Sandbox5 Artifacts - Xansta/EEScenarios GitHub Wiki

images/Artifacts.png
Artifacts sort of fill in for a variety or purposes.

+Drop Point

Drop points cover anything where the ship needs a marker to go do something.

+Escape Pod

An escape pod simulates a tiny container with one or more life forms in it that escaped from some predicament like their ship being destroyed. Clicking the +Escape Pod button brings up options associated with escape pods.

+At Click

This button determines where the escape pod will be created. In older versions of Empty Epsilon, Lua did not have access to the point where the mouse is clicked. Now that a GM click is available, the most convenient method of placing an Escape pod is via the next mouse click. Clicking this button will let you choose an alternative method. The button text indicates the option selected.

  • At Click*
    The default. Escape pod will be placed where you click the mouse after entering the GM click mode via the Place Pod button.
  • Associated
    The escape pod will be placed relative to the object selected. If you've selected a black hole, you'll get two additional buttons: Near radius but safe and Edge but in danger. If you select a wormhole, you'll get two additional buttons under the Place Pod button: Near radius but outside and Edge but inside. For other object types, it will simply be placed an appropriate distance from the selected object.
  • Near To
    You can set the angle and the distance from the selected object via buttons after the Place Pod button

Place Pod

If you've selected the "At Click" method for placing the escape pod (which is the default), you will enter the GM click mode. The text of the button changes to >Place Pod<. The next click will place an escape pod. Clicking the button again exits the GM click mode. Don't forget to exit or you may end up with more escape pods than you want.

As part of the escape pod placement process, the player ships will receive a message on Relay stating that the pod coordinates have been saved and are ready for Engineering and Helm to transport. Relay will also have a button on their screen labeled "Pod Telemetry." When the Relay officer clicks this button, they will get a message which lists the pod or pods and the sector in which they are located. The engineer will also get one button per pod labeled something like "Prepare to get Pod1C." The Engineer will need to click the button(s) to prepare the transporters to retrieve the pods. When Helm intersects the escape pod, Relay will get a message stating that the pod has been retrieved. It costs 50 energy to retrieve the pod. The Relay message also indicates the amount of space available for any more pods and says that the pods can be unloaded at any friendly station. Relay's Inventory button should list any cargo along with any retrieved escape pods along with an indication of available space. Clicking the Inventory button places this data in the ship's log in yellow. Each player ship has a different capacity for escape pods and cargo. The next time the player ship docks with a friendly station, Relay should be able to unload any pods retrieved by clicking the "Unload retrieved escape pods" button.

  • Near radius but safe
    This button only appears if associated to a black hole. The pod will be close to the edge of the black hole but not within the influence of the gravity well.
  • Edge but in danger
    This button only appears if associated to a black hole. The pod will be placed such that it's just within the influence of the black hole and will require some fancy flying on the part of Helm to retrieve it.
  • Near radius but outside
    This button only appears if associated to a wormhole. This means the pod will be placed just outside of the influence of the wormhole.
  • Edge but inside
    This button only appears if associated to a wormhole. The pod will be placed just within the influence of the wormhole, thus Helm will have to move quickly if the desire is to retrieve the escape pod before it enters the wormhole.
  • +90 Degrees
    These three buttons (+x Degrees, +y Units and Create at x Deg, yU) only appear if "Near To" has been selected. The +x Degrees button lets you select the angle from the selected object where you want to spawn the artifact (escape pod in this case).
    • 0
    • 45
    • 90*
    • 135
    • 180
    • 225
    • 270
    • 315
  • +30 Units
    This button lets you specify the distance from the selected object where you want to spawn the artifact (escape pod in this case).
    • .5U
    • 1U
    • 2U
    • 3U
    • 5U
    • 10U
    • 20U
    • 30U*
  • Create at 90 Deg, 30U
    The text on this button indicates the selections made on the previous two buttons. Deg is short for degrees and U means units. Clicking this button will create the artifact (escape pod in this case) at the designated position relative to the object selected.

+Marine Point

Setting a marine point simulates the coordination necessary to transport a team of marines. The two options are to drop marines or extract marines. The idea is to role play getting close to a target at the designated artifact location to transport marines on or from a nearby object. You should also know that crew are cross trained. This means that one of the repair crew in Engineering will be on the marine team when they are dropped, so the engineer will get a message stating that one repair crew has joined the marine team when the marines are deployed. Similarly, when the marines are extracted, the repair crew count will go up by one.

Drop marines*

Clicking this button sets the drop point action of the drop point to be placed to drop marines. An asterisk at the end of the text indicates the selection.

Extract marines

Clicking this button sets the drop point action of the drop point to be placed to extract marines. An asterisk at the end of the text would indicate the selection.

+At Click

This button determines where the marine drop point will be created. In older versions of Empty Epsilon, Lua did not have access to the point where the mouse is clicked. Now that a GM click is available, the most convenient method of placing a marine drop point is via the next mouse click. Clicking this button will let you choose an alternative method. The button text indicates the option selected.

  • At Click* The default. Marine drop point will be placed where you click the mouse after entering the GM click mode via the Set Marine Point button.
  • Associated
    The marine drop point will be placed relative to the object selected. Additionally, if the object selected is a station or a ship, the station or ship call sign will be in the Science scan of the drop point. Also, when the drop action occurs, the station or ship call sign will be part of the successful completion message in the ship's log.
  • Near To
    You can set the angle and the distance from the selected object via buttons after clicking the Set Marine Point button.

Set Marine Point

If you've selected the At Click placement method, clicking this button will enter the GM click mode. The text of the button changes to >Set Marine Point< to indicate that you are in the GM click mode. The next click will place the marine point at that location. Exit the GM click mode by clicking the button again. If you forget to exit, you may accidentally end up with an extra marine drop point. If you chose an alternative placement method, clicking this button will place the marine drop point as configured.

+Engineer Point

Setting an engineer point simulates the coordination necessary to transport a team of engineers. The two options are to drop engineers or extract engineers. The idea is to role play getting close to a target at the designated artifact location to transport engineers on or from a nearby object. You should also know that crew are cross trained. This means that one of the repair crew in Engineering will be on the engineering team when they are dropped, so the engineer will get a message that one of the repair crew is on the engineering team when the engineers are deployed. Similarly, when the engineers are extracted, the repair crew count will go up by one.

Drop engineers*

Clicking this button sets the drop point action of the drop point to be placed to drop engineers. An asterisk at the end of the text indicates the selection.

Extract engineers

Clicking this button sets the drop point action of the drop point to be placed to extract engineers. An asterisk at the end of the text would indicate the selection.

+At Click

This button determines where the engineering drop point will be created. In older versions of Empty Epsilon, Lua did not have access to the point where the mouse is clicked. Now that a GM click is available, the most convenient method of placing an engineering drop point is via the next mouse click. Clicking this button will let you choose an alternative method. The button text indicates the option selected.

  • At Click*
    The default. Engineering drop point will be placed where you click the mouse after entering the GM click mode via the Set Engineer Point button.
  • Associated
    The engineering drop point will be placed relative to the object selected. Additionally, if the object selected is a station or a ship, the station or ship call sign will be in the Science scan of the drop point. Also, when the drop action occurs, the station or ship call sign will be part of the successful completion message in the ship's log.
  • Near To
    You can set the angle and the distance from the selected object via buttons after clicking the Set Engineer Point button.

Set Engineer Point

If you've selected the At Click placement method, clicking this button will enter the GM click mode. The text of the button will change to >Set Engineer Point< to indicate the GM click mode. The next click will place the engineering drop point at that location. Exit the GM click mode by clicking the button again. If you forget to exit, you may accidentally end up with an extra engineering drop point. If you chose an alternative placement method, clicking this button will place the engineering drop point as configured.

+Medical Team Point

Setting a medical team drop point simulates the coordination necessary to transport a medical team. The two options are to drop medical team or extract medical team. The idea is to role play getting close to a target at the designated artifact location to transport medics on or from a nearby object. You should also know that crew are cross trained. This means that one of the repair crew in Engineering will be on the medic team when they are dropped, so the engineer will get a message that one of the repair crew is on the medical team team when the medics are deployed. Similarly, when the medics are extracted, the repair crew count will go up by one.

Drop Medical Team*

Clicking this button sets the drop point action of the drop point to be placed to drop medics. An asterisk at the end of the text indicates the selection.

Extract medical team

Clicking this button sets the drop point action of the drop point to be placed to extract medics. An asterisk at the end of the text would indicate the selection.

+At Click

This button determines where the medical team drop point will be created. In older versions of Empty Epsilon, Lua did not have access to the point where the mouse is clicked. Now that a GM click is available, the most convenient method of placing a medical team drop point is via the next mouse click. Clicking this button will let you choose an alternative method. The button text indicates the option selected.

  • At Click*
    The default. The medical team drop point will be placed where you click the mouse after entering the GM click mode via the Set Medic Point button.
  • Associated
    The medical team drop point will be placed relative to the object selected. Additionally, if the object selected is a station or a ship, the station or ship call sign will be in the Science scan of the drop point. Also, when the drop action occurs, the station or ship call sign will be part of the successful completion message in the ship's log.
  • Near To
    You can set the angle and the distance from the selected object via buttons after clicking the Set Medic Point button.

