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ug:editor:ship_editor

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ug:editor:ship_editor [2016/12/01 21:05]
antigravities [Sprite]
ug:editor:ship_editor [2016/12/01 21:31] (current)
antigravities [Ship Specifications]
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 ==== 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** ​longer description of the ship with its history and so on. Limited ​to 255 characters.+The **Description** ​is a longer description of the ship with, for example, ​its history and so on, and is 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.+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.
  
-**Equipment Max Size** unused+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.
  
-**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 ​custom ​faction ​with it's own custom factories and production logic this is something you may want to change.+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 particular ​faction, only the faction specified will be allowed ​to build it.
  
-**Default Faction** If set to none, any 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.+==== Ship Statistics ====
  
-==== Ship Specifications ====+The **Weapon Slots** field controls the amount and size of weapons the ship can equip.
  
-**Weapon ​Slots** ​The amount and size of weapons ​the ship can equip.+The **Shield ​Slots** ​statistic controls the amount and size of shields ​the ship can equip.
  
-**Shield ​Slots** ​The amount and size of shields the ship can equip.+The **Equipement ​Slots** ​field is unused.
  
-**Equipment Slots** Unused so far.+The **Armor Strength** attribute controls the total hit points the ship has
  
-**Armor Strength** Total hit points ​the ship have+The **Cargo Space** value controls how much cargo the ship can hold.
  
-**Cargo Space** How much cargo the ship can hold+The ship'​s ​**Price** is the price at which the ship can be bought by a faction when it's not producing it.
  
-**Price** The average value at which the can be bought by a faction when its not producing it.+The **Battery Energy** attribute sets the maximum amount of energy the ship's battery ​can hold. Firing weapons and recharging the shield cost energy.
  
-**Battery ​Energy** Maximum amount of energy the ship's battery can hold. Firing weapons and recharging the shield cost energy.+The **Battery ​Recharge Rate** setting defines how much energy the ship gets back per second
  
-**Battery Recharge Rate** How much energy the ship gets back per second+The **Maximum Speed** field is pretty self explanatory. A too high value (15+) may result in weird behaviors.
  
-**Maximum Speed** Self explanatory. A too high value (15+) may result in weird behaviors.+The **Acceleration** field controls how fast the ship is going.
  
-**Acceleration** same. +The **Turn Rate** ​field controls how fast a ship can turn (in ° per second).
- +
-**Turn Rate** ​How fast a ship can turn (in °), mostly cosmetic, at least until proper hitboxes are implemented. +
- +
-**Brakes** Unused so far. Acceleration is used instead. +
- +
-**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 **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.1480622730.txt.gz · Last modified: 2016/12/01 21:05 by antigravities