. All standard races use "​ShipPart"​ to build ships apart from the Core who has its own custom ship part ("​CoreShipPart"​). Basically, the ShipPart is a ware produced by a factory that and is used to limit a faction'​s military production. If you are making a custom faction with it's own custom factories and production logic, this is something you may want to change.
  
-**Weapon Slots** The amount and size of weapons ​the ship can equip.+The **Default Faction** combo box, set at the top next to the default ​ship size, is also a value you should consider changing. If set to "​none",​ any faction that can use third-party ships (pirates, humans, ISA, player) will be allowed to buy / build this kind of ship. If you set it to a particular faction, only the faction specified will be allowed to build it.
  
-**Shield Slots** The amount and size of shields the ship can equip.+==== Ship Statistics ====
  
-**Equipment ​Slots** ​Unused so far.+The **Weapon ​Slots** ​field controls the amount and size of weapons the ship can equip.
  
-**Armor Strength** Total hit points ​the ship have+The **Shield Slots** statistic controls the amount and size of shields ​the ship can equip.
  
-**Cargo Space** How much cargo the ship can hold+The **Equipement Slots** field is unused.
  
-**Price** The average value at which the can be bought by a faction when its not producing it.+The **Armor Strength** attribute controls the total hit points ​the ship has
  
-**Battery Energy** Maximum amount of energy ​the ship's battery ​can hold. Firing weapons and recharging the shield cost energy.+The **Cargo Space** value controls how much cargo the ship can hold.
  
-**Battery Recharge Rate** How much energy ​the ship gets back per second+The ship'​s ​**Price** is the price at which the ship can be bought by a faction when it's not producing it.
  
-**Maximum Speed** Self explanatoryA too high value (15+) may result in weird behaviors.+The **Battery Energy** attribute sets the maximum amount of energy the ship's battery can holdFiring weapons and recharging the shield cost energy.
  
-**Acceleration** same.+The **Battery Recharge Rate** setting defines how much energy the ship gets back per second
  
-**Turn Rate** How fast a ship can turn (in °), mostly cosmetic, at least until proper hitboxes are implemented.+The **Maximum Speed** field is pretty self explanatory. A too high value (15+may result in weird behaviors.
  
-**Brakes** Unused so far. Acceleration ​is used instead.+The **Acceleration** field controls how fast the ship is going.
  
-**Hangar bay size** How many fighters this ship can hold in its hangars. In theory any ship class can have hangar bays, but it has only been tested for carriers and constructors so far.+The **Turn Rate** field controls how fast a ship can turn (in ° per second).
  
 +The **Brakes** control how quickly a ship slows down.
  
 +The **Hangar bay size** controls how many fighters this ship can hold in its hangars. In theory, any ship class can have hangar bays, but it has only been tested for carriers and constructors so far.
 ===== Saving Changes ===== ===== Saving Changes =====
  
ug/editor/ship_editor.1480622128.txt.gz · Last modified: 2016/12/01 20:55 by antigravities