Set Medic Point

If you've selected the At Click placement method, clicking this button will enter the GM click mode. The text of the button will change to >Set Medic Point< to indicate the GM click mode. The next click will place the medic drop point at that location. Exit the GM click mode by clicking the button again. If you forget to exit, you may accidentally end up with an extra medic drop point. If you chose an alternative placement method, clicking this button will place the medic drop point as configured.

+Custom Supply

The players can request the custom supply drops from stations as in most scenarios. A ship will be dispatched and place a supply drop at the designated waypoint. This button lets the GM create a custom supply drop point for the player. Many of the buttons here configure what goes into the custom supply drop.

In the Saturday USN game, to facilitate the flow of the story, rather than waiting while the players trek across the galaxy looking for resupply, some stations (notably Icarus and Kentar) have a resource flinger. A Relay officer can contact the station and click the first button (which puts them in contact with the GM, though the prompts vary) and request supplies be sent to them via the flinger. Of course, the GM can choose to accommodate them or not. Supplies often end up near minefields, black holes, wormholes, enemy defense platforms, etc. The flinger is an imaginary construct. There's no specific sandbox code for it besides what's here to configure and create a custom supply drop.

Info: Scan

Stock EE does not tell you what's in the supply drop. This button lets you change that for the custom supply drop you're configuring. The default mode is "Scan" which means that the player won't know what's in the supply drop until the science officer scans it, after which the contents are in the description available to Science. "Stock" sets the supply drop to be information opaque just like stock Empty Epsilon. "Label" sets the supply drop to have the call sign provide the details of the supply drop as well as the description field for Science. The text of the button after the Info: portion indicates the selected informational option. Clicking this button cycles through these options.

+Missiles N1E1M2H4

This button takes you to the section where you configure the missile quantity and type in the custom supply drop. The text of the button after the +Missiles part tells the maximum number for each type of missile. When the custom supply function was first added, the GM would simply set the number of missiles. Later a range feature was added to make it easy to randomize what goes into the custom supply drop. So, the meaning of the numbers went from being the configured missile quantity to being the maximum possible quantity. The default values still match stock Empty Epsilon supply drops.
N = Nuke
E = EMP
M = Mine
H = Homing
L = HVLI

+Nuke 1-1

The numbers on the text of this button represent range of the number of nukes to be placed in the custom supply drop. Since there is a random range, the first number is the minimum number and the second number is the maximum number. Clicking this button takes you to the buttons where you set the minimum and maximum for nukes in the custom supply drop.

  • Min 1 - 1 = 0
    The text of this button has the following meaning: "Min" = minimum number of nukes, 1 = the current minimum number, "-" = minus, 1 = the decrement value, "=" = "the following value will be the minimum after you click and the math has been completed" and 0 = "the minimum value after you click the button."
  • Min 1 + 1 = 2
    The text of this button has the following meaning: "Min" = minimum number of nukes, 1 = the current minimum number, "+" = plus, 1 = the increment value, "=" = "the following value will be the minimum after you click and the math has been completed" and 2 = "the minimum value after you click the button."
  • Max 1 - 1 = 0
    The text of this button has the following meaning: "Max" = maximum number of nukes, 1 = the current maximum number, "-" = minus, 1 = the decrement value, "=" = "the following value will be the maximum after you click and the math has been completed" and 0 = "the maximum value after you click the button."
  • Max 1 + 1 = 2
    The text of this button has the following meaning: "Max" = maximum number of nukes, 1 = the current maximum number, "+" = plus, 1 = the increment value, "=" = "the following value will be the maximum after you click and the math has been completed" and 2 = "the maximum value after you click the button."

+EMP 1-1

The numbers on the text of this button represent range of the number of EMPs to be placed in the custom supply drop. Since there is a random range, the first number is the minimum number and the second number is the maximum number. Clicking this button takes you to the buttons where you set the minimum and maximum for EMPs in the custom supply drop.

  • Min 1 - 1 = 0
    The text of this button has the following meaning: "Min" = minimum number of EMPs, 1 = the current minimum number, "-" = minus, 1 = the decrement value, "=" = "the following value will be the minimum after you click and the math has been completed" and 0 = "the minimum value after you click the button."
  • Min 1 + 1 = 2
    The text of this button has the following meaning: "Min" = minimum number of EMPs, 1 = the current minimum number, "+" = plus, 1 = the increment value, "=" = "the following value will be the minimum after you click and the math has been completed" and 2 = "the minimum value after you click the button."
  • Max 1 - 1 = 0
    The text of this button has the following meaning: "Max" = maximum number of EMPs, 1 = the current maximum number, "-" = minus, 1 = the decrement value, "=" = "the following value will be the maximum after you click and the math has been completed" and 0 = "the maximum value after you click the button."
  • Max 1 + 1 = 2
    The text of this button has the following meaning: "Max" = maximum number of EMPs, 1 = the current maximum number, "+" = plus, 1 = the increment value, "=" = "the following value will be the maximum after you click and the math has been completed" and 2 = "the maximum value after you click the button."

+Mine 2-2

The numbers on the text of this button represent range of the number of Mines to be placed in the custom supply drop. Since there is a random range, the first number is the minimum number and the second number is the maximum number. Clicking this button takes you to the buttons where you set the minimum and maximum for Mines in the custom supply drop.

  • Min 2 - 1 = 1
    The text of this button has the following meaning: "Min" = minimum number of Mines, 2 = the current minimum number, "-" = minus, 1 = the decrement value, "=" = "the following value will be the minimum after you click and the math has been completed" and 1 = "the minimum value after you click the button."
  • Min 2 + 1 = 3
    The text of this button has the following meaning: "Min" = minimum number of Mines, 2 = the current minimum number, "+" = plus, 1 = the increment value, "=" = "the following value will be the minimum after you click and the math has been completed" and 3 = "the minimum value after you click the button."
  • Max 2 - 1 = 1
    The text of this button has the following meaning: "Max" = maximum number of Mines, 2 = the current maximum number, "-" = minus, 1 = the decrement value, "=" = "the following value will be the maximum after you click and the math has been completed" and 1 = "the maximum value after you click the button."
  • Max 2 + 1 = 3
    The text of this button has the following meaning: "Max" = maximum number of Mines, 2 = the current maximum number, "+" = plus, 1 = the increment value, "=" = "the following value will be the maximum after you click and the math has been completed" and 3 = "the maximum value after you click the button."

+Homing 4-4

The numbers on the text of this button represent range of the number of Homing missiles to be placed in the custom supply drop. Since there is a random range, the first number is the minimum number and the second number is the maximum number. Clicking this button takes you to the buttons where you set the minimum and maximum for Homing missiles in the custom supply drop.

  • Min 4 - 1 = 3
    The text of this button has the following meaning: "Min" = minimum number of Homing missiles, 4 = the current minimum number, "-" = minus, 1 = the decrement value, "=" = "the following value will be the minimum after you click and the math has been completed" and 3 = "the minimum value after you click the button."
  • Min 4 + 1 = 5
    The text of this button has the following meaning: "Min" = minimum number of Homing missiles, 4 = the current minimum number, "+" = plus, 1 = the increment value, "=" = "the following value will be the minimum after you click and the math has been completed" and 5 = "the minimum value after you click the button."
  • Max 4 - 1 = 3
    The text of this button has the following meaning: "Max" = maximum number of Homing missiles, 4 = the current maximum number, "-" = minus, 1 = the decrement value, "=" = "the following value will be the maximum after you click and the math has been completed" and 3 = "the maximum value after you click the button."
  • Max 4 + 1 = 5
    The text of this button has the following meaning: "Max" = maximum number of Homing missiles, 4 = the current maximum number, "+" = plus, 1 = the increment value, "=" = "the following value will be the maximum after you click and the math has been completed" and 5 = "the maximum value after you click the button."

+HVLI 0-0

The numbers on the text of this button represent range of the number of High Velocity Lead Impactors (HVLIs) to be placed in the custom supply drop. Since there is a random range, the first number is the minimum number and the second number is the maximum number. Clicking this button takes you to the buttons where you set the minimum and maximum for High Velocity Lead Impactors (HVLIs) in the custom supply drop.

  • Min 0 + 1 = 1
    The text of this button has the following meaning: "Min" = minimum number of High Velocity Lead Impactors (HVLIs), 0 = the current minimum number, "+" = plus, 1 = the increment value, "=" = "the following value will be the minimum after you click and the math has been completed" and 1 = "the minimum value after you click the button."
  • Max 0 + 1 = 1
    The text of this button has the following meaning: "Max" = maximum number of High Velocity Lead Impactors (HVLIs), 0 = the current maximum number, "+" = plus, 1 = the increment value, "=" = "the following value will be the maximum after you click and the math has been completed" and 1 = "the maximum value after you click the button."

+Energy 500-500

The numbers on this button represent the range of energy to be put in the supply drop, the first is the minimum and the second is the maximum.

