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Warning: Cannot modify header information - headers already sent by (output started at /users/bote2/www/enWiki/LocalSettings.php:249) in /users/bote2/www/enWiki/includes/WebResponse.php on line 42 http://bote2.square7.ch/en/wiki/Ship/history?feed=atomShip - Revision history2026-04-24T15:41:00ZRevision history for this page on the wikiMediaWiki 1.27.1http://bote2.square7.ch/enWiki/index.php?title=Ship&diff=204&oldid=prevDarkness: translation of topic -ship- / completed2017-02-24T22:47:27Z<p>translation of topic -ship- / completed</p>
<p><b>New page</b></p><div>= Introduction = <br />
<br />
There are different kind of [[Ship]]s which can be divided in Type or Class.<br />
<br />
<u>Classification by [[Ship]] and their use:</u><br><br />
*Scout: Are used for exploring and for fights.<br><br />
*Transport Ship: Are used to build [[Outpost]]s and [[Starbase]]s, for transport of ressources or troops or to conquer enemy systems (with troops).<br><br />
*Colony Ship: Are used to colonize new systems or terraform uninhabited planets (inhabited too).<br><br />
*Cruiser, Destroyer, Fighter and Frigate are used in [[Ship]] fights and for bombardement. For these types special usage is planned but not programmed yet.<br><br />
*[[Outpost]]s und [[Starbase]]s expanding the area in which [[Ship]]s can move. Additionally they help to expand the own territory. <br />
----<br />
''>>note from Darkness: You get way less territory than movement range (depending of your tech, the higher the more range). An [[Outpost ]]makes only the centerfield your territory and additionally you get some extra fields depending on how much surrounding fields of your own territory you have ('''<u>notice for me: search for the algorythm thread in the forum</u>'''). A [[Starbase]] gives you the center field and all fields that surround the center field plus one field in each direction of the next surrounding circle as your territory. ''<br />
----<br />
see also <br />
*[[ShipEditor#21. Zeile: Hüllenstärke (Basehull)|Hull]]<br />
*[[Shield]]<br />
*[[Torpedo]]<br />
*[[Beam]]<br />
*[[Camouflage]]<br />
<br />
<br />
== Command Ships ==<br />
<br />
How you move or command [[Ship]]s is written [[Command Ships|here]].<br />
<br />
== Building Ships ==<br />
<br />
-> [[Shipyard]]<br />
<br />
== Image ==<br />
<br />
http://birth-of-the-empires.de/wiki_files/Bilder/FlaggschiffTerraner.jpg<br />
<br />
*left: [[Ships#Crew-Experience|Crew Experience]] (here 4 points, if you have a fleet you only see the experience of the name giving [[Ship]])<br />
*top left: [[Flaggship]]-Symbol (Symbol of the [[Empire]] won’t be shown if the [[Ship]] is part of a fleet)<br />
*top right: Symbol for activated [[Camouflage]]<br />
*bottom right: [[Troop]]s-Symbol if you transport troops<br />
*right: hull armor condition green to red<br />
*right: [[Shield]]s (blue bar)<br />
*right: [[Raumschiffe#Begriffe|Name]] of the [[Ship]]/ the fleet<br />
*right: [[Raumschiffe#Beschreibung der Schiffsklassen auf der Homepage|Ship Class]]<br />
<br />
<br />
== Image: Display in the Galactic Map == <br />
<br />
http://birth-of-the-empires.de/wiki_files/Bilder/GalaktischeKarte-Raumschiffe.jpg<br />
<br />
<br />
== Image: Overview of all Ships ==<br />
<br />
In the game there is furthermore an overview for all '''own''' ("current" and "lost") [[Ship]]s. Details you can find [[Overview all Ships|here]].<br />
