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Archive of posts tagged ships

Milestone 2 – Database contents – Ships

This eighth post in the Milestone 2 database structure series describes the elements used to store ship designs – whether they are provided by the game as “defaults” or customised by players – and ships, as well as fleets and their current state (which, since there is no Hyperspace stand-by for now, is limited to [...]

Milestone 2 – Ground combat

I had thought this would be posted on Monday, but I didn’t have the time to do so – my apologies. This post will explain the basics of the ground combat system, which consists in three major steps: computing the “advantage” value, deciding which armies to drop to / to extract from the planet, and [...]

Milestone 2 – Space combat

The last post gave a brief overview of the battle system as a whole. This post will concentrate on some important aspects of space combat which were not fully explained by the overview, namely target selection, weapons firing and interception. These three parts of the space combat resolution computation are heavily dependent on the strategies [...]

Milestone 2 – Battle system

While I had considered posting about fleet strategies and tactics, I thought it would be more appropriate to start from the beginning – the battle system itself. There are two major computations performed by the battle system. First, space combat is computed. Once this part is over, and provided there are still attacking ships in [...]

Milestone 2 – Weapons and defences

I am currently working on designing the M2 database. While quite a lot of the basic structure stays, there are many changes, especially as far as fleets and battles are concerned. In order to make sure that the fleet-related information is complete, the most crucial component is the battle system. It affects a few things [...]

Travel and distances (1/5) : basics

Many types of objects in Legacy Worlds Beta 6 will have to travel the universe from one point to another. While this set obviously includes ships, many other elements such as probes, resource extractors or migrating populations will need to travel. It is therefore necessary to write rules regarding the method used to travel from [...]

Ship hulls

A ship’s hull is the main component of its design. While a ship is of course to limited to a single hull, this choice has a lot of consequences, from influencing the space available inside the ship to the type of components which can be used to whether or not the ship requires a crew [...]

Hangar bays

LegacyWorlds Beta 6 will feature different types of hangar bays which can be included in a ship’s design. These hangar bays allow to carry various smaller ships which don’t have hyperspace engines through hyperspace.

Generators (2/2)

As a follow up from our previous post about generators which can be installed in ships, this post presents the last two categories: biological generators and zero-point generators.

Mechanical generators

LegacyWorlds Beta 6 will feature different types of generators which can be included in a ship’s design to produce the required power. Each type of generator is based on a different energy source / concept and is declined into various upgrades. In this first post we introduce the mechanical generators – which are of course [...]