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Abilities
Abilities are tags that modders can place on various objects in the game in order to grant them special effects, capabilities, or statuses. For instance, the "Resource Generation - Minerals" ability, in the context of a colony, gives the owner of the colony minerals proportional to the mineral value of the planet on which the colony is located.
Some abilities have one or more value parameters which specify an amount or other value for the ability. The "Resource Generation - Minerals" ability's Value 1 parameter, for instance, is the amount of minerals mined on a planet with 100% mineral value.
The various types of abilities are defined in AbilityRules.txt. Other abilities can be used as well; abilities that are not used by the stock game can still be used in mods as tags for AI or event scripts.
Here is a list of the stock abilities in FrEee (unimplemented abilities are highlighted in italic; abilities not present in SE4 are highlighted in bold):
Warp Point - Turbulence Inflicts [%Amount1%] normal damage to vehicles traversing this warp point.
Star - Unstable Star is unstable and emits a greater than normal quantity of solar flares. (No in-game effect)
Sector - Sight Obscuration Sensor sweeps below level [%Amount1%] (all sensor types) are prevented against vehicles in this sector.
System - Sight Obscuration Sensor sweeps below level [%Amount1%] (all sensor types) are prevented against vehicles in this system.
Sector - Sensor Interference Weapon accuracy is reduced by [%Amount1%]% in this sector.
Sector - Shield Disruption Vehicles' maximum shield points are reduced by [%Amount1%] in this sector.
Sector - Damage Sector inflicts [%Amount1%] damage to vehicles entering it or remaining in it at the end of a turn.
Resource Generation - Minerals Mines [%Amount1%] minerals each turn (modified by planet value).
Resource Generation - Organics Farms [%Amount1%] organics each turn (modified by planet value).
Resource Generation - Radioactives Refines [%Amount1%] radioactives each turn (modified by planet value).
Point Generation - Research Generates [%Amount1%] research points each turn.
Point Generation - Intelligence Generates [%Amount1%] intelligence points each turn.
Spaceport Allows resources and points generated in this system to be collected by the empire.
Palace Seat of government for an empire. (No in-game effect)
Supply Generation Alias: Supply Generation - Sector Completely replenishes the supplies of vehicles that pass through this sector.
Supply Generation - System Completely replenishes the supplies of vehicles that pass through this system.
Planet - Change Minerals Value Planet minerals value is changed by [%Amount1%] per turn.
Planet - Change Organics Value Planet organics value is changed by [%Amount1%] per turn.
Planet - Change Radioactives Value Planet radioactives value is changed by [%Amount1%] per turn.
System - Change Minerals Value Minerals value of all colonized planets in this system is changed by [%Amount1%] per turn.
System - Change Organics Value Organics value of all colonized planets in this system is changed by [%Amount1%] per turn.
System - Change Radioactives Value Radioactives value of all colonized planets in this system is changed by [%Amount1%] per turn.
Empire - Change Minerals Value Minerals value of all colonized planets is changed by [%Amount1%] per turn.
Empire - Change Organics Value Organics value of all colonized planets is changed by [%Amount1%] per turn.
Empire - Change Radioactives Value Radioactives value of all colonized planets is changed by [%Amount1%] per turn.
Planet - Change Conditions Planet conditions are changed by [%Amount1%] per turn.
Planet - Change Population Happiness Population happiness is changed by [%Amount1%] per turn on this planet.
Planet - Change Ground Defense Weapon damage inflicted by troops defending this colony is changed by [%Amount1%]%.
System - Change Ground Defense Weapon damage inflicted by troops defending colonies in this system in ground combat is changed by [%Amount1%]%.
Empire - Change Ground Defense Weapon damage inflicted by troops defending this empire's colonies is changed by [%Amount1%]%.
Planet - Shield Generation Generates [%Amount1%] planetary shield points.
Shield Generation Generates [%Amount1%] normal shield points.
Phased Shield Generation Generates [%Amount1%] phased shield points.
Component Repair [%Amount1%] components per turn can be repaired in this sector.
Cargo Storage Can store [%Amount1%]kT of cargo.
Drop Troops This ability is not used. All transports can drop troops.