  • Min 500 - 100 = 400
    The text of this button has the following meaning: "Min" = minimum energy for the custom supply drop, 500 = the current minimum amount, "-" = minus, 100 = the decrement value, "=" = "the following value will be the minimum after you click and the math has been completed" and 400 = "the minimum amount after you click the button."
  • Min 500 + 100 = 600
    The text of this button has the following meaning: "Min" = minimum energy for the custom supply drop, 500 = the current minimum amoun, "+" = plus, 100 = the increment value, "=" = "the following value will be the minimum after you click and the math has been completed" and 600 = "the minimum amount after you click the button."
  • Max 500 - 100 = 400
    The text of this button has the following meaning: "Max" = maximum energy for the custom supply drop, 500 = the current maximum amount, "-" = minus, 100 = the decrement value, "=" = "the following value will be the maximum after you click and the math has been completed" and 400 = "the maximum amount after you click the button."
  • Max 500 + 100 = 600
    The text of this button has the following meaning: "Max" = maximum energy for the custom supply drop, 500 = the current maximum number, "+" = plus, 100 = the increment value, "=" = "the following value will be the maximum after you click and the math has been completed" and 600 = "the minimum amount after you click the button."

+Repair Crew 0-0

The numbers on this button = range of robotic repair crew on supply drop. Yes, it is possible to have more repair crew than your normal complement. Since the robotic and the non-robotic repair crew look and act alike, there's no need to distinguish the two types. Besides, the robotic repair crew gives us justification for inclusion in a supply drop. The first number is the minimum and the second number is the maximum.

  • Min 0 + 1 = 1
    The text of this button has the following meaning: "Min" = minimum number of robotic repair crew, 0 = the current minimum number, "+" = plus, 1 = the increment value, "=" = "the following value will be the minimum after you click and the math has been completed" and 1 = "the minimum value after you click the button."
  • Max 0 + 1 = 1
    The text of this button has the following meaning: "Max" = maximum number of robotic repair crew, 0 = the current maximum number, "+" = plus, 1 = the increment value, "=" = "the following value will be the maximum after you click and the math has been completed" and 1 = "the maximum value after you click the button."

+Coolant 0-0

The numbers on this button = range of coolant on supply drop. The first number is the minimum and the second number is the maximum. The standard coolant for all ships is 10. Thus, the numbers represent 10% per increment.

  • Min 0 + 1 = 1
    The text of this button has the following meaning: "Min" = minimum amount of coolant, 0 = the current minimum amount, "+" = plus, 1 = the increment value, "=" = "the following value will be the minimum after you click and the math has been completed" and 1 = "the minimum value after you click the button."
  • Max 0 + 1 = 1
    The text of this button has the following meaning: "Max" = maximum amount of coolant, 0 = the current maximum amount, "+" = plus, 1 = the increment value, "=" = "the following value will be the maximum after you click and the math has been completed" and 1 = "the maximum value after you click the button."

+Probes

The numbers on this button = range of probes on supply drop. The first number is the minimum and the second number is the maximum.

  • Min 0 + 1 = 1
    The text of this button has the following meaning: "Min" = minimum number of probes, 0 = the current minimum amount, "+" = plus, 1 = the increment value, "=" = "the following value will be the minimum after you click and the math has been completed" and 1 = "the minimum value after you click the button."
  • Max 0 + 1 = 1
    The text of this button has the following meaning: "Max" = maximum number of probes, 0 = the current maximum amount, "+" = plus, 1 = the increment value, "=" = "the following value will be the maximum after you click and the math has been completed" and 1 = "the maximum value after you click the button."

+Armor

The numbers on this button = range of hull repair on supply drop. The first number is the minimum and the second number is the maximum. There is a check to be sure you don't exceed your maximum hull. The number adds to the player ship's hull value. Typical hull maximums:

Ship Type Hull Max Stock?
MP52 Hornet 70 Y
ZX-Lindworm 75 Y
XR-Lindworm 120 N
Raven 150 N
Holmes 160 N
Phobos M3P 200 Y
Yorik 200 N
Atlantis 250 Y
  • Min 0 + 1 = 1
    The text of this button has the following meaning: "Min" = minimum hull repair value (not percentage), 0 = the current minimum amount, "+" = plus, 1 = the increment value, "=" = "the following value will be the minimum after you click and the math has been completed" and 1 = "the minimum value after you click the button."
  • Max 0 + 1 = 1
    The text of this button has the following meaning: "Max" = maximum hull repair value, 0 = the current maximum amount, "+" = plus, 1 = the increment value, "=" = "the following value will be the maximum after you click and the math has been completed" and 1 = "the maximum value after you click the button."

