I'm finished the new set of hulls. For now, ships applications that unlock hulls have the same descriptions as the hulls they unlock. If anyone wants to write unique, but informative descriptions for these techs, be my guest.
Every application that unlocks something that requires a shipyard also unlocks that shipyard, regardless of whether or not another tech unlocks the same shipyard.
There are four classes of ships: Constructed, Asteroid, Organic and Energy. All of them are available from the start, but that's just because I haven't added any cross-category dependencies for the Energy hulls yet. Technically, the Standard Hull, which is the only preunlocked hull at the start of the game, is a Constructed hull even though it can be built at any shipyard. Each ship type, with the exception of Energy, has a special type of ship part unlocked somewhere in its tree.
Constructed Hulls: There are some really big ones, and some really small ones, but the main thing that separates this class from others is its robotic hulls, which can regenerate health. The Constructed hulls tree is long and skinny, with seven theories dependent on each other consecutively and seven hull applications. The Constructed flagship allows all accompanying friendly ships to recover health in combat and completely restore health between combats. Players who choose the Constructed path will have the opportunity to research torpedos (which are technically missiles), which come in Anti-Matter and Plasma varieties, and have various advantages over regular missiles. All hull apps unlock a unique shipyard which is necessary for their construction (a higher level shipyard of the same type will also always do). Shipyards in this category can be upgraded from any one of the three previous shipyards. The upgrade destroys the previous shipyard, but still allows older hulls to be produced. The lowest level shipyard must be built as an upgrade to the Basic Shipyard, which can only build standard hulls.
Asteroid Hulls: Like Constructed hulls, there are some really big ones and some really small ones, but in this case, the main thing that makes them distinct is the fact that their stealth increases massively when they are in a system with an Asteroid Belt. There are also imitation asteroid hulls which have this ability enhanced, but have various other drawbacks. The Asteroid hulls tree is short and fat, with three theories dependent on each other consecutively and nine hull applications: five from the first theory, three from the second theory and one from the final theory. The Asteroid flagship uses swarms of nano-asteroids to enhance the shield meter of all accompanying friendly ships. If the player chooses to research the Asteroid hulls tree, he will have access to Rock Armour Plating and Crystal Armour Plating, which are much less expensive than regular armour parts. There are three shipyards in this category, one for each theory level which is unlocked by every app of that theory. These shipyards can only be built as upgrades for the shipyard immediately previous. Like Constructed, the lowest level must be built as an upgrade to the Basic Shipyard, and shipyards destroy the previous model when they are built.
Organic Hulls: Organic Hulls aren't really distinguished by size. Most of them are alive, but one is composed of inert organic material. The thing that separates these hulls from the others is their generally high stealth and their ability to regenerate health and a small amount of fuel between combats (with a few exceptions). The Organic hulls tree is something of a ladder, with two sets of three consecutively dependent theories. Each theory unlocks its own hull, and shares a hull with the corresponding theory from the other set of three. As such, there are nine organic hulls in total. The Organic flagship increases the stealth and detection of all accompanying friendly ships. The special ship part available to players who choose the Organic hulls tree is a special type of Bio-Fighter, far superior to regular fighters (which reminds me, I think in general I used too many hyphens when some words actually could have been made into one...). There are six shipyards - two for each level. The less advanced shipyard for each level allows construction of only the hulls unlocked by apps unlocked by a single theory. The more advanced shipyard for each level ("level" meaning one theory from each side of the ladder) allows production of the hull unlocked by the app unlocked by both theories. "More advanced" of course, means that it can produce all the same ships as a less advanced shipyard, plus whatever extra. The less advanced shipyards of each level are more advanced than the more advanced shipyards of the previous level. An these ships can be built as upgrades to any shipyard of the previous level, or the less advanced shipyard of the same level, if applicable. Same rules for Basic Shipyard and replacement.
Energy Hulls: There are only four Energy hulls theories, the second two dependent on the first, and the last dependent on the previous two. Each has a single hull application. The Energy flagship decreases the stealth of all ships in the vicinity which do not belong to the empire or one of it's allies, and also completely refuels friendly ships within 0 distance. There is one shipyard for the first app, one for the second two, and one for the last one. The rules for their construction are the same as for Asteroid shipyards.
That's a bit long-winded, and maybe it's a bit of a pain to try to take it in all at once, but I think I made the descriptions for each individual building and hull adequately clear, so the player will never need to wonder why he can't build something.
Also, all ships of the same type have the same fuel capacity and starlane speed - this is done to discourage mixing between categories. If I have a mixed fleet of Asteroid hulls and Organic hulls, I either have to group them together, and lose the Organic hulls' speed advantage and the Asteroid hulls' fuel advantage, or else one or the other will get left behind, either because they were too slow, or because they ran out of fuel.
These are the text files relevant to everything I've modified so far:
Attachment:
text_files.zip [89.42 KiB]
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Edit: Just realized that I forgot to allow standard hulls to be produced at energy shipyards. Here's the modified hulls text file: