AI War 2:Special Mechanics

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Cloaking

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Tachyon Beams

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Tractor Beams

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Gravity Fields

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Bubble Forcefields

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Personal Shields

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Engine Stun

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Paralysis

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Ion Damage

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Vampirism

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Self-Damage

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Self-Damage

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Repairs To Ships (Engineering)

These ships are able to heal other ships that are damaged.

Modders:

To set up a ship as able to assist, you must define an assist_range on the ship. Most engineers use VeryTiny3, or Tiny3 if you want it to be a bit larger. As the mark level of the ship increases, the range will automatically increase by the assist_range_multiplier that is defined on the central MarkLevel definitions that you can see in GameData/Configuration/Balance_MarkLevel.

Rebuilding

These ships are able to rebuild ships that have been destroyed and turned into burnt-out husks of themselves. This goes for things like golems that die and turn inactive, and things like turrets as well (this is a convenience so that you don't have to manually rebuild your turret placements every time one dies -- you just have to have rebuilders handy and then pay for the metal costs).

Modders:

To set up a ship as able to rebuild, you must define an assist_range on the ship, with the same notes on that as are on repair/assistance above.

You also must define a metal flow sub-node of the entity in this fashion: <metal_flow purpose="RebuildingRemains" throughput="100" increase_per_mark_level="0"/>

Without that entry, the rebuilder won't actually be a rebuilder. A single ship can be a rebuilder and an engineer, if you wish, by simply defining metal flows for all those purposes. The amount of throughput defined determines how much metal is spent, per second, on doing rebuilding by one of these ships. You can have that increase on higher marks by setting the increase_per_mark_level to something larger than zero. You can even have it not able to rebuild at lower marks by setting throughput to be 0 or negative, and then setting increase_per_mark_level to be a positive number. A throughput of -100 and an increase per mark level of 50 would mean that at Mark 4 it would have a throughput of 50 and actually become a rebuilder. At mark 5 it would be a stronger rebuilder with a throughput of 100, etc. Below mark 4 it wouldn't be a rebuilder at all.

Assisting Ship Construction (Also Engineering)

These ships are able to speed up the construction of ships that are either self-building or which are being constructed via a queue inside a space dock or similar. This ability is typically on engineers, but can be given to other ships as well.

Modders:

To set up a ship as able to assist construction, you must define an assist_range on the ship, with the same notes on that as are on repair/assistance above.

You also must define a metal flow sub-node of the entity in this fashion: <metal_flow purpose="AssistConstruction" throughput="100" increase_per_mark_level="25"/>

All of the notes on metal flow sub-nodes from the Rebuilding section also apply here.

Claiming Neutral Entities

These ships are able to go over to neutral ships or structures (anything from golems or other ships that are capturable to simple metal harvester spots) and repair them to turn your team color and start working for you.

Modders:

To set up a ship as able to claim neutral entities, you must define an assist_range on the ship, with the same notes on that as are on repair/assistance above.

You also must define a metal flow sub-node of the entity in this fashion: <metal_flow purpose="ClaimingNeutrals" throughput="100" increase_per_mark_level="25"/>

All of the notes on metal flow sub-nodes from the Rebuilding section also apply here.