Now this might be a little to much to ask. But could a wiki be made for this game also ? It's pretty extensive almost the most extensive out of the bunch. And seeing how the other games have one, Why not for this game too ?
Because of a lack of interest and no one willing to contribute to the wiki.
We cannot afford to make this type of investment at this time for this game.
If you are interested in contributing to a wiki, the STF wiki is a great place.
If a seasoned and reliable Wiki editor with a track record of contributions asked to start a 4X wiki, I would help.
But ... we've been down this road before, and I know EXACTLY where it leads.
I kind of want to shove a ST:4x category into the ST:F wiki and write up what I can find from these forums. But I'm not sure how to do that without confusing people which would be a huge anti-pattern. Alternatively, I don't have the skills or interest in making a home page look good, but that's about all I'd need to form a new wiki from scratch...
Post by drspendlove on Mar 30, 2019 13:53:04 GMT -5
== Bollish Xeno ==
"The Bollish Xeno species is greatly feared due to their ability to produce a seemingly endless stream of attack ships. They are particularly feared by the De Valtos Captains following the purge of a De Valtos world, Calumus IX."
- Uses tons of individually weak ships at once. (verified)
== Nyktos Xeno ==
"The Nyktos Xeno were first encountered on Nyktos VII and followed failed extermination by Guild warships spread into nearby systems. The warships of this alien species utilize devastating radiation weapons."
- Ships have bonus radiation damage (verified)
== Sidtax Xeno ==
"The Sidtax Xeno are most often encountered near dead worlds and seem particularly fond of gas giants and stellar nebula. Invasions by the Sidtax are noted in Faction history as leaving few survivors."
- Powerful Invasions (verified) - Frequent Invasions (?) - Investigating Nebula is more risky (?)
Post by drspendlove on Mar 30, 2019 14:18:58 GMT -5
TODO: In-game blurb
== Tactics ==
Invading a Xeno world will typically require many ships carrying ground soldiers to repeatedly assault the planet. Up to eight such invasion ships could attack a world at the same time. Doing so with eight, the planet cannot produce any ships as they would have no place to spawn. Typically an escort fleet is needed to ward off counter-attacks although a multi-purpose invasion ship could theoretically be built to also deflect attacks.
Invasion ships take damage representing both the loss of ground troops and counter-attacks by anti-orbital ground weapons hammering the ship itself. (Xeno ships, by contrast, have an inexhaustible supply of drop pods and stay further away from the planet when attacking, meaning their World Killers never take damage during invasion.) Invasion ships require at least some fuel to perform their attacks.
Invasion often takes a long time, especially against a maximum population Xeno world (20 population.) Once the population is reduced to 0, the world is available for colonization by Star Traders (or Xeno, if you let them.) If the quality is reduced to 0 or lower, the Xeno will have been eradicated, but the world is now inhospitable to any life forms.
== Combat Options ==
Invasion actions have three distinct options.
=== Bombardment ===
Bombardment risks the quality of the system more than Invasion and Scouting.TODO MORE
=== Scout ===
Scouting risks the quality of the system the least of the three actions. Scouting reveals the Defense level of the foe, which is particularly important if the world's defense is listed as "". Once known, Scouting can reduce the Defense level of the foe, as well as doing minor damage to the population of the world. Scouting reduces the risk to your invasion force from radiation for the turn following its use.
=== Invasion ===
Invasion risks the quality of the system a moderate amount but deals solid damage to population and defenses (if known.)
== Relevant Statistics ==
=== Xeno Population ===
Xeno population ranges from 1 to 20. Each point of population requires 10 "damage" to be removed. Even during an invasion a Xeno world will frequently regenerate population, mitigating or completely reversing the damage from smaller invasion fleets. If the population reaches 0 while the quality is a positive number, the Xeno are removed and the world may be colonized anew.
=== Xeno Radiation ===
Xeno radiation increases the damage your invasion fleet will take during attacks. Scouting actions reduce the damage from radiation the turn after it is performed. Higher numbers for the radiation are more deadly.
=== Xeno Defense ===
Xeno Defense rating greatly increases the damage your invasion fleet will take during attacks. All three options can decrease this value. While this level is unknown by being listed as "", the defense is particularly dangerous and some Scouting should be performed to avoid extreme damage.
=== Transport Sensors ===
Increases attack reliability.
=== Transport Invasion ===
Greatly (?) increases attack reliability.
=== Transport Pilot ===
Increases attack reliability.
=== Transport Durability ===
Soaks damage from attacks, and contributes to max HP (as always)
=== Transport Shielding ===
Reduces damage from Xeno Radiation. Also increases attack reliability.