<br />
http://birth-of-the-empires.de/wiki_files/Bilder/UebersichtSchiffe.jpg<br />
<br />
<br />
== Terms ==<br />
<br />
*Ship Type="purpose of the [[Ship]]" (Example Colony Ship)<br />
<br />
*Ship Class="product series" (Example Seraphine)<br />
<br />
*Ship Name (Example USS Adelaide from the product series Seraphine): The Ship Names are taken randomly from the Shipnames.data.<br />
<br />
<br />
== Shiplist.data ==<br />
<br />
The Ship Classes at the beginning of a game(!) are defined through the Shiplist.data (see [[ShipEditor]]) which contain the default settings for them. <br />
<br />
An overview in form of an Excel-file is [http://birth-of-the-empires.de/wiki_files/Downloads/Shiplist.data.xls here].<br />
<br />
<br />
During the course of the game the ship classes and thus the [[Beam]]s , [[Torpedo]], armor and [[Shield]]s of the [[Ship]]s can be upgraded in the [[Research#Research Screen|Ship Design]] Menu.<br />
<br />
<br />
== Threads in Forum ==<br />
<br />
*Area: [[Ship]] diskussions) http://forum.birth-of-the-empires.de/viewforum.php?f=40 (search entry f=40)<br />
<br />
*Shiplist.data (diskussions->ships): http://birth-of-the-empires.de/phpBB3/viewtopic.php?f=40&t=2136 (search entry t=2136)<br />
*Ship Systems (diskussions->ships): http://birth-of-the-empires.de/phpBB3/viewtopic.php?f=40&t=175 (search entry t=175)<br />
<br />
*internal: Shiplist http://forum.birth-of-the-empires.de/viewtopic.php?f=9&t=752 (search entry t=752)<br />
<br />
== Special Abilitys Ships (Assignments) ==<br />
<br />
The Special Abilitys of the [[Ship]]s (Assignments) are described [[Ship Task|here]].<br />
<br />
<br />
Capture-Ships: Capturing ships are not planned http://forum.birth-of-the-empires.de/viewtopic.php?f=40&t=2497 (search entry t=2497). You find a lot of entrys in the german forum if you search for "Kapern" (capture).<br />
<br />
== Maintenance Costs==<br />
<br />
A [[Ship]] causes maintenance. Above the [[NaviCon]] the costs are displayed. If you move your mouse over the grafic you can see even before you start building a [[Ship]] the maintenance costs in the [[Tooltip]].<br />
<br />
== Crew-Experience ==<br />
<br />
The Crew Experience will be displayed in the ship symbol on the left. The exact point value is visible in the [[Overview all Ships]] (Column "Exp.").The crew is bound to their [[Ship]] and can’t transfer to other [[Ship]]s. <br />
<br />
If there is a building for crew training on the field your [[Ship]] stays you can give the order [[Command Menu#Ship Command|Training (Ongoing Order)]]. <br />
<br />
----<br />
<br />
>>note from Darkness: Old Version. In new one the order doesn't exist anymore. Instead you get always extra experience if your ship stays (minimum one round)on a system with a building which generates crew experience points.<br />
<br />
----<br />
<br />
'''Rank'''<br />
(Quelle: Ship.cpp) <br />
{| class="wikitable" <hiddentext>generated with [[:de:Wikipedia:Helferlein/VBA-Macro for EXCEL tableconversion]] V1.8<\hiddentext><br />
|- style="font-weight:bold"<br />
| experience<br />
| Level<br />
| Display<br />
| File \Graphics\Other\<br />
<br />
|- <br />
| height="15" align="right" valign="bottom" | < 250<br />
| valign="bottom" | '''0 Greenhorn'''<br />
| align="left" valign="bottom" | none<br />
| valign="bottom" | none<br />
<br />
|- <br />
| height="15" align="right" valign="bottom" | < 500<br />
| valign="bottom" | '''1 Beginner''' <br />