+At Click

This button lets you choose how to deploy the custom supply drop. Previous versions of Empty Epsilon did not have access to the mouse click, so "Near To" was implemented to specify the location. Now, the most convenient method is the "At Click" method (which is the default).

  • At Click*
    Place the custom supply drop using the GM click mode.
  • Near To
    Specify the angle and the distance from the selected object for the supply drop position.

Set Supply Drop

If you've chosen the "At Click" method of supply drop placement, the button will change to >Set Supply Drop< indicating you are in the GM click mode. The next place you click will place a custom supply drop as configured. Don't forget to exit this mode by clicking the button again, or you might accidentally end up with extra custom supply drops.

+Attach to NPS

This button lets you attach an artifact to a Non-Player Ship. This function has been generalized in the Order Ship section allowing the GM to attach anything to a CpuShip (or NPS).

+Select drop point

First, select the artifact or drop point. Then click this button indicating that you've selected the artifact.

  • List of buttons: One for each of the three nearest CpuShips. Label: Attach to (CpuShip call sign)
    Click the matching CpuShip button to attach the artifact. The artifact will follow that ship around until you detach it or the ship is destroyed.

+Detach

This button only appears if there's an artifact to detach from a NPS. If an artifact is selected, it is detached as soon as this button is clicked.

  • +Select Drop Point
    This button only appears if drop point not already selected. The selected artifact is detached as soon as this button is clicked.

Artifact To Pod

This button lets you take an artifact created in some other fashion (like the stock Create... button) and convert it into an escape pod.

+Scan Clue

Before the tweak menus were added that let you type in unscanned descriptions and scanned descriptions, these functions were created to generate text that might be needed to give the players a clue as to where to go or what to do next in the story. The buttons also let you set the scan complexity and depth. Now that an object can be tweaked and text typed in directly as well as letting you set the scan complexity and depth, the vast majority of these buttons and sub-buttons superfluous. They are strong candidates for removal. However, these buttons will let you set the scan depth up to 8 where the tweak menu maxes out at a depth of 5.

  • +Unscanned Desc
    • List of buttons providing unscanned description options
  • +Scanned Desc
    • +None
      • List of buttons with options for the first part of the scanned description
    • +None
      • List of buttons with options for the second part of the scanned description
    • +None
      • List of buttons with options for the third part of the scanned description
    • +None
      • List of buttons with options for the fourth part of the scanned description
    • +None
      • List of buttons with options for the fifth part of the scanned description
  • Show Descriptions
    Preview the text generated by choosing the various options above.
  • +Scan Complex: 1
    Set the scan clue's scan complexity (number of scan bars to twiddle)
    • Complexity: 1*
    • Complexity: 2
    • Complexity: 3
    • Complexity: 4
  • +Scan Depth: 1
    Set the scan clue's scan depth (number of pop-up screens)
    • Depth: 1*
    • Depth: 2
    • Depth: 3
    • Depth: 4
    • Depth: 5
    • Depth: 6
    • Depth: 7
    • Depth: 8
  • Unretrievable
    This button toggles between Unretrievable and Retrievable. The button text shows current state.
  • Expiring
    This button toggles between Expiring and Non-Expiring. The button text shows current state. The scan clues originally expired after 5 minutes. After several instances where it took forever for the players to reach the clue and get the information, we put in a control to toggle it to non-expiring.
  • +At Click
    Select method for scan clue placement.
    • At Click*
    • Near To
  • Place Scan Clue
    Assuming you selected the At Click method (the default), this button text changes to >Place Scan Clue< when clicked indicating that you've entered the GM click mode. The next place you click will place the scan clue. Exit the GM click mode by clicking the button again.

+Sensor Jammer

This button lets you place an artifact that adversely impacts the player's long range radar range. There is also a setting under Order Ship where a CpuShip can carry a sensor jammer. The settings here control the range and power of the sensor jammer here and the one that can be enabled on a CpuShip.

