PHost - StarbasesPHost 4.1h |
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IndexIntroductionThis document collects information about the various orders a starbase can perform. Being large in size, starbases can perform several things at once. In addition to the orders listed here, there are a few planetary friendly codes that modify or trigger a starbase action. Starbases also improve the planet's strength in combat. MissionsEach starbase can perform one of six primary orders or missions. These orders are the same that are available in HOST. Unlike for starships, PHost does not (yet) offer extended missions for starbases.
This mission will refuel all ships which are in orbit of the planet, to which this planet is friendly: your own ships, ships with matching friendly codes, and ships whom you have offered the planet level of alliance. Ships are processed in Id order. It does not matter whether they are cloaked or not. This mission is particularly useful because it happens after movement but before combat. You can thus refuel a dry ship in order to have it fight anyway. Relevant PControl Stage: BaseMissions_2
The starbase will automatically build up starbase defense. There is no difference between building defense using the appropriate client function and this mission, but this mission will save you time every once in a while. Like with the client function, each starbase defense post will cost 10 mc and 1 kt Duranium. The starbase will build as many defense posts as it can, as limited by the available resources and MaximumDefenseOnBase. Relevant PControl Stage: BaseMissions_1
The starbase will load torpedoes onto ships. It will give torpedoes to every ship to which this planet is friendly: your own ships, ships with matching friendly codes, and ships whom you have offered the planet level of alliance. Ships will be processed in Id order, including cloaked ships. This mission will only give away torpedoes from the starbase storage, it will not build new ones. Besides the Beam Transfer Torpedoes mission, this is a quick way to give torpedoes to allies. Relevant PControl Stage: BaseMissions_1
The starbase will unload incoming ships. It will unload all ships to which the planet is friendly: your own ships, ships with matching friendly codes, and ships whom you have offered the planet level of alliance, including cloaked ships. This mission will unload Tritanium, Duranium, Molybdenum, Supplies, Colonists and cash. It will not unload Neutronium or ammunition. Relevant PControl Stage: BaseMissions_2
This mission repairs 5 points of damage on a starbase per turn. This is the only possibility to repair a starbase (other than scrapping and rebuilding it). Repairing a base does not cost anything. Relevant PControl Stage: BaseMissions_2
The starbase will attempt to lower the shields of enemy ships in orbit, in order to take them over. A ship will surrender if it fulfills one of these conditions:
Surrendering counts as ship giving: A ship which is ungiveable can not be taken over by surrendering. If you try it anyway, the ship will explode; if you're offering planet level, the ship will stay there in orbit. This mission is useful to take enemy ships: When you find a fuel-less ship, tow it to your starbase and have it surrender (unless you can board it, of course). It is also frequently used for ship trading. Relevant PControl Stage: BaseMissions_1 Shipyard OrdersEach starbase can perform one of two shipyard orders. These orders operate on a ship you specified, which must be at the starbase at the beginning of the turn.
With the Fix (or Repair) order, the starbase will repair a possibly-damaged ship. It will replenish the complete crew, and repair all damage. Since this mission happens before movement, the repaired ship will be able to move at full speed this turn. Preconditions:
Relevant Formulas: Crew Changes. Relevant PControl Stage: BaseMissions_1.
With the Recycle (or Scrap) order, the starbase will unload and disassemble the ship. The starship's hull will be dismantled and converted into minerals, according to RecycleRate. Standard components, that is engines, beams, and torpedo launchers, will be put into starbase storage. To recycle them into minerals as well, see the dmp friendly code. Resources and colonists aboard the ship will be unloaded to the planet. Ammunition (fighters, torpedoes) will be placed in starbase storage. Preconditions:
Relevant Config Option: PALRecyclingPer10KT, RecycleRate. Relevant PControl Stage: BaseMissions_1. See also: Starship Colonize mission. Starship BuildingThe main function of a starbase is to build ships. Every starbase has practically unlimited storage room for starship parts. You can build these parts if you have enough tech and resources; parts will appear in storage instantly. The base can then be ordered to mount them together to build a starship. As usual, parts cannot be scrapped, but see the dmp friendly code. To build a ship, you first buy appropriate tech levels, then build all required parts, then give the ship build order. This can be done all in one turn (but doesn't have to), and many clients offer it as a one-step process. Preconditions:
Build Queue: The number of ships that can exist in the game is limited (NumShips). As long as there are free slots, the ship will be built immediately, and be available next turn. Otherwise, the global build queue decides which player and which base can build the next ship. This is a very important game mechanism and is described on its own page. Once a build order has been entered in the build queue, it must be maintained until the ship is built. If you cancel the order, no ship will be built; the parts will remain in storage. Changing the build order will give a penalty, and your order will be delayed. Relevant Config Options: AllowShipCloning, BuildQueue, NumShips, BuildChangeRelativePenalty. See also: Build Queue, PBx friendly code. Last updated 31 May 2015. |
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