Abilities.txt (SEIV)

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Check Data\Abilities.txt for a basic listing.

The entry for each ability lists which files the ability is valid in (i.e.: what type of objects it will function on). Abilities used in invalid files will basically be "dummy abilities". They do nothing but add their description to the bulleted list of abilities for that object. Such dummy abilities can also be used in AI designs.

Abilities

Warp Point - Turbulence

Value1 = Amount of damage done to objects moving through this warp point. (Normal Damage)
Value2 =

Valid in StellarAbilityTypes.txt

When a vehicle enters the sector containing a warp point with this ability, it will take the amount of damage specified by Value1. The damage is equivalent to a mine hit of the same strength, one for each ship. Shields do not protect against this type of damage.

Star - Unstable

  Value1 = Chance that sun will explode each year.
  Value2 =

Valid in StellarAbilityTypes.txt

This ability actually does nothing. "Unstable" stars have no greater chance of exploding than normal stars, and the Supernova type events can affect any star with an equal chance.

Because this ability does nothing, it is a good candidate to use for description abilities in components, facilities, etc. You can assign this ability (or any "dummy" ability) to the component, and its description is listed at the bottom, with other ability descriptions.

Sector - Sight Obscuration

  Value1 = Level of obscuration. (Obscures all types) (Units cannot use this ability)
  Value2 =

Valid in Components.txt, Facility.txt, StellarAbilityTypes.txt, SystemTypes.txt, VehicleSize.txt

This ability can be placed on stellar phenomena, components, ship hulls or facilities. All objects in the sector will be given an "always-on" cloaking ability of the amount specified by Value1. Even planets and stars can be made invisible (and thus unattackable) by this ability. Sensors of an equal or higher ability amount can penetrate this cloaking effect.

Sector - Sensor Interference

  Value1 = Modifier subtracted from to-hit rolls
  Value2 = 

Valid in Components.txt, Facility.txt, StellarAbilityTypes.txt, SystemTypes.txt, VehicleSize.txt

Any non-seeker weapon fired in this sector has Value1 subtracted from its chance to hit. It is the same as an ECM generator built into every ship.

Sector - Shield Disruption

  Value1 = Amount of shields lost during combat.
  Value2 = 

Valid in Components.txt, Facility.txt, StellarAbilityTypes.txt, SystemTypes.txt, VehicleSize.txt

Each ship in this sector will have Value1 fewer maximum shield points while in combat. Regeneration is unaffected, and the starting shield points are set at the lowered maximum. Any ships designed with fewer than Value1 shield points will be completely unshielded.

You can also use a negative value here to add shield points to all vehicles in the sector. Shields will even be added to ships that have no shield generating components.

Sector - Damage

  Value1 = Amount of damage per turn to all objects in sector.
  Value2 = 

Valid in Components.txt, Facility.txt, StellarAbilityTypes.txt, SystemTypes.txt, VehicleSize.txt

All vehicles that enter the sector will be damaged by Value1 points. Note that there is only a roughly 66% chance that this ability will trigger. Also, the affects of multiple objects in the sector with this ability stack.

Resource Generation - Minerals

  Value1 = Amount of minerals generated per turn.
  Value2 = 

Valid in Facility.txt

The base amount of minerals that a facility will produce. This is modified by planet population, happiness, planet value, and racial aptitude.

Resource Generation - Organics

  Value1 = Amount of organics generated per turn.
  Value2 = 

Valid in Facility.txt

The base amount of organics that a facility will produce. This is modified by planet population, happiness, planet value, and racial aptitude.

Resource Generation - Radioactives

  Value1 = Amount of radioactives generated per turn.
  Value2 = 

Valid in Facility.txt

The base amount of radioactives that a facility will produce. This is modified by planet population, happiness, planet value, and racial aptitude.

Point Generation - Research

  Value1 = Amount of research points generated per turn.
  Value2 = 

Valid in Facility.txt

The base amount of research points that a facility will produce. This is modified by planet population, happiness, and racial aptitude.

Point Generation - Intelligence

  Value1 = Amount of intelligence points generated per turn.
  Value2 = 

Valid in Facility.txt

The base amount of intel points that a facility will produce. This is modified by planet population, happiness, and racial aptitude.

Spaceport

  Value1 =
  Value2 = 

Valid in Facility.txt

A facility with this ability allows the resources, intel and research points generated in a system to be used by the empire. Races with the "Natural Merchants" trait do not need to build facilities with this ability.

Palace

  Value1 =
  Value2 = 

Valid in no file

This has no effect as of yet.

Supply Generation

  Value1 = 
  Value2 = 

Facility.txt

When on a facility, any friendly ship or unit that enters the sector will be automatically resupplied to full supply level.

Planet - Change Minerals Value

  Value1 = Percentage the value of this planet is changed each turn.
  Value2 = 

Valid in Facility.txt

See Change Radioactives Value entry below.

Planet - Change Organics Value

  Value1 = Percentage the value of this planet is changed each turn.
  Value2 = 

Valid in Facility.txt

See Change Radioactives Value entry below.

Planet - Change Radioactives Value

  Value1 = Percentage the value of this planet is changed each turn.
  Value2 = 

Valid in Facility.txt

This ability takes effect on the "0" month of each year (not each turn). In a finite resources game, the total resources are multiplied by (100% + Value1). In a infinite resources game, Value1 is added to the % value of the planet.

Planet - Change Conditions

  Value1 = Percentage the conditions of this planet is changed each turn.
  Value2 = 

Valid in Facility.txt

This ability takes effect on the "0" month of each year (not each turn).

Planet - Change Population Happiness

  Value1 = Percentage the happiness of this planet's population is improved each turn. 
  Value2 = 

Valid in Facility.txt

This ability raises or lowers the anger level of the planet each turn by Value1. A positive value raises anger levels, thus making the population less happy. A negative value lowers anger levels, thus making the population happier. Different facilities with this ability seem to stack.

Planet - Change Ground Defense

  Value1 = Percentage modifier to ground combat on this planet.
  Value2 = 

Valid in no file

This has no effect as of yet.

Planet - Shield Generation

  Value1 = Amount of shields generated.
  Value2 = 

Valid in Components.txt, Facility.txt, VehicleSize.txt

This ability adds Value1 normal shield points to a planet or vehicle.

Shield Generation

  Value1 = Amount of shields generated.
  Value2 = 

Valid in Components.txt, Facility.txt, VehicleSize.txt

This ability adds Value1 normal shield points to a planet or vehicle.

Phased Shield Generation

  Value1 = Amount of phased shields generated.
  Value2 = 

Valid in Components.txt, Facility.txt, VehicleSize.txt

This ability adds Value1 phased shield points to a planet or vehicle. If one component or facility generates 1 normal (non-phased) shield point, then all shields on the ship or planet are considered non-phased. If that component is destroyed, then the shields will become phased if all functional components/facilities generate phased shields only.

Component Repair

  Value1 = Number of components repaired per turn.
  Value2 = 

Valid in Components.txt, Facility.txt, VehicleSize.txt

At the end of each turn, this component will repair Value1 other components. The repairs can be to one ship or many, and multiple repair components can repair the same vehicle. Which particular vehicle and components are repaired depends on the Repair priorities that are defined in the empire options window.

Cargo Storage

  Value1 = Number of cargo spaces generated.
  Value2 = 

Valid in Components.txt, Facility.txt, StellarAbilityTypes.txt, VehicleSize.txt

This vehicle can store units with a combined total mass less than or equal to Value1. Multiple components with this ability form one continuous cargo bay, so two components can hold a unit bigger than any one individual component could.

Drop Troops

  Value1 = Number of troops which can be dropped to attack a planet.
  Value2 = 

Valid in no file

This has no effect as of yet.

Launch/Recover Fighters

  Value1 = Amount of fighters that can be launched per combat turn.
  Value2 = Amount of fighters that can be launched per game turn.

Valid in Components.txt, Facility.txt, VehicleSize.txt

This component adds the ability to launch fighters from a vehicle. Value1 fighters of any size can be launched during each round of combat, and Value2 fighters of any size can be launched during a game month. Any number of fighters may be recovered, up to the capacity of the vehicles cargo space. Planets can launch an unlimited number of fighters per turn, so placing this ability on a facility is meaningless.

Lay Mines

  Value1 = Amount of mines that can be launched per combat turn.
  Value2 = Amount of mines that can be launched per game turn.

Valid in Components.txt, Facility.txt, VehicleSize.txt

This component adds the ability to launch mines from a vehicle. Value1 mines of any size can be launched during each round of combat, and Value2 mines of any size can be launched during a game month. Mines can never be recovered from space. Mines launched during combat are visible and vulnerable to weapons fire until the end of combat. Any mines not destroyed will deploy normally and become cloaked. Planets can launch an unlimited number of mines per turn, so placing this ability on a facility is meaningless.

Multiplex Tracking

  Value1 = Number of ships that can be tracked and fired on. 
  Value2 = 

Valid in Components.txt, VehicleSize.txt

This ability allows a ship to fire its main guns at separate targets during a single combat round. Automatically fired Point defense will not count towards the number of targets fired on, but manually firing point defense weapons in tactical combat will.

Combat To Hit Offense Plus

  Value1 = Percent modifier for combat offense. (Increases the chance that this ship will hit another ship).
  Value2 = 

Valid in Components.txt, VehicleSize.txt

This ability adds Value1 % to the chance of this vehicle hitting its target with direct-fire weapons. The modifier adds linearly, so 50% + 30% = 80%

Several bugs, discovered by Aiken, interfere when you add this ability to a weapon platform hull. The bonus from each weapon platform will stack. If you add a +10% bonus to hit and have 5 weapon platforms, the total bonus from this ability will be +50%, rather than the +10% you would expect. Further, if you add some troops with a +10% bonus to hit to the planetary cargo, that +10% will add to the to hit bonus of the weapon platforms, for a total of +60%. Only one troop bonus applies. If you add several fighters, the total to hit bonus from each fighter is added to the weapon platforms' chance to hit. If you add 5 fighters with a 50% bonus, the total to hit bonus applied to the weapon platforms will be 60 + 250, for +310% bonus.

Combat To Hit Defense Plus

  Value1 = Percent modifier for combat defense. (Decreases the chance that this ship will be hit by another ship).
  Value2 = 

Valid in Components.txt, VehicleSize.txt

This ability subtracts Value1 % from the chance of enemy direct-fire weapons hitting this vessel. The modifier subtracts linearly, so 50% - 30% = 20%

Mine Sweeping

  Value1 = Number of mines that can be swept.
  Value2 = 

Valid in Components.txt, VehicleSize.txt

When this vehicle enters a sector containing mines, Value1 mines will be disabled before any damage is done to the fleet. Cloaked ships with minesweepers on them can not sweep mines.

Medical Bay

  Value1 = Plague level that can be cured.
  Value2 = 

Valid in Components.txt, VehicleSize.txt

If this vehicle enters the same sector as a planet that has plague conditions of level Value1 or less, it will cure the plague, and return the conditions to normal.

Movement Bonus

  Value1 = Added movement for ship if using all of these types of engines.
  Value2 = 

Valid in Components.txt, VehicleSize.txt

After all other propulsion modifiers are calculated, a ship that has at least one movement point will have Value1 added to its speed. The smallest Value1 of any component on the ship will be used. (All engines do not have to be the same, but the weakest engine's ability will be used)

This ability does not contribute to engine supply usage. Only Standard Ship Movement does.

