Difference between revisions of "System"

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(Symbols: table completed)
(Stars: Nebula -> is used for Dominion Home System. So it's not a real obect of the map like the others (Black Hole and more), but it's used like a star.)
 
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|style=text-align:left bgcolor="black"|<img>http://botf2.square7.ch/wiki-files/images/Resources/rawmaterials.png</img>
 
|style=text-align:left bgcolor="black"|<img>http://botf2.square7.ch/wiki-files/images/Resources/rawmaterials.png</img>
|style=text-align:center|[[Raw Material]]s
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|style=text-align:center|[[Raw Materials]]
 
|style=text-align:center|40
 
|style=text-align:center|40
 
|style=text-align:left|Raw Materials amount
 
|style=text-align:left|Raw Materials amount
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|style=text-align:center|
 
|style=text-align:center|
  
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|-
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|style=text-align:left bgcolor="black"|
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|style=text-align:center|[[Credits]]
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|style=text-align:center|10334
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|style=text-align:left  |Credits doesn't have a symbol
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|style=text-align:center|
 
|}
 
|}
  
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<img>http://botf2.square7.ch/wiki-files/images/_Screenshots/5-1-Intel-Colonies/5-1-Intel-Colonies-2013-12-23.jpg</img>
 
<img>http://botf2.square7.ch/wiki-files/images/_Screenshots/5-1-Intel-Colonies/5-1-Intel-Colonies-2013-12-23.jpg</img>
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== Stars ==
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Images of stars are in \Resources\Images\Stars\Map. According to http://oneminuteastronomer.com/708/star-colors-explained/ there are
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*blue
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*white
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*yellow
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*orange
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*red
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---
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*green is/was ingame, but it is not color of a real star.  (-> disabled in Enums.cs)
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 +
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Compare with [http://memory-beta.wikia.com/wiki/Stellar_classification#By_color Memory-Beta]
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Sectors can also contain (Names + Descriptions hardcoded in BotF2UI/StarSystemPanel.cs)
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*Black Hole
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**The gravity well caused by the Black Hole makes sensor readings of this sector unreliable. Starships in this sector may be destroyed if they drift too close to the event horizon.
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*Nebula
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**[Nebula is used for Dominion Home System. So it's not a real obect of the map like the others (Black Hole and more), but it's used like a star.]
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**see also https://bitbucket.org/mstrobel/supremacy/issue/130/nebulae-effects
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*Neutron Star
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**Radiative emissions from the Neutron Star make sensor readings unreliable. Ships which enter the sector may be damaged or destroyed by the Neutron Star's magnetic field.
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*Quasar
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**(none yet #058)
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*Radio Pulsar
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**Radiative emissions from the Radio Pulsar disrupt sensors in this sector and adjacent sectors. As the Radio Pulsar rotates, its effects move clockwise through the eight adjacent sectors.
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*X-Ray Pulsar
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**Radiative emissions from the X-Ray Pulsar disrupt sensors in this sector. Radiative pulses also obscure sensor readings in a ring of sectors which expands and contracts around the pulsar.
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== Asteroids ==
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*https://bitbucket.org/mstrobel/supremacy/issue/269/display-custom-names-for-asteroid-belts (issue/269)
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== Planet ==
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see [[Planet]], [[Planet#Planet Types]]
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=== Terraforming ===
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see [[Planet#Terraforming]]
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=== Population ===
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see [[Planet#Population]], [[Planet#PopulationHealth]], [[Planet#PlanetMaxPop]]
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=== Growth Rate ===
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see [[Planet#Growth Rate]], [[Planet#PlanetMaxPop]]
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== PlanetaryShielding ==
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*PlanetaryShielding + PercentPlanetaryShielding + ShieldPerEnergyTech:    [http://botf2.square7.ch/b2_db/BuildingsPlanetaryShielding.php Database-List]
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=== Shield Generator ===
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defined in TechObjectDatabase.xml:
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 +
noticed that it is defined with: "OnePer100MaxPopUnits" so you might be able to build 4 in a system with 400 pop. (not verified yet) (also see [https://bitbucket.org/mstrobel/supremacy/issue/351/restriction-missing-about-the-shield #351])
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== AntiShipDefense ==
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*ProductionsFacilities:
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**[[Orbital Batteries]]
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*Buildings:
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**AntiShipDefense + PercentAntiShipDefense: [http://botf2.square7.ch/b2_db/BuildingsAntiShipDefense.php Database-List]
  
 
[[category:Galaxy]] [[category:GUI]]
 
[[category:Galaxy]] [[category:GUI]]

Latest revision as of 14:56, 25 October 2015

A system (or also colony called) is the summary with a sector.


Colonies

At F5, option Colonies there's an overview about your colonies (and your homesystem).

Symbols

Content Example Description Custom1
System
Race
Sol
Humans
Population 93 / 120 (5,3%) current/maximum (growth rate)
Morale "Content" see Morale
Food 181 food amount
Deuterium 12 Deuterium amount
Dilithium 0 Dilithium amount
Raw Materials 40 Raw Materials amount
Industry 335 Industry yield
Shipyard 1500x3 Shipyards: Industry yield + amount of shipyards
Energy 20 Energy


Research 55 Research yield
---- ---- other symbols following, not used in Colonies overview ----
Combat strength Combat strength
Shield Shield
Trade route Trade route
Energy another energy symbol
Credits 10334 Credits doesn't have a symbol

Screenshot Colonies


Stars

Images of stars are in \Resources\Images\Stars\Map. According to http://oneminuteastronomer.com/708/star-colors-explained/ there are

  • blue
  • white
  • yellow
  • orange
  • red

---

  • green is/was ingame, but it is not color of a real star. (-> disabled in Enums.cs)


Compare with Memory-Beta


Sectors can also contain (Names + Descriptions hardcoded in BotF2UI/StarSystemPanel.cs)

  • Black Hole
    • The gravity well caused by the Black Hole makes sensor readings of this sector unreliable. Starships in this sector may be destroyed if they drift too close to the event horizon.
  • Nebula
  • Neutron Star
    • Radiative emissions from the Neutron Star make sensor readings unreliable. Ships which enter the sector may be damaged or destroyed by the Neutron Star's magnetic field.
  • Quasar
    • (none yet #058)
  • Radio Pulsar
    • Radiative emissions from the Radio Pulsar disrupt sensors in this sector and adjacent sectors. As the Radio Pulsar rotates, its effects move clockwise through the eight adjacent sectors.
  • X-Ray Pulsar
    • Radiative emissions from the X-Ray Pulsar disrupt sensors in this sector. Radiative pulses also obscure sensor readings in a ring of sectors which expands and contracts around the pulsar.

Asteroids

Planet

see Planet, Planet#Planet Types

Terraforming

see Planet#Terraforming

Population

see Planet#Population, Planet#PopulationHealth, Planet#PlanetMaxPop

Growth Rate

see Planet#Growth Rate, Planet#PlanetMaxPop

PlanetaryShielding

  • PlanetaryShielding + PercentPlanetaryShielding + ShieldPerEnergyTech: Database-List

Shield Generator

defined in TechObjectDatabase.xml:

noticed that it is defined with: "OnePer100MaxPopUnits" so you might be able to build 4 in a system with 400 pop. (not verified yet) (also see #351)

AntiShipDefense

  • Buildings: