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Battle-engine syntaxes (description)


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Lord Philemon
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 Post Posted: Sat Aug 31, 2002 12:39 pm    Post subject:
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I tried to add some things to the syntax-description of the ship-invention-machine as I think it's not precise enough for people who try it the first time (you have to try a lot before you see how things are related):

--------------------------------------------------------------------------------------------------------------------
General "formula" of a ship syntax:

action,fleet(own or enemy),number of affected ships,class of affected ships,affected shiptypes,message shown in battle report,"n"/"p"

After you chose an action that should happen you have to give more details
(only exception: if you use "f"(=fight)):

fleet: To chose the affected fleet you can use "self"(=your own fleet), "enemy"(=enemy fleet) or "both"(=both fleets)

number of affected ships: Just type the number or "all"(=all ships)

class of affected ships: You have to tell the class of the ships you want to affect. You can use "1"(=class 1), "2"(=class 2), "3"(=class 3), "4"(=class 4), "all"(=all classes), "this"(=the class your ship fights against)

affected shiptype: Type in the name of the affected ships or type "all"(=any ship you fight against) or "itself"(=the fighting ship)

message shown in battle report: The message will normally be shown in the battle report like this: "(your message) ... ships"

"n"/"p": At the end of each modifier there is a text that is shown in the battlereport. If there is a ",n" at the end then the text is NOT followed by the number of ships that were successfully affected (destroyed, shielded, reconstructed...). If there is a ",p" at the end then there follows a second text that is shown each time, also if there was no succsess. (there can also be ",pn" or ",np" which means both)

actions:
If you have several actions, you have to seperate them with a | ("Alt Gr" + "<")

'f'
just means, that the ship fights

'create'
the ship creates one or more other ships (like missiles, battle drones but could also create fighters or like that) and these ships appear in the specified class, (self always means: in your fleet, enemy is clear or both)

'blast'
destroys already damaged ships in the specified class and side (like the bounty hunter)

'clone'
clones the enemy ship that is the actual target

'disable'
disables the abilities of the specified ships

'evolve'
this only happens at the end of the whole battle. the ship becomes the new ship.
The whole syntax for 'evolve' is:
"evolve",shiptype,ap,lp,number of ships

'jam'
jams a ship

'mod'
can be a multiplikation (*) or addition (substraction) of the AP and LP of some ships. this can also destroy ships.
many ships modify by -1100, because then the reconstructor cannot reconstruct them.
When you use the 'mod' function, you have to add some further information after the affected shiptype:

addition/subtraction: "+",added ap,added lp
example: modifies following ships by (+2/-1)
syntax: ...,+,2,-1,...

multiplication: "*",multiplied ap, multiplied lp
example: modifies following ships by (*2/*1)
syntax: ...,*,2,1,...



'reconst'
reconstuction is only possible if a ship has zero LP left. the last number (1) could be more, then it would reconstruct ships that have so much less than zero LP.

'shield' (see shield generator)

'steal' (pirate-ship)
steals the enemy ship that is the actual target
-----------------------------------------------------------------

'f' (destroyer)

fights
(battle engine syntax: f)


'create' (holo-fleet-carrier)

1.creates 50 fighters in your own fleet in class 1
(battle engine syntax: create,self,50,1,fighter)
2.creates 10 destroyers in your own fleet in class 2
(battle engine syntax: create,self,10,2,destroyer)
3.creates 1 cruiser in your own fleet in class 3
(battle engine syntax: create,self,1,3,cruiser)
4.creates 1 mothership in your own fleet in class 4
battlemessage: "1 holo-fleet-carrier projects 50 fighters
1 holo-fleet-carrier projects 10 destroyers
1 holo-fleet-carrier projects 1 cruisers
1 holo-fleet-carrier projects 1 mothership"
(battle engine syntax: create,self,1,4,mothership,holo-fleet-carrier projects
50 fighters
1 holo-fleet-carrier projects 10 destroyers
1 holo-fleet-carrier projects 1 cruisers
1 holo-fleet-carrier projects 1 mothership,n)

The whole syntax:

create,self,50,1,fighter|create,self,10,2,destroyer|create,self,1,3,cruiser|create,self,1,4,mothership,holo-fleet-carrier projects 50 fighters
1 holo-fleet-carrier projects 10 destroyers
1 holo-fleet-carrier projects 1 cruisers
1 holo-fleet-carrier projects 1 mothership,n


'blast' (bounty hunter)

destroys 1 already damaged ship of any ship-type in the enemy fleet in the class it is fighting with
battlemessage: "bounty hunter blasts ... ships"
(battle engine syntax: blast,enemy,1,this,all,bounty hunter blasts)


'clone' (holo-clone-ship)

clones the enemy ship that is the actual target
battlemessage: "clone-ship clones ... ships"
(battle engine syntax: clone,clone-ship clones)


