Anaerobe Makrobe (Anaerobic Macrob) - Blizzard-Plasmawesen (Blizzard-Plasma Entity) - Boseaner (Boseans) - Ehlenen-Beschützer (Eelen-Guard) - Gaballianer Seuchenschiff (Gaballian Plagueship) - Ionisierendes Gaswesen (Gas Entity) - Isotoposphärisches Wesen (Isotopospheric Entity) - Kryonitwesen (Kryonit Entity) - Kampfstation (Battlestation) - Midway-Schlachtschiff (Midway-Battleship) - Morlock-Raider (Morlock-Raider) - AlienEntities.data
Intro
In general, the ingame data of the actual version of Birth of the Empires are decisive.
Alien (from lat. alienus = different) are in BotE ships or beings which doesn’t come from one of the BotE-races. Although the data for the aliens already were included in version 0.81 they appeared at first ingame in version 0.90 (Alpha7). The frequency of their appearence , as long as they aren’t deactivated in Bote.ini#GameSettings , depends on the galaxysize. If you play on tiny they appear very rarely.
Otherwise the appearence of the aliens is additionally controlled through the techlevel of the alienships in the program code (Funktion CBotf2Doc::CalcRandomAlienEntities).
Only if the average techlevel of all major races in the galaxy fits the techlevel of an alienship is it possible that an alien spawns.
This works both ways. If the average techlevel in the galaxy rises the chance to spawn for lowlevel aliens drops.
planned appearence (alien appearence can be delayed caused by a low tech AI)
Alien Movement: Aliens are moving through space. Indeed they have each turn a 33% odd to change the sector. This means also, that in worst case an alien stays many turns at the same sector and attacks one of your systems.
Alien vs Alien: Aliens doesn't attack each other
Feedbacks
internal Feedback: http://forum.birth-of-the-empires.de/viewtopic.php?p=29626#p29626
- macrobe (and maybe bosean) red one, green one: different entries in shiplist
- further station(s!) similar to eelen guard, could be a repair station or heavy enemy station guarding well developed or space flight minors (e.g. Vulmar?)
- Morlock is too friendly to all, should declare war more often
Threads
Alien-Implementation
The aliens themselve are part of Shiplist.data type 14=Alien as well as of #AlienEntities.data and some have Event-Entries in StringTable.txt.
- Shiplist.data contains values of ship (e.g. weapon, hull, shield) and accesses to Graphics\Ships:BOP-File
- AlienEntities.data contains values of the race of alien (diplomatic behavoir) and accesses to Graphics\Races:BOP-File
Good example for this are boleans: Four ships, but one race, and graphics once (ship) without background, once (race) with background
- Descriptions are contained in both files
At the moment only some Aliens are implemented: => meanwhile almost all aliens are implented
- SPECIAL_NEED_NO_FOOD = 1, ///< Race needs no food
- SPECIAL_NO_DIPLOMACY = 2, ///< Race isn't able to do diplomatic (no new contact)
- SPECIAL_ALIEN_DIPLOMACY = 4 ///< only alien-diplomatic (NAP, friendship, war) -> hereby available:
- combat with the alien
- NAP treaty (no combats, no entry into own territory)
- Friendship: no combats, free entry into territories)
(internal) http://forum.birth-of-the-empires.de/viewtopic.php?p=26318#p26318
Alien-Suggestions
>> Alien-Suggestions
Alien
Anaerobic Macrob
+previous name: #Ramship
Anaerobic Macrob with an organic continuum drive. It frequently rams and phagocytoses ships and their occupants, but it is afraid of large planets and stars. Therefore it is, if at all, only in small stellar systems with green stars. One ship can only cause minor damage, but many of them are dangerous.
Stringtable.txt:
can be defeated easily, brings variety to the game
spawns randomly (solo and in groups) at the edge of the galaxy and flies around
No diplomacy possible. Its very aggressive and attacks every ship.
Avoids solar systems, except the ones with a green sun. Therefore you are relatively save in systems without a green sun.
(can spawn at techlevel 0)
ramship -> renamed in Anaerobic Macrob (r78214)
Following contains values (German and English version) which can change, if other values are planned. So these FOLLOWING values might be different to the values of the last release.</span">
Values can be easily updated by CopyPaste. Matching is also easily possible by CopyPaste and "Show Changes" ("Save" isn't necessary for that).
AlienEntities.data
Anaerobic Macrob
Anaerobic Macrob with an organic continuum drive. It frequently rams and phagocytoses ships and their occupants, but it is afraid of large planets and stars. Therefore it is, if at all, only in small stellar systems with green stars. One ship can only cause minor damage, but many of them are dangerous.
Anaerobe Makrobe.bop
0
11
2
1
0
Shiplist.data
7
Anaerobic Macrob
Anaerobic Macrob with an organic continuum drive. It frequently rams and phagocytoses ships and their occupants, but it is afraid of large planets and stars. Therefore it is, if at all, only in small stellar systems with green stars. One ship can only cause minor damage, but many of them are dangerous.
14
1
6
0
0
0
0
0
0
0
0
0
0
0
0
1
Anaerobe Makrobe
800
2
1
0
1
0
0
0
1
2
20
1
2
0
0
0
0
0
0
$Beam$
1
10
1
Tentacle
0
1
0
1
3
1
0
90
$END_OF_SHIPDATA$
Blizzard-Plasma Entity
This entity is very aggressive and likes to discharge itself at any given surface, be it planetary or shjp. It is capable to destroy these surfaces and possibly also the whole inside.
Stringtable.txt [EVENT_BLIZZARD_PLASMAWESEN]: Through a Blizzard-Plasma Entity being the entire energy supply in ? system was disabled
Following contains values (German and English version) which can change, if other values are planned. So these FOLLOWING values might be different to the values of the last release.</span">
Values can be easily updated by CopyPaste. Matching is also easily possible by CopyPaste and "Änderungen anzeigen" ("Speichern" isn't necessary for that).
AlienEntities.data
Blizzard-Plasma-Entity
This very aggressive entity likes to discharge on whatever surface. It is rumoured that it can destroy entire planets.