  • 60 Jam Range ^ -> 61
    The text of this button has the following meaning: 60 = the current jam range value, "^" = increase, "->" = "will yield the following value for jam range after clicking the button" and 61 = the jam range value after the button is clicked.
  • 60 Jam Range V -> 59
    The text of this button has the following meaning: 60 = the current jam range value, "V" = decrease, "->" = "will yield the following value for jam range after clicking the button" and 59 = the jam range value after the button is clicked.
  • 60 Jam Power ^ -> 61
    The text of this button has the following meaning: 60 = the current jam power value, "^" = increase, "->" = "will yield the following value for jam power after clicking the button" and 61 = the jam power value after the button is clicked.
  • 60 Jam Power V -> 59
    The text of this button has the following meaning: 60 = the current jam power value, "V" = decrease, "->" = "will yield the following value for jam power after clicking the button" and 59 = the jam power value after the button is clicked.
  • +Scan Complex: 3
    This button brings up the options to increase or decrease the scan complexity (number of sliders for Science to twiddle) of the sensor jammer. The number at the end of the button represents the current setting.
    • 3 Up to 4
      This button will take the current complexity value from 3 to 4. The text and/or the buttons offered will change after clicking this button: the new value will be the first number.
    • 3 Down to 2
      This button will take the current complexity value from 3 to 2. The text and/or the buttons offered will change after clicking this button: the new value will be the first number.
  • +Scan Depth: 3
    This button brings up the options to increase or decrease the scan depth (number of pop-up windows Science must go through to complete the scan) of the sensor jammer. The number at the end of the button represents the current setting.
    • 3 Up to 4
      This button will take the current depth value from 3 to 4. The text and/or the buttons offered will change after clicking this button: the new value will be the first number.
    • 3 Down to 2
      This button will take the current depth value from 3 to 2. The text and/or the buttons offered will change after clicking this button: the new value will be the first number.
  • Jam Power Percentage
    This button toggles between the meaning of the power and range numbers between percentage and units. Percentage may not work as well when there are either multiple players or multiple sensor jammers. This behavior is under investigation.
  • Place Sensor Jammer
    This button puts you in the GM click mode to place the sensor jammer. The text of the button will change to >Place Sensor Jammer< to indicate the GM click mode. Click the button again to exit GM click mode.

+Select Artifact

This button appears if there is no artifact selected. If there is an artifact selected, or an artifact is selected and this button is clicked, then the buttons below appear.

+Set Model

This button lets you set the model for the artifact. The model determines what the artifact looks like in the 3D view (main screen).

+Normal

These are the typical models used for artifacts.

  • artifact1
  • artifact2
  • artifact3
  • artifact4
  • artifact5
  • artifact6
  • artifact7
  • artifact8

+Utility

These are various models that don't look too alien.

  • SensorBuoyMKI
  • SensorBuoyMKII
  • SensorBuoyMKIII
  • ammo_box
  • shield_generator

+Station

These are the station models.

  • space_station_4 (small)
  • space_station_3 (medium)
  • space_station_2 (large)
  • space_station_1 (huge)

+Ship

These are the ship models. There are lots of them, so there are several categories and subcategories. Many of these models are not in use and thus will likely be surprising to the players. Where possible, I used the template name to identify the model in the button text. If there is no template model, I used the model name in the button text.

