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:
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 |