Blizzard-Plasmawesen.bop
0
11
2
1
0
Shiplist.data
7
Blizzard-Plasma Entity
This entity is very aggressive and likes to discharge itself at any given surface, be it planetary or shjp. It is capable to destroy these surfaces and possibly also the whole inside.
14
3
7
4
4
4
4
4
4
0
0
0
0
0
0
1
Blizzard-Plasmawesen
6000
2
0
1
0
6000
6
1
2
2
40
2
2
0
0
0
0
0
0
$Beam$
11
40
13
Ion Cluster Beam
0
1
25
3
25
5
0
180
$END_OF_SHIPDATA$
all Bosean
Boseans appear randomly from any edge of the galaxy and straying. Mostly they are friendly and doesn't attack. But with some probability this changes, so their ships get turned to ATTACK. Each ship they destroy in a ship combat will generate a new bosean ship. This means, that the possibility to be faced with a more numerous group of boseans increases thereby.
With Boseans no diplomacy is possible.
Comment of 78154: now exactly the same Bosean ship type is created after a Bosean ship destroyed an enemy ship in combat.
Comment of 78185: - not every destroyed ship by Bosean will become a new Bosean of same type. Now there is a probability for every difficulty level: BABY: 10%, EASY: 15%, NORMAL: 30%, HARD: 45%, IMPOSSIBLE: 75%, - increase tech level for all Bosean Types so they will come into game a little bit later
Boseaner Typ-1 (Bosean Type-1)
#all Bosean
These small beings are relatively peaceful as long as they are not on foraging or being attacked. They possess strong shielding and can digest an enemy ship with the ability to quickly proliferate and divide into two ships of the same kind after meal.
Stringtable.txt: no entry
Following contains values (German and English version) which can change, if other values are planned. So these FOLLOWING values might be different to the values of the last release.</span">
Values can be easily updated by CopyPaste. Matching is also easily possible by CopyPaste and "Änderungen anzeigen" ("Speichern" isn't necessary for that).
AlienEntities.data
Boseans
These small creatures are relatively peaceful as long as they are not foraging or under attack. They possess strong shields and can digest hostile ships. In this way they are multiplying, giving birth to a new Bosean of the same type as the destroyed ship.
Boseaner.bop
0
3
2
1
0
Shiplist.data
7
Bosean Type-1
These small beings are relatively peaceful as long as they are not on foraging or being attacked. They possess strong shielding and can digest an enemy ship with the ability to quickly proliferate and divide into two ships of the same kind after meal.
14
1
7
1
1
1
1
1
1
0
0
0
0
0
0
1
Boseaner
300
0
0
0
1
2500
3
0
3
1
80
2
1
0
0
0
0
0
0
$Beam$
5
30
4
Bosean Phase Shifter
1
0
30
2
5
1
0
60
$END_OF_SHIPDATA$
Bosean Type-2
#all Bosean
These small beings are relatively peaceful as long as they are not on foraging or being attacked. They possess strong shielding and can digest an enemy ship with the ability to quickly proliferate and divide into two ships of the same kind after meal.
Stringtable.txt: no entry
Following contains values (German and English version) which can change, if other values are planned. So these FOLLOWING values might be different to the values of the last release.</span">
Values can be easily updated by CopyPaste. Matching is also easily possible by CopyPaste and "Änderungen anzeigen" ("Speichern" isn't necessary for that).
AlienEntities.data
Boseans
These small creatures are relatively peaceful as long as they are not foraging or under attack. They possess strong shields and can digest hostile ships. In this way they are multiplying, giving birth to a new Bosean of the same type as the destroyed ship.
Boseaner.bop
0
3
2
1
0
Shiplist.data
7
Bosean Type-2
These small beings are relatively peaceful as long as they are not on foraging or being attacked. They possess strong shielding and can digest an enemy ship with the ability to quickly proliferate and divide into two ships of the same kind after meal.
14
1
6
3
3
3
3
3
3
0
0
0
0
0
0
1
Boseaner
400
2
0
0
1
4000
4
0
3
1
60
2
2
0
0
0
0
0
0
$Beam$
7
30
4
Bosean Phase Shifter
1
0
30
2
5
1
0
60
$END_OF_SHIPDATA$
Boseaner Typ-3 (Bosean Type-3)
These small beings are relatively peaceful as long as they are not on foraging or being attacked. They possess strong shielding and can digest an enemy ship with the ability to quickly proliferate and divide into two ships of the same kind after meal.
Stringtable.txt: no entry
#all Bosean
Following contains values (German and English version) which can change, if other values are planned. So these FOLLOWING values might be different to the values of the last release.</span">
Values can be easily updated by CopyPaste. Matching is also easily possible by CopyPaste and "Änderungen anzeigen" ("Speichern" isn't necessary for that).
AlienEntities.data
Boseans
These small creatures are relatively peaceful as long as they are not foraging or under attack. They possess strong shields and can digest hostile ships. In this way they are multiplying, giving birth to a new Bosean of the same type as the destroyed ship.
Boseaner.bop
0
3
2
1
0
Shiplist.data
7
Bosean Type-3
These small beings are relatively peaceful as long as they are not on foraging or being attacked. They possess strong shielding and can digest an enemy ship with the ability to quickly proliferate and divide into two ships of the same kind after meal.
14
2
5
5
5
5
5
5
5
0
0
0
0
0
0
1
Boseaner
500
2
0
0
1
5000
5
1
2
1
60
2
3
0
0
0
0
0
0
$Beam$
10
30
6
Bosean Phase Shifter
1
0
30
2
5
1
0
60
$Beam$
10
30
3
Bosean Phase Shifter
1
0
30
2
5
1
180
60
$END_OF_SHIPDATA$
Boseaner Typ-4 (Bosean Type-4)
#all Bosean
These small beings are relatively peaceful as long as they are not on foraging or being attacked. They possess strong shielding and can digest an enemy ship with the ability to quickly proliferate and divide into two ships of the same kind after meal.
