http://wiki.vega-strike.org/mediawiki/api.php?action=feedcontributions&user=Ctv&feedformat=atomVsWiki - User contributions [en]2024-03-28T13:16:13ZUser contributionsMediaWiki 1.30.2http://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Cheats&diff=18340Manual:Cheats2011-06-23T19:33:38Z<p>Ctv: /* Ship-hacking Cheats */</p>
<hr />
<div>=Introduction=<br />
<br />
This is a one stop shop for cheats and spoilers, or people who whant to change their game experience. If you use these cheats, do not go bragging in the forums about your kill count or how much money you made.<br />
<br />
=General=<br />
<br />
Cheats are relatively simple ways to change your game play experience. They are roughly divided into cheats that change the overall game play, cheats that impact a specific saved game, and cheats that change a specific ship that you own.<br />
<br />
=Game-Play Cheats=<br />
<br />
Game play cheats change the behavior of the entire game, so even if you start a new game, these cheasts remain after being implemented.<br />
<br />
==Cargo Exploit==<br />
This technique allows you to buy more items of cargo than a planet has for sale. It is more of an exploit than a cheat, because it takes advantage of the game's code without changing the game code, and you are paying a fair price for the cargo you buy. Here are the steps:<br />
1) Buy the cargo you want<br />
2) Save game<br />
3) Sell the cargo<br />
4) DON'T SAVE! Reload your game<br />
5) Now you will have the cargo you bought and the planet or station will have the same cargo in stock again. Buy it.<br />
6) Repeat steps 2-5. Each time you do it, your cargo doubles until you run out of money or cargo space. <br />
<br />
When you have a full hold, you can launch and find a place to sell the cargo. If you plan to sell this cargo in the same system and return for more, you should repeat steps 2-4 one more time, so that when you return from the cargo run, there will be a large amount of that cargo to buy. If you leave the system or end the game, it will reset the available cargo at that station to the default ranges.<br />
<br />
==Docking Automatically==<br />
If you have trouble docking with stations, you can open the vegastrike.config file and set planet_collision_docks to TRUE. This will cause you to automatically dock when you hit a planet or station. It seems to have no effect on collisions with capital ships. Also, if a planet or station is hostile and will not allow you to dock, colliding with it will damage or destroy your ship.<br />
<br />
==Merchant / Fighter Exploit==<br />
Another exploit you can use takes advantage of your ability to have an unused ship delivered to your new location. Fill up your large cargo ship with cargo, switch to a small fast fighter, go to your destination, and then 'buy' your cargo ship at the ship dealer->my fleet tab. It will transport your ship to where you are with a minimal fee (50k outsystem, regardless of how far it is, and free insystem), along with all the cargo in it. This method allows you to have the massive cargo hold of a capship while having the speed and agility of a fighter. Beware though. Cargo is saved (in memory and in the hard disk) universally for all ships. Therefore if your cargo ship is full, your fighter will be too, but the weight increase will only be for the last bought cargo which can fit into the hold of a fighter.<br />
<br />
==Upgrades Available Hack==<br />
If you want a cloak (or some other specific upgrade), but are unwilling to completely cheat (as described in the ship cheats), you can increase the probability of finding a cloak (or other specific upgrade) for sale. You can do this by adjusting the units.csv file to have more types of planets/stations sell Upgrades/Experimental (or whatever other types of upgrades you want to make easier to find). You can also adjust the probability that those places will have the desired upgrades for sale. Everything you need to know is in [[HowTo:Edit_units.csv]]. Just find a unit that sells the desired type of upgrade, tweak the probability numbers, and copy the information to those stations you want to sell that upgrade. To match upgrades to their types, look in master_parts_list.csv.<br />
<br />
=Saved Game Cheats=<br />
<br />
These cheat usually require the hacking of a save game file. It is recommended that you make a copy of your original save game file before actually hacking it. Be especially warned, Windows users; The native notepad (as well as Excel and all other Moneysoft tools) changes the line break formatting and thus corrupts the save file. Usage of notepad++ is recommended. <br />
<br />
The save game file can be found in your user directory.<br />
*On Linux: /home/~username/.vegastrike/save/<br />
*On Windows (XP, Vista): /[vegastrikefolder]/.vegastrike/save/ for the save file and /.vegastrike/serialized_xml for your ship stats<br />
<br />
You can download notepad++ at [http://notepad-plus.sourceforge.net notepad-plus.sourceforge.net]<br />
==Money==<br />
Just change the first number after the sector/system location descriptor of your save game file, that number between the carets (this things "^"). Maximum number is 99 billions, in numbers:<br />
*99 000 000 000<br />
Rumor has it that this can, eventually, destabilize your game.<br />
<br />
There is a setting called "difficulty" that increases a small amount each time you earn a credit... that determines what upgrades the enemy ships have on them. So if you hack your save game credits up to 10^9 credits that probably just increases the difficulty to the highest value immediately. It is supposed to simulate a time line, but based on the progress you make rather than the amount of time passed...<br />
<br />
==Location / Sector / System==<br />
The first entry of your save game file is your saved location. The letter case for the system name must be the same as your /data/sectors/ entries.<br />
<br />
==Adding Ships==<br />
Just open your save game file and you should see in the first line some ships you have. The first one is the one you actually use, then there are the ships you have parked somewhere followed by the sector they are in. Instead of e.g. "tesla" you can also use the "tesla.blank", then its unequipped (some games crash, when using a standard tesla). Just take care, that every ship in this line is followed by the sector its in, except for the first one. You can't have two ships of the same name, so no two "pacifier.milspec" or two "tesla.blank". Enjoy the ride.<br />
<br />
=Ship-hacking Cheats=<br />
<br />
When changing your ship, the following link is required reading: [[HowTo:Edit_units.csv]]<br />
The following instructions are for the csv-file which can be found under .vegastrike\serialized_xml\<name of your savegame>\<name of your ship>.csv<br />
<br />
To edit this file you should open it with a spreadsheet program like Excel or Open-/LibreOffice Calc. You should change the settings so, that comma is the only coloum-seperator and double-apostrophes (") function as text-seperators. It is also important, to switch of any form of nubmer recognition, so that 1.2.11 doesn't convert to 01.02.2011 for example.<br />
<br />
==Weapon Hack==<br />
To install your weapons of choice without cheating the money (what inludes increasing difficulty) and finding it ingame, you can change the weapon-mount point and the installed weapons in the csv-file.<br />
Find the column "Mounts". The second row should look something like this:<br />
<pre><br />
{KtekBeam;-1;3;LIGHT MEDIUM HEAVY AUTOTRACKING ;2.557389;-1.172136;-2.024599;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{KtekBeam;-1;3;LIGHT MEDIUM HEAVY AUTOTRACKING ;-2.557389;-1.172136;-2.024599;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{FS_MW_Laser;-1;3;LIGHT MEDIUM HEAVY AUTOTRACKING ;8.557390;3.524599;-0.024599;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{FS_MW_Laser;-1;3;LIGHT MEDIUM HEAVY AUTOTRACKING ;-8.557390;3.524599;-0.024599;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{HeavyTractor;-1;0;MEDIUM HEAVY SPECIAL AUTOTRACKING ;0.000000;-1.000000;0.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{Reaper;-1;21;LIGHT MEDIUM HEAVY AUTOTRACKING ;2.624351;0.000000;-0.161792;0.469265;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{Reaper;-1;21;LIGHT MEDIUM HEAVY AUTOTRACKING ;-2.624351;-0.161792;0.469265;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{Torpedo;20;300;LIGHT-MISSILE MEDIUM-MISSILE HEAVY-MISSILE SPECIAL-MISSILE ;2.576582;-1.371560;0.414940;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{FriendOrFoe;97;300;LIGHT-MISSILE MEDIUM-MISSILE HEAVY-MISSILE SPECIAL-MISSILE ;-2.566918;-1.364659;0.389271;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}</pre><br />
<br />
As you may notice, every weapon-mountpoint has it's own space in curved brackets {}<br />
Lets take a closer look at one of those to understand the interesting values you may want to change:<br />
<br />
<code>{Reaper;1500;12;LIGHT MEDIUM HEAVY AUTOTRACKING ;-2.624351;-0.161792;0.469265;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}</code><br />
<br />
*Reaper: the name of the weapon installed in this slot. if no weapon is installed it shows: -<br />
<br />
*1500: the ammo. -1 means "no ammo needed".<br />
<br />
*21: the volume? - I don't know what this is for (--can anybody answer this?). <br />
<br />
*some words in UPPERCASES: these determine, which weapon-type can be installed to this slot ingame. The keywords are:<br />
**LIGHT, MEDIUM, HEAVY, SPECIAL, AUTOTRACKING, LIGHT-MISSILE, MEDIUM-MISSILE, HEAVY-MISSILE, SPECIAL-MISSILE (CAPSHIP-LIGHT, -MEDIUM and -HEAVY could work too / haven't tried it yet)<br />
<br />
*three numeric values. these are X,Y and Z coordinates, where the weapon is installed at the ship-model, where 0;0;0 would be the centre of the screen when looking forward and you would see the shot in the middle of your screen when firing. +X means to the left, +Y means up and +Z means more to the front of the vessel.<br />
<br />
*some more values(0s and 1s): some vectors that determine to where your weapon shoots. you don't want to change those, i assume. (only useful in subunits on capships)<br />
<br />
*the last two numbers are the actual and maximal functionality of your weapon. <br />
<br />
===Ammunition===<br />
Tired of paying for Torpedoes, or running out of Razor ammo? If so, here is the cheat:<br />
<br />
* buy (or cheat) the weapons you want and save your game<br />
* open the saved game CSV file for your ship<br />
* in the MOUNTS data field, look at the weapons listed there<br />
* weapons that don't need ammo (beams for example) will have a -1 as the next field after the weapon name<br />
* for weapons that do need ammo, change that number to -1<br />
* save the file then load your game<br />
<br />
==Maneuverability Hack==<br />
There are a couple of variables you can use to change the behaviour of your vessel.<br />
<br />
*Afterburner_Speed_Governor: the topspeed you reach with Afterburner (tuning-bonuses not included)<br />
*Default_Speed_Governor: the topspeed you reach with Afterburner (tuning-bonuses not included)<br />
The following acceleration-values determine how fast or slow your ship ajusts it's speed while drifting (based on 100% mass) with the flight-computer(FCMP) switched on:<br />
*Bottom_Accel <br />
*Top_Accel<br />
*Left_Accel<br />
*Right_Accel<br />
<br />
*Afterburner_Accel: Acceleration while the afterburner-key is pressed<br />
*Forward_Accel: Normal Acceleration rate to given speed<br />
*Retro_Accel: "brake"-acceleration determines how fast your ship stops <br />
<br />
The maneuver-variables determine how fast the "steering" reacts. <br />
*Maneuver_Yaw: horizontal steering<br />
*Maneuver_Pitch: vertical steering<br />
*Maneuver_Roll: reaction on roll-left oder roll-right keys<br />
<br />
*Yaw_Governor_Left: top turning-speed to the left<br />
*Yaw_Governor_Right: top turning-speed to the right<br />
*Pitch_Governor_Up: top turning-speed up<br />
*Pitch_Governor_Down: top turning-speed down<br />
*Roll_Governor_Left: rolling speed to the left<br />
*Roll_Governor_Right: rolling speed to the right<br />
<br />
*Mass: finally the actual mass can be edited directly, which has influence on all the variables above.<br />
<br />
==Cargo Cheat==<br />
You can hack your saved game file to change a cargo item into other cargo, or one item into many. This can have side effects on your ship's cargo space if you are not careful to change all the values. This task has too many variables for step-by-step instructions. You must read the UNITS.CSV instructions to learn how to do it, and browse the Master_Parts_List.csv file to find the cargo <br />
names.<br />
<br />
some things to remember:<br />
* when you add/change the Sensor in Cargo, you must change the "Radar_Range" accourdingly (3e+008 for HawkEye 3 or 4 for example) or else it will show up broken.<br />
*same thing with Cloak-Device<br />
<br />
==Cloaking Device Hack==<br />
There are two ways to get yourself a cloak which are ship cheats. <br />
<br />
The easiest, but temporary, solution is to change the "can_cloak" and "cloak_rate" valudes to "1" in the save game CSV file for your ship. However, this cheat only works until you buy Upgrades/Basic_Repair, which will "fix" your ship's stats back to normal and thereby remove the cloak. <br />
<br />
The second cheat is to hack the cloak into your ship's saved game CSV file as an installed upgrade, and to remove it from the prohibited_upgrades. You can learn what you need to know to do this by studying [[HowTo:Edit_units.csv]] and then editing your ship's saved game CSV file.<br />
<br />
=Faction standings=<br />
See forum entry [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=8157 Changing relationships to other factions with cheating?!]<br />
and the Wiki entry [[HowTo:Edit_faction_relationships]]</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Cheats&diff=18338Manual:Cheats2011-06-23T03:47:21Z<p>Ctv: /* Weapon Hack */</p>
<hr />
<div>=Introduction=<br />
<br />
This is a one stop shop for cheats and spoilers, or people who whant to change their game experience. If you use these cheats, do not go bragging in the forums about your kill count or how much money you made.<br />
<br />
=General=<br />
<br />
Cheats are relatively simple ways to change your game play experience. They are roughly divided into cheats that change the overall game play, cheats that impact a specific saved game, and cheats that change a specific ship that you own.<br />
<br />
=Game-Play Cheats=<br />
<br />
Game play cheats change the behavior of the entire game, so even if you start a new game, these cheasts remain after being implemented.<br />
<br />
==Cargo Exploit==<br />
This technique allows you to buy more items of cargo than a planet has for sale. It is more of an exploit than a cheat, because it takes advantage of the game's code without changing the game code, and you are paying a fair price for the cargo you buy. Here are the steps:<br />
1) Buy the cargo you want<br />
2) Save game<br />
3) Sell the cargo<br />
4) DON'T SAVE! Reload your game<br />
5) Now you will have the cargo you bought and the planet or station will have the same cargo in stock again. Buy it.<br />
6) Repeat steps 2-5. Each time you do it, your cargo doubles until you run out of money or cargo space. <br />
<br />
When you have a full hold, you can launch and find a place to sell the cargo. If you plan to sell this cargo in the same system and return for more, you should repeat steps 2-4 one more time, so that when you return from the cargo run, there will be a large amount of that cargo to buy. If you leave the system or end the game, it will reset the available cargo at that station to the default ranges.<br />
<br />
==Docking Automatically==<br />
If you have trouble docking with stations, you can open the vegastrike.config file and set planet_collision_docks to TRUE. This will cause you to automatically dock when you hit a planet or station. It seems to have no effect on collisions with capital ships. Also, if a planet or station is hostile and will not allow you to dock, colliding with it will damage or destroy your ship.<br />
<br />
==Merchant / Fighter Exploit==<br />
Another exploit you can use takes advantage of your ability to have an unused ship delivered to your new location. Fill up your large cargo ship with cargo, switch to a small fast fighter, go to your destination, and then 'buy' your cargo ship at the ship dealer->my fleet tab. It will transport your ship to where you are with a minimal fee (50k outsystem, regardless of how far it is, and free insystem), along with all the cargo in it. This method allows you to have the massive cargo hold of a capship while having the speed and agility of a fighter. Beware though. Cargo is saved (in memory and in the hard disk) universally for all ships. Therefore if your cargo ship is full, your fighter will be too, but the weight increase will only be for the last bought cargo which can fit into the hold of a fighter.<br />
<br />
==Upgrades Available Hack==<br />