| align="left" valign="bottom" | 1 point<br />
| valign="bottom" | <img>http://birth-of-the-empires.de/wiki_files/Bilder/Other/xp_beginner.png</img> xp_beginner.bop <br />
<br />
|- <br />
| height="15" align="right" valign="bottom" | < 1000<br />
| valign="bottom" | '''2 Normal''' <br />
| align="left" valign="bottom" | 2 points <br />
| valign="bottom" | <img>http://birth-of-the-empires.de/wiki_files/Bilder/Other/xp_normal.png</img> xp_normal.bop<br />
<br />
|- <br />
| height="15" align="right" valign="bottom" | < 2500<br />
| valign="bottom" | '''3 Profi'''<br />
| align="left" valign="bottom" | 3 points <br />
| valign="bottom" | xp_profi.bop<br />
<br />
|- <br />
| height="15" align="right" valign="bottom" | < 5000<br />
| valign="bottom" | '''4 Veteran''' <br />
| align="left" valign="bottom" | 4 points <br />
| valign="bottom" | xp_vetaran.bop<br />
<br />
|- <br />
| height="15" align="right" valign="bottom" | < 10000<br />
| valign="bottom" | '''5 Elite''' <br />
| align="left" valign="bottom" | 5 points <br />
| valign="bottom" | xp_elite.bop<br />
<br />
|- <br />
| height="15" align="right" valign="bottom" | > 10000<br />
| valign="bottom" | '''6 Legend''' <br />
| align="left" valign="bottom" | 6 points <br />
| valign="bottom" | xp_legend.bop<br />
|}<br />
<br />
Thread im Forum: Crew-Experience http://forum.birth-of-the-empires.de/viewtopic.php?f=13&t=1903 (search entry t=1903)<br />
<br />
'''Experience Gain'''<br />
<br />
Every [[Ship]] gets at the moment 50 experience per round (not included special training units from planetary buildings). Experience gain through fights isn’t implemented at the moment.<br />
----<br />
''>>note from Darkness: I’m not sure about that but I think Blotunga have done the experience gain through fight already. ''<br />
----<br />
Thread in Forum: Crew Experience Gain http://birth-of-the-empires.de/phpBB3/viewtopic.php?f=40&t=786 (search entry t=786)<br />
<br />
<br />
'''Effect of Crew Experience'''<br />
<br />
The amount of experience (more specific the rank) makes a difference in fights. For example a Ship A with Rank 4 have a better chance to win a fight than an identical Ship B with rank 2.<br />
<br />
<br />
'''Effect in Fights'''<br />
<br />
Quelle: CombatShip.cpp<br />
<br />
Every Rank gives the [[Ship]] a 20% bonus on damage repair. Additionally the hit probability rises. <br />
<br />
Example: Level 4 Veteran = 4 x 20% = 80%.<br />
<br />
Hypothesis: If based on maximum hull capacity:<br />
<br />
*max. Hull Capacity 400<br />
<br />
*Damage 50% = 200<br />
<br />
*Standard-[[Repair]] in a ShipPort: 10% = 40<br />
<br />
*Bonus "Veteran" 80% from 40 = 32 more damage repair points, therfore 72 points will be repaired per round<br />
<br />
== Ship Battle ==<br />
<br />
Ship Battles are described [[Ship Battle|here]].<br />
<br />
== OffensivePower ==<br />
<br />
Values of AT-Class:<br />
shipdetails HULL.CPP: BaseHull:600, CurrentHull:600, HullMaterial:0, MaxHull:600, DblHull:false, Ablative:false, Pola:true<br />
shipdetails FIREARC.CPP: m_nMountPos:0, m_nAngle:75<br />
shipdetails TORPEDOWEAPONS.CPP: Human Mod 2 Tube: Type:0, per_Shoot:1, FireRate:50, NrOT:2, byA:50, OnlyMicro:no<br />
shipdetails FIREARC.CPP: m_nMountPos:180, m_nAngle:75<br />
shipdetails TORPEDOWEAPONS.CPP: Human Mod 2 Tube: Type:0, per_Shoot:1, FireRate:50, NrOT:1, byA:50, OnlyMicro:no<br />
''' shipdetails FIREARC.CPP: m_nMountPos:0, m_nAngle:55'''<br />