Stringtable.txt: no entry
Following contains values (German and English version) which can change, if other values are planned. So these FOLLOWING values might be different to the values of the last release.</span">
Values can be easily updated by CopyPaste. Matching is also easily possible by CopyPaste and "Änderungen anzeigen" ("Speichern" isn't necessary for that).
AlienEntities.data
Boseans
These small creatures are relatively peaceful as long as they are not foraging or under attack. They possess strong shields and can digest hostile ships. In this way they are multiplying, giving birth to a new Bosean of the same type as the destroyed ship.
Boseaner.bop
0
3
2
1
0
Shiplist.data
7
Bosean Type-4
These small beings are relatively peaceful as long as they are not on foraging or being attacked. They possess strong shielding and can digest an enemy ship with the ability to quickly proliferate and divide into two ships of the same kind after meal.
14
2
5
7
7
7
7
7
7
0
0
0
0
0
0
1
Boseaner
1000
4
1
1
1
10000
9
1
1
0
80
3
4
0
0
0
0
0
0
$Beam$
12
30
15
Bosean Phase Shifter
1
0
30
2
5
1
0
60
$Beam$
12
30
15
Bosean Phase Shifter
1
0
30
2
5
1
180
60
$END_OF_SHIPDATA$
Eelen-Guard
Some kind of god-like being that has guarded the Eelen from time immemorial. It uses highly advanced continuum wave disruptor ripples that can do heavy damage to any objects in the plane.
Stringtable.txt:
Implented 78081: Will be ingame if minor 'Eelen' is generated at a new game
Forum: http://forum.birth-of-the-empires.de/viewtopic.php?p=29463#p29463
If Alien appearence is set to 0 at the beginning of a game, it can happen that the Eelen Guard image is missing: http://forum.birth-of-the-empires.de/viewtopic.php?p=34414#p34414
Following contains values (German and English version) which can change, if other values are planned. So these FOLLOWING values might be different to the values of the last release.</span">
Values can be easily updated by CopyPaste. Matching is also easily possible by CopyPaste and "Änderungen anzeigen" ("Speichern" isn't necessary for that).
AlienEntities.data
no entry because of no race/diplomacy
Shiplist.data
7
Eelen-Guard
Some kind of god-like being that has guarded the Eelen from time immemorial. It uses highly advanced continuum wave disruptor ripples that can do heavy damage to any objects in the plane.
13
3
0
0
0
0
0
0
0
0
0
0
0
0
0
1
Ehlen
30000
4
1
1
1
50000
4
0
0
0
0
0
0
0
0
0
0
0
0
$Beam$
6
10
6
Continuum Ripples
1
0
200
15
10
12
0
360
$END_OF_SHIPDATA$
Gaballian Plagueship
The weakly armed plagueship carries a multi-resistent vacuum-persistent virus within the whole ship and everything getting in close contact with it is infected and contaminated. Ships getting too close are taken over by the virus which can control computers as well as organic lifeforms. They are in search of a permanent dwelling place.
Values:
Effects to Systems:
Stringtable.txt ([EVENT_GABALLIANER_SEUCHENSCHIFF]): By a Gaballian plague ship the complete food supply in ? system was disabled
Combating:
Encounter in Space:
Ships in the same sector (and without a destructive combat): probability of 33% that other ships will get plague ships, no station are infected, no other aliens, no ships with combat tactic = retreat
- With AVOID or HAIL threatens an infection, best fire them off or RETREAT.
- lost ships have "missed" (at Ships Overview List. If you don't have (another) scan range anymore to the sector, the lost ship (and the plague ship) isn't visible in the map anymore. But it's there, gets the alien symbol and keeps it's own ship graphic.
Following contains values (German and English version) which can change, if other values are planned. So these FOLLOWING values might be different to the values of the last release.</span">
Values can be easily updated by CopyPaste. Matching is also easily possible by CopyPaste and "Änderungen anzeigen" ("Speichern" isn't necessary for that).
AlienEntities.data
Gaballian
The unarmed plague ship carries a virus which is multiresistant and transmissible in vacuum. Everything which comes in contact with the virus will be infected and contaminated. Ships which get too close to them will fall under control of the Gaballians, which are themselves under control of the virus. They are searching for a permanent home.
Gaballianer.bop
0
11
2
1
0
Shiplist.data
7
Gaballian Plagueship
The weakly armed plagueship carries a multi-resistent vacuum-persistent virus within the whole ship and everything getting in close contact with it is infected and contaminated. Ships getting too close are taken over by the virus which can control computers as well as organic lifeforms. They are in search of a permanent dwelling place.
14
2
4
1
1
1
1
1
1
0
0
0
0
0
0
1
Gaballianer
3000
2
1
0
1
2000
4
0
1
2
40
1
0
0
0
0
0
0
0
$Beam$
1
10
1
Virus
0
0
0
10
50
1
0
10
$END_OF_SHIPDATA$
Gas Entity
This strange being is relatively harmless. It only fights back when getting stimuli for example by laser weapons but also by planets within their pathway which can lead to severe weather conditions on those planets.
Stringtable.txt ([EVENT_IONISIERENDES_GASWESEN]): Through a Gas Entity being the complete energy supply in ? system was disabled
Following contains values (German and English version) which can change, if other values are planned. So these FOLLOWING values might be different to the values of the last release.</span">
Values can be easily updated by CopyPaste. Matching is also easily possible by CopyPaste and "Änderungen anzeigen" ("Speichern" isn't necessary for that).
AlienEntities.data
Ionizing Gas Entity
This strange life form is relatively harmless and only defends itself when it is irritated e.g. with LASER beams. But it also reacts when it comes in touch with a planet, which can result in severe weather phenomena and natural disasters.
Ionisierendes Gaswesen.bop
0
8
2
1
0
Shiplist.data
7
Gas Entity
This strange being is relatively harmless. It only fights back when getting stimuli for example by laser weapons but also by planets within their pathway which can lead to severe weather conditions on those planets.