If you want a cloak (or some other specific upgrade), but are unwilling to completely cheat (as described in the ship cheats), you can increase the probability of finding a cloak (or other specific upgrade) for sale. You can do this by adjusting the units.csv file to have more types of planets/stations sell Upgrades/Experimental (or whatever other types of upgrades you want to make easier to find). You can also adjust the probability that those places will have the desired upgrades for sale. Everything you need to know is in [[HowTo:Edit_units.csv]]. Just find a unit that sells the desired type of upgrade, tweak the probability numbers, and copy the information to those stations you want to sell that upgrade. To match upgrades to their types, look in master_parts_list.csv.<br />
<br />
=Saved Game Cheats=<br />
<br />
These cheat usually require the hacking of a save game file. It is recommended that you make a copy of your original save game file before actually hacking it. Be especially warned, Windows users; The native notepad (as well as Excel and all other Moneysoft tools) changes the line break formatting and thus corrupts the save file. Usage of notepad++ is recommended. <br />
<br />
The save game file can be found in your user directory.<br />
*On Linux: /home/~username/.vegastrike/save/<br />
*On Windows (XP, Vista): /[vegastrikefolder]/.vegastrike/save/ for the save file and /.vegastrike/serialized_xml for your ship stats<br />
<br />
You can download notepad++ at [http://notepad-plus.sourceforge.net notepad-plus.sourceforge.net]<br />
==Money==<br />
Just change the first number after the sector/system location descriptor of your save game file, that number between the carets (this things "^"). Maximum number is 99 billions, in numbers:<br />
*99 000 000 000<br />
Rumor has it that this can, eventually, destabilize your game.<br />
<br />
There is a setting called "difficulty" that increases a small amount each time you earn a credit... that determines what upgrades the enemy ships have on them. So if you hack your save game credits up to 10^9 credits that probably just increases the difficulty to the highest value immediately. It is supposed to simulate a time line, but based on the progress you make rather than the amount of time passed...<br />
<br />
==Location / Sector / System==<br />
The first entry of your save game file is your saved location. The letter case for the system name must be the same as your /data/sectors/ entries.<br />
<br />
==Adding Ships==<br />
Just open your save game file and you should see in the first line some ships you have. The first one is the one you actually use, then there are the ships you have parked somewhere followed by the sector they are in. Instead of e.g. "tesla" you can also use the "tesla.blank", then its unequipped (some games crash, when using a standard tesla). Just take care, that every ship in this line is followed by the sector its in, except for the first one. You can't have two ships of the same name, so no two "pacifier.milspec" or two "tesla.blank". Enjoy the ride.<br />
<br />
=Ship-hacking Cheats=<br />
<br />
When changing your ship, the following link is required reading: [[HowTo:Edit_units.csv]]<br />
The following instructions are for the csv-file which can be found under .vegastrike\serialized_xml\<name of your savegame>\<name of your ship>.csv<br />
<br />
To edit this file you should open it with a spreadsheet program like Excel or Open-/LibreOffice Calc. You should change the settings so, that comma is the only coloum-seperator and double-apostrophes (") function as text-seperators. It is also important, to switch of any form of nubmer recognition, so that 1.2.11 doesn't convert to 01.02.2011 for example.<br />
<br />
==Weapon Hack==<br />
To install your weapons of choice without cheating the money (what inludes increasing difficulty) and finding it ingame, you can change the weapon-mount point and the installed weapons in the csv-file.<br />
Find the column "Mounts". The second row should look something like this:<br />
<pre><br />
{KtekBeam;-1;3;LIGHT MEDIUM HEAVY AUTOTRACKING ;2.557389;-1.172136;-2.024599;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{KtekBeam;-1;3;LIGHT MEDIUM HEAVY AUTOTRACKING ;-2.557389;-1.172136;-2.024599;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{FS_MW_Laser;-1;3;LIGHT MEDIUM HEAVY AUTOTRACKING ;8.557390;3.524599;-0.024599;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{FS_MW_Laser;-1;3;LIGHT MEDIUM HEAVY AUTOTRACKING ;-8.557390;3.524599;-0.024599;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{HeavyTractor;-1;0;MEDIUM HEAVY SPECIAL AUTOTRACKING ;0.000000;-1.000000;0.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{Reaper;-1;21;LIGHT MEDIUM HEAVY AUTOTRACKING ;2.624351;0.000000;-0.161792;0.469265;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{Reaper;-1;21;LIGHT MEDIUM HEAVY AUTOTRACKING ;-2.624351;-0.161792;0.469265;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{Torpedo;20;300;LIGHT-MISSILE MEDIUM-MISSILE HEAVY-MISSILE SPECIAL-MISSILE ;2.576582;-1.371560;0.414940;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{FriendOrFoe;97;300;LIGHT-MISSILE MEDIUM-MISSILE HEAVY-MISSILE SPECIAL-MISSILE ;-2.566918;-1.364659;0.389271;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}</pre><br />
<br />
As you may notice, every weapon-mountpoint has it's own space in curved brackets {}<br />
Lets take a closer look at one of those to understand the interesting values you may want to change:<br />
<br />
<code>{Reaper;1500;12;LIGHT MEDIUM HEAVY AUTOTRACKING ;-2.624351;-0.161792;0.469265;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}</code><br />
<br />
*Reaper: the name of the weapon installed in this slot. if no weapon is installed it shows: -<br />
<br />
*1500: the ammo. -1 means "no ammo needed".<br />
<br />
*21: the volume? - I don't know what this is for (--can anybody answer this?). <br />
<br />
*some words in UPPERCASES: these determine, which weapon-type can be installed to this slot ingame. The keywords are:<br />
**LIGHT, MEDIUM, HEAVY, SPECIAL, AUTOTRACKING, LIGHT-MISSILE, MEDIUM-MISSILE, HEAVY-MISSILE, SPECIAL-MISSILE (CAPSHIP-LIGHT, -MEDIUM and -HEAVY could work too / haven't tried it yet)<br />
<br />
*three numeric values. these are X,Y and Z coordinates, where the weapon is installed at the ship-model, where 0;0;0 would be the centre of the screen when looking forward and you would see the shot in the middle of your screen when firing. +X means to the left, +Y means up and +Z means more to the front of the vessel.<br />
<br />
*some more values(0s and 1s): some vectors that determine to where your weapon shoots. you don't want to change those, i assume. (only useful in subunits on capships)<br />
<br />
*the last two numbers are the actual and maximal functionality of your weapon. <br />
<br />
===Ammunition===<br />
Tired of paying for Torpedoes, or running out of Razor ammo? If so, here is the cheat:<br />
<br />
* buy (or cheat) the weapons you want and save your game<br />
* open the saved game CSV file for your ship<br />
* in the MOUNTS data field, look at the weapons listed there<br />
* weapons that don't need ammo (beams for example) will have a -1 as the next field after the weapon name<br />
* for weapons that do need ammo, change that number to -1<br />
* save the file then load your game<br />
<br />
==Cargo Cheat==<br />
You can hack your saved game file to change a cargo item into other cargo, or one item into many. This can have side effects on your ship's cargo space if you are not careful to change all the values. This task has too many variables for step-by-step instructions. You must read the UNITS.CSV instructions to learn how to do it, and browse the Master_Parts_List.csv file to find the cargo <br />
names.<br />
<br />
some things to remember:<br />
* when you add/change the Sensor in Cargo, you must change the "Radar_Range" accourdingly (3e+008 for HawkEye 3 or 4 for example) or else it will show up broken.<br />
*same thing with Cloak-Device<br />
<br />
==Cloaking Device Hack==<br />
There are two ways to get yourself a cloak which are ship cheats. <br />
<br />
The easiest, but temporary, solution is to change the "can_cloak" and "cloak_rate" valudes to "1" in the save game CSV file for your ship. However, this cheat only works until you buy Upgrades/Basic_Repair, which will "fix" your ship's stats back to normal and thereby remove the cloak. <br />
<br />
The second cheat is to hack the cloak into your ship's saved game CSV file as an installed upgrade, and to remove it from the prohibited_upgrades. You can learn what you need to know to do this by studying [[HowTo:Edit_units.csv]] and then editing your ship's saved game CSV file.<br />
<br />
=Faction standings=<br />
See forum entry [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=8157 Changing relationships to other factions with cheating?!]<br />
and the Wiki entry [[HowTo:Edit_faction_relationships]]</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Cheats&diff=18337Manual:Cheats2011-06-23T03:46:52Z<p>Ctv: Weapon Hack</p>
<hr />
<div>=Introduction=<br />
<br />
This is a one stop shop for cheats and spoilers, or people who whant to change their game experience. If you use these cheats, do not go bragging in the forums about your kill count or how much money you made.<br />
<br />
=General=<br />
<br />
Cheats are relatively simple ways to change your game play experience. They are roughly divided into cheats that change the overall game play, cheats that impact a specific saved game, and cheats that change a specific ship that you own.<br />
<br />
=Game-Play Cheats=<br />
<br />
Game play cheats change the behavior of the entire game, so even if you start a new game, these cheasts remain after being implemented.<br />
<br />
==Cargo Exploit==<br />
This technique allows you to buy more items of cargo than a planet has for sale. It is more of an exploit than a cheat, because it takes advantage of the game's code without changing the game code, and you are paying a fair price for the cargo you buy. Here are the steps:<br />
1) Buy the cargo you want<br />
2) Save game<br />
3) Sell the cargo<br />
4) DON'T SAVE! Reload your game<br />
5) Now you will have the cargo you bought and the planet or station will have the same cargo in stock again. Buy it.<br />
6) Repeat steps 2-5. Each time you do it, your cargo doubles until you run out of money or cargo space. <br />
<br />
When you have a full hold, you can launch and find a place to sell the cargo. If you plan to sell this cargo in the same system and return for more, you should repeat steps 2-4 one more time, so that when you return from the cargo run, there will be a large amount of that cargo to buy. If you leave the system or end the game, it will reset the available cargo at that station to the default ranges.<br />
<br />
==Docking Automatically==<br />
If you have trouble docking with stations, you can open the vegastrike.config file and set planet_collision_docks to TRUE. This will cause you to automatically dock when you hit a planet or station. It seems to have no effect on collisions with capital ships. Also, if a planet or station is hostile and will not allow you to dock, colliding with it will damage or destroy your ship.<br />
<br />
==Merchant / Fighter Exploit==<br />
Another exploit you can use takes advantage of your ability to have an unused ship delivered to your new location. Fill up your large cargo ship with cargo, switch to a small fast fighter, go to your destination, and then 'buy' your cargo ship at the ship dealer->my fleet tab. It will transport your ship to where you are with a minimal fee (50k outsystem, regardless of how far it is, and free insystem), along with all the cargo in it. This method allows you to have the massive cargo hold of a capship while having the speed and agility of a fighter. Beware though. Cargo is saved (in memory and in the hard disk) universally for all ships. Therefore if your cargo ship is full, your fighter will be too, but the weight increase will only be for the last bought cargo which can fit into the hold of a fighter.<br />
<br />
==Upgrades Available Hack==<br />
If you want a cloak (or some other specific upgrade), but are unwilling to completely cheat (as described in the ship cheats), you can increase the probability of finding a cloak (or other specific upgrade) for sale. You can do this by adjusting the units.csv file to have more types of planets/stations sell Upgrades/Experimental (or whatever other types of upgrades you want to make easier to find). You can also adjust the probability that those places will have the desired upgrades for sale. Everything you need to know is in [[HowTo:Edit_units.csv]]. Just find a unit that sells the desired type of upgrade, tweak the probability numbers, and copy the information to those stations you want to sell that upgrade. To match upgrades to their types, look in master_parts_list.csv.<br />
<br />
=Saved Game Cheats=<br />
<br />
These cheat usually require the hacking of a save game file. It is recommended that you make a copy of your original save game file before actually hacking it. Be especially warned, Windows users; The native notepad (as well as Excel and all other Moneysoft tools) changes the line break formatting and thus corrupts the save file. Usage of notepad++ is recommended. <br />
<br />
The save game file can be found in your user directory.<br />
*On Linux: /home/~username/.vegastrike/save/<br />
*On Windows (XP, Vista): /[vegastrikefolder]/.vegastrike/save/ for the save file and /.vegastrike/serialized_xml for your ship stats<br />
<br />
You can download notepad++ at [http://notepad-plus.sourceforge.net notepad-plus.sourceforge.net]<br />
==Money==<br />
Just change the first number after the sector/system location descriptor of your save game file, that number between the carets (this things "^"). Maximum number is 99 billions, in numbers:<br />
*99 000 000 000<br />
Rumor has it that this can, eventually, destabilize your game.<br />
<br />
There is a setting called "difficulty" that increases a small amount each time you earn a credit... that determines what upgrades the enemy ships have on them. So if you hack your save game credits up to 10^9 credits that probably just increases the difficulty to the highest value immediately. It is supposed to simulate a time line, but based on the progress you make rather than the amount of time passed...<br />
<br />
==Location / Sector / System==<br />
The first entry of your save game file is your saved location. The letter case for the system name must be the same as your /data/sectors/ entries.<br />
<br />
==Adding Ships==<br />
Just open your save game file and you should see in the first line some ships you have. The first one is the one you actually use, then there are the ships you have parked somewhere followed by the sector they are in. Instead of e.g. "tesla" you can also use the "tesla.blank", then its unequipped (some games crash, when using a standard tesla). Just take care, that every ship in this line is followed by the sector its in, except for the first one. You can't have two ships of the same name, so no two "pacifier.milspec" or two "tesla.blank". Enjoy the ride.<br />
<br />
=Ship-hacking Cheats=<br />
<br />
When changing your ship, the following link is required reading: [[HowTo:Edit_units.csv]]<br />
The following instructions are for the csv-file which can be found under .vegastrike\serialized_xml\<name of your savegame>\<name of your ship>.csv<br />
<br />
To edit this file you should open it with a spreadsheet program like Excel or Open-/LibreOffice Calc. You should change the settings so, that comma is the only coloum-seperator and double-apostrophes (") function as text-seperators. It is also important, to switch of any form of nubmer recognition, so that 1.2.11 doesn't convert to 01.02.2011 for example.<br />
<br />
==Weapon Hack==<br />
To install your weapons of choice without cheating the money (what inludes increasing difficulty) and finding it ingame, you can change the weapon-mount point and the installed weapons in the csv-file.<br />
Find the column "Mounts". The second row should look something like this:<br />
<pre><br />
{KtekBeam;-1;3;LIGHT MEDIUM HEAVY AUTOTRACKING ;2.557389;-1.172136;-2.024599;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{KtekBeam;-1;3;LIGHT MEDIUM HEAVY AUTOTRACKING ;-2.557389;-1.172136;-2.024599;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{FS_MW_Laser;-1;3;LIGHT MEDIUM HEAVY AUTOTRACKING ;8.557390;3.524599;-0.024599;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{FS_MW_Laser;-1;3;LIGHT MEDIUM HEAVY AUTOTRACKING ;-8.557390;3.524599;-0.024599;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{HeavyTractor;-1;0;MEDIUM HEAVY SPECIAL AUTOTRACKING ;0.000000;-1.000000;0.000000;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}{Reaper;-1;21;LIGHT MEDIUM HEAVY AUTOTRACKING ;2.624351;0.000000;-0.161792;0.469265;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{Reaper;-1;21;LIGHT MEDIUM HEAVY AUTOTRACKING ;-2.624351;-0.161792;0.469265;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{Torpedo;20;300;LIGHT-MISSILE MEDIUM-MISSILE HEAVY-MISSILE SPECIAL-MISSILE ;2.576582;-1.371560;0.414940;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}<br />
{FriendOrFoe;97;300;LIGHT-MISSILE MEDIUM-MISSILE HEAVY-MISSILE SPECIAL-MISSILE ;-2.566918;-1.364659;0.389271;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}</pre><br />
<br />
As you may notice, every weapon-mountpoint has it's own space in curved brackets {}<br />
Lets take a closer look at one of those to understand the interesting values you may want to change:<br />
<br />
<code>{Reaper;1500;12;LIGHT MEDIUM HEAVY AUTOTRACKING ;-2.624351;-0.161792;0.469265;0.000000;0.000000;0.000000;0.000000;1.000000;0.000000;1.000000;0.000000;1.000000;1.000000}</code><br />
<br />
*Reaper: the name of the weapon installed in this slot. if no weapon is installed it shows: -<br />
<br />
*1500: the ammo. -1 means "no ammo needed".<br />
<br />
*21: the volume? - I don't know what this is for (--can anybody answer this?). <br />
<br />
*some words in UPPERCASES: these determine, which weapon-type can be installed to this slot ingame. The keywords are:<br />
**LIGHT, MEDIUM, HEAVY, SPECIAL, AUTOTRACKING, LIGHT-MISSILE, MEDIUM-MISSILE, HEAVY-MISSILE, SPECIAL-MISSILE (CAPSHIP-LIGHT, -MEDIUM and -HEAVY could work too / haven't tried it yet)<br />
<br />
*three numeric values. these are X,Y and Z coordinates, where the weapon is installed at the ship-model, where 0;0;0 would be the centre of the screen when looking forward and you would see the shot in the middle of your screen when firing. +X means to the left, +Y means up and +Z means more to the front of the vessel.<br />
<br />
*some more values(0s and 1s): some vectors that determine to where your weapon shoots. you don't want to change those, i assume. (only useful in subunits on capships)<br />
<br />
*the last two numbers are the actual and maximal functionality of your weapon. <br />
<br />
<br />
===Ammunition===<br />
Tired of paying for Torpedoes, or running out of Razor ammo? If so, here is the cheat:<br />
<br />
* buy (or cheat) the weapons you want and save your game<br />
* open the saved game CSV file for your ship<br />
* in the MOUNTS data field, look at the weapons listed there<br />
* weapons that don't need ammo (beams for example) will have a -1 as the next field after the weapon name<br />
* for weapons that do need ammo, change that number to -1<br />
* save the file then load your game<br />
<br />
==Cargo Cheat==<br />
You can hack your saved game file to change a cargo item into other cargo, or one item into many. This can have side effects on your ship's cargo space if you are not careful to change all the values. This task has too many variables for step-by-step instructions. You must read the UNITS.CSV instructions to learn how to do it, and browse the Master_Parts_List.csv file to find the cargo <br />
names.<br />
<br />
some things to remember:<br />
* when you add/change the Sensor in Cargo, you must change the "Radar_Range" accourdingly (3e+008 for HawkEye 3 or 4 for example) or else it will show up broken.<br />
*same thing with Cloak-Device<br />
<br />
==Cloaking Device Hack==<br />
There are two ways to get yourself a cloak which are ship cheats. <br />
<br />
The easiest, but temporary, solution is to change the "can_cloak" and "cloak_rate" valudes to "1" in the save game CSV file for your ship. However, this cheat only works until you buy Upgrades/Basic_Repair, which will "fix" your ship's stats back to normal and thereby remove the cloak. <br />
<br />
The second cheat is to hack the cloak into your ship's saved game CSV file as an installed upgrade, and to remove it from the prohibited_upgrades. You can learn what you need to know to do this by studying [[HowTo:Edit_units.csv]] and then editing your ship's saved game CSV file.<br />
<br />
=Faction standings=<br />
See forum entry [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=8157 Changing relationships to other factions with cheating?!]<br />
and the Wiki entry [[HowTo:Edit_faction_relationships]]</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Vessel:Pelleus&diff=15780Vessel:Pelleus2008-09-10T20:24:27Z<p>Ctv: </p>
<hr />
<div>{{Description:Vessel|<br />
|IMAGE=../textures/cargo/cargo_hud.png<br />
|CAPTION=No Image Available<br />
|NAME=Pelleus<br />
|PRODUCER=High-Born<br />
|MORE PRODUCERS=<br />
|ROLE_SUMMARY=Newest High-Born Interceptor<br />
|COMBAT BEHAVIOR=Engages highest priority targets, then retreats as ammo is depleted.<br />
|VARIANTS=None<br />
|TENURE=New<br />
|USERS=High-Born, Confederation Joint Fleet<br />
|ROLE_VERBOSE=Energy-based interceptor built around open-cycle laser. While lacking anything approaching the staying power of the Lancelot, this lithe craft is certainly as dangerous, and much, much more vicious in its attacks. A bundle of engines and radiators, the Pelleus is more fragile than the [[Vessel:Gawain]] but has a much stronger bite. While it cannot fire as rapidly or as many times as its counterparts, what it targets tends to end up crippled or dead.<br />
|COMMENTS=More effective, more expensive, and less available than the Gawain.<br />
|MASS=<br />
|LENGTH=<br />
}}<br />
[[Category:Vessels:Military|Pelleus]][[Category:Vessels:Interceptor|Pelleus]] [[Category:Used By:High-Born|Pelleus]] [[Category:Used By:Confederation Joint Fleet|Pelleus]]</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Vessel:Consequence&diff=15779Vessel:Consequence2008-09-10T20:15:29Z<p>Ctv: </p>
<hr />
<div>{{Description:Vessel|<br />
|IMAGE=../textures/cargo/cargo_hud.png<br />
|CAPTION=No Image Available<br />
|NAME=Consequence<br />
|PRODUCER=Purists<br />
|MORE PRODUCERS=<br />
|ROLE_SUMMARY=Interceptor<br />
|COMBAT BEHAVIOR=<br />
|VARIANTS=None<br />
|TENURE=<br />
|USERS=Purists, Keepers, Confederation Joint Fleet<br />
|ROLE_VERBOSE=In some ways similar to the Unadorned's [[Vessel:Derivative|Derivative]], the Consequence is a primarily missile-based interceptor. However, key differences arise in the manner of missile deployed - while the Unadorned produce some of the best sensor packages and targetting solution equipment in the Confederation and employ suitably crafty missiles that take advantage of this fact and are equally at home chasing bombers, corvettes, and even larger strike craft, the Purists prefer to rely on less fancy guarantees of success. The Consequence positively bristles with short-ranged, fast-locking missiles that make up for their shortcomings in being able to confidently promise hit-on-target for anything more maneuverable than a corvette with their much greater volume of fire and gross warhead yield. Secondary armament is equally simple, consisting of a single spinally mounted mass driver running the length of the craft at bottom (indeed, defining the length of the craft, as it extends in both directions beyond the otherwise boxy main body). Somewhat bulky and sluggish in comparison to interceptors produced by other factions, the Consequence tends to find itself relegated to protecting rear assets rather than front-line ones.<br />
|COMMENTS= The main body of the craft is somewhat boxy, topped off with a cockpit similar to that of the [[Vessel:Admonisher]] and [[Vessel:Plowshare]]. The engines are in two blocks, left and right, with the cockpit, ship internals, and spinal mounted mass driver between the two engine blocks. Radiator fins extend from the engine blocks, and the missiles are located in pods attached to each side of the craft.<br />
|MASS=<br />
|LENGTH=<br />
}}<br />
[[Category:Vessels:Military|Consequence]][[Category:Vessels:Interceptor|Consequence]] [[Category:Used By:Purists|Consequence]] [[Category:Used By:Keepers|Consequence]] [[Category:Used By:Confederation Joint Fleet|Consequence]]</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Vessel:Tsiolkovsky&diff=15778Vessel:Tsiolkovsky2008-09-10T19:55:24Z<p>Ctv: </p>
<hr />
<div>{{Description:Vessel|<br />
|IMAGE=../textures/cargo/cargo_hud.png<br />
|CAPTION=No Image Available<br />
|NAME=Tsiolkovsky<br />
|PRODUCER=Andolians <br />
|MORE PRODUCERS=<br />
|ROLE_SUMMARY=Interceptor<br />
|COMBAT BEHAVIOR=Direct engagement of enemy assault vessels. Closes distance at maximum viable acceleration.<br />
|VARIANTS=None<br />
|TENURE=<br />
|USERS=Andolian, Andolian Protectorate<br />
|ROLE_VERBOSE=An exclusively in-system craft, numerous Tsiolkovsky class interceptors are assigned to most locations the Andolian Protectorate cares to see defended. Frequently seen deployed alongside system patrol craft, it is even more frequently seen among the response-launched craft of Andolian Protectorate stations. The Tsiolkovsky has been designed with a singular purpose in mind - engage bombers and other assault craft before they can overwhelm fixed defenses. To that end, it is entirely ordinance limited, having no provisions for sustained combat engagements. Its primary armament is a scaled down version of the rounds used in the Kierkegaard, a dumbfired projectile that cannot be fooled by enemy countermeasures, but correspondingly must be launched from much shorter ranges if it is to have any chance of hitting its target. Secondary armaments include decoy buoys intended to distract incoming enemy ordinance from the targets the Tsiolkovskys are protecting, and a small number of seeking missiles to disrupt any strike craft escorting the assault vessels.<br />
|COMMENTS=<br />
|MASS=<br />
|LENGTH=<br />
}}<br />
[[Category:Vessels:Military|Tsiolkovsky]][[Category:Vessels:Interceptor|Tsiolkovsky]] [[Category:Used By:Andolians|Tsiolkovsky]] [[Category:Used By:Andolian Protectorate|Tsiolkovsky]]</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guides&diff=15668Artstyle guides2008-08-28T23:42:40Z<p>Ctv: </p>
<hr />
<div>=Faction UI Color Coding=<br />
This section describes the color coding for factions used in user interfaces, e.g. on maps. The UI colors can be found in the VS game data set in the file <code>''data/factions.xml''</code>.<br />
<br />
NOTE: The above colors do not describe the vessel texturing scheme which can be found in the section below or in the game files under <code>''data/documentation/factioninfo.csv''</code>.<br />
<br />
=Vessel Guides=<br />
Guides are organized according to the primary (though by no means sole) means by which the vessels used by the specific group are obtained. For groups with distinct internal <br />
divisions as to the origins of craft, such will be noted alongside given examples.<br />
<br />
<br />
If you have not already done so, please read the '''[[Artstyle guide:Overview Guide]]''' before progressing to the more specific guides.<br />
<br />
<br />
** Manufacturing groups <br />
*** [[Artstyle guide:Aeran]](Draft)[06/2008]<br />
*** [[Artstyle guide:Andolian]](Empty)[12/2005]<br />
*** [[Artstyle guide:Andolian Protectorate]](Empty)[12/2005]<br />
*** [[Artstyle guide:Forsaken]](Empty)[12/2005]<br />
*** [[Artstyle guide:Highborn]] (Partial Draft)[06/2008]<br />
*** [[Artstyle guide:Interstellar Shipping and Mercantile Guild]] (Empty)[12/2005]<br />
*** [[Artstyle guide:LIHW]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Mechanist]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Purist]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Rlaan]] (Preliminary text) [09/2007]<br />
*** [[Artstyle guide:Shaper]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Uln(Royal Ingatwa Fleet)]] (Some Commentary) [12/2005]<br />
*** [[Artstyle guide:Unadorned]] (2D Concept art)[3/2007]<br />
** Contracting groups<br />
*** [[Artstyle guide:Aeran Merchant Marine]](Empty)[12/2005]<br />
*** [[Artstyle guide:Confederation]](Empty)[12/2005]<br />
*** [[Artstyle guide:Homeland Security]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Hunter's Guild]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Klk'k]](Empty)[12/2005]<br />
*** [[Artstyle guide:Mishtali]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Rlaan Briin]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Rlaan Enforcers]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Rlaan Hunters]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Rlaan Merchants]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Shmrn]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Spaceborn]](Empty)[12/2005]<br />
*** [[Artstyle guide:Uln(Non-Fleet)]] (Empty)[12/2005]<br />
** End-user groups<br />
*** [[Artstyle guide:Bzbr]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Dgn]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Interstellar Church of True Form's Return]] (Empty)[12/2005]<br />
*** [[Artstyle guide:ISO]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Lmpl]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Nuhln]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Pirates]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Purth]](Empty)[12/2005]<br />
*** [[Artstyle guide:Saahasayaay]] (Empty)[12/2005]<br />
<br />
=See Also=<br />
[[MOI Art Description Archive]] - [[User:JackS|JackS]] your "'''M'''inister '''O'''f '''I'''nformation" summarizes the artstyle a bit ;)<br />
<br />
<br />
<br />
[[Category:Development]]<br />
[[Category:Artstyle guides]]<br />
[[Category:Graphics]]</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Overview_Guide&diff=15666Artstyle guide:Overview Guide2008-08-28T23:42:00Z<p>Ctv: Artsyle guide:Overview Guide moved to Artstyle guide:Overview Guide</p>
<hr />
<div>=Engines=<br />
Retro thrusters, retro thrusters, retro thrusters, retro thrusters! (to the tune of "Developers, developers, developers!")<br />
<br />
If your craft is:<br />
A) not Rlaan manufactured<br />
and<br />
B) more than 5 meters long<br />
it probably needs retro thrusters.<br />
<br />
Now, the retro thrusters and maneuvering thrusters don't need to be necessarily as pronounced as the rear engines (giving you some artistic license in defining a visual front/back) but they '''NEED TO HAVE VISUAL INDICATORS OF THEIR EXISTENCE'''. For some ships this is mainly a texturing question. For larger vessels, this will necessarily influence your model design.<br />
<br />
=Radiators=<br />
One of the biggest problems in space is heat dissipation. VS spacecraft have a lot of heat to get rid of, so they're going to need radiators. While, as with retro and maneuvering engines, artistic license is granted in how much of the ship's surface area is going to be radiator dominated, the same need for visual indicators of radiators exists. If you have fins, you should probably put a radiator texture on them, because they're almost certainly not for aerodynamic flight.<br />
<br />
=Internals=<br />
<br />
VS ships aren't, in general, intended to be very dense. This is more true for larger craft than strike craft. In general, the idea for VS ships is that the surface-area to internals ratio should be pretty high. The bigger ships in VS can be seen as big shells of armor and radiators around many, smaller, internal components. Moreover, a lot of the internal components would actually be plumbing, of the coolant (I always had a soft spot for gallium alloys, but no decisions are finalized on what exactly the coolant is) circulating variety, running between the reactors/engines (the engines being fusion reactors themselves) and other heat-generating components (e.g. weapons). The rest of the space being taken up by insulation (vacuum is pretty good) and physical shielding to keep the crewed and other sensitive parts of vessel safe from the engines/reactors, and other hazardous portions of the ship.<br />
<br />
=Atmospheric flight=<br />
<br />
Most spaceships in the VS universe, even if capable of accelerating to escape velocity, are not designed for atmospheric flight. Some are. If its role description mentions "Aerospace" or "lander", "puddle jumper", "dropship", "ground support", or "orbital" then it's a good bet it has an atmosphere-friendly design. If not - build a spaceship, not an airplane.<br />
<br />
That said, some smaller craft that are not atmosphere-friendly will still be atmosphere capable. The more developed the infrastructure of the group using/designing the ship, the more likely they don't intend for it to ever see atmospheric use on an inhabited planet - this is what docking stations, space-elevators, orbital shuttles, and other infrastructure exists for. In fact, (once we get planetary structures squared away a bit better), the really industrialized planets will probably start firing on you if you attempt to land in anything larger than a pinnace/dispatch craft, and even then only with appropriate permission. On the flip side, if it's a Forsaken ship, or a Luddite craft, then it probably spends a lot more time visiting places without well-developed orbital infrastructure and may need to land on occasion. Also take into account the age of the design you're considering. Much of the VS universe as of 3276 is post-frontier, but a lot of places don't have to think back too far to remember when they weren't. Use your better judgment.<br />
<br />
If the ship is very large, even if it is atmosphere-capable, it is almost certainly _not_ atmosphere friendly, unless perhaps it's something very esoteric (atmosphere skimmer for terraforming project or some such). In general, if the ship is very large, it's best to assume it's not even atmosphere capable unless there's a very good reason for it. Large vessels will make use of shuttles and dispatch craft to take care of business on the ground.</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artsyle_guide:Overview_Guide&diff=15667Artsyle guide:Overview Guide2008-08-28T23:42:00Z<p>Ctv: Artsyle guide:Overview Guide moved to Artstyle guide:Overview Guide: Typo</p>
