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CreatingFleets
The syntax for the definition of a fleet is:
fleet <name>
government <name>
names <phrase>
fighters
names <phrase>
personality <type>...
<type>...
confusion <amount#>
cargo <cargo#>
commodities <commodity>...
outfitters <outfitter>...
"cargo settings"
cargo <cargo#>
commodities <commodity>...
outfitters <outfitter>...
personality <type>...
<type>...
confusion <amount#>
variant [<weight#>]
<model> [<count#>]
...
fleet <name>
The fleet name must be unique. Using this fleet name, this fleet can be spawned by systems or missions.
government <name>
The name of the government that this fleet is a part of. All ships spawned by this fleet will be a part of this government.
names <phrase>
Prior to v. 0.10.3:
fighters <phrase>
The names of the ships in this fleet, constructed from the given phrase. If only names
is listed, then all ships in the fleet will pull their name from that phrase. If fighters
is also listed (prior to v. 0.10.3), then the fighters and drones in the fleet will pull their names from that phrase, while all other ships will still use the names
phrase.
From v. 0.10.3 onwards, fighters <phrase>
is deprecated. The name phrase to be used for fighters and drones should instead be provided as follows:
fighters
names <phrase>
personality <type>...
<type>...
confusion <amount#>
Beginning in v. 0.10.3, it is also possible to specify a personality definition for fighters and drones separately to that used for other ships. If a fighter personality definition is not present, the same personality as is used for other ships will be assigned to the fighters and drones.
It is acceptable for the fighter personality to simply be empty:
fighters
personality
This specifies that no special personalities should be given to the fighters and drones, even if there are special personalities for the other ships in the fleet.
cargo <cargo#>
commodities <commodity>...
The number of types of commodities that this fleet will carry as cargo and a list of the types of those commodities. If no cargo
number is given, then the default number of commodity types carried is 3. If no particular commodities
are listed and no outfitter lists are specified, then the commodities can be of any type. The amount of each commodity will be a random number from 0 to the cargo capacity of the ship.
(Specifying outfitters
but not commodities
will prevent fleet ships from carrying commodities. Specifying either both or neither results in a higher chance of carrying commodities.)
outfitters <outfitter>...
Ships can also carry outfits as cargo, specified by the outfitters listed here. If no particular outfitters
are listed and no commodities
are specified, then ships may carry outfits from the outfitters of the system they spawn in and the outfitters of all systems linked directly to the spawn system.
(Specifying commodities
but not outfitters
will prevent fleet ships from carrying outfits. Specifying either both or neither results in a higher chance of carrying commodities.)
"cargo settings"
cargo <cargo#>
commodities <commodity>...
outfitters <outfitter>...
Beginning in v. 0.10.1, the above three keys, cargo
, commodities
, and outfitters
, can also be defined under a "cargo settings"
node.
personality <type>...
<type>...
<type>
...
confusion <amount#>
The personalities that specify how this fleet acts. Personality types can be listed on the same line as the personality
node in a list separated by spaces, as a list that is a child of personality
, and/or one type on each line as a child of personality
, but confusion
must be listed as a child of personality
alone on its own line. The default confusion if not listed is 10.
variant [<weight#>]
<model> [<count#>]
...
Variants define what model and number of ships are spawned by this fleet. A number of variants can be listed under a single fleet. When the fleet is spawned, one of these variants will be chosen at random according to their weights. The chance for any single variant to be spawned is variant weight / sum of all variant weights
. For example, if a variant has a weight of 4 and the sum of all variant weights in the fleet is 20, then that variant has a 4/20 chance of being spawned.
If no weight is given for the variant (or no count for a ship model), then the weight (or count) is 1.
This wiki is based on files at https://github.com/endless-sky/endless-sky-wiki If you find any errors or omissions, or would like to suggest a change, please do so there.
Gameplay
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Creation
- Creating plugins
- Creating missions
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- Creating new ships
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- Creating outfits and weapons
- Creating effects
- Creating systems and planets
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- Creating governments
- Creating fleets
- Creating phrases
- Creating starts
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Compiling or modifying the source code
Descriptions of game engine technology