Launch/Recover Fighters Can launch [%Amount1%] fighters per combat round, and an unlimited number of fighters per turn.
Lay Mines Alias: Launch/Recover Mines Can lay [%Amount1%] mines per combat round, and an unlimited number of mines per turn.
Multiplex Tracking Vehicle can set up to [%Amount1%] weapon groups in its combat strategy.
Combat To Hit Offense Plus Accuracy modifier of [%Amount1%]%. Value 1 Group Rule := Add
Combat To Hit Defense Plus Evasion modifier of [%Amount1%]%. Value 1 Group Rule := Add
Mine Sweeping Can sweep [%Amount1%] mines per sector traversed.
Medical Bay Can cure plagues up to level [%Amount1%].
Movement Bonus Speed bonus of [%Amount1%].
Emissive Armor Negates [%Amount1%] damage from each hit.
Shield Regeneration Regenerates [%Amount1%] shield points per combat round.
Master Computer Vehicle does not need standard command components or crew.
Cloak Level Prevents [%Amount1%] sensor sweeps below level [%Amount2%] against this vehicle.
Sensor Level Performs a level [%Amount2%] [%Amount1%] sensor sweep to detect cloaked ships.
Emergency Resupply Generates [%Amount1%] supplies when used.
Emergency Energy Generates [%Amount1%] movement points when used.
Long Range Scanner Allows detailed scanning of alien ships at range [%Amount1%].
Open Warp Point Distance (this is implemented I think but needs testing) Can open a warp point to a star system up to [%Amount1%] light-years away.
Create Planet Size (this is implemented I think but needs testing) Can create a planet (up to size [%Amount1%]) out of an asteroid field.
Destroy Planet Size (this is implemented I think but needs testing) Can destroy a planet up to size [%Amount1%].
Boarding Attack Provides [%Amount1%] soldiers to capture enemy ships or defend this ship from capture.
Boarding Defense Automated turrets can defend this ship from [%Amount1%] enemy boarders.
Standard Ship Movement Provides [%Amount1%] points of thrust for movement.
Ship Bridge Provides primary command capability. If command is lost, the ship will move slower and be unable to fire weapons.
Ship Auxiliary Control Provides auxiliary command capability in case of primary command failure. If command is lost, the ship will move slower and be unable to fire weapons.
Ship Life Support Provides life support for a ship's crew. If all life support is lost, the ship will be unable take any actions.
Ship Crew Quarters Provides quarters for a ship's crew. If all crew quarters are lost, the ship will move slower. Can also defend against 4 boarders per crew quarters.
Scanner Jammer Alien ships cannot use long range scanners against this vehicle.
Quantum Reactor This vehicle does not require supplies.
Supply Storage Stores [%Amount1%] supplies.
Space Yard Can construct with [%Amount2%] [%Amount1%] per turn. Value 2 Group Rule := None
Resource Storage - Mineral Alias: Resource Storage - Minerals Can store [%Amount1%] minerals for an empire.
Resource Storage - Organics Can store [%Amount1%] organics for an empire.
Resource Storage - Radioactives Can store [%Amount1%] radioactives for an empire.
Resource Gen Modifier Planet - Minerals Alias: Resource Gen Modifier - Minerals Mineral mining rate is changed by [%Amount1%]% on this planet or vehicle.
Resource Gen Modifier Planet - Organics Alias: Resource Gen Modifier - Organics Organics farming rate is changed by [%Amount1%]% on this planet or vehicle.
Resource Gen Modifier Planet - Radioactives Alias: Resource Gen Modifier - Radioactives Radioactives refining rate is changed by [%Amount1%]% on this planet or vehicle.
Resource Gen Modifier System - Minerals Mineral mining rate is changed by [%Amount1%]% in this system.
Resource Gen Modifier System - Organics Organics farming rate is changed by [%Amount1%]% in this system.
Resource Gen Modifier System - Radioactives Radioactives refining rate is changed by [%Amount1%]% in this system.
Resource Gen Modifier Empire - Minerals Mineral mining rate is changed by [%Amount1%]% throughout the empire.
Resource Gen Modifier Empire - Organics Organics farming rate is changed by [%Amount1%]% throughout the empire.