Emissive Armor

  Value1 = Damage armor must take before being destroyed.
  Value2 = 

Valid in Components.txt, VehicleSize.txt

When a weapon hits a ship with this ability on it, Value1 is subtracted from the remaining weapon strength before the damage is applied. The weapon does not actually have to hit the component with this ability on it. Multiple components with this ability do not stack. A weapon with either the Skips Armor or Skips Shields And Armor damage type will never trigger this ability.

Shield Regeneration

  Value1 = Number of shields regenerated per combat turn.
  Value2 = 

Valid in Components.txt, VehicleSize.txt

At the end of each combat round, this vehicle will add Value1 points to its shield strength. Points beyond the maximum remaining shield strength are lost.

Master Computer

  Value1 = 
  Value2 = 

Valid in Components.txt, VehicleSize.txt

Vehicles with this component do not require Bridge, crew quarters or life support. If the ability is given to the vehicle type itself, the vehicle will still require B/CQ/LS, but still gains the following abilities: The vehicle will not lose movement points if B/CQ/LS are destroyed. The vehicle is immune to the Crew Conversion damage type (Allegiance Subverter).

Cloak Level

  Value1 = Type of sight obscuration.
  Value2 = Level of obscuration.

Valid in Components.txt, Facility.txt, VehicleSize.txt

Provides Value2 cloaking of the Value1 type. There are 5 types of cloaking, Passive EM, Active EM, Gravitic, Psychic and Temporal. Level X scanners defeat level X or lower cloaking. So, a level 5 cloak is needed to keep ships hidden against level 4 scanners. All vehicles and planets get a built-in level 1 EM Passive scanner and a level 1 EM Active scanner, so a level 1 EM cloak of either (or both) type is pointless.

Sensor Level

  Value1 = Type of sight ability.
  Value2 = Level of sight ability.

Valid in Components.txt, Facility.txt, VehicleSize.txt

This ability is used to detect cloaked ships. Value1 defines the type of cloaking ability that can be defeated. It can be EM Active, EM Passive, Gravitic, Psychic or Temporal. Value2 is the level of Value1 cloaking that can be defeated. Value2 scanning ability will defeat Value2 cloaking ability. All ships receive level 1 in EM Active and level 1 EM Passive scanning by default, so level 1 cloaking in either (or both) EM type is wholly ineffective.

Emergency Resupply

  Value1 = Amount of resupply given to ship on use.
  Value2 = 

Valid in Components.txt

When a vehicle is given an order to use this component, the vehicle will gain Value1 supplies. Any supplies beyond the maximum capacity of the vehicle are lost. When used this component will be destroyed. This component requires a spaceyard to be repaired. Repair bays will not work on this component. You can give this ability to components that you want to only be repairable at a Space Yard with Value1 set to 0.

Emergency Energy

  Value1 = Amount of movement given to ship on use.
  Value2 = 

Valid in Components.txt

When a vehicle is given an order to use this component, the vehicle will gain Value1 more movement points. Movement points beyond the maximum speed of the ship are NOT lost. In simultaneous games, the number of days between moves will decrease. Repair bays will not work on this component. You can give this ability to components that you want to only be repairable at a Space Yard with Value1 set to 0.

Long Range Scanner

  Value1 = Distance away in sectors enemy ship can be scanned.
  Value2 = 

Valid in Components.txt, VehicleSize.txt

The cargo and component status of enemy vehicles within Value1 sectors of this component can be viewed as if the ships were owned by this empire. Invisible (cloaked) enemy vehicles, and those with Scanner Jammer ability cannot be viewed.

Open Warp Point Distance

  Value1 = Distance to system (in light years) WP can be opened to.
  Value2 = 

Valid in Components.txt

This ability allows the ship to create new warp points, to a maximum distance of Value1 light years (where each square on the galaxy map is 10 light years).

Create Planet Size

  Value1 = Size of planet that can be created.
  Value2 = 

Valid in Components.txt

This will create a planet up to size Value1. The maximum size of planet is based on the position of the planets in PlanetSize.txt. So, a Value1 of 3 can create up to the 3rd listed planet in PlanetSize.txt (medium in unmodded SE4).

Destroy Planet Size

  Value1 = Size of planet that can be destroyed.
  Value2 = 

Valid in Components.txt

This will destroy a planet up to size Value1 and create an asteroid field of the same size in its place. The maximum size of planet is based on the position of the planets in PlanetSize.txt. So, a Value1 of 3 can create up to the 3rd listed planet in PlanetSize.txt (medium in unmodded SE4).

Boarding Attack

  Value1 = Attack strength in ship capture.
  Value2 = 

Valid in Components.txt, VehicleSize.txt

This ship can be ordered to board enemy vehicles that have zero shield points remaining and are one combat square away. If the sum total of Boarding Attack Value1 on this ship exceeds the sum total of Boarding Defense Value1 on the target vessel, then the target vessel becomes the property of this empire. If the target vessel had an intact self destruct ability, then both ships are destroyed. Regardless of the success of the operation, this vessel's shields will be set to zero. If the target vessel is captured, its weapons' reload time will be increased by the amount specified in settings.txt.

Boarding Defense

  Value1 = Defense strength in ship capture.
  Value2 = 

Valid in Components.txt, VehicleSize.txt

See Boarding Attack. Value1 points of boarding defense are added to this vehicle. Crew Quarters have a hard-coded, built-in boarding defense of 4 points.

Standard Ship Movement

  Value1 = Number of movement points generated.
  Value2 = 

Valid in Components.txt, VehicleSize.txt

Value1 thrust points are added to this vehicle. The total thrust is divided by the "Engines per Move" setting in VehicleSize.txt and rounded down to get the actual movement speed of the vehicle.