''' shipdetails BEAMWEAPONS.CPP: Laser Emitter: Damage:5, Type:5, NrAtShip:3, byShoot:1, Bonus:10, BeamTime:3, RechargeTime:7, Piercing:no, Modulation:no'''<br />
shipdetails FIREARC.CPP: m_nMountPos:20, m_nAngle:55<br />
shipdetails BEAMWEAPONS.CPP: Laser Emitter: Damage:5, Type:5, NrAtShip:1, byShoot:1, Bonus:10, BeamTime:3, RechargeTime:7, Piercing:no, Modulation:no<br />
shipdetails FIREARC.CPP: m_nMountPos:180, m_nAngle:55<br />
shipdetails BEAMWEAPONS.CPP: Laser Emitter: Damage:5, Type:5, NrAtShip:1, byShoot:1, Bonus:10, BeamTime:3, RechargeTime:7, Piercing:no, Modulation:no<br />
shipdetails FIREARC.CPP: m_nMountPos:340, m_nAngle:55<br />
shipdetails BEAMWEAPONS.CPP: Laser Emitter: Damage:5, Type:5, NrAtShip:1, byShoot:1, Bonus:10, BeamTime:3, RechargeTime:7, Piercing:no, Modulation:no<br />
shipdetails SHIPINFO.CPP: m_iRace: 1, m_strOnlyInSystem: , m_strObsoletesClass: , Techs: B:0, E:0, Comp:0, P:0, C:0, W:1 <br />
shipdetails SHIPINFO.CPP: Needed: Ind:822, T:600, Deu:0, Du:0, C:0, I:0, Deritium:1 <br />
shipdetails SHIPINFO.CPP: Base: Ind:822, T:600, Deu:0, Du:0, C:0, I:0, Deritium:1 <br />
<br />
{| width="80%" bgcolor="#dadada" style="border:2px solid #000000;padding:1em;padding-top:0.5em;"<br />
(in [[Program-Code]]: ''Ship.cpp::GetCompleteOffensivePower'')<br />
| bgcolor="#fafaba" valign="top"|<br />
'''Beams - not completed yet'''<br />
{|class="mw-collapsible wikitable" <br />
! bgcolor="#dadada" style="border:4px solid #999999;padding:0.2em;padding-top:0.2em;" |<br />
! bgcolor="#dadada" style="border:4px solid #999999;padding:0.2em;padding-top:0.2em;" |Code<br />
! bgcolor="#dadada" style="border:4px solid #999999;padding:0.2em;padding-top:0.2em;" |Example: AT-Class<br />
! bgcolor="#dadada" style="border:4px solid #999999;padding:0.2em;padding-top:0.2em;" |Example2: <br />
<br />
|-<br />
|Calcutaled for 100 <br />
|j < 100<br />
|<br />
|<br />
<br />
|-<br />
|'''Beam-Bonus'''<br />
|*dTypeBonus = Type / 10<br />
|Type 5 / 10 = 0.5<br />
|<br />
<br />
|-<br />
|'''Beam-Bonus2'''<br />
|*dTypeBonus = dTypeBonus * BeamBonus (e.g. 20%)<br />
| 0.5 * 20% = 10%<br />
|<br />
<br />
|-<br />
|'''Beam effects this time'''<br />
|counter = Beamlength + RechargeTime<br />
| 3 + 7 = 10<br />
|<br />
<br />
|-<br />
|'''as long as counter smaller than (only) RechargeTime'''<br />
|tempBeamDmg = BeamPower(Dmg) * BeamNumber * ShootNumber<br />
| 5 * 3 * 1 = 15 (bold line above)<br />
|<br />
<br />
|-<br />
|<br />
|b''Half''Dmg when BeamPower() * 0.1 < 1;<br />
| 5 * 0.1 = 0.5 = < 1 so HalfDmg= TRUE (YES)<br />
|<br />
<br />
|-<br />
|Piercing (passing through shields)<br />
|tempBeamDmg * 1,5<br />
| AT has no piercing beam<br />
| ''>>note from Darkness: actual formula how piercing works can be found (Site 16 / Post 1:31 AM) [[http://www.forum.birth-of-the-empires.de/viewtopic.php?f=102&p=36045&sid=feadf5bf635b754d488fe69613e80458#p36045| here]] ''<br />
<br />
|-<br />
|Modulating <br />
|tempBeamDmg * 3<br />
| AT has no modulating beam<br />
| <br />
<br />
|-<br />
|if not Modulating and HalfDmg=yes then HalfDmg<br />
|tempBeamDmg /2<br />
| 7<br />
| <br />
<br />
|-<br />
|at the end (to summary of all beams)<br />
|(AT has 6 Beams) BeamDmg * dTypeBonus / 2<br />
| <br />
| <br />
<br />
|}<br />
<br />
(inside [[Program-Code]]: ''Ship.cpp::GetCompleteOffensivePower'')<br />
|}<br />
<br />
{|class="mw-collapsible mw-collapsed wikitable" <br />