***Resource Gen Modifier Empire - Radioactives Radioactives refining rate is changed by [%Amount1%]% throughout the empire.
Planet Point Generation Modifier - Research Point Generation Modifier - Research Research rate is changed by [%Amount1%]% on this planet or vehicle.
Planet Point Generation Modifier - Intelligence Intelligence rate is changed by [%Amount1%]% on this planet or vehicle.
System Point Generation Modifier - Research Research rate is changed by [%Amount1%]% in this system.
System Point Generation Modifier - Intelligence Intelligence rate is changed by [%Amount1%]% in this system.
Empire Point Generation Modifier - Research Research rate is changed by [%Amount1%]% throughout the empire.
Empire Point Generation Modifier - Intelligence Intelligence rate is changed by [%Amount1%]% throughout the empire.
Combat Modifier - Sector Weapon accuracy and evasion is changed by [%Amount1%]% in this sector.
Combat Modifier - System Weapon accuracy and evasion is changed by [%Amount1%]% in this system.
Combat Modifier - Empire Weapon accuracy and evasion is changed by [%Amount1%]% throughout the empire.
Damage Modifier - Sector Weapon damage is changed by [%Amount1%]% in this sector.
Damage Modifier - System Weapon damage is changed by [%Amount1%]% in this system.
Damage Modifier - Empire Weapon damage is changed by [%Amount1%]% throughout the empire.
Planet Value Change - Sector The value of each colonized planet in this sector is changed by [%Amount1%] every 10 turns (all resources).
Planet Value Change - System The value of each colonized planet in this system is changed by [%Amount1%] every 10 turns (all resources).
Planet Value Change - Empire The value of each colonized planet throughout the empire is changed by [%Amount1%] every 10 turns (all resources).
Planet Conditions Change - Sector The conditions of each colonized planet in this sector are changed by [%Amount1%] every 10 turns.
Planet Conditions Change - System The conditions of each colonized planet in this system are changed by [%Amount1%] every 10 turns.
Planet Conditions Change - Empire The conditions of each colonized planet throughout the empire are changed by [%Amount1%] every 10 turns.
Change Bad Event Chance - Sector The chance of a bad random event occurring in this sector is changed by [%Amount1%].
Change Bad Event Chance - System The chance of a bad random event occurring in this system is changed by [%Amount1%].
Change Bad Event Chance - Empire The chance of a bad random event occurring is changed by [%Amount1%].
Change Bad Intelligence Chance - Sector The chance of foreign intelligence operations occurring in this sector is changed by [%Amount1%].
Change Bad Intelligence Chance - System The chance of foreign intelligence operations occurring in this system is changed by [%Amount1%].
Change Bad Intelligence Chance - Empire The chance of foreign intelligence operations occurring is changed by [%Amount1%].
Change Population Happiness - Sector Population happiness is changed by [%Amount1%] per turn in this sector.
Change Population Happiness - System Population happiness is changed by [%Amount1%] per turn in this system.
Change Population Happiness - Empire Population happiness is changed by [%Amount1%] per turn throughout the empire.
Ship Training Alias: Ship Training - Sector Ships in this sector can be trained, giving them a [%Amount1%]% accuracy/evasion bonus per turn (max [%Amount2%]%).
Fleet Training Alias: Fleet Training - Sector Fleets in this sector can be trained, giving them a [%Amount1%]% accuracy/evasion bonus per turn (max [%Amount2%]%).
*Ship Training - System Ships in this system can be trained, giving them a [%Amount1%]% accuracy/evasion bonus per turn (max [%Amount2%]%).
Fleet Training - System Fleets in this system can be trained, giving them a [%Amount1%]% accuracy/evasion bonus per turn (max [%Amount2%]%).
Ship Training - Empire All ships in the empire can be trained, giving them a [%Amount1%]% accuracy/evasion bonus per turn (max [%Amount2%]%).
Fleet Training - Empire All fleets in the empire can be trained, giving them a [%Amount1%]% accuracy/evasion bonus per turn (max [%Amount2%]%).
Modify Reproduction - Planet Population reproduction is changed by [%Amount1%] per turn on this planet.
