design config
This commit is contained in:
@@ -1,130 +1,37 @@
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[[module]]
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id = "armor_plate"
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unlock_at_station_level = -1
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surface_mask = ["OO"]
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materials = [{item = "armor_plate_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 3
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threat_cost = 20.0
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fill_color = "#808080"
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glyph = "A"
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[module.health]
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added_hp_formula = "40"
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# modules.toml
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#
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# First real-content iteration: module ids and surface masks are the designed
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# content; stats, materials, and threat costs are placeholders until the
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# recipe and balancing passes.
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#
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# Surface mask footprint ladder — footprints gate which hulls can mount a
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# module, purely through geometry (see ships.toml for the matching hull
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# grids):
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#
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# 1x1 laser_cannon_s, salvager, repair_tool fits every hull, incl. drones
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# 1x2 maneuvering_thrusters, sensor_booster,
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# armor_plates frigate and up
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# 1x3 afterburner frigate and up (eats most of a frigate)
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# L-shape weapon_stabilizer, weapon_primer,
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# weapon_upgrade frigate and up
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# 2x2 laser_cannon_m, drone_bay cruiser and up (no 2x2 area on s hulls)
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# 3x3 laser_cannon_l battleship and up (no 3x3 area on m hulls)
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# 2x6 drone_hangar dreadnought and carrier only
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# -----------------------------------------------------------------------------
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# Weapons
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# -----------------------------------------------------------------------------
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[[module]]
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id = "sensor_booster"
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id = "laser_cannon_s"
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unlock_at_station_level = -1
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surface_mask = ["O"]
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materials = [{item = "sensor_booster_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 2
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threat_cost = 1.0
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fill_color = "#40A0FF"
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glyph = "S"
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[module.sensor]
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added_sensor_range_m_formula = "50"
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[[module]]
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id = "manuvering_thrusters"
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unlock_at_station_level = -1
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surface_mask = ["O"]
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materials = [{item = "manuvering_thrusters_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 2
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threat_cost = 1.0
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fill_color = "#40A0FF"
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glyph = "Mt"
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[module.movement]
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multiplied_speed_mps_formula = "1.2"
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added_maneuvering_acceleration_mpss_formula = "10"
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[[module]]
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id = "afterburner"
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unlock_at_station_level = -1
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surface_mask = ["O"]
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materials = [{item = "afterburner_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 2
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threat_cost = 1.0
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fill_color = "#40A0FF"
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glyph = "Ab"
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[module.movement]
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multiplied_speed_mps_formula = "1.6"
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added_main_acceleration_mpss_formula = "60"
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[[module]]
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id = "weapon_upgrade"
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unlock_at_station_level = -1
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surface_mask = [
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"OO",
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"O ",
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]
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materials = [{item = "weapon_upgrade_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 4
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threat_cost = 10.0
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fill_color = "#FF4040"
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glyph = "Wu"
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[module.weapon]
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multiplied_damage_formula = "1.2"
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[[module]]
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id = "weapon_primer"
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unlock_at_station_level = -1
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surface_mask = [
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"OO",
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"O ",
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]
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materials = [{item = "weapon_primer_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 4
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threat_cost = 10.0
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fill_color = "#FF4040"
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glyph = "Wp"
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[module.weapon]
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multiplied_attack_rate_hz_formula = "1.2"
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[[module]]
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id = "weapon_stabilizer"
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unlock_at_station_level = -1
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surface_mask = [
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"OO",
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"O ",
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]
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materials = [{item = "weapon_stabilizer_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 4
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threat_cost = 10.0
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fill_color = "#FF4040"
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glyph = "Ws"
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[module.weapon]
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multiplied_attack_range_m_formula = "1.5"
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multiplied_attack_rate_hz_formula = "0.8"
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[[module]]
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id = "laser_cannon_xs"
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unlock_at_station_level = -1
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surface_mask = ["O"]
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materials = [{item = "laser_cannon_xs_module", amount = 1}]
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materials = [{item = "laser_cannon_s_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 0.5
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threat_cost = 5.0
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fill_color = "#FF8040"
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glyph = "L"
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glyph = "Ls"
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[module.weapon]
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damage_formula = "2"
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@@ -133,17 +40,17 @@ attack_rate_hz_formula = "2.0"
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[[module]]
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id = "laser_cannon_s"
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id = "laser_cannon_m"
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unlock_at_station_level = -1
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surface_mask = [
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"OO",
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"OO"]
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materials = [{item = "laser_cannon_s_module", amount = 1}]
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materials = [{item = "laser_cannon_m_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 0.5
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production_time_seconds = 2