14
3
2
0
0
0
0
0
0
0
0
0
0
0
0
1
Ionisierendes Gaswesen
2000
0
0
0
1
2000
1
0
1
1
20
1
0
0
0
0
0
0
0
$Beam$
4
5
20
Ion Beam
0
0
20
4
12
1
0
180
$END_OF_SHIPDATA$
Isotopospheric Entity
Entity that can delve into continuum space and open a wormhole of its own any place. It can drag ships into itself and teleport them to random other places. It also coexists at two distinct points at the same time.
Stringtable.txt ([EVENT_ISOTOPOSPHAERISCHES_WESEN]): Through a Isotopospheric Entity being the complete energy supply in ? system was disabled
'spawns randomly at the edge of the galaxy and flies around
- No diplomacy possible. There is a 50-50 chance weather the Entity enters the game aggressive or peaceful.
- There is a 20% chance per round that the Isotopospheric Entity teleports to a random place in the galaxy.
- All other ships except aliens and stations which are in the same sector in this moment will be teleported to the new random place too.
This can for example happen if you greet the enemy or all ships avoiding battle. The teleport can be an advantage.
Maybe you explore new minors at places you can't reach normally at this time.
- Beside the teleportation the Isotopospheric Entity deactivate all energybuildings in a system of a major.
- can spawn in game at techlevel 3
Following contains values (German and English version) which can change, if other values are planned. So these FOLLOWING values might be different to the values of the last release.</span">
Values can be easily updated by CopyPaste. Matching is also easily possible by CopyPaste and "Änderungen anzeigen" ("Speichern" isn't necessary for that).
AlienEntities.data
Isotopospheric Entity
Entity that can delve into continuum space and open a wormhole of its own any place. It can drag ships into itself and teleport them to random other places. It also coexists at two distinct points at the same time.
Isotoposphärisches Wesen.bop
0
0
2
1
0
Shiplist.data
7
Isotopospheric Entity
Entity that can delve into continuum space and open a wormhole of its own any place. It can drag ships into itself and teleport them to random other places. It also coexists at two distinct points at the same time.
14
2
4
3
3
3
3
3
3
0
0
0
0
0
0
1
Isotoposphärisches Wesen
9000
0
0
0
0
4000
7
1
1
2
100
1
5
0
0
0
0
0
0
$Torpedo$
25
3
5
10
Isotopic Tube
0
70
0
50
$END_OF_SHIPDATA$
Kampfstation (Battlestation)
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Diese Kampfstation ist eine alte, vergessene, vollautomatische Zollstation einer längst ausgestorbenen Rasse. Sie kann im eigenen Sektor Schiffe abfangen und verlangt Rohstoffe zur Passage, ansonsten eröffnet es das Feuer oder schickt das Schiff per hochentwickeltem Transporterstrahl hinaus aus dem Sektor.
Stringtable.txt: kein Eintrag
- Die Kampfstation wird zu Beginn des Spiels zufällig in einem nicht bewohnten Sektor platziert. Sie ist finanzorientiert.
- Einfache Diplomatie ist mit der Station möglich.
- Wird die Kampfstation einmalig zerstört, so wird keine neue mehr erzeugt und sie gilt als ausgelöscht.
- Hanuhr und Menschen sollte es möglich sein, zu Beginn Grussfrequenzen zu öffnen und mit der Kampfstation in Kontakt zu treten. Für viele andere könnte es gefährlich werden.
- Rückzug sollte fast immer möglich sein, da die Station in einem Kampf fliehende Schiffe ja nicht verfolgen kann.
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This fully-automated toll station belongs to a long-gone race and secured trading lines and tax incomes. It is capable to fly around like a ship and demands resources in return for safe passage. Otherwise it opens fire or teleports the ship out of the sector.
Stringtable.txt: no entry
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Following contains values (German and English version) which can change, if other values are planned. So these FOLLOWING values might be different to the values of the last release.</span">
Values can be easily updated by CopyPaste. Matching is also easily possible by CopyPaste and "Änderungen anzeigen" ("Speichern" isn't necessary for that).
AlienEntities.data
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AlienEntities.data
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Kampfstation:
Kampfstation
Diese Kampfstation ist eine alte, vergessene, vollautomatische Zollstation einer längst ausgestorbenen Rasse. Sie kann im eigenen Sektor Schiffe abfangen und verlangt Rohstoffe zur Passage, ansonsten eröffnet es das Feuer oder schickt das Schiff per hochentwickeltem Transporterstrahl hinaus aus dem Sektor.
Kampfstation.bop
2
1
4
1
0
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Kampfstation:
Battlestation
This fully-automated toll station belongs to a long-gone race and secured trading lines and tax incomes. It is capable to fly around like a ship and demands resources in return for safe passage. Otherwise it opens fire or teleports the ship out of the sector.
Kampfstation.bop
2
1
4
1
0
|
Shiplist.data
|
Shiplist.data
|
7
Kampfstation
Diese Kampfstation ist eine alte, vergessene, vollautomatische Zollstation einer längst ausgestorbenen Rasse. Sie kann im eigenen Sektor Schiffe abfangen und verlangt Rohstoffe zur Passage, ansonsten eröffnet es das Feuer oder schickt das Schiff per hochentwickeltem Transporterstrahl hinaus aus dem Sektor.
14
3
0
0
0
0
0
0
0
0
0
0
0
0
0
1
Kampfstation
12000
4
1
1
1
8000
8
1
0
0
180
1
1
0
0
0
0
0
0
$Beam$
18
20
18
Ultraphasic Beam
0
1
35
10
35
6
0
360
$END_OF_SHIPDATA$
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7
Battlestation
This fully-automated toll station belongs to a long-gone race and secured trading lines and tax incomes. It is capable to fly around like a ship and demands resources in return for safe passage. Otherwise it opens fire or teleports the ship out of the sector.