Modify Reproduction - System Population reproduction is changed by [%Amount1%] per turn in this system.
Modify Reproduction - Empire Population reproduction is changed by [%Amount1%] per turn throughout the empire.
Change Population - Planet The population of this colony is increased by [%Amount1%]M per turn.
Change Population - System The population of each colony in this system is increased by [%Amount1%]M per turn.
Change Population - Empire The population of each colony in the empire is increased by [%Amount1%]M per turn.
Plague Prevention - Planet The population of this colony is immune to plagues up to level [%Amount1%].
Plague Prevention - System The population of this system is immune to plagues up to level [%Amount1%].
Plague Prevention - Empire The population of the entire empire is immune to plagues up to level [%Amount1%].
Resource Conversion Can convert between resource types with a [%Amount1%] loss of material.
Resource Reclamation Alias: Resource Reclamation - Sector Vehicles scrapped in this sector will reclaim [%Amount1%]% of their resource cost.
Resource Reclamation - System Vehicles scrapped in this system will reclaim [%Amount1%]% of their resource cost.
Resource Reclamation - Empire Vehicles scrapped anywhere in the empire will reclaim [%Amount1%]% of their resource cost.
Close Warp Point (needs testing) Can close a warp point.
Destroy Star (needs testing) Can destroy a star. This will destroy all ships in the system and turn planets into asteroids.
Create Star (needs testing) Can create a star in a system that does not already have any stars, nebulae, or black holes.
Destroy Storm (needs testing) Can destroy a storm.
Create Storm (needs testing) Can create a storm.
Self-Destruct (needs testing) Vehicle can self-destruct at will, and will do so if it is taken over by boarders.
Colonize Planet - Rock Can colonize a rock planet. The colony ship will be destroyed upon doing so.
Colonize Planet - Ice Can colonize an ice planet. The colony ship will be destroyed upon doing so.
Colonize Planet - Gas Alias: Colonize Planet - Gas Giant Can colonize a gas giant. The colony ship will be destroyed upon doing so.
Point-Defense Weapon automatically fires at the first target to come into range.
Armor Component is damaged before other components on a vehicle.
Launch/Recover Satellites Can launch [%Amount1%] satellites per combat round, and an unlimited number of fighters per turn.
Remote Resource Generation - Minerals Remotely mines [%Amount1%] minerals each turn from uninhabited planets and asteroids in the sector (modified by planet/asteroid value).
Remote Resource Generation - Organics Remotely farms [%Amount1%] organics each turn from uninhabited planets and asteroids in the sector (modified by planet/asteroid value).
Remote Resource Generation - Radioactives Remotely refines [%Amount1%] radioactives each turn from uninhabited planets and asteroids in the sector (modified by planet/asteroid value).
Armor Regeneration Components with this ability will repair themselves for a total of [%Amount1%] HP per combat round, and completely after combat.
Shield Generation From Damage When the vehicle takes hull or armor damage, the shields are regenerated by [%Amount1%] points or the amount of damage inflicted, whichever is less.
System - Movement Towards Center This system draws all vehicles toward its center at a rate of [%Amount1%] sectors per turn.
System - Movement Random Vehicles in this system will move randomly up to [%Amount1%] sectors per turn.
System - Destructive Center Entering the sector of this system will inflict [%Amount1%] points of normal damage.
Destroy Nebulae (needs testing) Can dissipate a nebula.
Create Nebulae (needs testing) Can destroy a star, creating a nebula in its place. This will destroy all ships in the system and turn planets into asteroids.
Destroy Black Hole (needs testing) Can dissipate a black hole.
Create Black Hole (needs testing) Can destroy a star, creating a black hole in its place. This will destroy all ships and planets in the system.
Stop Planet Destroyer This planet cannot be destroyed by planet destroying weapons.
Stop Star Destroyer Stars in this system cannot be destroyed by standard star destroying weapons.
Stop Nebulae Creator Stars in this system cannot be converted into nebulae.
Stop Black Hole Creator Stars in this system cannot be converted into black holes.
Stop Open Warp Point Warp points cannot be opened to or from this system.