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threat_cost = 30.0
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fill_color = "#FF8040"
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glyph = "L"
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glyph = "Lm"
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[module.weapon]
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damage_formula = "10"
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@@ -151,6 +58,29 @@ attack_range_m_formula = "70"
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attack_rate_hz_formula = "1.5"
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[[module]]
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id = "laser_cannon_l"
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unlock_at_station_level = -1
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surface_mask = [
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"OOO",
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"OOO",
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"OOO"]
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materials = [{item = "laser_cannon_l_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 8
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threat_cost = 150.0
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fill_color = "#FF8040"
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glyph = "Ll"
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[module.weapon]
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damage_formula = "40"
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attack_range_m_formula = "100"
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attack_rate_hz_formula = "0.8"
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# -----------------------------------------------------------------------------
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# Utility tools
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# -----------------------------------------------------------------------------
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[[module]]
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id = "salvager"
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unlock_at_station_level = -1
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@@ -182,3 +112,163 @@ glyph = "Rp"
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[module.repair]
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repair_rate_hz_formula = "5 + x"
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repair_range_m_formula = "800"
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# -----------------------------------------------------------------------------
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# Propulsion
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# -----------------------------------------------------------------------------
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[[module]]
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id = "afterburner"
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unlock_at_station_level = -1
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surface_mask = ["OOO"]
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materials = [{item = "afterburner_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 2
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threat_cost = 1.0
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fill_color = "#40A0FF"
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glyph = "Ab"
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[module.movement]
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multiplied_speed_mps_formula = "1.6"
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added_main_acceleration_mpss_formula = "60"
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[[module]]
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id = "maneuvering_thrusters"
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unlock_at_station_level = -1
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surface_mask = ["OO"]
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materials = [{item = "maneuvering_thrusters_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 2
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threat_cost = 1.0
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fill_color = "#40A0FF"
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glyph = "Mt"
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[module.movement]
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multiplied_speed_mps_formula = "1.2"
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added_maneuvering_acceleration_mpss_formula = "10"
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# -----------------------------------------------------------------------------
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# Defense & sensors
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# -----------------------------------------------------------------------------
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[[module]]
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id = "armor_plates"
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unlock_at_station_level = -1
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surface_mask = ["OO"]
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materials = [{item = "armor_plates_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 3
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threat_cost = 20.0
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fill_color = "#808080"
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glyph = "A"
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[module.health]
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added_hp_formula = "40"
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[[module]]
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id = "sensor_booster"
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unlock_at_station_level = -1
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surface_mask = ["OO"]
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materials = [{item = "sensor_booster_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 2
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threat_cost = 1.0
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fill_color = "#40A0FF"
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glyph = "S"
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[module.sensor]
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added_sensor_range_m_formula = "50"
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# -----------------------------------------------------------------------------
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# Weapon modifiers
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# -----------------------------------------------------------------------------
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[[module]]
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id = "weapon_upgrade"
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unlock_at_station_level = -1
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surface_mask = [
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"OO",
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"OX",
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]
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materials = [{item = "weapon_upgrade_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 4
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threat_cost = 10.0
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fill_color = "#FF4040"
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glyph = "Wu"
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[module.weapon]
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multiplied_damage_formula = "1.2"
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[[module]]
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id = "weapon_primer"
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unlock_at_station_level = -1
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surface_mask = [
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"OO",
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"OX",
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]
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materials = [{item = "weapon_primer_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 4
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threat_cost = 10.0
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fill_color = "#FF4040"
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glyph = "Wp"
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[module.weapon]
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multiplied_attack_rate_hz_formula = "1.2"
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[[module]]
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id = "weapon_stabilizer"
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unlock_at_station_level = -1
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surface_mask = [
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"OO",
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"OX",
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]
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materials = [{item = "weapon_stabilizer_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 4
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threat_cost = 10.0
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fill_color = "#FF4040"
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glyph = "Ws"
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[module.weapon]
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multiplied_attack_range_m_formula = "1.5"
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multiplied_attack_rate_hz_formula = "0.8"
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# -----------------------------------------------------------------------------
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# Drone modules
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#
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# Footprint-only placeholders: the drone launching capability is not
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# implemented yet, so these modules define no capability section.
