ICE Factions

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This page is a reference article for all the items under the Factions branch of the ICE tree.

IGC Core Editor
About: Overview · All ICE articles
Technical: Globals · Factions · Developments · Drones
Items · Projectiles · Ships · Stations · Treasure
Note this part of the wiki is still a WIP

Overview

The faction branch is used to setup factions. It defines what tech they start with, their name, lobby image, sounds, garrison, lifepod, starting money, and GA factors.

Name

This is the name that will appear in the game lobby and the pre-game "hostile X units detected in sector Y" message.

Model

I'm not entirely sure, but this probably defines the lobby image and in-base sound effects.Verify

Garrison ID

The unique part ID of this faction's garrison.

Warn.png
Warning! If this part does not exist the server will crash when it tries to load the core.

If this part is not a station, not flagged as a 'starting base', or otherwise screwy then I don't know what'll happenVerify

Lifepod ID

The unique part ID of this faction's lifepod. Same warning as above.

Starting money modifier

Gives the faction extra/less money at beginning of the game.

  • 0 = Normal money
  • <0 = reduce starting money by that factor
  • >0 = increase starting money by that factor


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Example -0.5 would give a faction 50% of the normal starting money. +0.5 would give a faction 150% of normal starting money. Verify

Factors

These factors will affect all ships and stations fielded by the team, as long as they're in their possession.

It is recommended that you make all the different factions have identical versions of the same ship, and then use these factors to make their ships stronger/weaker. This way if you decide to, for example, make all fighters have 10% more scan range you have to change all the fighters from 600m scan to 660m scan - as opposed to changing the IC fig from 600 to 660m, the bios fig from 660m to 726m, the dreg fig from 540m to 594m, etc etc.

Ship speed

Affects a ship's 'Max Speed' attribute. Which corresponds to their maximum cruising speed.

Ship accel

Affects a ship's 'Max Thrust' attribute. Which, in conjunction with the ship's mass, determines how fast they can accelerate.

Ship turn rate

Affects a ship's 'Turn Rates' attributesVerify. Which determines the max speed a ship can spin.


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Note The game code sets a limit to how fast a ship can spin when in the cockpit view. This max value appears to be about 1.5
Ship turn torque

Affects a ship's 'Turn Torques' attributesVerify. Which, in conjunction with the ship's mass, determines how quickly they start or stop spinning.

Station hull

Affects a stations 'Hull' attribute. Which corresponds to its hitpoints.

Station hull repair

Affects a station's 'Hull repair rate' attribute. Which corresponds to its hitpoint regeneration.

Station shield

Affects a station's 'Shield' attribute. Which corresponds to its shield's hitpoints.

Station shield repair

Affects a station's 'Shield repair rate' attribute. Which corresponds to its shield's hitpoint regeneration.

Ship hull

Affects a ship's 'HP' attribute. Which corresponds to its hitpoints.

Ship shield

Affects any parts that are Part type: Shield 'Hitpoints' attribute. Which corresponds to the shield's hitpoints.

Ship shield

Affects any parts that are Part type: Shield 'Recharge rate' attribute. Which corresponds to the shield's hitpoint recharge rate.

Ship sensors

Affects a ship's 'Scan' attribute. Which, in conjunction with an enemy ships signature, determines how far away you can spot enemies.

Ship signature

Affects any ship, station, probe, missileVerify, or mine signature level.


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Note That a ship's signature is divided by this number, so a higher value is better
Ship energy

Affects a ship's 'Energy' attribute. Which corresponds to how much total energy it has.

PW range

Affects any part that is Part type:Weapon and has a non-zero value for 'Bullets'. It increases the corresponding particle's 'Speed' attribute which, in conjunction with the particle's 'Lifespan' attribute determines how far it will travel.

EW range

Affects any part that is Part type:Weapon and has a zero value for 'Bullets'. It increases the corresponding particle's 'Lifespan' attribute which, in conjunction with the particle's 'Speed' attribute determines how far it will travel.

Missile track

Affects any part that is Part type:Missile. Which increases the 'Turn radius' attribute.

Ripcord

Affects a ship's RipTime attribute. Which corresponds to the number of seconds to ripcord.


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Note That a ship's rip time is divided by this number, so a higher value is better
PW damage

An unfortunate abbreviation of PW&EW damage. Affects any part that is Part type:Weapon.Verify It increases the corresponding particle's 'Regular damage per shot' and 'Area damage per shot' attributes.Verify

Missile damage

Affects any part that is Part type:Missile 'Damage' and 'Blast power'Verify attributes. Which corresponds to the amount of damage the missile does.

Cost

Affects all devels 'Cost' attribute. Which is how much it costs to research that item.

Research time

Affects all devels 'Research time' attribute. Which is how much time in seconds it takes to research that item.

Warn.png
Warning! If the faction's research time and the devel's research time combine to make the required time less than one second, then the game will crash when the devel is viewed in F5.

Or it could crash for any fractional valueVerify

Miners capacity

Affects the Global 'Capacity He3' value for the faction's miners. Which corresponds to how many units of He3 they can carry.

He3 speed

Affects the hard-coded value for harvest speed. With normal (1.0) He3 speed a miner harvests one He3 unit per second from a He3 asteroid.

He3 yield

Affects the Global 'Value He3' value for the faction's miners. Which corresponds to how many credits a single unit of He3 is worth.

Payday modifier

Affects the Global 'Income' value for the faction. Which corresponds to how much money the faction gets each payday. As with the Starting Money modifier, a negative factor reduces the payday and a positive one increases it.

Techtree

Obviously there are no 'prerequisites' to 'unlocking' a faction. Instead factions have 'Devel' and 'No devel' replacing 'Pre' and 'Def'. Anything added to 'Devel' will be granted to the faction when development is on, vice versa for 'No devel'.


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Note The editing buttons in ICE remain the same: 'Pre' and 'Def' and 'Local'. In this case, pre refers to devel, def to no devel, and local does nothing.


IGC Core Editor
About: Overview · All ICE articles
Technical: Globals · Factions · Developments · Drones
Items · Projectiles · Ships · Stations · Treasure
Note this part of the wiki is still a WIP