- Unless another rule says the ship starts with no shields, its starting shield level is:
Trunc(100 - 2*Damage/3) ...if ship is Lizard Trunc(100 - Damage) ...otherwise
Note that in particular a ship's fuel does not affect its combat shield level; a ship without fuel fighting a planet (with the planet using the NUK friendly code) will start with full shields unless another rule says otherwise. - A ship's combat mass is:
Hull_mass + Trunc(ESB_Rate * Engine_cost / 100) ...plus 50 if ship is Fed
The Engine_cost is the monetary cost of one engine of the ship. The ESB_Rate is the sum of the following components:- EngineShieldBonusRate if enabled (see AllowEngineShieldBonus, AllowESBonusAgainstPlanets)
- EModEngineShieldBonusRate if appropriate, see Experience. Note that this component even applies when the normal Engine/Shield bonus does not.
- A ship's weapons are limited if the ship is damaged.
Beam_count = Ship_beams ...if ship has Full Weaponry Min(Ship_beams, Max_beams - Trunc(Max_beams * Damage / Divisor)) ...otherwise Tube_count = Ship_tubes ...if ship has Full Weaponry Min(Ship_tubes, Max_tubes - Trunc(Max_tubes * Damage / Divisor)) ...otherwise Bay_count = Basis_bays + Bonus_bays ...with Basis_bays = Ship_bays ...if ship has Full Weaponry Max_bays - Trunc(Max_bays * Ship_damage / Divisor) ...otherwise Bonus_bays = ExtraFighterBays + EModExtraFighterBays ...if Basis_bays > 0 0 ...otherwise Divisor = 150 ...if ship is Lizard 100 ...otherwise
Max_beams, Max_tubes and Max_bays are the maximum amounts allowed by the ship's hull.
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