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# -----------------------------------------------------------------------------
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[[module]]
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id = "drone_bay"
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unlock_at_station_level = -1
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surface_mask = [
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"OO",
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"OO"]
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materials = [{item = "drone_bay_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 5
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threat_cost = 15.0
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fill_color = "#CC66FF"
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glyph = "Db"
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[[module]]
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id = "drone_hangar"
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unlock_at_station_level = -1
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surface_mask = [
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"OOOOOO",
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"OOOOOO"]
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materials = [{item = "drone_hangar_module", amount = 1}]
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player_production_level = 1
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production_time_seconds = 20
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threat_cost = 100.0
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fill_color = "#9933CC"
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glyph = "Dh"
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@@ -1,8 +1,26 @@
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# ships.toml
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#
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# First real-content iteration: ship ids and layout grids are the designed
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# content; stats, materials, and production times are placeholders until the
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# recipe and balancing passes.
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#
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# Size classes:
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# xs drone 1 cell — exactly one 1x1 module
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# s frigate, destroyer no 2x2 area anywhere: only 1x1/1x2/1x3/L modules fit
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# m cruiser, battlecruiser 2x2 areas (m guns, drone bays) but no 3x3 area
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# l battleship fits exactly one 3x3 l gun, at heavy opportunity cost
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# xl dreadnought, carrier dreadnought fits three l guns; carrier fits one
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# drone hangar (2x6) but no l gun (its deck rows
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# are broken up by elevator shafts)
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#
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# All new hulls have threat cost_formula = "0" so enemy waves do not spawn
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# them until the balancing pass gives them real stats and default loadouts.
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[[ship]]
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id = "drone"
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unlock_at_station_level = -1
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layout = ["O"]
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default_modules = [{type = "laser_cannon_xs", x = 0, y = 0, rotation = "east"}]
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default_modules = [{type = "laser_cannon_s", x = 0, y = 0, rotation = "east"}]
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[ship.schematic]
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materials = [{item = "drone_hull", amount = 1}]
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@@ -27,3 +45,272 @@ sensor_range_m_formula = "150"
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[ship.loot]
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scrap_drop = 2
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# Frigate — 5 cells in a plus shape. Holds a couple of small guns plus at
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# most one 1x2 support (every 1x2 placement crosses the center cell), or one
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# L-shaped weapon modifier, or an afterburner spanning the full center line.
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[[ship]]
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id = "frigate"
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unlock_at_station_level = -1
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layout = [
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"XOX",
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"OOO",
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"XOX",
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]
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[ship.schematic]
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materials = [{item = "frigate_hull", amount = 1}]
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player_production_level = 1
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production_time_seconds = 10
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[ship.threat]
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cost_formula = "0"
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[ship.health]
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hp_formula = "30"
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[ship.movement]
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speed_mps_formula = "30"
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main_acceleration_mpss_formula = "50"
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maneuvering_acceleration_mpss_formula = "25"
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||||
angular_acceleration_radpss_formula = "8"
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||||
max_rotation_speed_radps_formula = "4"
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||||
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[ship.sensor]
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sensor_range_m_formula = "200"
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||||
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||||
[ship.loot]
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||||
scrap_drop = 5
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||||
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||||
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||||
# Destroyer — 8 cells: a long gun deck with three turret bumps on top.
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||||
# Still no 2x2 area, so it packs more small guns than a frigate but can never
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# mount medium hardware.
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[[ship]]
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||||
id = "destroyer"
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||||
unlock_at_station_level = -1
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layout = [
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||||
"OXOXO",
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"OOOOO",
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||||
]
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||||
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||||
[ship.schematic]
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||||
materials = [{item = "destroyer_hull", amount = 1}]
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||||
player_production_level = 1
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||||
production_time_seconds = 15
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||||
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||||
[ship.threat]
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||||
cost_formula = "0"
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||||
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||||
[ship.health]
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||||
hp_formula = "50"
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||||
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||||
[ship.movement]
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||||
speed_mps_formula = "25"
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||||
main_acceleration_mpss_formula = "40"
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||||
maneuvering_acceleration_mpss_formula = "20"
|
||||
angular_acceleration_radpss_formula = "6"
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||||
max_rotation_speed_radps_formula = "3"
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||||
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||||
[ship.sensor]
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sensor_range_m_formula = "220"
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||||
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||||
[ship.loot]
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||||
scrap_drop = 8
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||||
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||||
# Cruiser — 12 cells with notched corners. Fits at most two 2x2 m guns
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||||
# (stacked through the middle), leaving the four side cells for small
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# supports; no 3x3 area exists for an l gun.