! Calculation for AT-Class<br />
|-<br />
|<br />
shipdetails SHIPINFO.CPP: m_iNeededIndustryAfterBeam=112 (beamTypeAdd:112)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=7 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=14 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=21 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=28 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=35 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=42 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=49 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=56 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=63 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=70 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=77 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=84 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=91 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=98 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=105 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=112 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=119 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=126 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=133 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=140 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=147 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=154 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=161 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=168 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=175 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=182 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=189 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=196 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=203 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: tempBeamDmg=15, bHalfDmg=1, DAMAGE_TO_HULL=0.1(allways)<br />
shipdetails Ship.cpp: tempBeamDmgAfterPiercing(*1,5)=15<br />
shipdetails Ship.cpp: tempBeamDmgAfterModulating(*3 else if halfdmg /2)=7<br />
shipdetails Ship.cpp: BeamDmg=210 (tempBeamDmg=7)<br />
shipdetails Ship.cpp: BeamDmgAfterdTypeBonus=115 (*dTypeBonus)<br />
|}<br />
<br />
== Repair ==<br />
<br />
look at [[Ship Command#Repair|Repair]]<br />
<br />
== No Upgrades ==<br />
<br />
Ship upgrades should not exist. (reason: prevention of known botf exploit: build many old [[Ship]]s, then research new technology and they are all top tier [[Ship]]s)<br />
----<br />
''>>note from Darkness: Blotunga want to work on upgrade possibilitys. Exploit can be for example prevented by forced manual upgrades instead of automatic ones which can include extra costs to compensate the gained tech advantage. A time period to complete the upgrade can be of use too. This would help to make big parts of fleets useable over a long time while at the moment your early tech [[Ship]]s are totally useless if you try to fight middle tech [[Ship]]s. (that normally leads to a strategy there you don’t build much War Ships in the early/mid game but spam the map with colony and transport ships instead ~~)''<br />
----<br />
= Description of Ship Class =<br />
<br />
The Ship Classes are described here: <br />
<br />
*[[Coalition of Planets Ships]] <img src="http://birth-of-the-empires.de/wiki_files/Bilder/Symbols/MAJOR1.png" width="90"><br />
<br />
*[[Heyoun Trade Union Ships]] <img src="http://birth-of-the-empires.de/wiki_files/Bilder/Symbols/MAJOR2.png" width="90"><br />