=== Transport Armor ===
Reduces damage taken from Xeno Defenses.
=== Invasion Training ===
Higher level planetary invasion training will result in more damage to the Xeno colony during attacks. However, higher level attacks will also require more [[Water-Fuel]] than lower level attacks.
=== Drop Ships ===
Drop Ships must be equipped to invade Xeno Worlds. More powerful dropships will deal additional damage to the Xeno colony. It combines with the ship Captain's [[Invasion_(Skill)|Invasion]] skill and the crew's invasion training to calculate damage to the colony.
=== Other ===
Transports can benefit from higher repair and refueling values, much as other ships, unless you plan to scuttle the ships when their fuel expires.
Post by drspendlove on Mar 30, 2019 15:01:39 GMT -5
= Ship Level =
Ship level is chosen at design time. It dictates the total number of points you can allocate to Ship Systems and Material Design. Higher levels slightly increase build time (CP Cost), build price, and maintenance cost.
== Experience ==
Often abbreviated as "XP", ship Experience increases your chance to critically hit your foe. It also TODO
= Ship Reactor =
Reactors are chosen at design time. They control the number of Action Points (AP), Movement Points (MP), and maximum mass. They also influence the refueling rate, and add to build time, price, and maintenance. Some reactors focus more on TODO
== Action Points ==
Higher power weapons will require more action points to fire. When a number of AP is consumed, an identical number of MP is also consumed, if present. Thus, if you have 2 AP and 3 MP, and fire a 2 AP weapon, you will have 0 AP and 1 MP left over. If you have 2 AP and 1 MP and fire a 2 AP weapon, you will have 0 AP and 0 MP left over. MP is not required to fire weapons. Thus, moving before firing can often be a good idea.
== Movement Points ==
Movement points (typically abbreviated "MP") dictate how many spaces you can move in a turn. Moving consumes [[Water-Fuel]] if present, which is also required for some attacks and actions. MP is consumed during attacks but is not required for attacks.
== Maximum Mass ==
Maximum Mass dictates how many components you can include in a design. You do not gain any particular benefit for being a specific amount of total mass less than the maximum, but you cannot create a design that requires more mass than your maximum for that reactor.
= Ship Material =
Selected at Design time, ship material points can be allocated to a number of different strengths, up to a maximum of 20 points in an individual strength.
== Gun Decks ==
Gun Decks increase the accuracy of your range-1 attacks (everything but torpedoes and invasions.) They do not increase the damage of these attacks.
== Torpedo Bays ==
Torpedo Bays increase the accuracy of your torpedo attacks. They do not increase the damage of these attacks.
== Durability ==
Durability increases the maximum Hull Points (HP) a ship can withstand before collapsing. The exact bonus is dependent on the base type of the ship. Additionally, Durability increases overall damage soak, decreasing incoming damage overall.
== Shielding ==
Shielding increases damage soak versus radiation types of damage. Shielding is also used in attack accuracy for Invasion attacks.
== Evasion ==
Evasion increases the odds of completely dodging range 1 and torpedo attacks. It does not impact counter-attacks from Xeno colonies, however.
== Sensor ==
Sensor increases the odds that your ship will gain XP after defeating a foe. It is also used in attack accuracy for Invasion attacks. It increases the chances that a Xeno ship will fail to identify you (what does this mean, TODO!) It also increases the chances of counter-attacking against foes that hit you, and the accuracy of that counter-attack. Sensors also improve the chances of dodging torpedo attacks.
= Captain Skills =
Captain skills are selected at design time. Captain skills can be spread across several different categories.
== Gun Attack ==
Increases accuracy of attacks and counter-attacks for all weapons other than torpedoes, boarding, and invasion.
== Pilot ==
Increases chance to dodge range-1 attacks.
== Torpedo Attack ==
Increases accuracy of attacks and counter-attacks for torpedoes.
== Stealth ==
Increases chance to dodge torpedo attacks.
== Repair ==
Increases the rate of ship repair while in friendly territory. The exact bonus is dependent on ship type.
== Warrior ==
Increases accuracy and damage from boarding actions.
== Invasion ==
Increases reliability and damage from invasion attacks.
Post by drspendlove on Apr 15, 2019 11:56:34 GMT -5
There's too much conflicting information out there due to different versions. I'd need support from the TBs to accomplish this and I don't think it is worth their while. It's hard to verify various things too.
I'll probably write up a few more "pages" here at some point but I don't think a true wiki will ever make sense.