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||||
[[ship]]
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||||
id = "cruiser"
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unlock_at_station_level = -1
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||||
layout = [
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||||
"XOOX",
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||||
"OOOO",
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||||
"OOOO",
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||||
"XOOX",
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||||
]
|
||||
|
||||
[ship.schematic]
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||||
materials = [{item = "cruiser_hull", amount = 1}]
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||||
player_production_level = 1
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||||
production_time_seconds = 25
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||||
|
||||
[ship.threat]
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||||
cost_formula = "0"
|
||||
|
||||
[ship.health]
|
||||
hp_formula = "120"
|
||||
|
||||
[ship.movement]
|
||||
speed_mps_formula = "20"
|
||||
main_acceleration_mpss_formula = "30"
|
||||
maneuvering_acceleration_mpss_formula = "15"
|
||||
angular_acceleration_radpss_formula = "4"
|
||||
max_rotation_speed_radps_formula = "2"
|
||||
|
||||
[ship.sensor]
|
||||
sensor_range_m_formula = "250"
|
||||
|
||||
[ship.loot]
|
||||
scrap_drop = 15
|
||||
|
||||
|
||||
# Battlecruiser — 16 cells: a wide bow split into two gun cheeks, tapering
|
||||
# toward the stern. Fits three 2x2 m guns (two in the cheeks, one through
|
||||
# the middle) with small support slots left over; the split bow and tapered
|
||||
# stern leave no 3x3 area for an l gun and no 2x6 area for a drone hangar.
|
||||
[[ship]]
|
||||
id = "battlecruiser"
|
||||
unlock_at_station_level = -1
|
||||
layout = [
|
||||
"OOXXOO",
|
||||
"OOOOOO",
|
||||
"XOOOOX",
|
||||
"XXOOXX",
|
||||
]
|
||||
|
||||
[ship.schematic]
|
||||
materials = [{item = "battlecruiser_hull", amount = 1}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 35
|
||||
|
||||
[ship.threat]
|
||||
cost_formula = "0"
|
||||
|
||||
[ship.health]
|
||||
hp_formula = "180"
|
||||
|
||||
[ship.movement]
|
||||
speed_mps_formula = "18"
|
||||
main_acceleration_mpss_formula = "25"
|
||||
maneuvering_acceleration_mpss_formula = "12"
|
||||
angular_acceleration_radpss_formula = "3"
|
||||
max_rotation_speed_radps_formula = "1.5"
|
||||
|
||||
[ship.sensor]
|
||||
sensor_range_m_formula = "260"
|
||||
|
||||
[ship.loot]
|
||||
scrap_drop = 20
|
||||
|
||||
|
||||
# Battleship — 20 cells, 5 wide: at most ONE 3x3 l gun fits (the hull is too
|
||||
# narrow for two), and mounting it consumes nearly half the grid, squeezing
|
||||
# supports into the remaining strips. Without the l gun it flexibly fits
|
||||
# several m guns instead. Too narrow for a drone hangar.
|
||||
[[ship]]
|
||||
id = "battleship"
|
||||
unlock_at_station_level = -1
|
||||
layout = [
|
||||
"XOOOX",
|
||||
"OOOOO",
|
||||
"OOOOO",
|
||||
"OOOOO",
|
||||
"XOXOX",
|
||||
]
|
||||
|
||||
[ship.schematic]
|
||||
materials = [{item = "battleship_hull", amount = 1}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 60
|
||||
|
||||
[ship.threat]
|
||||
cost_formula = "0"
|
||||
|
||||
[ship.health]
|
||||
hp_formula = "350"
|
||||
|
||||
[ship.movement]
|
||||
speed_mps_formula = "14"
|
||||
main_acceleration_mpss_formula = "18"
|
||||
maneuvering_acceleration_mpss_formula = "8"
|
||||
angular_acceleration_radpss_formula = "2"
|
||||
max_rotation_speed_radps_formula = "1"
|
||||
|
||||
[ship.sensor]
|
||||
sensor_range_m_formula = "280"
|
||||
|
||||
[ship.loot]