14
3
0
0
0
0
0
0
0
0
0
0
0
0
0
1
Kampfstation
12000
4
1
1
1
8000
8
1
0
0
180
1
1
0
0
0
0
0
0
$Beam$
18
20
18
Ultraphasic Beam
0
1
35
10
35
6
0
360
$END_OF_SHIPDATA$
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Kryonitwesen (Kryonit Entity)
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Kryonit ist ein supraleitfähiges Material aus dem dieses Lebewesen zu bestehen scheint. Es erlaubt hochenergetische schilddurchbrechende Entladungen und bietet exzellenten Schutz gegenüber Strahlen- und Torpedowaffen. Seine Hülle ist relativ schwach, dafür kann es direkt innere Schiffsenergie in Form der Hüllenenergie anzapfen.
Stringtable.txt: kein Eintrag
- erscheint zufällig am Rand der Galaxie und fliegt umher.
- Es ist keine Diplomatie möglich.
- Es ist sehr aggressiv und greift Schiffe an.
- kann ab Techlevel 5 ins Spiel kommen.
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Kryonit is a supraconducting material which these entities seem to consist of. It allows high-energetic shieldbreaking discharges and guarantees for an excellent shielding against all kinds of weapons. Its hull is relatively weak but it can extract external hull energy for its own shields. Kryonit is usually unstable and technologies to use it have not been found yet.
Stringtable.txt: no entry
|
Following contains values (German and English version) which can change, if other values are planned. So these FOLLOWING values might be different to the values of the last release.</span">
Values can be easily updated by CopyPaste. Matching is also easily possible by CopyPaste and "Änderungen anzeigen" ("Speichern" isn't necessary for that).
AlienEntities.data
|
AlienEntities.data
|
Kryonitwesen:
Kryonitwesen
Kryonit ist ein supraleitfähiges Material aus dem dieses Lebewesen zu bestehen scheint. Es erlaubt hochenergetische schilddurchbrechende Entladungen und bietet exzellenten Schutz gegenüber Strahlen- und Torpedowaffen. Seine Hülle ist relativ schwach, dafür kann es direkt innere Schiffsenergie in Form der Hüllenenergie anzapfen.
Kryonitwesen.bop
0
11
2
1
0
|
Kryonitwesen:
Kryonit Entity
Kryonit is a supraconducting material which these entities seem to consist of. It allows high-energetic shieldbreaking discharges and guarantees for an excellent shielding against all kinds of weapons. Its hull is relatively weak but it can extract external hull energy for its own shields. Kryonit is usually unstable and technologies to use it have not been found yet.
Kryonitwesen.bop
0
11
2
1
0
|
Shiplist.data
|
Shiplist.data
|
7
Kryonitwesen
Kryonit ist ein supraleitfähiges Material aus dem dieses Lebewesen zu bestehen scheint. Es erlaubt hochenergetische schilddurchbrechende Entladungen und bietet exzellenten Schutz gegenüber Strahlen- und Torpedowaffen. Seine Hülle ist relativ schwach, dafür kann es direkt innere Schiffsenergie in Form der Hüllenenergie anzapfen.
14
3
3
5
5
5
5
5
5
0
0
0
0
0
0
1
Kryonitwesen
1000
0
0
0
1
3000
5
1
1
0
0
0
0
0
0
0
0
0
0
$Beam$
8
100
5
Kryonit Suprabeam
1
0
50
10
50
1
0
180
$END_OF_SHIPDATA$
|
7
Kryonit Entity
Kryonit is a supraconducting material which these entities seem to consist of. It allows high-energetic shieldbreaking discharges and guarantees for an excellent shielding against all kinds of weapons. Its hull is relatively weak but it can extract external hull energy for its own shields. Kryonit is usually unstable and technologies to use it have not been found yet.
14
3
3
5
5
5
5
5
5
0
0
0
0
0
0
1
Kryonitwesen
1000
0
0
0
1
3000
5
1
1
0
0
0
0
0
0
0
0
0
0
$Beam$
8
100
5
Kryonit Suprabeam
1
0
50
10
50
1
0
180
$END_OF_SHIPDATA$
|
Midway-Schlachtschiff (Midway-Battleship)
|
|
|
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Auf der Midway befinden sich Zeitreisende aus der Zukunft, die verzweifelt einen Weg zurück in ihre Zeit suchen und alle Mittel dafür aufwenden. Sie zerstören auch ganze Planetenoberflächen für ihre Zeitexperimente und nisten sich in einem Sonnensystem, dass sie zerstört haben, ein, um mit der Sonne Experimente durchzuführen, was zu induzierten Supernovae führen kann. (Vorschlag für neue Beschreibung siehe unten)
Stringtable.txt: kein Eintrag
- Das Midway-Schlachtschiff der Zeitreisenden erscheint zufällig am Rand der Galaxie und fliegt umher.
- Einfache Diplomatie ist möglich. Die Zeitreisenden sind relativ friedlich (Forscher) und bei Erstkontakt besteht eine gute Möglichkeit, die Grußfrequenzen zu öffnen (speziell für Menschen).
- Befindet sich das Midway-Schlachtschiff über einem System von einem Major, so wird dieses im Kriegsfall bombardiert.
- Befindet sich das Midway-Schlachtschiff über einem System von einem Major, so verringert sich im Nicht-Kriegsfall die Beziehung zum Major mit jeder Runde.
- Umso länger das Midway-Schlachtschiff über einem System steht, desto wahrscheinlicher wird es, dass Krieg erklärt wird.
- kann ab Techlevel 7 ins Spiel kommen
Threads:
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On the Midway time travellers from the future are desperately trying to get back into their own time using every opportunity they get neglecting possible temporal consequences. They are disrupting whole planets for their time experiments on sun surfaces which can possibly lead to induced super novae. (suggestion for new description see below)
Stringtable.txt: no entry
- The Battleship of the Midway Time Travellers occures randomly at the edge of the galaxy and then it moves around.
- Simple -not full- diplomacy is available. There Time Travellers are quite friendly (reseachers) and at first contact there's a good option to hail them (especially for humans)
- If Midway battleship is in sector/orbit of a major's system, in case of war it will bombard the system.
- If Midway battleship is in sector/orbit of a major's system, in case of NOT war, the relation will descrease every turn
- The longer the battleship is in a major's system, the more probable it is, that war is declared.