'evolve' (carrier)

1.at the end of battle it evolves into 250 nano bomber (1/1)
(battle engine syntax: evolve,nano bomber,1,1,250,)
2.fights
(battle engine syntax: f)

The whole syntax: evolve,nano bomber,1,1,250|f


'jam' (emp-fighter)

jams 1 ship in the enemy fleet in the class it fights with
battlemessage: "EMP-fighter ... ships"
(battle engine syntax: jam,enemy,1,this,EMP-fighter)


'mod' (cruiser)

1.modifies AP/LP by 0/-10 of 1 torpedo in the enemy fleet in the same class
battlemessage: "torpedo-interception detected"
(battle engine syntax: mod,enemy,1,this,torpedo,+,0,-10,torpedo-interception detected,n)
2.fights
(battle engine syntax: f)

The whole syntax:mod,enemy,1,this,torpedo,+,0,-10,torpedo-interception detected,n|f


triggered events:
These are actions that happen if another event happened, for example a ship that explodes if it is jammed, or it gets +1/+1 if it is reconstructed, or it destroys two enemy ships if it is destroyed.....

Possible events:
trigger_jam if this ship is jammed
trigger_rec if this ship is reconstructed
trigger_plus if this ships LP or AP are increased or decreased
trigger_blast if this ship is hit by a blast-ship
trigger_hit if this ship is hit
trigger_destruction if this ship gets destroyed
trigger_multiply if this ships LP or AP get multiplied

the triggered effects are added for example like this:
f|trigger_jam@mod,enemy,2,this,all,+,0,-1100
this ship would destroy two enemy ships if it gets jammed


'sd';'retreat' (retreat fighter)

1.self destruction!
battlemessage: "retreat fighter instructs the retreat of class 1 ... ships"
(battle engine syntax: sd,retreat fighter instructs the retreat of class 1)
2.multiplies AP/LP by 0/0 of 2 ships of any ship-type in your own fleet in the same class
battlemessage: "retreat fighter causes additional casualties: ... ships"
(battle engine syntax: mod,self,2,this,all,*,0,0,retreat fighter causes additional casualties:)
3.ends the battle
(battle engine syntax: retreat)

The whole syntax: sd,retreat fighter instructs the retreat of class 1|mod,self,2,this,all,*,0,0,retreat fighter causes additional casualties:|retreat


'reconst' (minor reconstructor)

1.reconstructs 100 ships of any ship-type in your fleet in class 1 (technical LP +1 to ships that have less than 1 LP)
battlemessage: "reconstructor reactivates: ... ships"
(battle engine syntax: reconst,self,100,1,all,1,reconstructor reactivates:)
2.reconstructs 10 ships of any ship-type in your fleet in class 2 (technical LP +1 to ships that have less than 1 LP)
battlemessage: "reconstructor reactivates: ... ships"
(battle engine syntax: reconst,self,10,2,all,1,reconstructor reactivates:)
3.modifies AP/LP by 0/-1100 of all minor reconstructors in your own fleet in the same class
battlemessage: "reconstructor-interference leads to destruction of ... ships"
(battle engine syntax: mod,self,all,this,minor reconstructor,+,0,-1100,reconstructor-interference leads to destruction of)
4.if this ship is reconstructed it is self-destructed!
(battle engine syntax: )

The whole syntax: reconst,self,100,1,all,1,reconstructor reactivates:|reconst,self,10,2,all,1,reconstructor reactivates:|mod,self,all,this,minor reconstructor,+,0,-1100,reconstructor-interference leads to destruction of|trigger_rec@sd


'shield' (shield generator)

tries to generate a shield around one ship in your fleet in the same class it

is fighting
battlemessage: "shield generated ... ships"
(battle engine syntax: shield,1,shield generated)


'steal' (pirate-ship)

steals the enemy ship that is the actual target
battlemessage: "pirate-ship boards ... ships"
(battle engine syntax: steal,pirate-ship boards)

[ This Message was edited by: Lord Philemon on 2002-09-01 18:50 ]

[ This Message was edited by: Lord Philemon on 2002-09-02 21:24 ]
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Dougster
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 Post Posted: Sat Aug 31, 2002 1:42 pm    Post subject:
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I am afraid I have been madly inventing ships and paying scant regard to this stuff, I think I would get it wrong anyway, but thanks for trying to help Phil. I have just been trying to get the right modifier, and leaving the actual syntax's to the experts.

@Sorry about that Experts

They seem to have picked up a couple of the ships anyways.