|
||||
scrap_drop = 35
|
||||
|
||||
|
||||
# Dreadnought — 42 cells: an 11-wide, 3-deep main battery deck that fits
|
||||
# three 3x3 l guns side by side with spacer columns left over, plus bow and
|
||||
# stern strips for supports.
|
||||
[[ship]]
|
||||
id = "dreadnought"
|
||||
unlock_at_station_level = -1
|
||||
layout = [
|
||||
"XXXOOOOOXXX",
|
||||
"OOOOOOOOOOO",
|
||||
"OOOOOOOOOOO",
|
||||
"OOOOOOOOOOO",
|
||||
"XXOOXXXOOXX",
|
||||
]
|
||||
|
||||
[ship.schematic]
|
||||
materials = [{item = "dreadnought_hull", amount = 1}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 120
|
||||
|
||||
[ship.threat]
|
||||
cost_formula = "0"
|
||||
|
||||
[ship.health]
|
||||
hp_formula = "800"
|
||||
|
||||
[ship.movement]
|
||||
speed_mps_formula = "8"
|
||||
main_acceleration_mpss_formula = "10"
|
||||
maneuvering_acceleration_mpss_formula = "5"
|
||||
angular_acceleration_radpss_formula = "1"
|
||||
max_rotation_speed_radps_formula = "0.5"
|
||||
|
||||
[ship.sensor]
|
||||
sensor_range_m_formula = "300"
|
||||
|
||||
[ship.loot]
|
||||
scrap_drop = 60
|
||||
|
||||
|
||||
# Carrier — 37 cells: the top flight deck (rows 0-1) is the only place wide
|
||||
# enough for the 2x6 drone hangar, and exactly one fits. The middle deck row
|
||||
# is broken up by elevator shafts (the X cells) so no 3x3 l gun can ever fit;
|
||||
# the lower decks hold supports and 2x2 point-defense m guns.
|
||||
[[ship]]
|
||||
id = "carrier"
|
||||
unlock_at_station_level = -1
|
||||
layout = [
|
||||
"XOOOOOOOOX",
|
||||
"OOOOOOOOOO",
|
||||
"OOXOOXOOXO",
|
||||
"XOOOOOOOOX",
|
||||
"XXXOOOOXXX",
|
||||
]
|
||||
|
||||
[ship.schematic]
|
||||
materials = [{item = "carrier_hull", amount = 1}]
|
||||
player_production_level = 1
|
||||
production_time_seconds = 120
|
||||
|
||||
[ship.threat]
|
||||
cost_formula = "0"
|
||||
|
||||
[ship.health]
|
||||
hp_formula = "700"
|
||||
|
||||
[ship.movement]
|
||||
speed_mps_formula = "9"
|
||||
main_acceleration_mpss_formula = "10"
|
||||
maneuvering_acceleration_mpss_formula = "5"
|
||||
angular_acceleration_radpss_formula = "1"
|
||||
max_rotation_speed_radps_formula = "0.5"
|
||||
|
||||
[ship.sensor]
|
||||
sensor_range_m_formula = "350"
|
||||
|
||||
[ship.loot]
|
||||
scrap_drop = 60
|
||||
|
||||
@@ -146,6 +146,10 @@ outline = "#1402b3"
|
||||
fill = "#691313"
|
||||
outline = "#f3ff4f"
|
||||
|
||||
[items.laser_cannon_s_module]
|
||||
fill = "#691313"
|
||||
outline = "#f3ff4f"
|
||||
|
||||
[items.salvager_module]
|
||||
fill = "#b2cfdd"
|
||||
outline = "#236137"
|
||||
@@ -164,6 +168,34 @@ outline = "#689275"
|
||||
fill = "#3366ff"
|
||||
outline = "#ffffff"
|
||||
|
||||
[ships.frigate]
|
||||
fill = "#44aaff"
|
||||
outline = "#ffffff"
|
||||
|
||||
[ships.destroyer]
|
||||
fill = "#33ccaa"
|
||||
outline = "#ffffff"
|
||||
|
||||
[ships.cruiser]
|
||||
fill = "#66cc33"
|
||||
outline = "#ffffff"
|
||||
|
||||
[ships.battlecruiser]
|
||||
fill = "#cccc33"
|
||||
outline = "#ffffff"
|
||||
|
||||
[ships.battleship]
|
||||
fill = "#ff9933"
|
||||
outline = "#ffffff"
|
||||
|
||||
[ships.dreadnought]
|
||||
fill = "#ff5533"
|
||||
outline = "#ffffff"
|
||||
|
||||
[ships.carrier]
|
||||
fill = "#cc66ff"
|
||||
outline = "#ffffff"
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Laser beams (REQ-SHP-FIRING-BEAM)
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user