<hr />
<div>#redirect [[Artstyle guide:Overview Guide]]</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Overview_Guide&diff=15665Artstyle guide:Overview Guide2008-08-28T23:38:25Z<p>Ctv: </p>
<hr />
<div>=Engines=<br />
Retro thrusters, retro thrusters, retro thrusters, retro thrusters! (to the tune of "Developers, developers, developers!")<br />
<br />
If your craft is:<br />
A) not Rlaan manufactured<br />
and<br />
B) more than 5 meters long<br />
it probably needs retro thrusters.<br />
<br />
Now, the retro thrusters and maneuvering thrusters don't need to be necessarily as pronounced as the rear engines (giving you some artistic license in defining a visual front/back) but they '''NEED TO HAVE VISUAL INDICATORS OF THEIR EXISTENCE'''. For some ships this is mainly a texturing question. For larger vessels, this will necessarily influence your model design.<br />
<br />
=Radiators=<br />
One of the biggest problems in space is heat dissipation. VS spacecraft have a lot of heat to get rid of, so they're going to need radiators. While, as with retro and maneuvering engines, artistic license is granted in how much of the ship's surface area is going to be radiator dominated, the same need for visual indicators of radiators exists. If you have fins, you should probably put a radiator texture on them, because they're almost certainly not for aerodynamic flight.<br />
<br />
=Internals=<br />
<br />
VS ships aren't, in general, intended to be very dense. This is more true for larger craft than strike craft. In general, the idea for VS ships is that the surface-area to internals ratio should be pretty high. The bigger ships in VS can be seen as big shells of armor and radiators around many, smaller, internal components. Moreover, a lot of the internal components would actually be plumbing, of the coolant (I always had a soft spot for gallium alloys, but no decisions are finalized on what exactly the coolant is) circulating variety, running between the reactors/engines (the engines being fusion reactors themselves) and other heat-generating components (e.g. weapons). The rest of the space being taken up by insulation (vacuum is pretty good) and physical shielding to keep the crewed and other sensitive parts of vessel safe from the engines/reactors, and other hazardous portions of the ship.<br />
<br />
=Atmospheric flight=<br />
<br />
Most spaceships in the VS universe, even if capable of accelerating to escape velocity, are not designed for atmospheric flight. Some are. If its role description mentions "Aerospace" or "lander", "puddle jumper", "dropship", "ground support", or "orbital" then it's a good bet it has an atmosphere-friendly design. If not - build a spaceship, not an airplane.<br />
<br />
That said, some smaller craft that are not atmosphere-friendly will still be atmosphere capable. The more developed the infrastructure of the group using/designing the ship, the more likely they don't intend for it to ever see atmospheric use on an inhabited planet - this is what docking stations, space-elevators, orbital shuttles, and other infrastructure exists for. In fact, (once we get planetary structures squared away a bit better), the really industrialized planets will probably start firing on you if you attempt to land in anything larger than a pinnace/dispatch craft, and even then only with appropriate permission. On the flip side, if it's a Forsaken ship, or a Luddite craft, then it probably spends a lot more time visiting places without well-developed orbital infrastructure and may need to land on occasion. Also take into account the age of the design you're considering. Much of the VS universe as of 3276 is post-frontier, but a lot of places don't have to think back too far to remember when they weren't. Use your better judgment.<br />
<br />
If the ship is very large, even if it is atmosphere-capable, it is almost certainly _not_ atmosphere friendly, unless perhaps it's something very esoteric (atmosphere skimmer for terraforming project or some such). In general, if the ship is very large, it's best to assume it's not even atmosphere capable unless there's a very good reason for it. Large vessels will make use of shuttles and dispatch craft to take care of business on the ground.</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Andolian&diff=15490Artstyle guide:Andolian2008-06-25T20:22:36Z<p>Ctv: </p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=[[Faction:Andolian|Andolian]]<br />
|GRAVITY=(Earth)/Kubernan:~0.9<br />
|ATMOSPHERE=(Earth)/Kubernan:Nitrogen,Oxygen(12%),Water-vapor,CO2,H2S,trace nobles<br />
|LIQUIDS=(Earth:Water ~75%)/Kubernan:Water ~35%<br />
|AVGTEMP=(Earth:288K)/Kubernan:277K<br />
|SUNTYPE=(Sol)<br />
|CHALLENGES=(Earth)/Kubernan:Even after extensive terraforming, incident UV radiation renders surface unfit for prolonged human habitation without technological intervention.<br />
|DIMENSIONS=Human Normal<br />
|MASS=Human Normal<br />
|SKELETON=Human Normal<br />
|MAJOR DIVISIONS=Human Normal<br />
|SENSORY=Human Normal + Neural interface (Augmented reality). Cybernetic sensory replacements common for those in positions where a given replacement is advantageous.<br />
|LOCOMOTION=Upright bipedal<br />
|MANIPULATORS=Hands (2) in 4+1 finger+thumb arrangement. Data stream manipulation via neural interface.<br />
|TEXTURAL APPEARANCE=All Andolians who interact with the outside world live in constant clean-room conditions, in their distinctive, black environment suits. Even those Andolians who conduct only internal business live an extremely sanitized existence in a highly sterile environment and will wear similar environment suits in even internal public places. Even the Andolian food production is undertaken within entirely enclosed environments, in many ways a holdover from earlier necessities on Kubernan that they have decided are worthwhile to continue in an era of dense populations and potential hostilities. However, despite the homogeneity and bland exterior to the naked eye, to one with a link to the local datasphere, Andolians are as visually diverse and colorful as the personalities of the individuals underneath the suits. Non-Andolian members of the Protectorate are restricted to the physically exterior portions of Andolian society, but are likewise freer to forego the ubiquitous environment suit and travel throughout the rest of the Confederation and beyond.<br />
|MENTAL=The most important thing to consider about the Andolian mental process is this: it is foreign to that of 21st century humanity, and it is foreign to that of their peers in the 33rd century. As with the Shapers, if you think of them as merely people, you will reach incorrect conclusions.<br />
Andolians have neural interfaces inserted while still in their artificial wombs. Gestation is greatly prolonged, and growth accelerated, such that the cranial region is sufficiently developed to support implantation of adult neural interfaces upon completion of the multi-year gestation period (note that minimum adult sizing of the cranial region occurs well before similar sizing of the body - Andolian "newborns" are born well under 1 meter tall). During their time in the artificial wombs, Andolians are introduced to the collective Andolian memory, and immersed in the Andolian ethos, culture, and history long prior to birth. While all Andolians retain and value individuality, they are heavily shaped by the same shared experiences, and deeply influenced by a common view of the last 1000 years of history. While the acclimation process initially had a non-trivial rate of mental burnout, generations of subtle modifications to both process and the Andolian genome have rendered failure rates minuscule. Privacy is negligible among all Andolians, with a translucency bordering on the transparent for all but matters of meme-group security and defense. Even those secrets deemed necessary to keep from fellow Andolians are held with distaste. However, to members of other societies, Andolians are both opaque, and often intentionally oblique, lacking the shared bonds and familiarity that allows open, functional interactions within their own society.<br />
While not approaching the Shapers for raw intellectual capacity, any individual Andolian has intimate and nearly immediate access to a vast library of information, opinion, experience, and willing assistance from his/her peers. The Andolians are, as a whole, perhaps the least (factually) ignorant group of humans currently in existence. Andolian society has strong collectivist tendencies, but they are uninterested in losing individuality. Andolians also retain a competitive nature, but the competition is rarely with other Andolians, preferring collaboration in their competitions with external entities, themselves, or the natural world. That their society exists in a productive state is generally seen as evidence that, psychologically, Andolians are already something other than human, most other experiments with collectivist leanings having failed miserably or relegated themselves to extremely small scales. The trillions of Andolians spread across numerous worlds overflowing with infrastructural investments all for the benefit of "progress" deeply scare many of their fellow human polities. That the Andolians have universal service requirements for those trillions of citizens doesn't help matters. The Shapers do not fear the Andolians, but rather see them as their natural rivals for the post-human future, while the Mechanists and Unadorned are nominal allies of the Andolians (due more to practical economic and political concerns than ideological alignment, but there is a sort of symbiosis between the ideologies of the Mechanists and the Unadorned and the technological support the Andolians provide to each group toward their own endeavors).<br />
All Andolians believe fervently in the possibility and necessity of progress, both abstract and concrete (the latter primarily as technology, and infrastructure), as this is a defining tenet of their meme-group.<br />
Andolians frequently refer to each other using sibling terminology, whereas they refer to members of other human groups as cousins.<br />
The Aerans have a greater respect for the Andolians than for most other Human groups, not only because of their achievements, but because the Aerans find the Andolian ability to rapidly turn their whole society toward serving a unifying cause as something easier to relate to than the dynamics of many other Human groups.<br />
The entire Andolian population, even before "birth" has some notion of the visceral experience of death, war(the Fraternal war in particular), suffering, and pleasure. This leaves most non-Andolians with an unsettling impression upon communicating with Andolian children. The utter lack of privacy in all aspects of life is particularly difficult for many non-Andolians to relate to, but it is vital to the functioning of their society. The combination of fully available information, vigilance, moderate redundancy, and rewarded curiosity lends a great deal of robustness to their institutions. There is little argument, even from those, such as the Shapers, with a deeply held suspicion of all things vaguely bureaucratic, that the Andolians, for all the formalisms they endure, run a disturbingly efficient society.<br />
|PRIMARYCOLORS=Slate gray (see Hawking)<br />
|ACCENTCOLORS=Electric blue (see Hawking)<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=Andolian products generally project an aura of refined efficiency. Not as utilitarian as some of the Unadorned designs, Andolian designs have clearly functional origins, but are highly polished (figuratively, not literally) in their construction. There is little extravagance, and less flash, but Andolian ships are not exercises in simplicity - they are exercises in restraint. Andolian ships, aside from fin-mounted radiators, are fairly solid in the construction of their main bodies and betray little resemblance to their aerospace forebears, being entirely unsuited to atmospheric flight. Ordinance, however, is readily mounted in unenclosed spaces where more efficient. Cockpits or other crew quarters are usually located centrally, and beneath the heaviest sections of armor - the Andolian economic machine can produce replacement parts faster than it can produce new pilots, although their stocks of both are formidable. Andolians make heavy use of automation, and their larger craft tend to require much smaller crews than that of other groups. With the exception of the Tesla, which in many ways is merely a gun emplacement masquerading as a ship, the Andolians prefer using larger numbers of turreted mounts to spinal mounts on anything larger than a corvette, even on craft heavily geared toward energy weapon combat. Admittedly, the Andolians prefer missile engagements to energy-range combat in the first place, and equip their capital ships with numerous point defense arrays.<br />
|RARELYVISIBLEFEATURES=Cockpit-like windowed areas will never be seen on Andolian MILITARY vessels (although they do appear on civilian vessels). All Andolians already experience augmented reality and see no benefit to seeing real photons over having the image constructed entirely artificially, especially when it means they can put more armor between the pilot and the outside world, or place the pilot in a more central position for less severe maneuvering stress.<br />
|UNSEENINTERNALS=Crew quarters<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
|CULTURALAESTHETICS=A distinctive feature of many Andolian capital vessels are the turret-support pylons housing the secondary generators and ammunition supplies for the turrets mounted thereon.<br />
|RELATIVETECH=The Andolians are arguably the most technologically advanced of any of the human meme-groups. While outdone in certain specific areas by other groups (e.g. Shapers with biotech, Rlaan with shield-tech & materials science, Aeran weapon performance) the combination of breadth and depth to the Andolian technological knowledge and base for potential implementation is staggering. There are no fields in which the Andolians are actually poor performers, and even in those fields where they do not excel, they are better performers than may be gathered from casual observations as to what their society chooses to make use of (e.g. much greater knowledgebase concerning gene-smithing than is actually deployed in the Andolian population). Note however, that the Andolians are generally engineers first and scientists second.<br />
|WEAPONS=The Andolians work closely with the Unadorned to turn the Unadorned's mathematical models of disruptor effects into functioning weaponry, and both produce and deploy many designs so co-developed. The Andolian skunk-works on Hephaestus have produced a number of effective weapons, including both the warhead and accelerator for the eponymous Hephaestus point-defense cannon and the somewhat smaller fighter-mounted variant. Andolians have long been fond of anti-proton based weaponry, and SPEC-capable capital missiles, the combination thereof first having been deployed in the now-venerable Archimedes class. While technically delivery platforms rather than weapons, the Pavlov class continues the Andolian tradition of highly effective semi-autonomous drone-craft.<br />
|TACTICS=While the Andolians have one of the more aggressively supported tech bases among all of the extant species, they are sufficiently versed in the difficulties of engineering to know that "better" can often be the enemy of "good enough". Andolians tend to rely on leveraging their significant production capacity to produce vessels that occupy what they believe to be sweet spots in efficiency of resource utilization. They will aggressively prototype new craft and technologies, and will continuously update production facilities to expand their capability to produce new designs, but will rarely begin production runs until the new design can be produced for reasonable cost-benefit. As such, almost all Andolian small-craft are of the mass-production ilk, rather than crafted in a Highborn style pursuit of excellence.<br />
Andolian craft, in keeping with their collaborative nature, are generally designed to be used in tandem with each other in combined arms deployments. Andolian capital vessels are often fairly specialized, from the iconic Pasteur in it's 20-faced icosahedral array of capital-missile launchers to the newly minted Tesla with energy weapons running much of the length of its main segment.<br />
Andolians are particularly fond of drone craft, being one of the foremost proponents of continued AI development, and close allies of the AI Quorum since its formation along with the Confederation post Fraternal war.<br />
|INSTALLATIONS=Andolians favor decentralized, failure-tolerant structures, where possible.<br />
|ADDITIONALINFO=<br />
|KEYFEATURES=<br />
|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=<br />
|3DART=<br />
|2DART=<br />
|TEXTDESCRIPTIONS=<br />
|OUTLIERS=<br />