This is the only ability that causes a component to contribute to the amount of supplies used for each sector of movement. Basically, sum up the Supply Amount Used value for every component on the ship that provides at least one Standard Ship Movement point (not bonus move, or extra movement generation, or combat movement). This value is how many supplies are used each time the ship moves one sector on the system map. As multiple sectors can be traversed in a turn, the supplies used in a turn of movement will be the sum times sectors moved.

Note that bases can never have system movement points. This ability does not work on bases. In the design screen, movement points will be calculated. But once the base is built, it will not have any movement points.

Ship Bridge

  Value1 =
  Value2 = 

Valid in Components.txt, VehicleSize.txt

Vehicles without a Master Computer ability require Exactly One (1) component with this ability. If a vehicle has no master computer, and it loses its bridge ability for any reason, it will suffer a penalty of half its movement speed.

Ship Auxiliary Control

  Value1 =
  Value2 = 

Valid in Components.txt, VehicleSize.txt

During combat, vehicles with this ability can lose their bridge ability without suffering a movement penalty. Outside of combat, the penalty still applies.

Ship Life Support

  Value1 =
  Value2 = 

Valid in Components.txt, VehicleSize.txt

Vehicles without a Master Computer ability require components with this ability. The number required for a legal design is specified in VehicleSize.txt. If a vehicle has no master computer, and it loses ALL of its life support ability for any reason, it will lose three-quarters of its movement speed.

Ship Crew Quarters

  Value1 =
  Value2 = 

Valid in Components.txt, VehicleSize.txt

Vehicles without a Master Computer ability require components with this ability. The number required for a legal design is specified in VehicleSize.txt. If a vehicle has no master computer, and it loses ALL of its Crew Quarters ability for any reason, it will lose half of its movement speed.

Scanner Jammer

  Value1 = 
  Value2 = 

Valid in Components.txt, VehicleSize.txt

This prevents the use of the Long Range Scanner ability in this ship.

Quantum Reactor

  Value1 =
  Value2 = 

Valid in Components.txt, VehicleSize.txt

This vehicle gains an infinite amount of supplies. When placed in a fleet of other vehicles, it will restore their supplies to maximum at the end of the turn. Bases essentially have a built-in hard-coded Quantum Reactor ability.

Supply Storage

  Value1 = Amount of supplies that can be stored.
  Value2 = 

Valid in Components.txt, VehicleSize.txt

This vehicle can store an additional Value1 points of supplies.

Space Yard

  Value1 = Resource Type used for construction
  Value2 = Amount of resources which can be used each turn.

Valid in Components.txt, Facility.txt, VehicleSize.txt

Value1 is one of: Minerals, Organics, Radioactives. Value2 is the build rate of the component in the resource specified by Value1. For typical use, three copies of this ability are used on a single component, one for each resource. Only one component with spaceyard abilities can be included on a single vehicle. A second facility containing this ability cannot be constructed, although an upgrade is legal.

Resource Storage - Mineral

  Value1 = Added amount of resources an empire can store.
  Value2 = 

Valid in Facility.txt

This empire can store an additional Value1 minerals.

Resource Storage - Organics

  Value1 = Added amount of resources an empire can store.
  Value2 = 

Valid in Facility.txt

This empire can store an additional Value1 organics.

Resource Storage - Radioactives

  Value1 = Added amount of resources an empire can store.
  Value2 = 

Valid in Facility.txt

This empire can store an additional Value1 radioactives.

Resource Gen Modifier Planet - Minerals

  Value1 = Percentage change of resource generation for entire planet (+/- percentage).
  Value2 = 

Valid in Facility.txt

Mineral resource production rates on this planet have Value1 % added to them. This modifier adds, so 80% - 30% = 50%

Resource Gen Modifier Planet - Organics

  Value1 = Percentage change of resource generation for entire planet (+/- percentage).
  Value2 = 

Valid in Facility.txt

Organic resource production rates on this planet have Value1 % added to them. This modifier adds, so 80% - 30% = 50%

Resource Gen Modifier Planet - Radioactives

  Value1 = Percentage change of resource generation for entire planet (+/- percentage).
  Value2 = 

Valid in Facility.txt

Radioactives resource production rates on this planet have Value1 % added to them. This modifier adds, so 80% - 30% = 50%

Resource Gen Modifier System - Minerals

  Value1 = Percentage change of resource generation for entire system (+/- percentage).
  Value2 = 

Valid in Facility.txt

Mineral resource production rates on all planets in this system have Value1 % added to them. This modifier adds, so 80% - 30% = 50%. This modifier does not show up on the planet reports, but does make a difference in the budget window.

Resource Gen Modifier System - Organics

  Value1 = Percentage change of resource generation for entire system (+/- percentage).
  Value2 = 

Valid in Facility.txt

Organic resource production rates on all planets in this system have Value1 % added to them. This modifier adds, so 80% - 30% = 50%. This modifier does not show up on the planet reports, but does make a difference in the budget window.

Resource Gen Modifier System - Radioactives

  Value1 = Percentage change of resource generation for entire system (+/- percentage).
  Value2 = 

Valid in Facility.txt

Radioactives resource production rates on all planets in this system have Value1 % added to them. This modifier adds, so 80% - 30% = 50%. This modifier does not show up on the planet reports, but does make a difference in the budget window.

Planet Point Generation Modifier - Research

  Value1 = Percentage change of point generation for entire planet (+/- percentage).
  Value2 = 

Valid in Facility.txt

Research rates on this planet have Value1 % added to them. This modifier adds, so 80% - 30% = 50%

Planet Point Generation Modifier - Intelligence

  Value1 = Percentage change of point generation for entire planet (+/- percentage).
  Value2 = 

Valid in Facility.txt

Intel production on this planet have Value1 % added to them. This modifier adds, so 80% - 30% = 50%

System Point Generation Modifier - Research

  Value1 = Percentage change of point generation for entire system (+/- percentage).
  Value2 = 

Valid in Facility.txt

Research rates on all planets in this system have Value1 % added to them. This modifier adds, so 80% - 30% = 50%. This modifier does not show up on the planet reports, but does make a difference in the research window.

