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)
|
||||
# -----------------------------------------------------------------------------
|
||||
|
||||
@@ -12,7 +12,7 @@ enemy_buffer_width_tiles = 10
|
||||
level = 1
|
||||
count = 5
|
||||
modules = [
|
||||
{type = "laser_cannon_xs", x = 1, y = 1, rotation = "east"},
|
||||
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena.team]]
|
||||
@@ -22,7 +22,7 @@ enemy_buffer_width_tiles = 10
|
||||
level = 1
|
||||
count = 2
|
||||
modules = [
|
||||
{type = "laser_cannon_xs", x = 1, y = 1, rotation = "east"},
|
||||
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
|
||||
{type = "weapon_stabilizer", x = 1, y = 1, rotation = "east"},
|
||||
{type = "weapon_stabilizer", x = 1, y = 1, rotation = "east"},
|
||||
{type = "weapon_upgrade", x = 1, y = 1, rotation = "east"},
|
||||
@@ -44,7 +44,7 @@ enemy_buffer_width_tiles = 10
|
||||
level = 1
|
||||
count = 5
|
||||
modules = [
|
||||
{type = "laser_cannon_xs", x = 1, y = 1, rotation = "east"},
|
||||
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena.team]]
|
||||
@@ -54,7 +54,7 @@ enemy_buffer_width_tiles = 10
|
||||
level = 1
|
||||
count = 3
|
||||
modules = [
|
||||
{type = "laser_cannon_xs", x = 1, y = 1, rotation = "east"},
|
||||
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
[[arena.team.ship]]
|
||||
@@ -79,7 +79,7 @@ enemy_buffer_width_tiles = 15
|
||||
level = 1
|
||||
count = 3
|
||||
modules = [
|
||||
{type = "laser_cannon_xs", x = 1, y = 1, rotation = "east"},
|
||||
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
|
||||
]
|
||||
[[arena.team.station]]
|
||||
type = "player_station"
|
||||
@@ -99,5 +99,5 @@ enemy_buffer_width_tiles = 15
|
||||
level = 1
|
||||
count = 8
|
||||
modules = [
|
||||
{type = "laser_cannon_xs", x = 1, y = 1, rotation = "east"},
|
||||
{type = "laser_cannon_s", x = 1, y = 1, rotation = "east"},
|
||||
]
|
||||
|
||||
147
docs/content_design.md
Normal file
147
docs/content_design.md
Normal file
@@ -0,0 +1,147 @@
|
||||
# Content Design — Ships & Modules
|
||||
|
||||
First real-content iteration (June 2026). This pass defines ship hull grids
|
||||
and module surface masks only. Stats, materials, recipes, and threat costs in
|
||||
the config files are placeholders; the recipe pass and the balancing pass
|
||||
come later.
|
||||
|
||||
## Design principle: footprint gating
|
||||
|
||||
Which module fits on which hull is controlled purely by geometry — no
|
||||
explicit allow-lists. Each hull grid is shaped so that it physically cannot
|
||||
contain the footprint of modules from a larger size class. This keeps the
|
||||
rules transparent to the player ("it doesn't fit because there is no room")
|
||||
and makes them trivially moddable through the config files alone.
|
||||
|
||||
### Module footprint ladder
|
||||
|
||||
| Footprint | Modules | Smallest hull that fits it |
|
||||
|-----------|---------|----------------------------|
|
||||
| 1x1 | laser_cannon_s, salvager, repair_tool | drone |
|
||||
| 1x2 | maneuvering_thrusters, sensor_booster, armor_plates | frigate |
|
||||
| 1x3 | afterburner | frigate (eats most of it) |
|
||||
| L-shape (3 cells) | weapon_stabilizer, weapon_primer, weapon_upgrade | frigate |
|
||||
| 2x2 | laser_cannon_m, drone_bay | cruiser |
|
||||
| 3x3 | laser_cannon_l | battleship |
|
||||
| 2x6 | drone_hangar | dreadnought / carrier |
|
||||
|
||||
### Hull grids
|
||||
|
||||
`O` = buildable cell, `X` = hull structure (not buildable).
|
||||
|
||||
**drone (xs, 1 cell)** — exactly one 1x1 module: a small gun, a salvager, or
|
||||
a repair tool. This is what makes drone roles swappable.
|
||||
|
||||
O
|
||||
|
||||
**frigate (s, 5 cells)** — plus shape. Every 1x2 placement crosses the center
|
||||
cell, so at most ONE 1x2 support fits; alternatively one L-shaped weapon
|
||||
modifier or one afterburner through the center line. Gun-boat with one or two
|
||||
support modules, as intended.
|
||||
|
||||
XOX
|
||||
OOO
|
||||
XOX
|
||||
|
||||
**destroyer (s, 8 cells)** — gun deck with three turret bumps. More cells
|
||||
than the frigate (more small guns), but still no 2x2 area anywhere, so medium
|
||||
hardware can never be mounted.
|
||||
|
||||
OXOXO
|
||||
OOOOO
|
||||
|
||||
**cruiser (m, 12 cells)** — notched corners. Fits at most two 2x2 m guns
|
||||
(stacked through the middle), leaving the side cells for supports. No 3x3
|
||||
area.