Pasteur: Among the odder looking Andolian craft, the ~1.75Km diameter Pasteur is constructed with icosohedral symmetry - 20 identical faces, each featuring an identical arrangement of engines, point defense arrays, anti-small-craft missile turrets, shield generators, cargo access hatches, 3 (turreted) Sanitizer class disruptors, 1 rapid-launch SPEC-capable capital missile launch tube, and more sensor equipment than you can shake a stick at. Extremely automated and highly redundant, the Pasteur is designed to survive engagements long enough and well enough to use up its substantial magazines of capital missiles before either retreating or restocking, damage and all, for the next engagement.<br />
|CRAFTLISTING=<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Andolian&diff=15489Artstyle guide:Andolian2008-06-25T19:41:16Z<p>Ctv: </p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=[[Faction:Andolian|Andolian]]<br />
|GRAVITY=(Earth)/Kubernan:~0.9<br />
|ATMOSPHERE=(Earth)/Kubernan:Nitrogen,Oxygen(12%),Water-vapor,CO2,H2S,trace nobles<br />
|LIQUIDS=(Earth:Water ~75%)/Kubernan:Water ~35%<br />
|AVGTEMP=(Earth:288K)/Kubernan:277K<br />
|SUNTYPE=(Sol)<br />
|CHALLENGES=(Earth)/Kubernan:Even after extensive terraforming, incident UV radiation renders surface unfit for prolonged human habitation without technological intervention.<br />
|DIMENSIONS=Human Normal<br />
|MASS=Human Normal<br />
|SKELETON=Human Normal<br />
|MAJOR DIVISIONS=Human Normal<br />
|SENSORY=Human Normal + Neural interface (Augmented reality). Cybernetic sensory replacements common for those in positions where a given replacement is advantageous.<br />
|LOCOMOTION=Upright bipedal<br />
|MANIPULATORS=Hands (2) in 4+1 finger+thumb arrangement. Data stream manipulation via neural interface.<br />
|TEXTURAL APPEARANCE=All Andolians who interact with the outside world live in constant clean-room conditions, in their distinctive, black environment suits. Even those Andolians who conduct only internal business live an extremely sanitized existence in a highly sterile environment and will wear similar environment suits in even internal public places. However, despite the homogeneity and bland exterior to the naked eye, to one with a link to the local datasphere, Andolians are as visually diverse and colorful as the personalities of the individuals underneath the suits. Non-Andolian members of the Protectorate are restricted to the physically exterior portions of Andolian society, but are likewise freer to forego the ubiquitous environment suit and travel throughout the rest of the Confederation and beyond.<br />
|MENTAL=The most important thing to consider about the Andolian mental process is this: it is foreign to that of 21st century humanity, and it is foreign to that of their peers in the 33rd century. As with the Shapers, if you think of them as merely people, you will reach incorrect conclusions.<br />
Andolians have neural interfaces inserted while still in their artificial wombs. Gestation is greatly prolonged, and growth accelerated, such that the cranial region is sufficiently developed to support implantation of adult neural interfaces upon completion of the multi-year gestation period (note that this . During their time in the artificial wombs, Andolians are introduced to the collective Andolian memory, and immersed in the Andolian ethos, culture, and history long prior to birth. While all Andolians retain and value individuality, they are heavily shaped by the same shared experiences, and deeply influenced by a common view of the last 1000 years of history. While the acclimation process initially had a non-trivial rate of mental burnout, generations of subtle modifications to both process and the Andolian genome have rendered failure rates minuscule. Privacy is negligible among all Andolians, with a translucency bordering on the transparent for all but matters of meme-group security and defense. Even those secrets deemed necessary to keep from fellow Andolians are held with distaste. However, to members of other societies, Andolians are both opaque, and often intentionally oblique, lacking the shared bonds and familiarity that allows open, functional interactions within their own society.<br />
While not approaching the Shapers for raw intellectual capacity, any individual Andolian has intimate and nearly immediate access to a vast library of information, opinion, experience, and willing assistance from his/her peers. The Andolians are, as a whole, perhaps the least (factually) ignorant group of humans currently in existence. Andolian society has strong collectivist tendencies, but they are uninterested in losing individuality. Andolians also retain a competitive nature, but the competition is rarely with other Andolians, preferring collaboration in their competitions with external entities, themselves, or the natural world. That their society exists in a productive state is generally seen as evidence that, psychologically, Andolians are already something other than human, most other experiments with collectivist leanings having failed miserably or relegated themselves to extremely small scales. The trillions of Andolians spread across numerous worlds overflowing with infrastructural investments all for the benefit of "progress" deeply scare many of their fellow human polities. That the Andolians have universal service requirements for those trillions of citizens doesn't help matters. The Shapers do not fear the Andolians, but rather see them as their natural rivals for the post-human future, while the Mechanists and Unadorned are nominal allies of the Andolians (due more to practical economic and political concerns than ideological alignment, but there is a sort of symbiosis between the ideologies of the Mechanists and the Unadorned and the technological support the Andolians provide to each group toward their own endeavors).<br />
All Andolians believe fervently in the possibility and necessity of progress, both abstract and concrete (the latter primarily as technology, and infrastructure), as this is a defining tenet of their meme-group.<br />
Andolians frequently refer to each other using sibling terminology, whereas they refer to members of other human groups as cousins.<br />
The Aerans have a greater respect for the Andolians than for most other Human groups, not only because of their achievements, but because the Aerans find the Andolian ability to rapidly turn their whole society toward serving a unifying cause as something easier to relate to than the dynamics of many other Human groups.<br />
The entire Andolian population, even before "birth" has some notion of the visceral experience of death, war(the Fraternal war in particular), suffering, and pleasure. This leaves most non-Andolians with an unsettling impression upon communicating with Andolian children. The utter lack of privacy in all aspects of life is particularly difficult for many non-Andolians to relate to, but it is vital to the functioning of their society. The combination of fully available information, vigilance, moderate redundancy, and rewarded curiosity lends a great deal of robustness to their institutions. There is little argument, even from those, such as the Shapers, with a deeply held suspicion of all things vaguely bureaucratic, that the Andolians, for all the formalisms they endure, run a disturbingly efficient society.<br />
|PRIMARYCOLORS=Slate gray (see Hawking)<br />
|ACCENTCOLORS=Electric blue (see Hawking)<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
|RARELYVISIBLEFEATURES=Cockpit-like windowed areas will never be seen on Andolian MILITARY vessels (although they do appear on civilian vessels). All Andolians already experience augmented reality and see no benefit to seeing real photons over having the image constructed entirely artificially, especially when it means they can put more armor between the pilot and the outside world, or place the pilot in a more central position for less severe maneuvering stress.<br />
|UNSEENINTERNALS=Crew quarters<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
|CULTURALAESTHETICS=A distinctive feature of many Andolian capital vessels are the turret-support pylons housing the secondary generators and ammunition supplies for the turrets mounted thereon.<br />
|RELATIVETECH=The Andolians are arguably the most technologically advanced of any of the human meme-groups. While outdone in certain specific areas by other groups (e.g. Shapers with biotech, Rlaan with shield-tech & materials science, Aeran weapon performance) the combination of breadth and depth to the Andolian technological knowledge and base for potential implementation is staggering. There are no fields in which the Andolians are actually poor performers, and even in those fields where they do not excel, they are better performers than may be gathered from casual observations as to what their society chooses to make use of (e.g. much greater knowledgebase concerning gene-smithing than is actually deployed in the Andolian population).<br />
|WEAPONS=The Andolians work closely with the Unadorned to turn the Unadorned's mathematical models of disruptor effects into functioning weaponry, and both produce and deploy many designs so co-developed. The Andolian skunk-works on Hephaestus have produced a number of effective weapons, including both the warhead and accelerator for the eponymous Hephaestus point-defense cannon and the somewhat smaller fighter-mounted variant. Andolians have long been fond of anti-proton based weaponry, and SPEC-capable capital missiles, the combination thereof first having been deployed in the now-venerable Archimedes class. While technically delivery platforms rather than weapons, the Pavlov class continues the Andolian tradition of highly effective semi-autonomous drone-craft.<br />
|TACTICS=While the Andolians have one of the more aggressively supported tech bases among all of the extant species, they are sufficiently versed in the difficulties of engineering to know that "better" can often be the enemy of "good enough". Andolians tend to rely on leveraging their significant production capacity to produce vessels that occupy what they believe to be sweet spots in efficiency of resource utilization. They will aggressively prototype new craft and technologies, and will continuously update production facilities to expand their capability to produce new designs, but will rarely begin production runs until the new design can be produced for reasonable cost-benefit. As such, almost all Andolian small-craft are of the mass-production ilk, rather than crafted in a Highborn style pursuit of excellence.<br />
Andolian craft, in keeping with their collaborative nature, are generally designed to be used in tandem with each other in combined arms deployments. Andolian capital vessels are often fairly specialized, from the iconic Pasteur in it's 20-faced icosahedral array of capital-missile launchers to the newly minted Tesla with energy weapons running much of the length of its main segment.<br />
Andolians are particularly fond of drone craft, being one of the foremost proponents of continued AI development, and close allies of the AI Quorum since its formation along with the Confederation post Fraternal war.<br />
|INSTALLATIONS=Andolians favor decentralized, failure-tolerant structures, where possible.<br />
|ADDITIONALINFO=<br />
|KEYFEATURES=<br />
|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=<br />
|3DART=<br />
|2DART=<br />
|TEXTDESCRIPTIONS=<br />
|OUTLIERS=<br />
|CRAFTLISTING=<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Andolian&diff=15488Artstyle guide:Andolian2008-06-25T01:00:37Z<p>Ctv: </p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=[[Faction:Andolian|Andolian]]<br />
|GRAVITY=(Earth)/Kubernan:~0.9<br />
|ATMOSPHERE=(Earth)/Kubernan:Nitrogen,Oxygen(12%),Water-vapor,CO2,H2S,trace nobles<br />
|LIQUIDS=(Earth:Water ~75%)/Kubernan:Water ~45%<br />
|AVGTEMP=(Earth:288K)/Kubernan:277K<br />
|SUNTYPE=(Sol)<br />
|CHALLENGES=(Earth)/Kubernan:Even after extensive terraforming, incident UV radiation renders surface unfit for prolonged human habitation without technological intervention.<br />
|DIMENSIONS=Human Normal<br />
|MASS=Human Normal<br />
|SKELETON=Human Normal<br />
|MAJOR DIVISIONS=Human Normal<br />
|SENSORY=Human Normal + Neural interface (Augmented reality)<br />
|LOCOMOTION=Upright bipedal<br />
|MANIPULATORS=Hands (2) in 4+1 finger+thumb arrangement. Data stream manipulation via neural interface.<br />
|TEXTURAL APPEARANCE=All Andolians who interact with the outside world live in constant clean-room conditions, in their distinctive, black environment suits. Even those Andolians who conduct only internal business live an extremely sanitized existence in a highly sterile environment and will wear similar environment suits in even internal public places. However, despite the homogeneity and bland exterior to the naked eye, to one with a link to the local datasphere, Andolians are as visually diverse and colorful as the personalities of the individuals underneath the suits. Non-Andolian members of the Protectorate are restricted to the physically exterior portions of Andolian society, but are likewise freer to forego the ubiquitous environment suit and travel throughout the rest of the Confederation and beyond.<br />
|MENTAL=The most important thing to consider about the Andolian mental process is this: it is foreign to that of 21st century humanity, and it is foreign to that of their peers in the 33rd century. As with the Shapers, if you think of them as merely people, you will reach incorrect conclusions.<br />
Andolians have neural interfaces inserted while still in their artificial wombs. Gestation is greatly prolonged, and growth accelerated, such that the cranial region is sufficiently developed to support implantation of adult neural interfaces upon completion of the multi-year gestation period (note that this . During their time in the artificial wombs, Andolians are introduced to the collective Andolian memory, and immersed in the Andolian ethos, culture, and history long prior to birth. While all Andolians retain and value individuality, they are heavily shaped by the same shared experiences, and deeply influenced by a common view of the last 1000 years of history. While the acclimation process initially had a non-trivial rate of mental burnout, generations of subtle modifications to both process and the Andolian genome have rendered failure rates minuscule. Privacy is negligible among all Andolians, with a translucency bordering on the transparent for all but matters of meme-group security and defense. Even those secrets deemed necessary to keep from fellow Andolians are held with distaste. However, to members of other societies, Andolians are both opaque, and often intentionally oblique, lacking the shared bonds and familiarity that allows open, functional interactions within their own society.<br />
While not approaching the Shapers for raw intellectual capacity, any individual Andolian has intimate and nearly immediate access to a vast library of information, opinion, experience, and willing assistance from his/her peers. The Andolians are, as a whole, perhaps the least (factually) ignorant group of humans currently in existence. Andolian society has strong collectivist tendencies, but they are uninterested in losing individuality. Andolians also retain a competitive nature, but the competition is rarely with other Andolians, preferring collaboration in their competitions with external entities, themselves, or the natural world. That their society exists in a productive state is generally seen as evidence that, psychologically, Andolians are already something other than human, most other experiments with collectivist leanings having failed miserably or relegated themselves to extremely small scales. The trillions of Andolians spread across numerous worlds overflowing with infrastructural investments all for the benefit of "progress" deeply scare many of their fellow human polities. That the Andolians have universal service requirements for those trillions of citizens doesn't help matters. The Shapers do not fear the Andolians, but rather see them as their natural rivals for the post-human future, while the Mechanists and Unadorned are nominal allies of the Andolians (due more to practical economic and political concerns than ideological alignment, but there is a sort of symbiosis between the ideologies of the Mechanists and the Unadorned and the technological support the Andolians provide to each group toward their own endeavors).<br />
All Andolians believe fervently in the possibility and necessity of progress, both abstract and concrete (the latter primarily as technology, and infrastructure), as this is a defining tenet of their meme-group.<br />
Andolians frequently refer to each other using sibling terminology, whereas they refer to members of other human groups as cousins.<br />
The Aerans have a greater respect for the Andolians than for most other Human groups, not only because of their achievements, but because the Aerans find the Andolian ability to rapidly turn their whole society toward serving a unifying cause as something easier to relate to than the dynamics of many other Human groups.<br />