System Point Generation Modifier - Intelligence

  Value1 = Percentage change of point generation for entire system (+/- percentage).
  Value2 = 

Valid in Facility.txt

Intel production on all planets in this system have Value1 % added to them. This modifier adds, so 80% - 30% = 50%. This modifier does not show up on the planet reports, but does make a difference in the intel window.

Combat Modifier - System

  Value1 = Percentage combat modifier for entire system (+/- percentage).
  Value2 = 

Valid in Components.txt, Facility.txt, VehicleSize.txt

This ability adds a Combat Sensors effect to all ships owned by this empire in this system. The chance to hit with a weapon is increased by Value1.

Damage Modifier - System

  Value1 = Percentage damage modifier for entire system (+/- percentage).
  Value2 = 

Valid in Components.txt, Facility.txt, VehicleSize.txt

Damage done by all weapons fired by this empire in this system in increased by Value1%

Planet Value Change - System

  Value1 = Percentage change in planet value for entire system (+/- percentage) per year.
  Value2 = 

Valid in Facility.txt

On each "0" month, all planets in this system that are controlled by this empire will gain resource value. In a finite resources game, the increase will be Value1 % of the total resources of each type. In a infinite resources game, the Value1 percentage points will be added to the planet value.

Planet Conditions Change - System

  Value1 = Percentage change in planet conditions for entire system (+/- percentage) per year.
  Value2 = 

Valid in Facility.txt

On each "0" month, all planets in this system that are controlled by this empire will gain conditions value. Conditions are stored in a variable that ranges from 0.00 to 1.50. So, Value1 is added to the planet's conditions as a decimal each time.

Change Bad Event Chance - System

  Value1 = Percentage change in chance for bad event for entire system (+/- percentage).
  Value2 = 

Valid in Facility.txt

This ability may or may not be functional.

Change Bad Intelligence Chance - System

  Value1 = Percentage change in chance for bad intel event for entire system (+/- percentage).
  Value2 = 

Valid in Facility.txt

This ability may or may not be functional.

Change Population Happiness - System

  Value1 = Percentage change in population happiness for entire system (+/- percentage) each turn.
  Value2 = 

Valid in Facility.txt

Each turn, the anger levels of every planet in the system are modified by Value1. Only positive values function; negatives are ignored. Only the highest level of this ability on all facilities in the system is used; others are ignored.

Ship Training

  Value1 = Per turn increase in ship experience in this sector.
  Value2 = Maximum experience level that can be attained here.

Valid in Components.txt, Facility.txt, VehicleSize.txt

Only the highest level of each of the values for this ability on any planet or ship are used in each turn. So, 2 training facilities do not stack on a planet. But, multiple planets or ships in the sector will add their bonuses. So, a planet with moons can have several training facilities functional, thus increasing training rates geometrically.

Fleet Training

  Value1 = Per turn increase in fleet experience in this sector.
  Value2 = Maximum experience level that can be attained here.

Valid in Components.txt, Facility.txt, VehicleSize.txt

Only the highest level of each of the values for this ability on any planet or ship are used in each turn. So, 2 training facilities do not stack on a planet. But, multiple planets or ships in the sector will add their bonuses. So, a planet with moons can have several training facilities functional, thus increasing training rates geometrically.

Modify Reproduction - System

  Value1 = Percentage change in reproduction for entire system.
  Value2 = 

Valid in Facility.txt

The reproduction rate for all planets owned by this empire in this system is increased by Value1. Only the highest value for this ability is used in the entire system; it does not stack.

Change Population - System

  Value1 = Population in M that will be added each turn for entire system.
  Value2 = 

Valid in Facility.txt

At the beginning of each turn after normal reproduction has occurred, the populations of all planets owned by this empire in this system is increased by Value1.

Plague Prevention - System

  Value1 = Level of the plague that will be prevented in this system.
  Value2 = 

Valid in Facility.txt

At the beginning of each turn, all plagues of level Value1 or lower that affect a planet owned by this empire in this system will be cured and have no effects.

Resource Conversion

  Value1 = Percentage loss of resources converted from one type to another.
  Value2 = 

Valid in Facility.txt

This ability allows the Convert Resources ability to be used. The amount of resources received after conversion is equal to 100% - Value1 %

Resource Reclamation

  Value1 = Percentage of value of item scrapped in sector returned as resources.
  Value2 = 

Valid in Facility.txt

Value1 will supercede the value for resources returned when scrapping a ship that is in Settings.txt.

Close Warp Point

  Value1 =
  Value2 = 

Valid in Components.txt

Allows a ship to use the Close Warp Point order. Can not be used on Bases.

Destroy Star

  Value1 =
  Value2 = 

Valid in Components.txt

Allows a ship to use the Destroy Star order. Can not be used on Bases.

Create Star

  Value1 =
  Value2 = 

Valid in Components.txt

Allows a ship to use the Create Star order. Can not be used on Bases.

Destroy Storm

  Value1 =
  Value2 = 

Valid in Components.txt

Allows a ship to use the Destroy Storm order, for destroying sector-sized storms. Can not be used on Bases.

Create Storm

  Value1 =
  Value2 = 

Valid in Components.txt.

Allows a ship to use the Create Storm order, for creating sector-sized storms. Can not be used on Bases.

Self-Destruct

  Value1 =
  Value2 = 

Valid in Components.txt, VehicleSize.txt

When the ship/base is successfully boarded, it and the attacking ship will be destroyed. Also, it allows the ship/base to use the Self-Destruct option in the Scrap window.

