I've got a beta version of T5's Adventure-Class Ship design. It requires Flash, so no mobile support at this time.
Surf to http://eaglestone.pocketempires.com/ and click on the link "T5 Ship Design System [requires Flash]". Wait a moment for the modules to cache.
Overview
The interface is divided into two sections: the left-hand "component" side, and the right-hand "design" side.
Components. The left-hand section has all of the components you can install into a ship. I recommend setting the ship's TL first (found in the "Info" tab).
Some components are simple -- selection lists, sliders, counters, and simple tables. When there are simple tables, you may drag items directly from them into the "design" side.
When the components are complex -- such as drives and 'components' -- there will be one or two pick-lists from which to select options. These will in turn populate a resulting list of "constructed" items. Drag the item you want from the "constructed" list, onto the "design" side.
Default Components. Components which are plain-jane no-volume defaults don't need to show up in a design. For example, the basic sensor suite. It's not worth mentioning. (That's my opinion, anyway).
Fuel. Jump fuel and power plant fuel are linked to the ship's potential: changing the hull or a drive means the fuel tankage is automatically changed.
Design. The items on the "design" side can be modified and removed. Remove them by dragging them onto any one of the tables in the "component" side -- they'll disappear. Edit one by selecting it and clicking on "Edit Item". The editor allows you to set the Stage Effects. You can also change the number of items represented by this entry. Finally, you can directly edit many of the properties of the item, for the purposes of customization.
For example, I regularly edit the Crew Stateroom entry. I will bump up its Count to the number of crew I want on the ship. And if I want to differentiate officers from ratings, I'll change the label of a stateroom to "Officer's Quarters" or similar.
As another example, a ship which is required to carry a specific tonnage of fuel would probably designate that fuel as a liquid cargo. The entry is probably best edited to reflect it being a fuel "payload" perhaps.
Loading a Design. Once a YML (or JSON or XML) ship file is loaded, the design elements are populated into the "design" side, and the ship design edit process is basically the same as starting a ship from scratch, except there's stuff already there.
Surf to http://eaglestone.pocketempires.com/ and click on the link "T5 Ship Design System [requires Flash]". Wait a moment for the modules to cache.
Overview
The interface is divided into two sections: the left-hand "component" side, and the right-hand "design" side.
Components. The left-hand section has all of the components you can install into a ship. I recommend setting the ship's TL first (found in the "Info" tab).
Some components are simple -- selection lists, sliders, counters, and simple tables. When there are simple tables, you may drag items directly from them into the "design" side.
When the components are complex -- such as drives and 'components' -- there will be one or two pick-lists from which to select options. These will in turn populate a resulting list of "constructed" items. Drag the item you want from the "constructed" list, onto the "design" side.
Default Components. Components which are plain-jane no-volume defaults don't need to show up in a design. For example, the basic sensor suite. It's not worth mentioning. (That's my opinion, anyway).
Fuel. Jump fuel and power plant fuel are linked to the ship's potential: changing the hull or a drive means the fuel tankage is automatically changed.
Design. The items on the "design" side can be modified and removed. Remove them by dragging them onto any one of the tables in the "component" side -- they'll disappear. Edit one by selecting it and clicking on "Edit Item". The editor allows you to set the Stage Effects. You can also change the number of items represented by this entry. Finally, you can directly edit many of the properties of the item, for the purposes of customization.
For example, I regularly edit the Crew Stateroom entry. I will bump up its Count to the number of crew I want on the ship. And if I want to differentiate officers from ratings, I'll change the label of a stateroom to "Officer's Quarters" or similar.
As another example, a ship which is required to carry a specific tonnage of fuel would probably designate that fuel as a liquid cargo. The entry is probably best edited to reflect it being a fuel "payload" perhaps.
Loading a Design. Once a YML (or JSON or XML) ship file is loaded, the design elements are populated into the "design" side, and the ship design edit process is basically the same as starting a ship from scratch, except there's stuff already there.
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