Skip to content

Commit

Permalink
#744 Improve tutorial.
Browse files Browse the repository at this point in the history
  • Loading branch information
tuomount committed Oct 21, 2024
1 parent 2ed1257 commit 7d414e7
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions src/main/resources/resources/tutorial.txt
Original file line number Diff line number Diff line change
Expand Up @@ -42,7 +42,7 @@
60|Space Combat|Targeting computers|Targeting computers increase hitting accuracy of the all weapons ships has. This is good combination with missile weapons, since missile weapons have low accuracy.\n\nOverloading: Overloaded targeting computers increase critical hit chance for one turn.
61|Space Combat|Overloading|Quite many ship components expect weapons can be overload during combat. This overloading gives some benefit or boost during combat. Problem is that this will drain some extra energy from ship. If ship's energy levels goes negative energy surge can happen and all components lose energy for one turn, including ship's shield. Overloading components also increase risk of getting component damaged during overload.
70|Ship Design|Design principals|Each ship design must have hull which is the base of the ship designs. There are 6 different kind of ship hull types: Normal, Freighter, Probe, Star base, privateer and orbital. Normal ship can have weapons, but no cargo capabilities or privateering modules. Freighters cannot have weapons or privateering modules but they can have cargo on empty hull slots. Orbitals are like star bases, but they do not require engine and orbit around the planet.\n\nEach hull has different amount of hull slots available. More there are slots available more larger ships will be generally. Smaller ships are harder to hit and has better initiative but they can take less damage than the bigger ones. Each hull slot has certain number hull points which also depends on ship hull. For example Scout Mk1 has 4 hull slots and each slot has one hull point. So after taking four points of damage it will be destroyed. Destroyer Mk1 has 6 hull slots and each of them has one hull points. Each ship must have at least one engine and zero or more energy left to be valid design. Ship design view will also say if there is something else missing from the ship design.
71|Ship Design|Hull type Probe|Probe is small hull type which cannot have weapons, cargo or privateering modules. Good thing is that it has FTL speed one faster than attached engine otherwise would have.
71|Ship Design|Hull type Probe|Probe is small hull type which cannot have weapons, cargo or privateering modules. Probes have increased moving, they can have increased FTL and even regular speed.
72|Ship Design|Hull type Star base|Star bases are special hull type which can have weapons and star base modules. They cannot have cargo space or privateering modules. Star bases can move before they are deployed. After deploying they will stay on that deep space anchor. When deployed star bases can use weapons and star base modules, but after deploying they cannot move anymore not even in the space combat. On the other hand star base weapons have increased range on weapons. Orbitals are like star bases, but they are built on planet and they do not need engine. Orbitals can also have star base modules.
73|Ship Design|Hull type Privateer|Privateers are special hull type which can have weapons and privateering modules. Privateering modules allow steal cargo during space combat from freighters. Privateers are also ships which do not posses any marking of realms who controls them. Therefore privateers are excellent ships for spying.
74|Ship Design|Hull type Freighter|Freighter ships can be used for colonize ships, trade ships, troop carrier or even ship carriers. Ship carriers are only versions which do not need free space on ship but require fighter bays onboard. Troop carries require planetary invasion module. Colony ships require colonization module. Note that trooper and colony ship must have at least single free space for carrier troops or population. Trade ships are ships which do not have special modules just free space to carry cargo goods. More space they have more credits they will generate while trading.
Expand Down Expand Up @@ -87,4 +87,4 @@
152|Victory|Domination victory|Open Realm of Stars can be won by getting half of the home planets under control of realm or two realms in alliance. When this happens game ends immediately to domination victory.
153|Victory|Scientific victory|Open Realm of Stars can be won by building enough scientific achievements on single planet. If two realms are in alliance and one those build these on single planet they both then win the scientific victory. These scientific achievements are very costly buildings and number of these required to win is configured in galaxy setup. When these buildings are done game ends immediately.
154|Victory|Population victory|Open Realm of Stars can be won by getting certain per centage of all population in the galaxy. There is requirement that at least 100 star years must have passed before this is being checked. Also two realms in alliance can win this together as long as they have population in total over this limit. When these conditions are met game ends immediately.
155|Victory|Diplomatic victory|Open Realm of Stars can be won by winning the voting for Galactic Ruler. This requires having enough of United Galaxy Towers. First one realm whom builds enough United Galaxy Towers will be selected to Galactic Secretary. That realm is the first candidate for Galactic Rulers. Then there will number different galactic votings. After have passed is going to be voting for the second candidate. Second candidate can be that which realm has either second highest amount of United Galaxy Towers or highest military value. Not this military value is checked from GBNC records which might not be accurate. When second candidate has been selected then there will be final vote for Galactic Ruler. When that has been voted game ends immediately. Note that realms can ask other realms to vote certain way by doing favors in diplomacy.
155|Victory|Diplomatic victory|Open Realm of Stars can be won by winning the voting for Galactic Ruler. This requires having enough of United Galaxy Towers. First one realm whom builds enough United Galaxy Towers will be selected to Galactic Secretary. That realm is the first candidate for Galactic Rulers. Then there will number different galactic votings. After have passed is going to be voting for the second candidate. Second candidate can be that which realm has either second highest amount of United Galaxy Towers or highest military value. Note this military value is checked from GBNC records which might not be accurate. When second candidate has been selected then there will be final vote for Galactic Ruler. Over 50% of galaxy population must vote, in order to win and then game ends immediately. Note that realms can ask other realms to vote certain way by doing favors in diplomacy.

0 comments on commit 7d414e7

Please sign in to comment.