|
||||
|
||||
XOOX
|
||||
OOOO
|
||||
OOOO
|
||||
XOOX
|
||||
|
||||
**battlecruiser (m, 16 cells)** — split bow with two gun cheeks, tapered
|
||||
stern. Fits three 2x2 m guns — one more than the cruiser — with small support
|
||||
slots left over. The bow split and stern taper prevent any 3x3 area (no l
|
||||
gun) and any 2x6 area (no drone hangar).
|
||||
|
||||
OOXXOO
|
||||
OOOOOO
|
||||
XOOOOX
|
||||
XXOOXX
|
||||
|
||||
**battleship (l, 20 cells)** — 5 wide, so at most ONE 3x3 l gun fits, and
|
||||
mounting it consumes nearly half the grid, leaving only narrow strips for
|
||||
supports. Without an l gun it flexibly fits several m guns. Too narrow for a
|
||||
drone hangar.
|
||||
|
||||
XOOOX
|
||||
OOOOO
|
||||
OOOOO
|
||||
OOOOO
|
||||
XOXOX
|
||||
|
||||
**dreadnought (xl, 42 cells)** — 11-wide, 3-deep main battery deck: three 3x3
|
||||
l guns fit side by side with spacer columns to spare, plus bow/stern strips
|
||||
for supports. Wide enough for a drone hangar too, if the player wants to
|
||||
trade a gun battery for one.
|
||||
|
||||
XXXOOOOOXXX
|
||||
OOOOOOOOOOO
|
||||
OOOOOOOOOOO
|
||||
OOOOOOOOOOO
|
||||
XXOOXXXOOXX
|
||||
|
||||
**carrier (xl, 37 cells)** — the top flight deck (rows 0–1) is the only
|
||||
region wide enough for the 2x6 drone hangar, and exactly one fits. The middle
|
||||
deck row is broken up by elevator shafts (X cells placed so every 3-column
|
||||
window hits one), which is what prevents any 3x3 l gun from ever fitting.
|
||||
Lower decks hold supports and 2x2 point-defense m guns.
|
||||
|
||||
XOOOOOOOOX
|
||||
OOOOOOOOOO
|
||||
OOXOOXOOXO
|
||||
XOOOOOOOOX
|
||||
XXXOOOOXXX
|
||||
|
||||
### Verified gating matrix
|
||||
|
||||
Checked programmatically against the configs (all four mask rotations,
|
||||
all placements):
|
||||
|
||||
| Footprint | drone | frigate | destroyer | cruiser | battlecruiser | battleship | dreadnought | carrier |
|
||||
|-----------|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
|
||||
| 1x1 | x | x | x | x | x | x | x | x |
|
||||
| 1x2 | | x | x | x | x | x | x | x |
|
||||
| 1x3 | | x | x | x | x | x | x | x |
|
||||
| L-shape | | x | x | x | x | x | x | x |
|
||||
| 2x2 | | | | x | x | x | x | x |
|
||||
| 3x3 | | | | | | x | x | x* |
|
||||
| 2x6 | | | | | | | x | x |
|
||||
|
||||
\* dreadnought only; the carrier's elevator shafts block all 3x3 placements.
|
||||
Max disjoint l guns: battleship 1, dreadnought 3. Max disjoint m guns:
|
||||
cruiser 2, battlecruiser 3.
|
||||
|
||||
## Deliberate placeholders / open questions for later passes
|
||||
|
||||
- All new hulls have `threat.cost_formula = "0"` so enemy waves do not spawn
|
||||
them yet (WaveSystem treats any ship with positive threat cost as wave-
|
||||
eligible, regardless of unlock level). The balancing pass should set real
|
||||
threat costs together with `default_modules` loadouts so waves spawn them
|
||||
armed.
|
||||
- All new hulls are `unlock_at_station_level = -1` (available from the start)
|
||||
to make layout testing easy; the progression pass should stagger these.
|
||||
- Ship hull material items (`frigate_hull` … `carrier_hull`) and the new
|
||||
module items (`laser_cannon_m_module`, `laser_cannon_l_module`,
|
||||
`drone_bay_module`, `drone_hangar_module`, …) have no recipes yet — that is
|
||||
the recipe pass. The old `laser_cannon_xs_module` recipe is orphaned (the
|
||||
module was renamed to `laser_cannon_s`, consuming `laser_cannon_s_module`,
|
||||
which already has a recipe).
|
||||
- `drone_bay` and `drone_hangar` are footprint-only placeholders: the drone
|
||||
launching capability does not exist in the simulation yet, so they define
|
||||
no capability section.
|
||||
- Renames in this pass: `laser_cannon_xs` → `laser_cannon_s` (the old 2x2
|
||||
`laser_cannon_s` became `laser_cannon_m`), `armor_plate` → `armor_plates`,
|
||||
`manuvering_thrusters` → `maneuvering_thrusters` (typo fix). Test data
|
||||
under `bin/test/data/config` intentionally still uses the old ids — it is
|
||||
an independent fixture set.
|
||||
Reference in New Issue
Block a user