<br />
*[[ Khaoron Empire Ships]] <img src="http://birth-of-the-empires.de/wiki_files/Bilder/Symbols/MAJOR3.png" width="90"><br />
<br />
*[[ Rotharian Star Network Ships]] <img src="http://birth-of-the-empires.de/wiki_files/Bilder/Symbols/MAJOR4.png" width="90"><br />
<br />
*[[ Cartare Invaders Ships]] <img src="http://birth-of-the-empires.de/wiki_files/Bilder/Symbols/MAJOR5.png" width="90"><br />
<br />
*[[ Omega Alliance Ships]] <img src="http://birth-of-the-empires.de/wiki_files/Bilder/Symbols/MAJOR6.png" width="90"><br />
<br />
*[[Ships of the Minors]] which are also listed at the respective [http://svn.star-trek-games.com/birth/Handbuch%20der%20Minor-Rassen.pdf Minor Description].<br />
<br />
<br />
Afterwards follows an overview about the classification in ship types and their stages of development.<br />
<br />
<br />
== Ship Types ==<br />
<br />
HerrderGezeiten (Thanks!) have assigned (Version Alpha 6.1) the ship types to the tech level [http://birth-of-the-empires.de/wiki_files/Downloads/Schiffe,Techlevel.xls hier] (3 Sheets !)<br />
<br />
<br />
0 = Transport Ship<br />
<br />
1 = Colony Ship<br />
<br />
2 = Probe<br />
<br />
3 = Scout<br />
<br />
4 = Fighter<br />
<br />
5 = Frigate<br />
<br />
6 = Destroyer <br />
<br />
7 = Cruiser<br />
<br />
8 = Heavy Destroyer<br />
<br />
9 = Heavy Cruiser<br />
<br />
10 = Battleship<br />
<br />
11 = Flagship (''>>note from Darkness: Should be Dreadnaught? '')<br />
<br />
12 = Outpost<br />
<br />
13 = Starbase<br />
<br />
14 = Alien<br />
<br />
<br />
== Names of Ships ==<br />
<br />
The names of the [[Ship]]s are taken from the MAJORxShipNames.data from Birth of the Emp...\Data\Names and have the background:<br />
<br />
*USS... Terran Citys/Rivers/Star Pictures or similar<br />
*HMS... Words around the Finances<br />
*IKS... Words in khaoron (probably named after the captains wifes ^^)<br />
*RSN... Birds of Prey/Birds/Insects/or similar combined with dark, shadow aso.<br />
*CAI... Words around destruction/Predators or similar<br />
*OMG... Greek letters/words<br />
<br />
<br />
== Minor Ships ==<br />
<br />
and the [[Ship]]s of the [[Minor]]s which are listed by the current [http://svn.star-trek-games.com/birth/Handbuch%20der%20Minor-Rassen.pdf Minor Description]<br />
<br />
Ship Type 2 = Probe: '''none'''<br />
<br />
Ship Type 12 = Outpost: '''none'''<br />
<br />
Ship Type 13 = Starbase: '''none'''<br />
<br />
= Details about Ship Classes = <br />
<br />
With the following Ship Class Names you can look up the exact informations in the [[ShipEditor]]. An overview as excel sheet you can find [http://birth-of-the-empires.de/wiki_files/Downloads/Shiplist.data.xls here].<br />
<br />
= Ship and Station Information =<br />
<br />
{|width="100%" bgcolor="#dadada" style="border:2px solid #000000;padding:1em;padding-top:0.5em;"<br />
|- <br />
|bgcolor="#fafafa" valign="bottom"|<br />
'''[COLONIZATION]'''<br />
|-<br />
|bgcolor="#fafaba" valign="bottom"|<br />
'''[OUTPOST_CONSTRUCTION]'''<br />
|-<br />
|bgcolor="#fafafa" valign="bottom"|<br />
'''[STARBASE_CONSTRUCTION]'''<br />
|- <br />
|bgcolor="#fafaba" valign="bottom"|<br />
'''[STATION_BUILDING]'''<br />
|-<br />
|bgcolor="#fafafa" valign="bottom"|construction of § is §% completed<br />
|-<br />
|Source: [[StringTable.txt]] // news reports<br />
|-<br />
|}<br />
<br />
[[Category:Ships]] [[Category:FAQ]] [[Category:Nation/Race]]</div>Darkness