Stop Close Warp Point Warp points to and from this system cannot be closed.
Component Destroyed On Use This component is disabled when activated, and must be repaired to be used again.
Ancient Ruins This planet contains ancient ruins. [%Amount1%] random technologies will be learned when it is colonized.
Ancient Ruins Unique This planet contains ancient ruins. Unique technology [%Amount1%] will be learned when it is colonized.
Combat Best Experience Contains a network connection that gives this vehicle the same effective experience level as the most experienced ship in the sector that is also connected to the network.
Combat Movement Vehicle gains [%Amount1%] additional speed in combat.
Supply Generation Per Turn Generates [%Amount1%] supplies per turn.
Solar Supply Generation Generates [%Amount1%] supplies per turn from each star in the system.
Extra Movement Generation Vehicle speed is increased by [%Amount1%]. Value 1 Group Rule := Add
Planet - Change Atmosphere After [%Amount1%] turns, the atmosphere of this planet will be converted to one breathable by the majority of the planet's population.
Weapons Always Hit This vehicle's weapons will always hit their target.
Create Constructed Planet Can create a constructed planet of type [%Amount1%] from a star.
Create Constructed Planet - Planet Can create a constructed planet of type [%Amount1%] from a planet.
Create Constructed Planet - Storm Can create a constructed planet of type [%Amount1%] from a storm.
Create Constructed Planet - Warp Point Can create a constructed planet of type [%Amount1%] from a warp point.
Create Constructed Planet - Asteroids Can create a constructed planet of type [%Amount1%] from an asteroid field.
Create Constructed Planet - Space Can create a constructed planet of type [%Amount1%] in deep space.
Constructed Planet Requirements Requrires [%Amount1%]kT of [%Amount2%] components to create a constructed planet.
Modified Maintenance Cost Maintenance rate is modified by [%Amount1%]%.
Long Range Scanner - System Allows detailed scanning of alien ships within this system.
Solar Resource Generation - Minerals Generates [%Amount1%] minerals per star in the system each turn.
Solar Resource Generation - Organics Generates [%Amount1%] organigs per star in the system each turn.
Solar Resource Generation - Radioactives Generates [%Amount1%] radioactives per star in the system each turn.
Reduced Maintenance Cost - Sector Maintenance rate is reduced by [%Amount1%]% for the entire sector.
Reduced Maintenance Cost - System Maintenance rate is reduced by [%Amount1%]% for the entire system.
Reduced Maintenance Cost - Empire Maintenance rate is reduced by [%Amount1%]% for the entire empire.
Shield Modifier - Sector Modifies vehicles' maximum shield points by [%Amount1%] in this sector.
Shield Modifier - System Modifies vehicles' maximum shield points by [%Amount1%] in this system.
Shield Modifier - Empire Modifies vehicles' maximum shield points by [%Amount1%] throughout the empire.
Combat To Hit Offense Minus Accuracy penalty of [%Amount1%].
Combat To Hit Defense Minus Evasion penalty of [%Amount1%].
Generate Points Minerals Descriptiion := Generates [%Amount1%] minerals per turn.
Generate Points Organics Descriptiion := Generates [%Amount1%] organics per turn.
Generate Points Radioactives Descriptiion := Generates [%Amount1%] radioactives per turn.
Generate Points Research Descriptiion := Generates [%Amount1%] research points per turn.
Generate Points Intelligence Descriptiion := Generates [%Amount1%] intelligence points per turn.
Supply Cost Vehicle supply usage is modified by [%Amount1%]%.
No Plagues The race's population is immune to plagues.
Luck The chance of a bad random event occurring in this empire is changed by [%Amount1%].
No Spaceports Colonies containing this race's population do not require spaceports to gather resources and points.
Vehicle Speed The speed of this empire's vehicles is modified by [%Amount1%].
Galaxy Seen The empire has prior knowledge of the entire galaxy at the start of the game.
Planet Storage Space Colonies' facility, cargo, and population storage space is modified by [%Amount1%]%.
Planetary SY Rate Planetary space yards' construction rate is modified by [%Amount1%]%.
Tech Area Empire gains access to the [%Amount1%] racial tech.