Colonize Planet - Rock

  Value1 =
  Value2 = 

Valid in Components.txt, VehicleSize.txt

Allows the ship to be used to colonize rock planets. The ship is consumed in the action.

Colonize Planet - Ice

  Value1 =
  Value2 = 

Valid in Components.txt, VehicleSize.txt

Allows the ship to be used to colonize ice planets. The ship is consumed in the action.

Colonize Planet - Gas

  Value1 =
  Value2 = 

Valid in Components.txt, VehicleSize.txt

Allows the ship to be used to colonize gas giant planets. The ship is consumed in the action.

Point-Defense

  Value1 =  
  Value2 = 

Valid in Components.txt, VehicleSize.txt

This ability does absolutely nothing. In the stock game, it serves as an AI Tag for the AI to be able to add Point - Defense Cannons to their ship designs as a Misc Ability, so as not to use up a Primary or Secondary weapon slot.

Armor

  Value1 =  
  Value2 = 

Valid in Components.txt

All components with the Armor ability must be destroyed before any non-armor skipping damage can damage "internal" components (i.e.: those that do not have the Armor ability). Armor-skipping weapons will not damage these components until all that is left on the ship is Armor.

Launch/Recover Satellites

  Value1 = Amount of satellites that can be launched per combat turn.
  Value2 = Amount of satellites that can be launched per game turn.

Valid in Components.txt, VehicleSize.txt

Self-explanatory.

Remote Resource Generation - Minerals

  Value1 = The number of minerals per turn which can be generated from a remote source.
  Value2 = 

Valid in Components.txt, VehicleSize.txt

When the ship is in a sector with planets and/or asteroids, it produce a base of Value1 minerals per turn, modified by the planet's value, per planet and asteroid in the sector.

Remote Resource Generation - Organics

  Value1 = The number of minerals per turn which can be generated from a remote source.
  Value2 = 

Valid in Components.txt, VehicleSize.txt

When the ship is in a sector with planets and/or asteroids, it produce a base of Value1 organics per turn, modified by the planet's value, per planet and asteroid in the sector.

Remote Resource Generation - Radioactives

  Value1 = The number of minerals per turn which can be generated from a remote source.
  Value2 = 

Valid in Components.txt, VehicleSize.txt

When the ship is in a sector with planets and/or asteroids, it produce a base of Value1 radioactives per turn, modified by the planet's value, per planet and asteroid in the sector.

Armor Regeneration

  Value1 = The amount of structure points regenerated per combat turn.
  Value2 = 

Valid in Components.txt, VehicleSize.txt

Having this ability with Value1 at least 1 allows the component to regenerate in combat. All of the regeneration abilities for all components with this ability is added up, and this many hit points of damage to such components can be repaired each combat turn. After combat, all components with this ability will be repaired.

Shield Generation From Damage

  Value1 = Amount of damage pts converted to shield pts per hit.
  Value2 = 

Valid in Components.txt, VehicleSize.txt

When any weapon does damage to the ship itself (past the shields), Value1 is added to the shield levels for the ship. The most points that can be added to the shields in this manner is how much damage was done to the ship (not to the shields in the first place). Any extra shield points past the maximum from the ship's shield generating components are lost. The weapon does not have to hit the component with this ability on it to trigger the ability. A weapon with either the Skips Armor or Skips Shields And Armor damage type will never trigger this ability.

System - Movement Towards Center

  Value1 = # of squares ships are moved towards the center of a system per turn.
  Value2 = 

Valid in SystemTypes.txt

The presence of this ability causes all ships to be moved Value1 squares towards the center of the system. In Sequential movement games, this occurs between turns. In Simultaneous movement games, it occurs after normal ship movement.

System - Movement Random

  Value1 = # of squares ships are randomly in a system per turn.
  Value2 = 

Valid in SystemTypes.txt

The presence of this ability causes all ships to be moved Value1 squares towards a random sector in the system. Note that if the target sector is close enough, the ships will not be moved the full Value1 distance. All ships owned by an empire in a sector will be moved in the same direction, irregardless of fleeting.

System - Destructive Center

  Value1 = Amount of damage caused to ships in the center of the system. (Normal Damage)
  Value2 = 

Valid in SystemTypes.txt

Value1 damage is done each turn that a ship is in the central sector (6,6) of the system at the beginning of the turn.

Destroy Nebulae

  Value1 =
  Value2 = 

Valid in Components.txt

Allows the ship to use the Destroy Nebulae order. Can not be used on Bases.

Create Nebulae

  Value1 =
  Value2 = 

Valid in Components.txt

Allows the ship to use the Create Nebulae order. Can not be used on Bases.

Destroy Black Hole

  Value1 =
  Value2 = 

Valid in Components.txt

Allows the ship to use the Destroy Black Hole order. Can not be used on Bases.

Create Black Hole

  Value1 =
  Value2 = 

Valid in Components.txt

Allows the ship to use the Create Black Hole order. Can not be used on Bases.

Stop Planet Destroyer

  Value1 =
  Value2 = 

Valid in Facility.txt

Prevents any Planet Destroying devices from functioning against the planet the facility is on.

Stop Star Destroyer

  Value1 =
  Value2 = 

Valid in Components.txt, Facility.txt, VehicleSize.txt

Prevents any Star Destroying devices from functioning within the system.

Stop Nebulae Creator

  Value1 =
  Value2 = 

Valid in Components.txt, Facility.txt, VehicleSize.txt

Prevents any Nebulae Creating devices from functioning within the system.

Stop Black Hole Creator

  Value1 =
  Value2 = 

Valid in Components.txt, Facility.txt, VehicleSize.txt

Prevents any Black Hole Creating devices from functioning within the system.

Stop Open Warp Point

  Value1 =
  Value2 = 

Valid in Components.txt, Facility.txt, VehicleSize.txt

Prevents any Warp Point Opening devices from functioning within the system.

