Components.txt is the data file which contains information on all the types of components found in the game. This is one of the largest data files, since Space Empires IV has so many different components, and each component has so many different properties. Each level of each component gets its own, separate entry.
Name := Rock Colony Description := Materials needed to start a colony on a rock planet. Pic Num := 54 Tonnage Space Taken := 200 Tonnage Structure := 200 Cost Minerals := 2000 Cost Organics := 1000 Cost Radioactives := 1000 Vehicle Type := Ship\Base Supply Amount Used := 0 Restrictions := None General Group := Colonizing Family := 5001 Roman Numeral := 0 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Rock Planet Colonization Tech Level Req 1 := 1 Number of Abilities := 2 Ability 1 Type := Colonize Planet - Rock Ability 1 Descr := Can colonize a rock based planet. Ability 1 Val 1 := Ability 1 Val 2 := Ability 2 Type := Cargo Storage Ability 2 Descr := Provides 20kT worth of cargo space. Ability 2 Val 1 := 20 Ability 2 Val 2 := 0 Weapon Type := None
The Name and Description are easy enough: they are what players can use to identify different components.
Pic Num := 54
This value determines which picture is displayed when looking at the component in-game. The component pictures are located in the Pictures\Components subfolder of the SEIV root folder.
Tonnage Space Taken := 200
This line determines how much space that the component will take up when placed in a vehicle. It is measured in Kilotons, an arbitrary unit. Don't be too worried about how much everything "weighs" realistically. Does a Small Fighter really weigh 15,000 tons? I didn't think so.
Tonnage Structure := 200
This value determines how much damage the component can take before it is destroyed. For units, components are not destroyed individually. Instead, the total structure of all components is added up, and that is how much damage it takes to destroy the unit entirely.
Vehicle Type := Ship\Base
This determines what types of vehicles the component can be place on. The allowable values for this field are as follows: Ship, Base, Fighter, Satellite, Mine, Troop, Drone, WeapPlatform, Ship\Base, Ship\Base\Sat, Ship\Base\Sat\Drone, Ship\Base\Sat\WeapPlat\Drone, Ftr\Trp, Ship\Base\Drone, All
Vechicle List Type Override := Ship, Base, Fighter, Satellite, Troop, Drone, WeapPlatform
The typo in "Vechicle" is hard-coded into the game executable. This field is optional. If it is present, the field "Vehicle List Type Description" is required. If this field is present, the Vehicle Type field will be ignored. The component will be useable on any vehicle type in the comma separated list. In this example, the component can be placed on anything except for a mine.
Vehicle List Type Description := All But Mine
This field is optional. If it is present, the field "Vechicle List Type Override" is required. If this field is present, the Vehicle Type field will be ignored. When displaying a component in-game, the text of this field will be displayed in the "Vehicle Types" field of a component description.
Supply Amount Used := 0
This value has several different possible functions, depending on the component type. For weapons and components that can be "used" (such as Stellar Manipulation components), it is how many supplies are removed from the vehicle's supply stores. This only pertains to Ships, Fighters and Drones. Other vehicle types do not use supplies. For some component types, like Cloaking Devices, this is how many supplies are used per turn that it is "activated". For engines, only components that have the Standard Ship Movement ability contribute to how many supplies are used when the ship moves. 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.
Restrictions := None
The restrictions are used to set the maximum number of components of a given family that can be placed on a ship. The AI will ignore this setting, however, so care must be taken with their ship designs so that they will not go over the limits. The values that work are None, One Per Vehicle, Two Per Vehicle, Three Per Vehicle, Four Per Vehicle Five Per Vehicle, Six Per Vehicle, Seven Per Vehicle, Eight Per Vehicle, Nine Per Vehicle, and Ten Per Vehicle.
General Group := Colonizing
This is what determines where the component goes in the Design Window when you sort the components by type.
Family := 5001
This line tells SEIV what components belong in the same family. Two components are in the same family if they have the same family number. It is also used to determine what gets hidden when the user selects the "Only Latest" button. When this button is selected, only the last available component in the family is displayed in the construction window, as long as there is nothing in between them. If there is another component between two components of the same family, then both will be displayed when "Only Latest" is selected.
Roman Numeral := 1
This is an aesthetic label that tells the user which components within a family are "more advanced" than others. The higher the Roman Numeral, the more advanced it is. Unlike with facilities, the Roman Numeral for components has no in-game effect other than what numeral is displayed over the mini component image. Numbers up to 30 will be displayed as roman numerals (e.g.: XXX). Numbers above 30 will be displayed as Arabic Numerals (e.g.: 31). The Name of a component should end with the Roman Numeral assigned to it, unless it is 0. If the Roman Numeral is 0, then there is no Roman Numeral assigned to it. This is used for components that are the only member of their family, like Colony Modules.
Number of Tech Req := 1 Tech Area Req 1 := Rock Colonization Tech Level Req 1 := 1
These lines determine the technologies required to be able to build the facility. Do not set the Number of Tech Req to a number greater than the number of Tech Reqs defined for the facility.
