TK-WARS Drydock Commands | autofix |
autofix:
TK-WARS Drydock Commands | autoxfer |
autoxfer:
TK-WARS Drydock Commands | damage |
damage:
You die if your damage goes over the damage limit. Typical damage is around 3500. You must buy it in chunks of 500.
When you dock at a base, damage drops by 100. Subsequent docks at the same base lower damage by 200. The only way to reduce ship damage is to dock (device damage, not related to hull damage, repairs itself as time passes and can be reduced more quickly with the REPAIR command and by setting AUTOFIX and UDAMAGE in DRYDOCK to a high value.).
TK-WARS Drydock Commands | ecells |
ecells:
TK-WARS Drydock Commands | energy |
energy:
Ship energy is used for moving, capturing planets, building planets, and phasering enemies. A ship with no enhanced WARP ENERGY REDUCTION (WER) will spend roughly 100-300 units of energy per move (6 * distance * distance) (see WF-factor below); capturing costs 100, putting one build on a planet costs 100; and phasering costs the amount of the shot (plus 200 per shot if shields are up).
If your ship energy goes to zero, you die.
NOTE: the "SET AUTOE ON" command will automatically transfer the amount of energy specified in AUTOXFER from shields (if available) to your ship if your ship energy goes to zero; thus, saving your life.
An average ship has about 5000 units of ship energy. You must buy it in chunks of 500.
TK-WARS Drydock Commands | help |
help:
ALTER [para#] ........ Set each or specified current ship design CLASS ................ Switch ship classes DEFAULT ............. Reset ship design back to ship class defaults EXIT or QUIT ......... Exit drydock FILE [all] ........... Display ship class designs on file LOAD [predef#] ....... Load predefined ship design from file NAME [name] .......... Assign name to current ship design OFF ................. Logout PRINT [def] .......... Print current or standard/default ship design RESET ............... Reset to previous design (before drydock) SAVE [predef#] ....... Save current ship design to file ZERO ................. Clear current ship design
More information is available on individual parameter names (listed below) by saying "HELP names" or "HELP *" for all parameter names.
#MINES DAMAGE PHASERS? TOENERGY UARMOR #TOINHOLDS ECELLS PHENERGY TORPHOLDS? UDAMAGE #TORPS ENERGY SENSOR-RNG TORPTUBES? WARP AUTOFIX LSDAYS SHIELDS UABILITY WEN-FACT AUTOXFER MINES?
TK-WARS Drydock Commands | lsdays |
lsdays:
TK-WARS Drydock Commands | mines |
mines:
For Q500, you can fly a miner class starship with cargo capacity capable of storing up to 5 mines. You can buy additional storage for additional mines for Q100 per 5 mines by changing the DRYDOCK #MINES setting.
TK-WARS Drydock Commands | numbmines |
numbmines:
TK-WARS Drydock Commands | numbtoinholds |
numbtoinholds:
These torps are reloaded (in 20 seconds) when your torpedoe bays are depleted; the actual amount loaded depends on the the number of torps the firing torpedo bay can contain at once.
TK-WARS Drydock Commands | numbtorps |
numbtorps:
TK-WARS Drydock Commands | phasers |
phasers:
TK-WARS Drydock Commands | phenergy |
phenergy:
An average ship can fire 400-500 units of phasers.
TK-WARS Drydock Commands | sensor-rng |
sensor-rng:
TK-WARS Drydock Commands | shields |
shields:
Skip this paragraph if you don't care about details. Suppose your max shields are 5000 and you are at full power (100% shields). If you are hit with a 500P hit (500 unit phaser hit), it is entirely absorbed by the shields, and your shields drop to 90% (4500). If you are hit with ANOTHER 500P hit, since your shields are at 90%, they absorb 90% of the hit. So, your shields drop to 4050 (81%) and your Damage increase by 50. When your shields get low enough, significant amounts of the hits get through to your Ship Damage, and your devices (such as computer, life support, warp drive) can be damaged too.
High shields are also good because they can be easily transferred to ship energy if the need arises. You might ask, "why not have 1000 max ship energy, and 7000 max shield energy?" Not a bad idea, since you really have 8000 available for the ship's use. The catch is that, when you dock, ship and shield energy both increase by the same amount: that is, a ship with 4000 max ship energy and 4000 max shield energy will come to full power in about 3-4 docks, while a ship with 1000 max ship energy and 7000 max shield en may take 6-7 docks.
An average ship has about 4000 units of shield energy.
TK-WARS Drydock Commands | toenergy |
toenergy:
TK-WARS Drydock Commands | torpholds |
torpholds:
TK-WARS Drydock Commands | torptubes |
torptubes:
An average ship can fire 10-15 torps.
TK-WARS Drydock Commands | uability |
uability:
TORPS do not tend to missfire and PHASERS and WARP ENGINES do not tend to overheat with a high UABILITY.
UABILITY works in conjunction with UARMOR and acts as extra hull protection around subsystems. Each chunk of UABILITY increases subsystem unit protection by an additional 10% of total hull; however, UARMOR still determines if a subsystem takes a hit.
That is, if a hit upon your ship does damage to a subsystem (determined by UARMOR), the percetage of hull damage minus ten times the value of UABILITY (but in total: atleast 40%) goes directly into a subsystem.
For example, if your hull is damaged at 80% and UABILITY is set to 1, then 70% of the hit goes direclty into a subsystem; if UABILITY is set to 2, then only 60% of the hit goes into a subsystem; if 3 then 50%, etc.
The formula is:
subsys damage = hitamount * (hull damage percent - uability*10 ) or hitamount * (atleast 40% )
TK-WARS Drydock Commands | uarmor |
uarmor:
Subsystem units are damaged when your ship takes a hit.
The value of UARMOR determines when units take damaged based on the amount of ship hull damage.
For example, if UARMOR is set to 1 then 10% of your hull must be damaged in order for a subsystem to take a hit; if set to 2, then 20% of hull must be damaged; if set to 3, then 30%, etc. (There are random deviations).
UARMOR also works in conjunction with UABILITY.
The formula is:
hit subsystem if: hull damage percent > uarmor*10
TK-WARS Drydock Commands | udamage |
udamage:
TK-WARS Drydock Commands | waenreduce |
waenreduce:
WFFACTOR*distance*distance (WFFACTOR is generally 6)This product is doubled if shields are up, and tripled if you are cloaked or tractoring a friendly ship.
WFFACTOR is reduced by the amount of WARP ENERGY REDUCTION (WER) you purchase.
TK-WARS Drydock Commands | warp |
warp:
But, a high maximum warp is handy for escaping enemies and for scouting.
A typical ship has a max warp of 10.