The entire Andolian population, even before "birth" has some notion of the visceral experience of death, war(the Fraternal war in particular), suffering, and pleasure. This leaves most non-Andolians with an unsettling impression upon communicating with Andolian children. The utter lack of privacy in all aspects of life is particularly difficult for many non-Andolians to relate to, but it is vital to the functioning of their society. The combination of fully available information, vigilance, moderate redundancy, and rewarded curiosity lends a great deal of robustness to their institutions. There is little argument, even from those, such as the Shapers, with a deeply held suspicion of all things vaguely bureaucratic, that the Andolians, for all the formalisms they endure, run a disturbingly efficient society.<br />
|PRIMARYCOLORS=Slate gray (see Hawking)<br />
|ACCENTCOLORS=Electric blue (see Hawking)<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
|RARELYVISIBLEFEATURES=Cockpit-like windowed areas will never be seen on Andolian MILITARY vessels (although they do appear on civilian vessels). All Andolians already experience augmented reality and see no benefit to seeing real photons over having the image constructed entirely artificially, especially when it means they can put more armor between the pilot and the outside world, or place the pilot in a more central position for less severe maneuvering stress.<br />
|UNSEENINTERNALS=Crew quarters<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
|CULTURALAESTHETICS=A distinctive feature of many Andolian capital vessels are the turret-support pylons housing the secondary generators and ammunition supplies for the turrets mounted thereon.<br />
|RELATIVETECH=The Andolians are arguably the most technologically advanced of any of the human meme-groups. While outdone in certain specific areas by other groups (e.g. Shapers with biotech, Rlaan with shield-tech & materials science, Aeran weapon performance) the combination of breadth and depth to the Andolian technological knowledge and base for potential implementation is staggering. There are no fields in which the Andolians are actually poor performers, and even in those fields where they do not excel, they are better performers than may be gathered from casual observations as to what their society chooses to make use of (e.g. much greater knowledgebase concerning gene-smithing than is actually deployed in the Andolian population).<br />
|WEAPONS=The Andolians work closely with the Unadorned to turn the Unadorned's mathematical models of disruptor effects into functioning weaponry, and both produce and deploy many designs so co-developed. The Andolian skunk-works on Hephaestus have produced a number of effective weapons, including both the warhead and accelerator for the eponymous Hephaestus point-defense cannon and the somewhat smaller fighter-mounted variant. Andolians have long been fond of anti-proton based weaponry, and SPEC-capable capital missiles, the combination thereof first having been deployed in the now-venerable Archimedes class. While technically delivery platforms rather than weapons, the Pavlov class continues the Andolian tradition of highly effective semi-autonomous drone-craft.<br />
|TACTICS=While the Andolians have one of the more aggressively supported tech bases among all of the extant species, they are sufficiently versed in the difficulties of engineering to know that "better" can often be the enemy of "good enough". Andolians tend to rely on leveraging their significant production capacity to produce vessels that occupy what they believe to be sweet spots in efficiency of resource utilization. They will aggressively prototype new craft and technologies, and will continuously update production facilities to expand their capability to produce new designs, but will rarely begin production runs until the new design can be produced for reasonable cost-benefit. As such, almost all Andolian small-craft are of the mass-production ilk, rather than crafted in a Highborn style pursuit of excellence.<br />
Andolian craft, in keeping with their collaborative nature, are generally designed to be used in tandem with each other in combined arms deployments. Andolian capital vessels are often fairly specialized, from the iconic Pasteur in it's 20-faced icosahedral array of capital-missile launchers to the newly minted Tesla with energy weapons running much of the length of its main segment.<br />
Andolians are particularly fond of drone craft, being one of the foremost proponents of continued AI development, and close allies of the AI Quorum since its formation along with the Confederation post Fraternal war.<br />
|INSTALLATIONS=Andolians favor decentralized, failure-tolerant structures, where possible.<br />
|ADDITIONALINFO=<br />
|KEYFEATURES=<br />
|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=<br />
|3DART=<br />
|2DART=<br />
|TEXTDESCRIPTIONS=<br />
|OUTLIERS=<br />
|CRAFTLISTING=<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Andolian&diff=15487Artstyle guide:Andolian2008-06-24T23:46:03Z<p>Ctv: </p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=[[Faction:Andolian|Andolian]]<br />
|GRAVITY=(Earth)/Kubernan:~0.9<br />
|ATMOSPHERE=(Earth)/Kubernan:Nitrogen,Oxygen(12%),Water-vapor,CO2,H2S,trace nobles<br />
|LIQUIDS=(Earth:Water ~75%)/Kubernan:Water ~45%<br />
|AVGTEMP=(Earth:288K)/Kubernan:277K<br />
|SUNTYPE=(Sol)<br />
|CHALLENGES=(Earth)/Kubernan:Even after extensive terraforming, incident radiation renders surface unfit for prolonged human habitation without technological intervention.<br />
|DIMENSIONS=Human Normal<br />
|MASS=Human Normal<br />
|SKELETON=Human Normal<br />
|MAJOR DIVISIONS=Human Normal<br />
|SENSORY=Human Normal + Neural interface (Augmented reality)<br />
|LOCOMOTION=Upright bipedal<br />
|MANIPULATORS=Hands (2) in 4+1 finger+thumb arrangement. Data stream manipulation via neural interface.<br />
|TEXTURAL APPEARANCE=All Andolians who interact with the outside world live in constant clean-room conditions, in their distinctive, black environment suits. Even those Andolians who conduct only internal business live an extremely sanitized existence in a highly sterile environment and will wear similar environment suits in even internal public places. However, despite the homogeneity and bland exterior to the naked eye, to one with a link to the local datasphere, Andolians are as visually diverse and colorful as the personalities of the individuals underneath the suits. Non-Andolian members of the Protectorate are restricted to the physically exterior portions of Andolian society, but are likewise freer to forego the ubiquitous environment suit and travel throughout the rest of the Confederation and beyond.<br />
|MENTAL=The most important thing to consider about the Andolian mental process is this: it is foreign to that of 21st century humanity, and it is foreign to that of their peers in the 33rd century. As with the Shapers, if you think of them as merely people, you will reach incorrect conclusions.<br />
Andolians have neural interfaces inserted while still in their artificial wombs. Gestation is greatly prolonged, and growth accelerated, such that the cranial region is sufficiently developed to support implantation of adult neural interfaces upon completion of the multi-year gestation period (note that this . During their time in the artificial wombs, Andolians are introduced to the collective Andolian memory, and immersed in the Andolian ethos, culture, and history long prior to birth. While all Andolians retain and value individuality, they are heavily shaped by the same shared experiences, and deeply influenced by a common view of the last 1000 years of history. While the acclimation process initially had a non-trivial rate of mental burnout, generations of subtle modifications to both process and the Andolian genome have rendered failure rates minuscule. Privacy is negligible among all Andolians, with a translucency bordering on the transparent for all but matters of meme-group security and defense. Even those secrets deemed necessary to keep from fellow Andolians are held with distaste. However, to members of other societies, Andolians are both opaque, and often intentionally oblique, lacking the shared bonds and familiarity that allows open, functional interactions within their own society.<br />
While not approaching the Shapers for raw intellectual capacity, any individual Andolian has intimate and nearly immediate access to a vast library of information, opinion, experience, and willing assistance from his/her peers. The Andolians are, as a whole, perhaps the least (factually) ignorant group of humans currently in existence. Andolian society has strong collectivist tendencies, but they are uninterested in losing individuality. Andolians also retain a competitive nature, but the competition is rarely with other Andolians, preferring collaboration in their competitions with external entities, themselves, or the natural world. That their society exists in a productive state is generally seen as evidence that, psychologically, Andolians are already something other than human, most other experiments with collectivist leanings having failed miserably or relegated themselves to extremely small scales. The trillions of Andolians spread across numerous worlds overflowing with infrastructural investments all for the benefit of "progress" deeply scare many of their fellow human polities. That the Andolians have universal service requirements for those trillions of citizens doesn't help matters. The Shapers do not fear the Andolians, but rather see them as their natural rivals for the post-human future, while the Mechanists and Unadorned are nominal allies of the Andolians (due more to practical economic and political concerns than ideological alignment, but there is a sort of symbiosis between the ideologies of the Mechanists and the Unadorned and the technological support the Andolians provide to each group toward their own endeavors).<br />
All Andolians believe fervently in the possibility and necessity of progress, both abstract and concrete (the latter primarily as technology, and infrastructure), as this is a defining tenet of their meme-group.<br />
Andolians frequently refer to each other using sibling terminology, whereas they refer to members of other human groups as cousins.<br />
The Aerans have a greater respect for the Andolians than for most other Human groups, not only because of their achievements, but because the Aerans find the Andolian ability to rapidly turn their whole society toward serving a unifying cause as something easier to relate to than the dynamics of many other Human groups.<br />
The entire Andolian population, even before "birth" has some notion of the visceral experience of death, war(the Fraternal war in particular), suffering, and pleasure. This leaves most non-Andolians with an unsettling impression upon communicating with Andolian children. The utter lack of privacy in all aspects of life is particularly difficult for many non-Andolians to relate to, but it is vital to the functioning of their society. The combination of fully available information, vigilance, moderate redundancy, and rewarded curiosity lends a great deal of robustness to their institutions. There is little argument, even from those, such as the Shapers, with a deeply held suspicion of all things vaguely bureaucratic, that the Andolians, for all the formalisms they endure, run a disturbingly efficient society.<br />
|PRIMARYCOLORS=Slate gray (see Hawking)<br />
|ACCENTCOLORS=Electric blue (see Hawking)<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
|RARELYVISIBLEFEATURES=Cockpit-like windowed areas will never be seen on Andolian MILITARY vessels (although they do appear on civilian vessels). All Andolians already experience augmented reality and see no benefit to seeing real photons over having the image constructed entirely artificially, especially when it means they can put more armor between the pilot and the outside world, or place the pilot in a more central position for less severe maneuvering stress.<br />
|UNSEENINTERNALS=Crew quarters<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
|CULTURALAESTHETICS=A distinctive feature of many Andolian capital vessels are the turret-support pylons housing the secondary generators and ammunition supplies for the turrets mounted thereon.<br />
|RELATIVETECH=The Andolians are arguably the most technologically advanced of any of the human meme-groups. While outdone in certain specific areas by other groups (e.g. Shapers with biotech, Rlaan with shield-tech & materials science, Aeran weapon performance) the combination of breadth and depth to the Andolian technological knowledge and base for potential implementation is staggering. There are no fields in which the Andolians are actually poor performers, and even in those fields where they do not excel, they are better performers than may be gathered from casual observations as to what their society chooses to make use of (e.g. much greater knowledgebase concerning gene-smithing than is actually deployed in the Andolian population).<br />
|WEAPONS=The Andolians work closely with the Unadorned to turn the Unadorned's mathematical models of disruptor effects into functioning weaponry, and both produce and deploy many designs so co-developed. The Andolian skunk-works on Hephaestus have produced a number of effective weapons, including both the warhead and accelerator for the eponymous Hephaestus point-defense cannon and the somewhat smaller fighter-mounted variant. Andolians have long been fond of anti-proton based weaponry, and SPEC-capable capital missiles, the combination thereof first having been deployed in the now-venerable Archimedes class. While technically delivery platforms rather than weapons, the Pavlov class continues the Andolian tradition of highly effective semi-autonomous drone-craft.<br />
|TACTICS=While the Andolians have one of the more aggressively supported tech bases among all of the extant species, they are sufficiently versed in the difficulties of engineering to know that "better" can often be the enemy of "good enough". Andolians tend to rely on leveraging their significant production capacity to produce vessels that occupy what they believe to be sweet spots in efficiency of resource utilization. They will aggressively prototype new craft and technologies, and will continuously update production facilities to expand their capability to produce new designs, but will rarely begin production runs until the new design can be produced for reasonable cost-benefit. As such, almost all Andolian small-craft are of the mass-production ilk, rather than crafted in a Highborn style pursuit of excellence.<br />
Andolian craft, in keeping with their collaborative nature, are generally designed to be used in tandem with each other in combined arms deployments. Andolian capital vessels are often fairly specialized, from the iconic Pasteur in it's 20-faced icosahedral array of capital-missile launchers to the newly minted Tesla with energy weapons running much of the length of its main segment.<br />
Andolians are particularly fond of drone craft, being one of the foremost proponents of continued AI development, and close allies of the AI Quorum since its formation along with the Confederation post Fraternal war.<br />
|INSTALLATIONS=Andolians favor decentralized, failure-tolerant structures, where possible.<br />
|ADDITIONALINFO=<br />
|KEYFEATURES=<br />
|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=<br />
|3DART=<br />
|2DART=<br />
|TEXTDESCRIPTIONS=<br />
|OUTLIERS=<br />
|CRAFTLISTING=<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Andolian&diff=15486Artstyle guide:Andolian2008-06-24T07:03:36Z<p>Ctv: some info</p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=[[Faction:Andolian|Andolian]]<br />
|GRAVITY=Earth<br />
|ATMOSPHERE=Earth<br />
|LIQUIDS=Earth<br />
|AVGTEMP=Earth<br />
|SUNTYPE=Sol<br />
|CHALLENGES=Earth<br />
|DIMENSIONS=Human Normal<br />
|MASS=Human Normal<br />
|SKELETON=Human Normal<br />
|MAJOR DIVISIONS=Human Normal<br />
|SENSORY=Human Normal + Neural interface (Augmented reality)<br />
|LOCOMOTION=Upright bipedal<br />
|MANIPULATORS=Hands (2) in 4+1 finger+thumb arrangement. Data stream manipulation via neural interface.<br />
|TEXTURAL APPEARANCE=All Andolians who interact with the outside world live in constant clean-room conditions, in their distinctive, black environment suits. Even those Andolians who conduct only internal business live an extremely sanitized existence in a highly sterile environment and will wear similar environment suits in even internal public places. However, despite the homogeneity and bland exterior to the naked eye, to one with a link to the local datasphere, Andolians are as visually diverse and colorful as the personalities of the individuals underneath the suits. Non-Andolian members of the Protectorate are restricted to the physically exterior portions of Andolian society, but are likewise freer to forego the ubiquitous environment suit and travel throughout the rest of the Confederation and beyond.<br />
|MENTAL=The most important thing to consider about the Andolian mental process is this: it is foreign to that of 21st century humanity, and it is foreign to that of their peers in the 33rd century. As with the Shapers, if you think of them as merely people, you will reach incorrect conclusions.<br />