Custom Group := 0
This value is ignored on all components except for one type: Ringworld and Sphereworld components. It is used by the Generators to determine which type of component can be used as a requirement to build the Ringworld or Sphereworld. It is used on the Planetary Gravity Plating and the Hyper-Density Cables to tell the game that those are the components that can be used to build the Ringworld or Sphereworld. This process will be explained in greater detail later on.
Now, we shall take a look at a weapon. We shall look at the Depleted Uranium Cannon V for an example.
Name := Depleted Uranium Cannon V Description := Medium range cannon which fires large depleted uranium shells. Pic Num := 98 Tonnage Space Taken := 30 Tonnage Structure := 30 Cost Minerals := 300 Cost Organics := 0 Cost Radioactives := 25 Vehicle Type := Ship\Base\Sat\WeapPlat\Drone Supply Amount Used := 2 Restrictions := None General Group := Weapons Family := 2027 Roman Numeral := 5 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Projectile Weapons Tech Level Req 1 := 5 Number of Abilities := 0 Weapon Type := Direct Fire Weapon Target := Ships\Planets\Ftr\Sat\Drone Weapon List Target Override := Ships, Planets, Fighter, Satellite, Drone Weapon List Target Description := Ships\Planets\Ftr\Sat\Drone Weapon Damage At Rng := 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Weapon Damage Type := Normal Weapon Reload Rate := 1 Weapon Display Type := Torp Weapon Display := 19 Weapon Modifier := 0 Weapon Sound := uranc.wav Weapon Family := 25
The weapon has all the same lines except for the Weapon X lines are added to it.
Weapon Type := Direct Fire
This tells the game what type of weapon the component is. If set to None, then the component has no weapon properties, and cannot be fired as a weapon. You can design "combo" components, that are both a normal component and a weapon. For example, you could take a Shield Generator and mod in Weapon abilities. This component would both generate shielding and be usable as a weapon. These are the allowable Weapon Types:
None, Direct Fire, Seeking, Point-Defense, Warhead
None cause the component to not be a weapon.
Direct Fire makes it into a beam type weapon, such as a Depleted Uranium Cannon or an Anti-Proton Beam.
Seeking makes the weapon into a missile weapon. It will fire missiles at targets. An example is the Capital Ship Missile.
Point-Defense makes the weapon into a Direct Fire weapon that fires automatically at enemy seekers, fighters, and drones as soon as they move into range.
A Warhead weapon adds it's damage value to the total damage that the vehicle does to it's target when given the Ram order. Warheads do NOT add damage to a vehicle that gets rammed, only to the attacking vehicle.
Weapon Target := Ships\Planets\Ftr\Sat\Drone
This determines what a weapon can target.
Weapon List Target Override := Ships, Planets, Fighter, Satellite, Drone
This field is optional. If it is present, the Weapon Target field will be ignored, and the "Weapon List Target Description" field is required. This determines what a weapon can target using comma separated lists.
Weapon List Target Description := Ships\Planets\Ftr\Sat\Drone
This field is optional. If it is present, the Weapon Target field will be ignored, and the "Weapon List Target Override" field is required. This field is the text that will be displayed for the Weapon Target field of a component description in-game.
Weapon Damage At Rng := 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
This line determines what the range of the weapon is and how much damage it does at every possible range. There must be 20 values here. For a seeking weapon, this also determines the range of the seeker in combat, before it "runs out of fuel" and disappears. For troop weapons, range is ignored. All weapons are assumed to be fired at range 1 in troop combat.
You CAN add a 21st value to this line. It has some odd effects. If you make a seeker with a range of 21 or greater, it will have unlimited "fuel" during combat, and will not disappear until it hits its target, the target is destroyed, or the combat ends.
Weapon Damage Type := Normal
This value determines what type of damage the weapon does. The possible types of damage are:
Normal, Shields Only, Skips Normal Shields, Only Engines, Only Weapons, Plague Level 1, Plague Level 2, Plague Level 3, Plague Level 4, Plague Level 5, Only Planet Population, Only Planet Conditions, Only Resupply Depots, Only Spaceports, Pushes Target, Pulls Target, Random Target Movement, Only Shield Generators, Only Boarding Parties, Only Security Stations, Only Planet Destroyers, Skips Armor, Skips Shields And Armor, Quad Damage To Shields, Increase Reload Time, Disrupt Reload Time, Crew Conversion, Only Master Computers, Skips All Shields, Double Damage To Shields, Half Damage To Shields, Quarter Damage To Shields
Full explanations of damage type can be found in the Damage Types article.
Weapon Reload Rate := 1
This determines how long it takes to "reload" the weapon. A value of 1 means that the weapon will be able to fire every round during combat. A value of 2 means that the weapon will be able to fire every other round. For troop weapons, reload rate is ignored. All weapons are assumed to have a reload rate of 1 in troop combat.
Weapon Display Type := Torp
This value determines what picture type is displayed when the weapon type is fired in combat.
Weapon Display := 19
This determines which graphic from the appropriate file in Pictures\Combat is used to display the weapon's firing.
Weapon Modifier := 0
For Direct Fire weapons, this is added to the weapon's chance to hit. If negative, it will make it less likely that the weapon will be able to hit it's targets.
Weapon Sound := uranc.wav
This determines which sound is played when the weapon is fired in combat.
Weapon Family := 25
Weapon Family is used to specify which weapons will be used in AI ship designs.