spreadsheet columns

just a dumping ground for something I'm working on...

 

PropertyTypeMandatoryDescriptionValues
.researchID  ID of a technology that can be researched 
.nameString(tick)Human readable name of the technology / itemString taken from names.txt so it can be used with _() localise at later date
.typeString constant(tick)

Research path

What will the technology enable or improve?

Weapons:

  • PATH_AAGUN – hurricane, etc.
  • PATH_ARTILLERY – howitzer, etc.
  • PATH_ASSIMILATE – nexus assimilation tech
  • (question) PATH_BOMB – VTOL bombs (are these better in other weapon lines?)
  • PATH_CANNON – cannon, auto-cannon, etc.
  • PATH_FLAMER – flamer, plasmite, etc.
  • PATH_LASER – flashlight, pulse laser, etc.
  • PATH_MISSILE – scourge, archangel, etc.
  • PATH_MORTAR – mortar, pepperpot, etc.
  • PATH_MACHINEGUN – machine gun, etc.
  • PATH_RAILGUN – rail gun, needle gun, etc.
  • PATH_ROCKET – mini rocket pod, etc

Droids:

  • PATH_BORGS – any cyborg (including jump propulsion if it's ever added)
  • PATH_DROID – applies to all droids (eg. engine upgrades)
  • PATH_REPAIR – land droid repair
  • PATH_TANK – applies only to tanks (produced at normal factory)
  • PATH_TRANSPORT – droid transportation
  • PATH_VEHICLE – any vehicle except cyborgs
  • PATH_VTOL – VTOLs and basic bombs

Other (mostly systems, buildings, etc):

  • PATH_BUILDING – any base building, excluding defences/walls
  • PATH_COMMAND – command turret, CRC, etc.
  • PATH_CONSTRUCTION – improved engineering, etc.
  • PATH_ECM – anything to do with electronic counter measures
  • PATH_PERIMETER – all base defences (towers, walls, etc)
  • PATH_POWER – power generation
  • PATH_RESEARCH – synaptic link, etc.
  • PATH_SENSOR – any sensor (including radar detector)
  • PATH_SYSTEM – generic system (applies to everything I own)
.subTypeString constant(tick)

Research effect

What effect will the research have on the research line?

Note: In case some choices seem strange...

  • EFFECT_BUILDING = armour upgraded by PATH_BUILDING
  • EFFECT_PERIMETER = armour upgraded by PATH_PERIMETER
For example, Laser Satellite is PERIMETER and Satellite Uplink is BUILDING!
  • EFFECT_BODY - new vehicle body
  • EFFECT_BUILDING - new building available
  • EFFECT_DROID - new droid available (cyborg, transport)
  • EFFECT_MODULE - new structure module available
  • EFFECT_PERIMETER - new defence/barrier available
  • EFFECT_PROPULSION - new vehicle propulsion
  • EFFECT_TURRET - new turret available
  • EFFECT_UPGRADE - some aspect of the research line upgraded
    (see *Mod poperties)
     
.factionString constant(tick)

Research faction

Mainly used to focus on a specific faction's vehicle bodies.

  • FACTION_ALL – Any / all factions
  • FACTION_SCAVENGER – Scavengers
  • FACTION_PROJECT – The Project
  • FACTION_COLLECTIVE – The Collective
  • FACTION_NEWPARADIGM – New Paradigm
  • FACTION_NEXUS – Nexus

.researchID

String(error)ID of a technology that can be researched (if applicable)Research ID taken from research.txt so it can be passed to pursueResearch()
.researchCostNumber(error)How much power is needed to start research?Depends on technology.
.researchPointsNumber(error)How long does it take to do the research?Depends on technology.
.researchPointsModNumber(error)Multiplier applied to future research times.Depends on technology.
.itemCostNumber(error)What does it cost to build the item?Depends on item.
.itemCostModNumber(error)Modifier applied to item costs.Depends on item/technology.
.itemPointsNumber(error)How long does it take to build the item?Depends on technology.
.itemPointsModNumber(error)Modifier applied to item points.Depends on technology.
.propulsionNumber constant(error)

Research/Item propulsion.

Does the research relate to a specific propulsion?

See Propulsions.
.propulsionIDString constant(error)

ID of propulsion for EFFECT_PROPULSION and EFFECT_DROID items.

 

Propulsion ID taken from propulsion.txt (simplified).
.bodyNumber constant?(error)

Research/Item body.

Does the research relate to a specific body?

 
.bodyIDString constant(error)ID of body for EFFECT_BODY and EFFECT_DROID items.Body ID taken from body.ini (I think?)
.sizeNumber constant(error)

A rough idea about the size of the body.

It's not clear where these are defined, what determines the size, or what effect it has on the game.

 
.turret    
.turretID    
.droidID    
.structureID    
.speed    
.speedMod    
.maxSpeed    
.accuracy    
.accuracyMod    
.hp    
.hpMpd    
.kinetic    
.kineticMod    
.thermal    
.thermalMod    
.damage    
.damageMod    
.rof    
.rofMod    
.range    
.rangeMod    
.engine    
.engineMod    
.weight    
.weightMod