From talking to admin in irc, I now know that I cant really tell what is easy and what is hard to program.
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Lord Philemon
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 Post Posted: Sat Aug 31, 2002 2:44 pm    Post subject:
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carrier
at the end of battle it evolves into 250 nano bomber (1/1)
(battle engine syntax: evolve,nano bomber,1,1,250)

What is the 1,1 between nano bomber and 250 good for?
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Dougster
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 Post Posted: Sat Aug 31, 2002 3:09 pm    Post subject:
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um,class1? 1lp? dunno maybe
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Lord Philemon
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 Post Posted: Sat Aug 31, 2002 4:53 pm    Post subject:
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I just tested it.
The first figure stands for ap and the second one for lp of the nano-bomber.

BTW: The syntax of the nano-bomber doesn't fit with it's detailed descriptions:

nano bomber (class 1 ship)
this ship destroys one class 1 ship and the broken pieces of the explosion do 1 damage each to two ships. but it's useless against ships of other classes.

attack/life: 0/1
manpower: 2

researchtime: 1 d
buildingtime: 11 h

kazuuula-technology

battle details:
multiplies AP/LP by 0/0 of 1 ship of any ship-type in the enemy fleet in class 1
battlemessage: "nano bomber destroys ... ships"
(battle engine syntax: mod,enemy,1,1,all,*,0,0,nano bomber destroys )
modifies AP/LP by 0/-1100 of 2 ships of any ship-type in the enemy fleet in class 1
battlemessage: "splinters destroys ... ships"
(battle engine syntax: mod,enemy,2,1,all,+,0,-1100,splinters destroys)

Shouldn't the second syntax be "mod,enemy,2,1,all,+,0,-1,splinters destroys"?

[ This Message was edited by: Lord Philemon on 2002-08-31 18:01 ]
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admin
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 Post Posted: Sat Aug 31, 2002 11:52 pm    Post subject:
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thanks a lot phil, we will add your explanations to the research screen help.

and the modifier of the carrier and nano bomber will be corrected.

(you are faster than we can test the new ships )
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SirTaz
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 Post Posted: Sun Sep 01, 2002 4:31 am    Post subject:
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SirTaz theres nano bombers out there still ! Oh there is ,Yes Sir theres still 249 of them out there. Tell the fleet Captain to send the eagle fleet out to meet them. aye Sir . Now, Dr. NoMad ,tell me more about this thrird world planet here . Fleet Captain walks in the room SirTaz I can't send any fleet Sir it seems, as we ordered the eagle fleet out to fight the Nano Bombers some unknown power has them heading to the Black Hole planet. Hum send all Allince fleet leaders a message, Not to send any more fleets intill we can fined out more about this. Dr NoMad tell your top researchers to get to work on this right away plz . Master ship builder walks into the room SirTaz I fear I have bad news Sir , Well what is it man ? All planet allies and our own are reporting there unable to get into the ship-yard builds, to build any more ships Sir ! . And our list of known ships have all been changes, what should we do SirTaz ? This all seems to be linked to the trouble coming from the Black Hole planet . Humm Ok men I was hoping this day would never come, in our life times, but order all to arm the there, UAPB Dearth Star Beams, tell them we all have to be loged on to firer them, at the same time at that planet, and blow it out of off gallexys! Tell all members of the United Alliance Planet Beams to all lock in the coords 500/500/50 an aim at the planet so the beams unite to forum the Dearth Beam Blow to the planet Black Hole. Aye Sir ! Dr. NoMad plz have your team ready our beam and fill me in more about this ship.

Well its A class 4 ship when all members of allaince agree to make it. they all have to have researched fanatic warfare done and it takes 72hrs to build the U.A.P.B. is a 6000/100 ships warp 20 cost 350 m/p and can only be used in a joint alliance attack after the Allince Learder sets the targets coords, on a planet or fleets at ,one set of coords thro it can move other ships, but its best used alone for this ship:(caution! self destruction!) can blows up your whole fleet
==============================================
Just a story about a good planet that gos bad thought i shair it LoL

[ This Message was edited by: SirTaz on 2002-09-01 16:42 ]

[ This Message was edited by: SirTaz on 2002-09-02 00:22 ]
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Lord Philemon
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 Post Posted: Mon Sep 02, 2002 8:25 pm    Post subject:
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@admins: Actually I was just a bit bored that day so I thought I'd make something useful when I browsed the Forum and the manual
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 Post Posted: Mon Sep 02, 2002 9:51 pm    Post subject:
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i added the top part to the modifier examples in ther new_research screen.

i think the middle part was not changed, was it? under the line (------)
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Lord Philemon
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 Post Posted: Tue Sep 03, 2002 6:26 am    Post subject:
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Under the line I added the triggered events (not sure if they were in before).

[ This Message was edited by: Lord Philemon on 2002-09-03 13:17 ]
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 Post Posted: Wed Feb 18, 2009 3:41 pm    Post subject:

there is a generated page with examples for each modifier here:
http://www.spacetrace.org/mod_examples.php
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