Stop Close Warp Point

  Value1 =
  Value2 = 

Valid in Components.txt, Facility.txt, VehicleSize.txt

Prevents any Warp Point Closing devices from functioning within the system.

Component Destroyed On Use

  Value1 =
  Value2 = 

Valid in Components.txt

This causes the component to be destroyed when it is used. It is only functional with abilities that require pressing a button in the main buttons panel on the strategic map. e.g.: Stellar Manipulation, Emergency Movement, etc. Will not work with weapons, cloaking devices, etc.

Ancient Ruins

  Value1 = Number of techs areas (random) received when this planet is colonized.
  Value2 = 

Valid in StellarAbilityTypes.txt

Causes the planet to give Value1 tech levels to the empire that colonizes it. The techs are determined randomly when the planet is colonized.

Ancient Ruins Unique

  Value1 = The unique tech area identifier that is found when the planet is colonized.
  Value2 = 

Valid in StellarAbilityTypes.txt

Seeds a planet with a specific Unique Tech. When an empire colonizes the planet, they get level 1 in the tech area corresponding to the Value1 Unique Area (in TechArea.txt).

Combat Best Experience

  Value1 =
  Value2 = 

Valid in Components.txt, VehicleSize.txt

The ship will get the best experience bonus from all ships owned by the empire in a battle that have this ability on them.

Combat Movement

  Value1 = Amount of movement added during combat.
  Value2 = 

Valid in Components.txt, VehicleSize.txt

Gives Value1 bonus movement points in combat. Only the best of these abilities on a vehicle is functional. This ability can be used on bases to give them combat movement points.

This ability does not contribute to engine supply usage. Only Standard Ship Movement does.

Solar Supply Generation

  Value1 = Amount of supplies generated per star.
  Value2 = 

Valid in Components.txt, VehicleSize.txt

Each turn, Value1 x number of stars in the system supplies are added to the supply bays of the ship.

Extra Movement Generation

  Value1 = Amount of movement generated by a type of component.
  Value2 = Unique identifier for this type

Valid in Components.txt, VehicleSize.txt

This provides a bonus amount of movement points to the vehicle. This bonus is independent of the amount of this component placed on the vehicle, as well as the Engines Per Move value of the vehicle. For this ability to function, the vehicle has to have at least 1 movement point generated via the Standard Ship Movement ability (after dividing by the Engines Per Move setting for the ship hull).

Multiple components (and/or hull abilities) with this ability will stack if and only if they have different Value2 values. If they have the same Value2 value, they will not stack. Only the best Value1 ability will be used from each group of components with this ability, where the groups are based on the Value2 value.

This ability does not contribute to engine supply usage. Only Standard Ship Movement does.

Planet - Change Atmosphere

  Value1 = Number of turns until atmosphere is changed.
  Value2 = (It changes to the atmosphere breathable by the majority of the population.)

Valid in Facility.txt

After the facility has been in existence for Value1 turns, the atmosphere gets converted to that breathed by the race with the most population on the planet each turn. If there is a tie, no conversion is done.

Weapons Always Hit

  Value1 =
  Value2 = 

Valid in Components.txt, VehicleSize.txt

As long as the component is intact, all direct fire weapons fired from this ship will always hit their targets.

Create Constructed Planet

  Value1 = The Special Ability ID in PlanetSize.txt to construct.
  Value2 = 

Valid in Components.txt

This ability allows a ship to construct a planet from a star. The planet it can construct is related to the Special Ability ID in PlanetSize.txt by the Value1. This ability should be used in conjunction with Constructed Planet Requirements, or else there will be no requirements to construct planets.

Constructed Planet Requirements

  Value1 = The custom group of the component needed to be present. 
  Value2 = The kT of component required to be present. 

Valid in Components.txt

This ability must be used in conjunction with the Create Constructed Planet ability. Value1 is the value that determines what type of components will satisfy the requirement, based off of the Custom Group lines in Components.txt. Value2 is how many kilotons of these components are needed. If Value2 is 10000 and the components are 2000 kT, then you will need 5 of those components present in the sector to be able to construct the planet.

Modified Maintenance Cost

  Value1 = Percentage of normal maintenance (10% = 110% of normal, -10% = 90% of normal)
  Value2 = 

Valid in Components.txt, VehicleSize.txt

This modifies the maintenance paid of the ship, based on the base maintenance rate of the ship after taking racial modifiers into account. So, if a race has 110 maintenance aptitude, then a ship costing 1000 minerals will cost 150 to maintain each turn. If that ship has the Modified Maintenance Cost ability at 25%, then the ship costs 25% fewer maintenance points, and so only 113 minerals are paid per turn to maintain it. This ability can get the cost to maintain a ship below the 5% minimum imposed from racial modifiers.

Ship Training - System

  Value1 = Per turn increase in ship experience in this system.
  Value2 = Maximum experience level that can be attained here.

Valid in Components.txt, Facility.txt, VehicleSize.txt

Value1 experience will be added to every ship or base in the system, as long as the ship or base does not have Value2 or more experience already.

Fleet Training - System

  Value1 = Per turn increase in fleet experience in this system.
  Value2 = Maximum experience level that can be attained here.

Valid in Components.txt, Facility.txt, VehicleSize.txt

Value1 experience will be added to every fleet in the system, as long as the fleet does not have Value2 or more experience already.

Long Range Scanner - System

  Value1 =
  Value2 = 

Valid in Components.txt, Facility.txt, VehicleSize.txt

This ability allows long range scans to be performed on any ship in the same system, regardless of how far away the ship is.

Solar Resource Generation - Minerals

  Value1 = Amount of minerals generated per turn per star in the system. 
  Value2 = 

Valid in Facility.txt

Value1 minerals are produced per star in the system per turn. This amount is not affected by planet value, happiness, population, racial characteristics, or other modifiers.