Andolians have neural interfaces inserted while still in their artificial wombs. Gestation is greatly prolonged, and growth accelerated, such that the cranial region is sufficiently developed to support implantation of adult neural interfaces upon completion of the multi-year gestation period (note that this . During their time in the artificial wombs, Andolians are introduced to the collective Andolian memory, and immersed in the Andolian ethos, culture, and history long prior to birth. While all Andolians retain and value individuality, they are heavily shaped by the same shared experiences, and deeply influenced by a common view of the last 1000 years of history. While the acclimation process initially had a non-trivial rate of mental burnout, generations of subtle modifications to both process and the Andolian genome have rendered failure rates minuscule. Privacy is negligible among all Andolians, with a translucency bordering on the transparent for all but matters of meme-group security and defense. Even those secrets deemed necessary to keep from fellow Andolians are held with distaste. However, to members of other societies, Andolians are both opaque, and often intentionally oblique, lacking the shared bonds and familiarity that allows open, functional interactions within their own society.<br />
While not approaching the Shapers for raw intellectual capacity, any individual Andolian has intimate and nearly immediate access to a vast library of information, opinion, experience, and willing assistance from his/her peers. The Andolians are, as a whole, perhaps the least (factually) ignorant group of humans currently in existence. Andolian society has strong collectivist tendencies, but they are uninterested in losing individuality. Andolians also retain a competitive nature, but the competition is rarely with other Andolians, preferring collaboration in their competitions with external entities, themselves, or the natural world. That their society exists in a productive state is generally seen as evidence that, psychologically, Andolians are already something other than human, most other experiments with collectivist leanings having failed miserably or relegated themselves to extremely small scales. The trillions of Andolians spread across numerous worlds overflowing with infrastructural investments all for the benefit of "progress" deeply scare many of their fellow human polities. That the Andolians have universal service requirements for those trillions of citizens doesn't help matters. The Shapers do not fear the Andolians, but rather see them as their natural rivals for the post-human future, while the Mechanists and Unadorned are nominal allies of the Andolians (due more to practical economic and political concerns than ideological alignment, but there is a sort of symbiosis between the ideologies of the Mechanists and the Unadorned and the technological support the Andolians provide to each group toward their own endeavors).<br />
All Andolians believe fervently in the possibility and necessity of progress, both abstract and concrete (the latter primarily as technology, and infrastructure), as this is a defining tenet of their meme-group.<br />
Andolians frequently refer to each other using sibling terminology, whereas they refer to members of other human groups as cousins.<br />
The Aerans have a greater respect for the Andolians than for most other Human groups, not only because of their achievements, but because the Aerans find the Andolian ability to rapidly turn their whole society toward serving a unifying cause as something easier to relate to than the dynamics of many other Human groups.<br />
The entire Andolian population, even before "birth" has some notion of the visceral experience of death, war(the Fraternal war in particular), suffering, and pleasure. This leaves most non-Andolians with an unsettling impression upon communicating with Andolian children. The utter lack of privacy in all aspects of life is particularly difficult for many non-Andolians to relate to, but it is vital to the functioning of their society. The combination of fully available information, vigilance, moderate redundancy, and rewarded curiosity lends a great deal of robustness to their institutions. There is little argument, even from those, such as the Shapers, with a deeply held suspicion of all things vaguely bureaucratic, that the Andolians, for all the formalisms they endure, run a disturbingly efficient society.<br />
|PRIMARYCOLORS=Slate gray (see Hawking)<br />
|ACCENTCOLORS=Electric blue (see Hawking)<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
|RARELYVISIBLEFEATURES=Cockpit-like windowed areas will never be seen on Andolian MILITARY vessels (although they do appear on civilian vessels). All Andolians already experience augmented reality and see no benefit to seeing real photons over having the image constructed entirely artificially, especially when it means they can put more armor between the pilot and the outside world, or place the pilot in a more central position for less severe maneuvering stress.<br />
|UNSEENINTERNALS=Crew quarters<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
|CULTURALAESTHETICS=A distinctive feature of many Andolian capital vessels are the turret-support pylons housing the secondary generators and ammunition supplies for the turrets mounted thereon.<br />
|RELATIVETECH=The Andolians are arguably the most technologically advanced of any of the human meme-groups. While outdone in certain specific areas by other groups (e.g. Shapers with biotech, Rlaan with shield-tech & materials science, Aeran weapon performance) the combination of breadth and depth to the Andolian technological knowledge and base for potential implementation is staggering. There are no fields in which the Andolians are actually poor performers, and even in those fields where they do not excel, they are better performers than may be gathered from casual observations as to what their society chooses to make use of (e.g. much greater knowledgebase concerning gene-smithing than is actually deployed in the Andolian population).<br />
|WEAPONS=The Andolians work closely with the Unadorned to turn the Unadorned's mathematical models of disruptor effects into functioning weaponry, and both produce and deploy many designs so co-developed. The Andolian skunk-works on Hephaestus have produced a number of effective weapons, including both the warhead and accelerator for the eponymous Hephaestus point-defense cannon and the somewhat smaller fighter-mounted variant. Andolians have long been fond of anti-proton based weaponry, and SPEC-capable capital missiles, the combination thereof first having been deployed in the now-venerable Archimedes class. While technically delivery platforms rather than weapons, the Pavlov class continues the Andolian tradition of highly effective semi-autonomous drone-craft.<br />
|TACTICS=While the Andolians have one of the more aggressively supported tech bases among all of the extant species, they are sufficiently versed in the difficulties of engineering to know that "better" can often be the enemy of "good enough". Andolians tend to rely on leveraging their significant production capacity to produce vessels that occupy what they believe to be sweet spots in efficiency of resource utilization. They will aggressively prototype new craft and technologies, and will continuously update production facilities to expand their capability to produce new designs, but will rarely begin production runs until the new design can be produced for reasonable cost-benefit. As such, almost all Andolian small-craft are of the mass-production ilk, rather than crafted in a Highborn style pursuit of excellence.<br />
Andolian craft, in keeping with their collaborative nature, are generally designed to be used in tandem with each other in combined arms deployments. Andolian capital vessels are often fairly specialized, from the iconic Pasteur in it's 20-faced icosahedral array of capital-missile launchers to the newly minted Tesla with energy weapons running much of the length of its main segment.<br />
Andolians are particularly fond of drone craft, being one of the foremost proponents of continued AI development, and close allies of the AI Quorum since its formation along with the Confederation post Fraternal war.<br />
|INSTALLATIONS=Andolians favor decentralized, failure-tolerant structures, where possible.<br />
|ADDITIONALINFO=<br />
|KEYFEATURES=<br />
|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=<br />
|3DART=<br />
|2DART=<br />
|TEXTDESCRIPTIONS=<br />
|OUTLIERS=<br />
|CRAFTLISTING=<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:LIHW&diff=15482Artstyle guide:LIHW2008-06-22T20:01:55Z<p>Ctv: </p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=<br />
|GRAVITY=<br />
|ATMOSPHERE=<br />
|LIQUIDS=<br />
|AVGTEMP=<br />
|SUNTYPE=<br />
|CHALLENGES=<br />
|DIMENSIONS=<br />
|MASS=<br />
|SKELETON=<br />
|MAJOR DIVISIONS=<br />
|SENSORY=<br />
|LOCOMOTION=<br />
|MANIPULATORS=<br />
|TEXTURAL APPEARANCE=<br />
|MENTAL=<br />
|PRIMARYCOLORS=<br />
|ACCENTCOLORS=<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
|RARELYVISIBLEFEATURES=<br />
|UNSEENINTERNALS=<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
|CULTURALAESTHETICS=The LIHW are a disjointed lot, and their craft designs showcase this. Aside from post-facto colorations, there is precious little visual cohesion among the design aesthetics of LIHW craft. What can be said of them having something in common is not a property of intentional aesthetics, but the impact of limited infrastructure and substandard economics. LIHW craft tend to be constructed at inferior manufacturing facilities, and make heavy use of cheaper, and/or outdated technologies. Such things as radiator surfaces and other common subsystems tend to take up more space to compensate for decreased efficiencies while maintaining compatibility with assorted internals and weapons systems brought in from more affluent groups. The economics of the LIHW are particularly apparent in their civilian craft, which are infrequently replaced, and will remain in service as long as feasible. Personal craft ownership in the LIHW is much lower than in the other Confederation members, and insystem craft more common. The military vessels produced within the LIHW tend to come from more developed LIHW member systems, but are dispersed throughout the LIHW and other worlds, generally being kept in rear-guard positions so as to allow more effective craft to be moved to the front lines (it also helps that LIHW craft orbiting a non-LIHW world are perceived as somewhat less threatening to sovereignty than an equivalent force from one of the larger Confederation member states). As such, the level of maintenance that LIHW military craft receive is highly variable based upon deployment location.<br />
|RELATIVETECH=<br />
|WEAPONS=<br />
|TACTICS=<br />
|INSTALLATIONS=<br />
|ADDITIONALINFO=<br />
|KEYFEATURES=<br />
|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=<br />
|3DART=<br />
|2DART=<br />
|TEXTDESCRIPTIONS=*Capybara<br />
:It's basically a space bus/commuter-train/etc. Think light-rail metro style usage only interplanetary instead of extended metropolitan area.<br />
It's a design that's supposed to come out of the LIHW, so there's no need for it to heavily match any of the other styles. It's a bus-type thing for people who can't afford their own shuttles, and they'll be presumed to be a little wear-worn, so it shouldn't look fresh and minty, but other than that, new guy can go to town on it. :)<br />
|OUTLIERS=<br />
|CRAFTLISTING=<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guides&diff=15481Artstyle guides2008-06-22T19:09:40Z<p>Ctv: </p>
<hr />
<div>=Faction UI Color Coding=<br />
This section describes the color coding for factions used in user interfaces, e.g. on maps. The UI colors can be found in the VS game data set in the file <code>''data/factions.xml''</code>.<br />
<br />
NOTE: The above colors do not describe the vessel texturing scheme which can be found in the section below or in the game files under <code>''data/documentation/factioninfo.csv''</code>.<br />
<br />
=Vessel Guides=<br />
Guides are organized according to the primary (though by no means sole) means by which the vessels used by the specific group are obtained. For groups with distinct internal divisions as to the origins of craft, such will be noted alongside given examples.<br />
<br />
** Manufacturing groups <br />
*** [[Artstyle guide:Aeran]](Draft)[06/2008]<br />
*** [[Artstyle guide:Andolian]](Empty)[12/2005]<br />
*** [[Artstyle guide:Andolian Protectorate]](Empty)[12/2005]<br />
*** [[Artstyle guide:Forsaken]](Empty)[12/2005]<br />
*** [[Artstyle guide:Highborn]] (Partial Draft)[06/2008]<br />
*** [[Artstyle guide:Interstellar Shipping and Mercantile Guild]] (Empty)[12/2005]<br />
*** [[Artstyle guide:LIHW]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Mechanist]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Purist]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Rlaan]] (Preliminary text) [09/2007]<br />
*** [[Artstyle guide:Shaper]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Uln(Royal Ingatwa Fleet)]] (Some Commentary) [12/2005]<br />
*** [[Artstyle guide:Unadorned]] (2D Concept art)[3/2007]<br />
** Contracting groups<br />
*** [[Artstyle guide:Aeran Merchant Marine]](Empty)[12/2005]<br />
*** [[Artstyle guide:Confederation]](Empty)[12/2005]<br />
*** [[Artstyle guide:Homeland Security]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Hunter's Guild]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Klk'k]](Empty)[12/2005]<br />
*** [[Artstyle guide:Mishtali]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Rlaan Briin]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Rlaan Enforcers]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Rlaan Hunters]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Rlaan Merchants]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Shmrn]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Spaceborn]](Empty)[12/2005]<br />
*** [[Artstyle guide:Uln(Non-Fleet)]] (Empty)[12/2005]<br />
** End-user groups<br />
*** [[Artstyle guide:Bzbr]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Dgn]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Interstellar Church of True Form's Return]] (Empty)[12/2005]<br />
*** [[Artstyle guide:ISO]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Lmpl]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Nuhln]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Pirates]] (Empty)[12/2005]<br />
*** [[Artstyle guide:Purth]](Empty)[12/2005]<br />
*** [[Artstyle guide:Saahasayaay]] (Empty)[12/2005]<br />
<br />
=See Also=<br />
[[MOI Art Description Archive]] - [[User:JackS|JackS]] your "'''M'''inister '''O'''f '''I'''nformation" summarizes the artstyle a bit ;)<br />
<br />
<br />
<br />
[[Category:Development]]<br />
[[Category:Artstyle guides]]<br />
[[Category:Graphics]]</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Highborn&diff=15480Artstyle guide:Highborn2008-06-22T19:09:14Z<p>Ctv: partial draft</p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=[[Faction:Highborn|Highborn faction page]]<br />
|GRAVITY=Earth<br />
|ATMOSPHERE=Earth<br />
|LIQUIDS=Earth<br />
|AVGTEMP=Earth<br />
|SUNTYPE=Sol<br />
|CHALLENGES=Earth<br />
|DIMENSIONS=Human Normal<br />
|MASS=Human Normal<br />
|SKELETON=Vertebrate<br />
|MAJOR DIVISIONS=Head, neck, torso, arms(2), legs(2)<br />
|SENSORY=Visual,Audio,Smell,Taste,Tactile<br />
|LOCOMOTION=Upright bipedal<br />
|MANIPULATORS=Hands(2), 4+1 fingers+thumb arrangement<br />
|TEXTURAL APPEARANCE=In comparison to other human groups, the Highborn were disproportionately of paler stock, but 900 years and a small initial population has thoroughly stirred the melanin distribution.<br />
|MENTAL=Carefully applied minor gene sculpting has allowed for excellent physical and mental health despite pervasive inbreeding and a small initial gene-pool.<br />
|PRIMARYCOLORS=Purple on dark gray basecoat<br />
|ACCENTCOLORS=Orange<br />
|SHIPLIGHTCOLOR=Any<br />
|COMMONVISIBLEFEATURES=<br />
|RARELYVISIBLEFEATURES=<br />
|UNSEENINTERNALS=<br />
|MOVINGPARTS=Rare<br />
|CAPVSLIGHT=The Highborn focus heavily on light craft production due to difficulties both in scaling their production techniques to larger craft, and the general economic demands on supporting the infrastructure for capital ship development with such a small actual workforce. Heavier capital vessels are leased or purchased from other Confederation suppliers.<br />
|CULTURALAESTHETICS=While Highborn craft are "fancy" in many respects, and have never been designed for the sort of mass-market/mass-deployment approach favored by other factions, they are both well designed, and well constructed. Unlike the Uln, whose Royal Ingatwa Fleet is full of ships adorned with questionably useless knicknackery more befitting a parade than a blockade, the Highborn deal only in functional extravagances. When choosing between grandeur and performance, the Highborn will choose both and just spend more. One-on-one, the Highborn produce some of the finest fighters in current production, but they can't produce them in anywhere near the numbers that, for instance, the Andolians produce [[Vessel:Dostoevsky|Dostoevsky]] class fighters. <br />