- It can appear from tech level 7 on
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Vorschlag neue Beschreibung
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Suggestion new description
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by rainer: Auf Midway-Kampfschiffe befinden sich Zeitreisende aus der Zukunft, die verzweifelt einen Weg zurück in ihre Zeit suchen. Im Allgemeinen sind sie freundlich gesinnt, aber sie verfolgen ihr Ziel, was im Rahmen ihrer Experimente die Auslöschung alles Lebens auf Planeten erfordert. Um das durchzusetzen, zögern sie auch nicht, gewaltsam das ganze System unter ihre Verfügungsgewalt zu bekommen.
verbessert von paul:
Die Midway Zeitreisenden sind aus der Zukunft und versuchen verzweifelt, in ihre Zeit zurückkehren zu können. Im Allgemeinen sind sie freundlich gesinnt, aber sie verfolgen ihr Ziel. Für ihre Experimente sind sie bereit, auch alles Leben auf Planeten zu zerstören und zögern deshalb nicht, Systeme anzugreifen, wenn sie glauben, es dient Ihrem Ziel.
by MTB http://forum.birth-of-the-empires.de/viewtopic.php?p=30745#p30745 (search entry p30745):
Die plausibelste Theorie die unsere Wissenschaftler bieten können besagt, dass diese Schiffe aus einer möglichen Zukunft stammt. Die Handlungsweise der Besatzung scheint darauf hinzudeuten, dass Sie in unserer aktuellen Zeit ein Paradoxon zu verursachen suchen und dabei keine Hemmungen kennen.
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by rainer:
On Midway-Battleships time travellers from the future are desperately trying to get back into their own time. Generally they are friendly but persueing their aim which contains disrupting of all life on planets for their time experiments. Therefore they don't hesitate to get supremacy about the whole system by attacking it.
improved by paul:
The Midway Time Travellers are from the future and are desperately trying to get back into their own time. They are generally friendly but are pursuing their own agenda. There is a possibility that they will disrupt all life on planets for their time experiments, and therefore will not hesitate to attack a system, if they feel the need to.
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Following contains values (German and English version) which can change, if other values are planned. So these FOLLOWING values might be different to the values of the last release.</span">
Values can be easily updated by CopyPaste. Matching is also easily possible by CopyPaste and "Änderungen anzeigen" ("Speichern" isn't necessary for that).
AlienEntities.data
|
AlienEntities.data
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Midway-Zeitreisende:
Midway-Zeitreisende
Auf der Midway befinden sich Zeitreisende aus der Zukunft, die verzweifelt einen Weg zurück in ihre Zeit suchen und alle Mittel dafür aufwenden. Sie zerstören auch ganze Planetenoberflächen für ihre Zeitexperimente und nisten sich in einem Sonnensystem, dass sie zerstört haben, ein, um mit der Sonne Experimente durchzuführen, was zu induzierten Supernovae führen kann.
Midway-Schlachtschiff.bop
4
6
4
1
2
|
Midway-Zeitreisende:
Midway Time Travellers
On the Midway time travellers from the future are desperately trying to get back into their own time using every opportunity they get neglecting possible temporal consequences. They are disrupting whole planets for their time experiments on sun surfaces which can possibly lead to induced super novae.
Midway-Schlachtschiff.bop
4
6
4
1
2
|
Shiplist.data
|
Shiplist.data
|
7
Midway-Schlachtschiff
Auf der Midway befinden sich Zeitreisende aus der Zukunft, die verzweifelt einen Weg zurück in ihre Zeit suchen und alle Mittel dafür aufwenden. Sie zerstören auch ganze Planetenoberflächen für ihre Zeitexperimente und nisten sich in einem Sonnensystem, dass sie zerstört haben, ein, um mit der Sonne Experimente durchzuführen, was zu induzierten Supernovae führen kann.
14
3
8
7
7
7
7
7
7
0
0
0
0
0
0
1
Midway-Zeitreisende
24000
4
1
0
0
32000
9
0
4
2
200
3
6
0
0
0
0
0
0
$Torpedo$
19
1
5
9
Midway Class Z Tube
0
90
0
180
$END_OF_SHIPDATA$
|
7
Midway-Battleship
On the Midway time travellers from the future are desperately trying to get back into their own time using every opportunity they get neglecting possible temporal consequences. They are disrupting whole planets for their time experiments on sun surfaces which can possibly lead to induced super novae.
14
3
8
7
7
7
7
7
7
0
0
0
0
0
0
1
Midway-Zeitreisende
24000
4
1
0
0
32000
9
0
4
2
200
3
6
0
0
0
0
0
0
$Torpedo$
19
1
5
9
Midway Class Z Tube
0
90
0
180
$END_OF_SHIPDATA$
|
Morlock-Raider (Morlock-Raider)
|
|
|
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Der Raider besitzt eine starke Hülle, feuert seinen ebenso starken Laser aber erst nach etlichen Kampfrunden ab durch die lange Wiederaufladezeit.
Stringtable.txt ([EVENT_MORLOCK_RAIDER]): Durch einen Überfall der Morlock-Raider wurden § Credits im § System gestohlen
- Die Morlocks agieren ähnlich einer Minor-Rasse. Sobald man sie einmal kennengelernt hat, dann kennt man sie für den Rest des Spiels.
- Mit ihnen ist in Sachen Diplomatie nur Krieg oder Frieden auswählbar.
- mostly (to) friendly to all - should declare war more often
|
The Morlock raider has a strong hull and a rather big but slow gun. It's up for fun in the universe and several sources claim it was a plaything from an ancient race gone wild.
Stringtable.txt ([EVENT_MORLOCK_RAIDER]): By an attack of Morlock-Raider ? Credits were stolen in ? system
Morlock act similar to a minor race. After a initial "New Contact"-Event, this alien/race is a known one. With Morlocks only diplomatic options like war or friendship are selectable.
|
Following contains values (German and English version) which can change, if other values are planned. So these FOLLOWING values might be different to the values of the last release.</span">
Values can be easily updated by CopyPaste. Matching is also easily possible by CopyPaste and "Änderungen anzeigen" ("Speichern" isn't necessary for that).
