Starbase Properties

This section describes all starbase properties. Starbase properties are in fact planet properties, and can be accessed as such (`Planet(id).FIELD' etc). However, they are documented separately because you probably think of a starbase as a different object than a planet (in the game, that is). All starbase properties share the common property of being EMPTY if there is no starbase at the planet.

Like planet properties, starbase properties can be prefixed with `Planet.'.

Build

Hull of ship being built, EMPTY if none

Build.Beam$

Beam weapon type (1..10) of ship being built, 0 if none or no build order

See also: Beams

Build.Beam.Count

Beam weapon count of ship being built, 0 if no build order

Build.Engine$

Engine type (1..9) of ship being built, 0 if no build order

Build.Hull$

Hull Id (1..105) of ship being built, EMPTY if none

Build.QPos

Position of this base in the build queue, if known. Currently, build queue positions are only known for PHost. Note that when the build order is changed, you usually lose your queue position; this value is not automatically updated to reflect this rule.

Build.Short

Short name of hull of ship being built, EMPTY if none

Build.Torp$

Torpedo system type (1..10) of ship being built, 0 if none or no build order

See also: Torpedo Systems

Build.Torp.Count

Torpedo launcher count of ship being built, 0 if no build order

Build.YesNo

TRUE if a ship is being built, FALSE otherwise

Damage

Damage of the base in percent

Defense.Base

Number of starbase defense posts

Defense.Base.Max

Maximum number of starbase defense posts allowed on this base. Usually 200, but can be configured in recent PHosts.

Fighters

Number of starbase fighters

Fighters.Max

Maximum number of starbase fighters allowed on this base. Usually 60, but can be configured in recent PHosts.

Mission

Mission of starbase

See also: Starbase Missions

Mission$

Mission code

See also: Starbase Missions

Shipyard

Textual description of what the shipyard is doing, "Fix shipname", "Recycle shipname", or EMPTY

Shipyard.Action

What the shipyard is doing: "Fix", "Recycle" or EMPTY

Shipyard.Id

Id of ship being fixed or recycled, 0 if none

Shipyard.Name

Name of ship being fixed or recycled, or EMPTY

Storage.Ammo(x)

Amount of ammunition of type x in starbase storage:

  • x = 1..10: number of torpedoes of specified type;
  • x = 11: number of fighters (same as `Fighters' property);
  • x = 0: total number of torpedoes and fighters (sum of all the above)

EMPTY if x out of range or EMPTY, or no base. A possible index into this property is the Aux$ property on ships

See also: BuildTorps, BuildFighters

Storage.Beams(x)

Number of beams of type x (1..10) in storage. If x is 0, total number of beams in storage. EMPTY if no base, x out of range or EMPTY

See also: BuildBeams

Storage.Engines(x)

Number of engines of type x (1..9) in storage. If x is 0, total number of engines in storage. EMPTY if no base, x out of range or EMPTY

See also: BuildEngines

Storage.Hulls(x)

Number of hulls of type x (1..105) in storage. If x is 0, total number of hulls in storage. EMPTY if no base, x out of range or EMPTY

See also: BuildHulls

Storage.Launchers(x)

Number of torpedo launchers of type x (1..10) in storage. If x is 0, total number of beams in storage. EMPTY if no base, x out of range or EMPTY

See also: BuildLaunchers

Tech.Beam

Beam tech level

Tech.Engine

Engine tech level

Tech.Hull

Hull tech level

Tech.Torpedo

Torpedo tech level


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Stefan Reuther <Streu@gmx.de>