Solar Resource Generation - Organics

  Value1 = Amount of organics generated per turn per star in the system. 
  Value2 = 

Valid in Facility.txt

Value1 organics are produced per star in the system per turn. This amount is not affected by planet value, happiness, population, racial characteristics, or other modifiers.

Solar Resource Generation - Radioactives

  Value1 = Amount of radioactives generated per turn per star in the system. 
  Value2 = 

Valid in Facility.txt

Value1 radioactives are produced per star in the system per turn. This amount is not affected by planet value, happiness, population, racial characteristics, or other modifiers.

Reduced Maintenance Cost - System

  Value1 = Percentage of normal maintenance for all ships in system (10 = 90% of normal, -10 = 110% or normal)
  Value2 = 

Valid in Components.txt, Facility.txt, VehicleSize.txt

The maintenance paid on all ships and bases in the system owned by the empire is lowered by Value1 percent. This ability can get the cost to maintain a ship below the 5% minimum imposed from racial modifiers.

Shield Modifier - System

  Value1 = Amount added to maximum shields of players ships during combat. 
  Value2 = 

Valid in Components.txt, Facility.txt, VehicleSize.txt

This ability does not differentiate between phased and non-phased shielding. Ships with phased shields still have phased shields after this ability is applied.

Combat To Hit Offense Minus

  Value1 = Percent negative modifier for combat offense. (Decreases the chance that this ship will hit another ship).
  Value2 = 

Valid in Components.txt, VehicleSize.txt

This ability subtracts Value1 % from the chance of this vehicle hitting its target with direct-fire weapons. The modifier subtracts linearly, so 50% - 30% = 20%

Combat To Hit Defense Minus

  Value1 = Percent negative modifier for combat defense. (Increases the chance that this ship will be hit by another ship).
  Value2 = 

Valid in Components.txt, VehicleSize.txt

This ability adds Value1 % to the chance of enemy direct-fire weapons hitting this vessel. The modifier adds linearly, so 50% + 30% = 80%

AI Tag 01

  Value1 = 
  Value2 =

Valid in Components.txt, Facility.txt

These 20 abilities (up to AI Tag 20) do nothing. They serve as extra tags that modders can add to a component or facility for getting the AI to use a specific item instead of other possibilities. One example would be adding an Advanced Combat Sensor component, which adds a to hit bonus and stacks with normal combat sensors. Ideally, warships would use both, to get the maximum level of to hit bonus. However, the AI will only use on or the other. So, you can add an AI Tag to the one that gives less to hit bonus, and add calls for it in AI_Design_Creation.txt. Now, the AI will be able to add both a Combat Sensor and an Advanced Combat Sensor, just as a human would be able to.

Generate Points Minerals

  Value1 = The number of minerals per turn which can be generated.
  Value2 = (This ability can be used by a component or a facility. The points are not deducted from any planet.)

Valid in Components.txt, Facilities.txt, StellarAbilityTypes.txt, VehicleSize.txt

This ability generates Value1 Minerals every turn. The amount is not modified by any modifiers, whether they are racial characteristics, facilities with "Resource Gen Modifier Planet - Minerals" type abilities, or any others. The points generated by this ability do not show up in the empire status window, nor on the various reports of the ship/planet/etc. that the ability is located on. The points are added to the stored resource totals correctly every turn; they are just not tallied up in the display properly.

Generate Points Organics

  Value1 = The number of organics per turn which can be generated.
  Value2 = (This ability can be used by a component or a facility. The points are not deducted from any planet.)

Valid in Components.txt, Facilities.txt, StellarAbilityTypes.txt, VehicleSize.txt

This ability generates Value1 Organics every turn. The amount is not modified by any modifiers, whether they are racial characteristics, facilities with "Resource Gen Modifier Planet - Organics" type abilities, or any others. The points generated by this ability do not show up in the empire status window, nor on the various reports of the ship/planet/etc. that the ability is located on. The points are added to the stored resource totals correctly every turn; they are just not tallied up in the display properly.

Generate Points Radioactives

  Value1 = The number of radioactives per turn which can be generated.
  Value2 = (This ability can be used by a component or a facility. The points are not deducted from any planet.)

Valid in Components.txt, Facilities.txt, StellarAbilityTypes.txt, VehicleSize.txt

This ability generates Value1 Radioactives every turn. The amount is not modified by any modifiers, whether they are racial characteristics, facilities with "Resource Gen Modifier Planet - Radioactives" type abilities, or any others. The points generated by this ability do not show up in the empire status window, nor on the various reports of the ship/planet/etc. that the ability is located on. The points are added to the stored resource totals correctly every turn; they are just not tallied up in the display properly.

Generate Points Research

  Value1 = The number of research points per turn which can be generated.
  Value2 = (This ability can be used by a component or a facility. The points are not deducted from any planet.)

Valid in Components.txt, Facilities.txt, StellarAbilityTypes.txt, VehicleSize.txt

This ability generates Value1 research points every turn. The amount is not modified by any modifiers, whether they are racial characteristics, facilities with "Planet Point Generation Modifier - Research" type abilities, or any others. The points generated by this ability show up in the research window correctly, but not on the various reports of the ship/planet/etc. that the ability is located on.

Generate Points Intelligence

  Value1 = The number of intelligence points per turn which can be generated.
  Value2 = (This ability can be used by a component or a facility. The points are not deducted from any planet.)

Valid in Components.txt, Facilities.txt, StellarAbilityTypes.txt, VehicleSize.txt

This ability generates Value1 intelligence points every turn. The amount is not modified by any modifiers, whether they are racial characteristics, facilities with "Planet Point Generation Modifier - Intelligence" type abilities, or any others. The points generated by this ability show up in the intelligence window correctly, but not on the various reports of the ship/planet/etc. that the ability is located on.