  • +Misc
    • Player Fighter
    • Adv. Striker
    • Tug
    • space_frigate_6
    • Missile Cruiser
  • +Battleships
    • Atlantis X23
    • battleship_destroyer_2_upgraded
    • Blockade Runner
    • Gunship
    • Player Cruiser
    • Battlestation
  • +Ktlitans
    • Ktlitan Fighter
    • Ktlitan Breaker
    • Ktlitan Worker
    • Ktlitan Drone
    • Ktlitan Feeder
    • Ktlitan Scout
    • Ktlitan Destroyer
    • Ktlitan Queen
  • +Small Frigates
    • small_frigate_1
    • small_frigate_2
    • Strikeship
    • Karnack
    • Nirvana R5
  • +Color Groups
    • +Adlers
      • Adder MK4
      • Adder MK7
      • AdlerLongRangeScoutGrey
      • Adder MK6
      • AdlerLongRangeScoutWhite
      • Adder MK5
    • +Atlas
      • AtlasHeavyFighterBlue
      • AtlasHeavyFighterGreen
      • AtlasHeavyFighterGrey
      • Phobos M3
      • AtlasHeavyFighterWhite
      • Phobos T3
    • +Lindworms
      • ZX-Lindworm
      • LindwurmFighterGreen
      • LindwurmFighterGrey
      • LindwurnFighterRed
      • LindwurmFighterWhite
      • WX-Lindworm
    • +Wespe Scouts
      • WespeScoutBlue
      • WespeScoutGreen
      • WespeScoutGrey
      • MU52 Hornet
      • WespeScoutWhite
      • MT52 Hornet
    • +Corvettes
      • +Heavy
        • HeavyCorvetteBlue
        • Hathcock
        • HeavyCorvetteGrey
        • Piranha F12
        • HeavyCorvetteWhite
        • Storm
      • +Laser
        • LaserCorvetteBlue
        • Maverick
        • LaserCorvetteGrey
        • Crucible
        • LaserCorvetteWhite
        • LaserCorvetteYellow
      • +Light
        • LightCorvetteBlue
        • LightCorvetteGreen
        • Flavia
        • Repulse
        • LightCorvetteWhite
        • LightCorvetteYellow
      • +Mine Layer
        • MineLayerCorvetteBlue
        • MineLayerCorvetteGreen
        • MineLayerCorvetteGrey
        • MineLayerCorvetteRed
        • MineLayerCorvetteWhite
        • MineLayerCorvetteYellow
      • +Missile
        • MissileCorvetteBlue
        • Ranus U
        • MissileCorvetteGrey
        • MissileCorvetteRed
        • MissileCorvetteWhite
        • MissileCorvetteYellow
      • +Multigun
        • MultiGunCorvetteBlue
        • MultiGunCorvetteGreen
        • MultiGunCorvetteGrey
        • MultiGunCorvetteRed
        • MultiGunCorvetteWhite
        • MultiGunCorvetteYellow
  • +Transports
    • Personnel Freighter 1
    • Personnel Freighter 2
    • Personnel Freighter 3
    • Personnel Freighter 4
    • Personnel Freighter 5
    • Goods Freighter 1
    • Goods Freighter 2
    • Goods Freighter 3
    • Goods Freighter 4
    • Goods Freighter 5
    • Garbage Freighter 1
    • Garbage Freighter 2
    • Garbage Freighter 3
    • Garbage Freighter 4
    • Garbage Freighter 5
    • Equipment Freighter 1
    • Equipment Freighter 2
    • Equipment Freighter 3
    • Equipment Freighter 4
    • Equipment Freighter 5
    • Fuel Freighter 1
    • Fuel Freighter 2
    • Fuel Freighter 3
    • Fuel Freighter 4
    • Fuel Freighter 5

+Set Spin

Sets the speed at which the artifact spins. As an example, asteroids spin at 0.8 by default.

  • Spin 0.5
  • Spin 1.0
  • Spin 1.5
  • Spin 2.0
  • Spin 2.5
  • Spin 3.0

+Set Signature

The signature value changes the influence on the three rings around the science screen. Clicking this button lets you set the biological, electrical and gravitational values of the artifact. Only values between zero and one have meaning.

+Biological 0.00

The number portion of the text of the button indicates the current value. Click this button to change the biological value.

  • 0.00 add .1 -> 0.10
    The text of this button has the following meaning: 0.00 = the current value, .1 = the increment value, "->" = "will yield the following value after the button is clicked" and 0.10 = the new value after click.
  • 0.00 add .01 -> 0.01
    The text of this button has the following meaning: 0.00 = the current value, .01 = the increment value, "->" = "will yield the following value after the button is clicked" and 0.01 = the new value after click.

+Electrical 0.50

The number portion of the text of the button indicates the current value. Click this button to change the biological value.

  • 0.50 add .1 -> 0.60
    The text of this button has the following meaning: 0.50 = the current value, .1 = the increment value, "->" = "will yield the following value after the button is clicked" and 0.60 = the new value after click.
  • 0.50 add .01 -> 0.51
    The text of this button has the following meaning: 0.50 = the current value, .01 = the increment value, "->" = "will yield the following value after the button is clicked" and 0.51 = the new value after click.
  • 0.50 del .1 -> 0.40
    The text of this button has the following meaning: 0.50 = the current value, .1 = the decrement value, "->" = "will yield the following value after the button is clicked" and 0.40 = the new value after click.
  • 0.50 del .01 -> 0.49
    The text of this button has the following meaning: 0.50 = the current value, .01 = the decrement value, "->" = "will yield the following value after the button is clicked" and 0.49 = the new value after click.

+Gravitational 1.00

  • 1.00 del .1 -> 0.90
    The text of this button has the following meaning: 1.00 = the current value, .1 = the decrement value, "->" = "will yield the following value after the button is clicked" and 0.90 = the new value after click.
  • 1.00 del .01 -> 0.99
    The text of this button has the following meaning: 1.00 = the current value, .01 = the decrement value, "->" = "will yield the following value after the button is clicked" and 0.99 = the new value after click.

Make retrievable

This button makes the selected artifact retrievable, that is, if the player ship intersects it, it will disappear ostensibly into the ship.

Make unretrievable

This button makes the selected artifact unretrievable, that is, nothing happens if the player ship intersects it.

Explode Sel Artifact

Clicking this button causes the selected artifact to explode. This action will also delete the artifact.