AlienEntities.data
|
AlienEntities.data
|
Morlock-Raider:
Morlock-Raider
Der Raider besitzt eine starke Hülle, feuert seinen ebenso starken Laser aber erst nach etlichen Kampfrunden ab durch die lange Wiederaufladezeit.
Morlock-Raider.bop
2
1
4
1
4
|
Morlock-Raider:
Morlock-Raider
The Raider is protected by a strung hull, but due to its long recharge time it fires its equally strong layer only after a few battle rounds.
Morlock-Raider.bop
2
1
4
1
4
|
Shiplist.data
|
Shiplist.data
|
7
Morlock-Raider
Der Raider besitzt eine starke Hülle, feuert seinen ebenso starken Laser aber erst nach etlichen Kampfrunden ab durch die lange Wiederaufladezeit.
14
1
7
1
1
1
1
1
1
0
0
0
0
0
0
1
Morlock-Raider
2300
2
0
0
1
1800
4
0
2
1
80
2
2
0
0
0
0
8
5
$Beam$
1
95
1
Pulse Proton Cannon
0
0
10
1
14
3
0
90
$END_OF_SHIPDATA$
|
7
Morlock-Raider
The Morlock raider has a strong hull and a rather big but slow gun. It's up for fun in the universe and several sources claim it was a plaything from an ancient race gone wild.
14
1
7
1
1
1
1
1
1
0
0
0
0
0
0
1
Morlock-Raider
2300
2
0
0
1
1800
4
0
2
1
80
2
2
0
0
0
0
8
5
$Beam$
1
95
1
Pulse Proton Cannon
0
0
10
1
14
3
0
90
$END_OF_SHIPDATA$
|
cancelled since Alpha7 (V0.90): Rammschiff (Ramship)
Raumschiffe der Majors
Raumschiffe der Minors
Alien und Weltraumwesen
weiterführende Infos
Raumschiffe - Allgemeine Informationen
Details über Schiffsklassen
Anhand der folgenden Schiffsklassennamen können im ShipEditor die genauen Daten nachgeschlagen werden, eine Übersicht in Form einer Excel-Datei ist hier.
AlienEntities.data
Die Datei AlienEntities.data ist seit Version Alpha7 (V0.90) vorhanden. (siehe auch hier BotE-Development#AlienEntities.data)
Die Datei AlienEntities.data im Programmverzeichnis Birth of the Emp...\Data\Races sind die Aliens definiert.
Der Aufbau der AlienEntities.data ist je Alien (also nach Zeile 1, die „0.9“ enthält): (Quelle: Minor.cpp CMinor::CreateAlienEntities)
1. Zeile: ID (m_sID)
2. Zeile: Name (m_sName)
3. Zeile: Beschreibung (description) (m_sDesc)
4. Zeile: Bild (Graphicfilename) - die Bilder liegen unter Programmverzeichnis Birth of the Empires A...\Graphics\Races als Bop-Datei
5. Zeile: Values = 0 (m_iTechnologicalProgress ??)
6. Zeile: Values: 1,3,11 (m_RaceType) Spezialfähigkeit bzw. Art und Wesen der Rasse (kind) (siehe auch MajorRaces.data)
Die Ausprägungen sind
0 = (keine) (nothing special)
1 = Finanzen (financial)
2 = kriegerisch (warlike)
3 = Agrarwirtschaft (farmer)
4 = Industrie (industrial)
5 = geheimdienstlich (secret)
6 = Forschung (researcher)
7 = produzierend (producer)
8 = pazifistisch (pacifist)
9 = hinterhältig (sneaky)
10= verschlossener Alleingeher (soloing)
11= extrem feindlich (hostile)
7. Zeile: Values: 2, 4 (m_nSpecialAbility)
8. Zeile: Values: 1 (m_bSpaceflight) Raumfahrernation = eigene Schiffe (spaceflightnation)
0 = nein
1 = ja
9. Zeile: Values: 0, 4 (m_iCorruptibility) Bestechlichkeit (corrubility)
Die 5 Stufen sind
- 0 = very hard (Schwer bestechlich)
- 4 = very easy (Leicht bestechlich)
some recent changes
AlienEntities.data (Content)
This chapter contains the values of AlienEntities.data (German and English version), especially the actual ones which can change, if other values are planned.
So these values might be different to the values of the last release.</span">
Values can be easily updated by CopyPaste. Matching is also easily possible by CopyPaste and "Änderungen anzeigen" ("Speichern" isn't necessary for that).
AlienEntities.data
|
AlienEntities.data
|
0.81
Ionisierendes Gaswesen:
Ionisierendes Gaswesen
Diese seltsame Lebensform ist relativ ungefährlich und wehrt sich nur, wenn sie Reize in Form z.B. von Laserstrahlen von außen bekommt, aber auch beim Streifen von Planeten, was zu gravierenden Wetterphänomenen und Naturkatastrophen führen kann.
Ionisierendes Gaswesen.bop
0
8
2
1
0
Gaballianer:
Gaballianer
Das unbewaffnete Seuchenschiff trägt ein multiresistentes vakuumübertragbares Virus im gesamten Schiff, womit sie alles, was mit ihnen in Kontakt kommt, infizieren und kontaminieren. Schiffe, die ihnen zu nahe kommen, gelangen unter die Kontrolle der Gaballianer, die selbst unter der Kontrolle des Virus stehen. Sie suchen eine dauerhafte Bleibe.
Gaballianer.bop
0
11
2
1
0
Blizzard-Plasmawesen:
Blizzard-Plasmawesen
Dieses Wesen ist sehr aggressiv und entlädt sich gerne an gleich welchen Oberflächen und zerstört dadurch laut Gerüchten sogar ganze Planeten.
Blizzard-Plasmawesen.bop
0
11
2
1
0
Morlock-Raider:
Morlock-Raider
Der Raider besitzt eine starke Hülle, feuert seinen ebenso starken Laser aber erst nach etlichen Kampfrunden ab durch die lange Wiederaufladezeit.
Morlock-Raider.bop
2
1
4
1
4
Boseaner:
Boseaner
Diese kleinen Lebewesen sind relativ friedlich solange sie nicht auf Nahrungssuche sind oder attackiert werden. Sie besitzen starke Schilde und können gegnerische Schiffe verdauen. Sie vermehren sich dadurch pro zerstörtem Schiff um einen neuen Boseaner vom selben Typ, aus dem es geboren wird.
Boseaner.bop
0
3
2
1
0
Kampfstation:
Kampfstation
Diese Kampfstation ist eine alte, vergessene, vollautomatische Zollstation einer längst ausgestorbenen Rasse. Sie kann im eigenen Sektor Schiffe abfangen und verlangt Rohstoffe zur Passage, ansonsten eröffnet es das Feuer oder schickt das Schiff per hochentwickeltem Transporterstrahl hinaus aus dem Sektor.
Kampfstation.bop
2
1
4
1
0
Kryonitwesen:
Kryonitwesen
Kryonit ist ein supraleitfähiges Material aus dem dieses Lebewesen zu bestehen scheint. Es erlaubt hochenergetische schilddurchbrechende Entladungen und bietet exzellenten Schutz gegenüber Strahlen- und Torpedowaffen. Seine Hülle ist relativ schwach, dafür kann es direkt innere Schiffsenergie in Form der Hüllenenergie anzapfen.
Kryonitwesen.bop
0
11
2
1
0
Midway-Zeitreisende:
Midway-Zeitreisende
Auf der Midway befinden sich Zeitreisende aus der Zukunft, die verzweifelt einen Weg zurück in ihre Zeit suchen und alle Mittel dafür aufwenden. Sie zerstören auch ganze Planetenoberflächen für ihre Zeitexperimente und nisten sich in einem Sonnensystem, dass sie zerstört haben, ein, um mit der Sonne Experimente durchzuführen, was zu induzierten Supernovae führen kann.
Midway-Schlachtschiff.bop
4
6
4
1
2
Anaerobe Makrobe:
Anaerobe Makrobe
Anaerobe Makrobe mit organischem Kontinuumantrieb, rammt und phagozytiert gern Schiffe und deren Insassen, hat allerdings Angst vor großen Planeten und Sonnen, hält sich daher wenn überhaupt nur in kleinen Sternensystemen mit grünen Sternen auf. Die Schiffe an sich können nur geringen Schaden anrichten - jedoch die Menge macht's.
Anaerobe Makrobe.bop
0
11
2
1
0
Isotoposphärisches Wesen:
Isotoposphärisches Wesen
Wesen welches in den Raum eintaucht bzw. im eigenen Raum verschwindet und wieder auftaucht und Schiffe mit sich reißen kann, eine Art wandelndes Wurmloch, wobei es selbst Jagd auf Schiffe machen und diese inklusive sich selbst an beliebige Orte teleportieren kann. Das Wesen kann an 2 Endpunkten gleichzeitig existieren.
Isotoposphärisches Wesen.bop
0
0
2
1
0
|
0.81
Ionisierendes Gaswesen:
Ionizing Gas Entity
This strange life form is relatively harmless and only defends itself when it is irritated e.g. with LASER beams. But it also reacts when it comes in touch with a planet, which can result in severe weather phenomena and natural disasters.
Ionisierendes Gaswesen.bop
0
8
2
1
0
Gaballianer:
Gaballian
The unarmed plague ship carries a virus which is multiresistant and transmissible in vacuum. Everything which comes in contact with the virus will be infected and contaminated. Ships which get too close to them will fall under control of the Gaballians, which are themselves under control of the virus. They are searching for a permanent home.
Gaballianer.bop
0
11
2
1
0
Blizzard-Plasmawesen:
Blizzard-Plasma-Entity
This very aggressive entity likes to discharge on whatever surface. It is rumoured that it can destroy entire planets.
Blizzard-Plasmawesen.bop
0
11
2
1
0
Morlock-Raider:
Morlock-Raider
The Raider is protected by a strung hull, but due to its long recharge time it fires its equally strong layer only after a few battle rounds.
Morlock-Raider.bop
2
1
4
1
4
Boseaner:
Boseans
These small creatures are relatively peaceful as long as they are not foraging or under attack. They possess strong shields and can digest hostile ships. In this way they are multiplying, giving birth to a new Bosean of the same type as the destroyed ship.
Boseaner.bop
0
3
2
1
0
Kampfstation:
Battlestation
This fully-automated toll station belongs to a long-gone race and secured trading lines and tax incomes. It is capable to fly around like a ship and demands resources in return for safe passage. Otherwise it opens fire or teleports the ship out of the sector.
Kampfstation.bop
2
1
4
1
0
Kryonitwesen:
Kryonit Entity
Kryonit is a supraconducting material which these entities seem to consist of. It allows high-energetic shieldbreaking discharges and guarantees for an excellent shielding against all kinds of weapons. Its hull is relatively weak but it can extract external hull energy for its own shields. Kryonit is usually unstable and technologies to use it have not been found yet.
Kryonitwesen.bop
0
11
2
1
0
Midway-Zeitreisende:
Midway Time Travellers
On the Midway time travellers from the future are desperately trying to get back into their own time using every opportunity they get neglecting possible temporal consequences. They are disrupting whole planets for their time experiments on sun surfaces which can possibly lead to induced super novae.
Midway-Schlachtschiff.bop
4
6
4
1
2
Anaerobe Makrobe:
Anaerobic Macrob
The ramship is an anaerobic Macrob with an organic continuum drive. It frequently rams and phagocytoses ships and their occupants, but it is afraid of large planets and stars. Therefore it is, if at all, only in small stellar systems with green stars. One ship can only cause minor damage, but many of them are dangerous.
Anaerobe Makrobe.bop
0
11
2
1
0
Isotoposph?risches Wesen:
Isotopospheric Entity
Entity that can delve into continuum space and open a wormhole of its own any place. It can drag ships into itself and teleport them to random other places. It also coexists at two distinct points at the same time.
Isotoposph?risches Wesen.bop
0
0
2
1
0
|
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