The practical necessity of focusing on smaller craft has melded well with the Highborn mindset, and the Highborn produce a fair number of pilots who view themselves as modern day knights -- note also the Arthurian inspired naming trends.<br />
|RELATIVETECH=Through their economic clout (and partnerships with the Merchant's Guild) the Highborn have access to every technological development within the Confederation that is not being actively kept secret by one of its member states, although they do not always have the infrastructure available to directly exploit a given technology. The Highborn excel at leasing and outsourcing as much of their R&D as possible.<br />
|WEAPONS=Highborn weapons are just like most other human weapons... only more so. They tend to employ the same basic technologies, but extrapolated beyond efficiency sweet spots, sacrificing cost (primarily) and resource requirements (both on and off-ship) in order to gain additional performance.<br />
|TACTICS=When operating as individuals, Highborn pilots have a much higher than normal frequency of aggressively engaging targets, especially when they can view such engagements as "duels". However, when operating under orders as part of fleet operations, Highborn pilots tend to display commendable discipline (personal courage via stoicism), even in the face of incoming fire, heavy odds, or situational degradation. Admittedly, when released on their own cognizance, even within the scope of a fleet action, the propensity for "cowboy" streaks remains notable.<br />
|INSTALLATIONS=Highborn installations are notable for generally having either completely separate partitions or separate facilities all-together for different classes of visitors/servants/etc.<br />
|ADDITIONALINFO=<br />
|KEYFEATURES=<br />
|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=<br />
|3DART=<br />
|2DART=<br />
|TEXTDESCRIPTIONS=<br />
|OUTLIERS=<br />
|CRAFTLISTING=[[:Category:Produced_By:High-Born]]<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Rlaan&diff=15479Artstyle guide:Rlaan2008-06-22T07:46:26Z<p>Ctv: templated (no new info)</p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=<br />
|GRAVITY=<br />
|ATMOSPHERE=<br />
|LIQUIDS=<br />
|AVGTEMP=<br />
|SUNTYPE=<br />
|CHALLENGES=<br />
|DIMENSIONS=<br />
|MASS=<br />
|SKELETON=<br />
|MAJOR DIVISIONS=<br />
|SENSORY=<br />
|LOCOMOTION=<br />
|MANIPULATORS=<br />
|TEXTURAL APPEARANCE=<br />
|MENTAL=<br />
|PRIMARYCOLORS=<br />
|ACCENTCOLORS=<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
|RARELYVISIBLEFEATURES=<br />
|UNSEENINTERNALS=<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
|CULTURALAESTHETICS=*The Rlaan have vast stockpiles of older craft, and, in general, large numbers of vessels<br />
<br />
*The Rlaan do not tend to employ missile weapons, although they will make use of drone craft.<br />
<br />
*Rlaan shipwrights will often prefer quantity over quality, making use of the notably higher average degree of development of the long-entrenched Rlaan colonies vs. those of the more rapidly expanded species.<br />
<br />
*The Rlaan produce all of the ships for their client species, but, in the case of the Saahasayaay, with some aesthetic input from said client species.<br />
<br />
*The Rlaan workers and defenders are deeply divergent, both physically and mentally, and this is apparent throughout Rlaan culture and works, including Rlaan ships. Rlaan workers command clearly marked (by alternate muted-pastel color palette) completely, unequivocally, unarmed vessels, and only such vessels. <br />
<br />
*The Rlaan are (at least in comparison to humanity) don't mind wearing the same dress to a party as anyone else: Rlaan vessels with similar tasks may be very similar visually and functionally. Rlaan aesthetics, while strange by human standards, do not tend to be particularly regional within the Rlaan Assembly, and military production contracts may run for centuries. '''Thus, the existing Rlaan ships give an excellent picture of what other Rlaan ships will look like.'''<br />
<br />
*Rlaan do not quickly retire old ship designs, especially non-military craft, making the average age of their fleet quite elderly in comparison to those of the oxygen breathers.<br />
<br />
*While they don't have mobile military bases filled with fighter-craft (in large part because all of their fightercraft are largish and jump capable - they use small (relative to the traditional concept of a carrier) "flight tender" support craft for rapid resupply and maintenance of small-craft sized vessels when ranging beyond resupply from friendly bases) they clearly do have vessels that carry other support craft and are therefore "carriers".<br />
<br />
*The occupation vessel (Duzong) carries Feidi and Gaodi and some Chengdi and maintenance craft.<br />
:The Colonization and Exploration vessels likewise carry a goodly assortment of shuttles, landers, and maintenance craft.<br />
<br />
*Those aren't solar sails on the Rlaan ships. Those are radiators that are built onto hardware for shield manipulation (or the other way around, depending on your perspective).<br />
|RELATIVETECH=<br />
|WEAPONS=<br />
|TACTICS=<br />
|INSTALLATIONS='''From a conversation on Rlaan aesthetics (with post-facto edits and additions)'''<br />
<br />
t: we'll start with the "how much is alive" part<br />
<br />
not too much, although there are a lot of organics used, especially internally.<br />
<br />
parts of the life support system are made from arguably living material, and the automated repair systems rely upon living organisms<br />
<br />
ToO: hmmm.. is it something that can be seen?<br />
<br />
T: excepting one case - not really, no. Not unless, sometime far down the line we do interiors. The only visible exception is the effect that having living secretion sites would have on what we might want damage maps to look like.<br />
<br />
for visual range, the Rlaan are heavily blue shifted relative to our visual spectrum<br />
<br />
ToO: near uv?<br />
<br />
T: yes, they can see in near UV, but their red-end range is inferior to ours, and their peak response point is also shifted up in frequency, although their frequency responses are more even than ours. They use 5 pigments vs. our 3.<br />
<br />
ToO: interesting.. very much so<br />
<br />
the reason I had previously brought up the visual range, was for colours.. so one could get an idea of what they would look like or rather one of the reasons<br />
<br />
T: their color choices may look a bit dark (we don't percieve blue tones as intensely) and some of them bland in contrast (different pigment response curves)<br />
<br />
ToO: ok.. so no seeing through the hulls and that whatnot.. what was the next one?<br />
<br />
T: (although there'll be images on the hull we can't see at all, and some of the red-end of our hulls will just look black to them - their sun isn't a yellow star like ours - no superman for them ;-))<br />
<br />
ToO: *nods* I thought that maybe some insignias and markings might look broken or even fairly faded, as parts of it, may go out of our visual range which would give it an interesting look<br />
<br />
T: indeed.<br />
<br />
the 5 models we have for the Rlaan are pretty good indicators of style for their military craft<br />
<br />
* no visible engines (the Rlaan just do gravitics)<br />
<br />
* Big dual purpose radiator/shield manipulator fins<br />
<br />
ToO: how about for the larger craft.. battleships, and bases?<br />
<br />
T: so, we've got 3 Rlaan small craft, and 2 Rlaan capital vessels right now, a destroyer and a cruiser<br />
<br />
ToO: so.. do you want the stationary rlaan craft to follow the same general gist? squatish insect puapa (sp) <br />
<br />
T: no, they should have a lot more radial symmetry rather than bilateral<br />
<br />
in 4s preferably<br />
<br />
so, for the stations<br />
<br />
My first thought is to go for a cored, squashed, pruned, and resurfaced sea urchin look :-)<br />
<br />
less vaguely:<br />
<br />
an ovoid (as opposed to a spheroid, hence squashed)<br />
<br />
with an empty center at its rotational axis (cored)<br />
<br />
with intermittent long, thin spires and smaller fins (pruned)<br />
<br />
ToO: more towards crystalline, or with the metallic chiton/membrane look?<br />
<br />
T: the latter, as with the underside spires on the (destroyer?) with a surface similar to the topology and aesthetics of the cap-ships, excepting that civilian installations have a _much_ more whitewashed color scheme (as if resurfaced)<br />
<br />
ToO: ok.. sounds a lot more simplified then I think had been coming out of some folks looking to do rlaan<br />
<br />
T: well, that's first approximation<br />
<br />
the surface isn't smooth though, and each of the four sections isn't perfectly ovoid<br />
<br />
so there's plenty of detailing to be done<br />
<br />
ToO: *nods* irregularities and so forth<br />
<br />
T: but everything is rounded<br />
<br />
use the 2 capships as your guide to surfacing<br />
<br />
ToO: ok.. I'd been coping the uv maps for a little bit of a guide on some of the ships<br />
<br />
T: Just as long as it doesn't get mistaken for Mon Calimari design, you're probably somewhere on the right track :-)<br />
<br />
ToO: heh<br />
<br />
T: so, the key is this<br />
<br />
design a very interesting quarter of a station<br />
<br />
for any Rlaan station, really<br />
<br />
and then make 3 more of them<br />
<br />
the only exception for this would be at the very small end (too specialized for arbitrary symmetry)<br />
<br />
or on something like a shipyard<br />
<br />
where it's not a practical design for enclosing things<br />
<br />
ToO: *nods* hmm.. so you can have fairly expansive and maybe even elongaded forms.. that still follow the general outlines of this.. or are elongated forms out?<br />
<br />
T: in what sense elongated?<br />
<br />
ToO: well.. I wrote that thinking long.. but if you're going with general crab like shapes.. then elongated would actually be from the center out , rather than along the length of the core<br />
say the core is the y access.. you could have the center along the y and z axis fairly wide out, but not along the y axis in comparison to the z and x<br />
<br />
T: so radially symmetric around y axis hence z=x but span(y)!=span(z)<br />
<br />
well, yes they're radially symmetric, not spherical <br />
<br />
but the bases won't look just like them -- they just borrow the radial concept <br />
<br />
here are some important things to remember about the Rlaan<br />
<br />
ToO: *nods* radial and rounded.. I'm trying to get the feel for the general way in which forms are done<br />
<br />
T: Consider their music as indicitave in some sense of their attitude towards construction: they like to take lots of simple themes and plaster, superimpose, and alternate among them<br />
<br />
The result, to human ears, is often hopelessly noisy, or monotonously simple, or both<br />
<br />
two: The Rlaan are, to quote the "Tough guide to the known galaxy" "Really Alien". They aren't aliens with forehead ridges<br />
<br />
ToO: *nods* truly different<br />
<br />
T: They are foreign to us, and as such are not beings that should lend themselves to comfort in our perception of their being and their edifice<br />
thus, in creating things for them<br />
<br />
there is a line to walk between creating questions of "but why would they do that?" and "No rational being could have done anything remotely like that"<br />
<br />
ToO:hmm.. sounds a lot like a form of brainstorming that is drawing based.. <br />
<br />
T: So, having a large, prominent object of non-discernable purpose that something is built around, or a placement policy for certain necessary things that seems... odd is good, but having recognizeable objects in clearly wrong places just makes them look like idiots or lunatics<br />
<br />
e.g. placing all of the bathrooms for human visitors inside trees - strange, possibly alien misconception. Placing all of the bathrooms outside the hull.... um.... yeah<br />
<br />
ToO: you're looking for something that has the taste of something that was done naturally, not something that was randomly placed together<br />
<br />
T: The best approach is to pick some fairly arbitrary goals<br />
<br />
but ones that can be consistently applied<br />
<br />
the key to the particular mindset of the Rlaan is that these should likely be fairly simple, but there should be many of them and they should interact<br />
<br />
ToO: oh.. *nods* had to think about that a moment<br />
<br />
when I say natural.. I mean that it flows as one piece. and not like it was a pirate stealing from various races to build something <br />
<br />
T: The Shundi and Ruizong, I think do a better job of making one wonder what the designer was thinking than do the smaller craft<br />
<br />
ToO: *nods* the smaller craft look little like different pieces slapped onto a craft to make it look different<br />
<br />
T: they also look more familiar<br />
<br />
they're more identifiable<br />
<br />
ToO: so.. should greebles for rlaan look more like veins and spines?<br />
<br />
aside from things jutting out.. <br />
<br />
also, should the fins you get with ships, be present to any degree on stationary craft<br />
<br />
T: mmm. some spines, not too many veins. More blisters, and opened blisters with internal protrusions, and overlayed regions of different construction.<br />
<br />
The fins should still be there<br />
<br />
the Rlaan like to have lots of radiator surface<br />
<br />
ToO: ok<br />
<br />
T: and, as mentioned, there's lots of shield control circuitry embedded in those fins.<br />
|ADDITIONALINFO=<br />
|KEYFEATURES=* '''no visible engines''' (the Rlaan just do gravitics)<br />
<br />
* '''Big dual purpose radiator/shield manipulator fins'''<br />
<br />
* '''Civilian craft run by Rlaan Workers are ABSOLUTELY, POSITIVELY, WITHOUT EXCEPTION, unarmed'''<br />
<br />
* '''No missile tubes -- Rlaan not big on missiles/projectile weapons. Openings may be present for launch tubes for drones'''<br />
|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=*[[Vessel:Ruizong|Ruizong]]<br />
<br />
*[[Vessel:Shizu|Shizu]]<br />
<br />
*[[Vessel:Shundi|Shundi]]<br />
<br />
*[[Vessel:Taizong|Taizong]]<br />
<br />
*[[Vessel:Zhuangzong|Zhuangzong]]<br />
<br />
|3DART=<br />
|2DART=<br />
|TEXTDESCRIPTIONS=<br />
|OUTLIERS=<br />
|CRAFTLISTING=<br />
*[[:Category:Produced_By:Rlaan|Craft produced by the Rlaan]]<br />
<br />
*[[:Category:Used_By:Rlaan|Craft used by the Rlaan]]<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Uln(Royal_Ingatwa_Fleet)&diff=15478Artstyle guide:Uln(Royal Ingatwa Fleet)2008-06-22T07:42:34Z<p>Ctv: templated (no new info)</p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=<br />
|GRAVITY=<br />
|ATMOSPHERE=<br />
|LIQUIDS=<br />
|AVGTEMP=<br />
|SUNTYPE=<br />
|CHALLENGES=<br />
|DIMENSIONS=<br />
|MASS=<br />
|SKELETON=<br />
|MAJOR DIVISIONS=<br />
|SENSORY=<br />
|LOCOMOTION=<br />
|MANIPULATORS=<br />
|TEXTURAL APPEARANCE=<br />
|MENTAL=<br />
|PRIMARYCOLORS=<br />
|ACCENTCOLORS=<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
|RARELYVISIBLEFEATURES=<br />
|UNSEENINTERNALS=<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
|CULTURALAESTHETICS=The Uln utilize a number of vessels, both of their own manufacture, and of foreign construction. Depending on the social standing of the intended users, the ship designs may be anything '''but''' boxy - being ostentatious to the point of being somewhat gaudy. There are deep social and economic divides between the "neo-feudal" (somewhat of a misnomer, as they are more acurately merely alien than backwards (also explaining why it's a more stable state for them), but many of the evocations should nonetheless give useful intuitions) Uln classes, and this is reflected in design decisions and resource allocations for craft design and production.<br />
|RELATIVETECH=<br />
|WEAPONS=<br />
|TACTICS=<br />
|INSTALLATIONS=<br />
|ADDITIONALINFO=<br />
|KEYFEATURES=<br />
|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=<br />
|3DART=<br />
|2DART=<br />
|TEXTDESCRIPTIONS=<br />
|OUTLIERS=<br />
|CRAFTLISTING=<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Unadorned&diff=15477Artstyle guide:Unadorned2008-06-22T07:41:19Z<p>Ctv: templated (no new info)</p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=<br />
|GRAVITY=<br />
|ATMOSPHERE=<br />
|LIQUIDS=<br />
|AVGTEMP=<br />
|SUNTYPE=<br />
|CHALLENGES=<br />
|DIMENSIONS=<br />
|MASS=<br />
|SKELETON=<br />
|MAJOR DIVISIONS=<br />
|SENSORY=<br />
|LOCOMOTION=<br />
|MANIPULATORS=<br />
|TEXTURAL APPEARANCE=<br />
|MENTAL=<br />
|PRIMARYCOLORS=<br />
|ACCENTCOLORS=<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
|RARELYVISIBLEFEATURES=<br />
|UNSEENINTERNALS=<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
|CULTURALAESTHETICS=<br />
|RELATIVETECH=<br />
|WEAPONS=<br />
|TACTICS=<br />
|INSTALLATIONS=<br />
|ADDITIONALINFO=<br />
|KEYFEATURES=<br />
|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=<br />
|3DART=<br />
|2DART=Unadorned Concept art:<br />
<br />
*Convolution (Assault)<br />
http://vegastrike.sourceforge.net/gallery2/main.php?g2_view=core.ShowItem&g2_itemId=6013<br />
http://vegastrike.sourceforge.net/gallery2/main.php?g2_view=core.ShowItem&g2_itemId=6015<br />
http://vegastrike.sourceforge.net/gallery2/main.php?g2_view=core.ShowItem&g2_itemId=6017<br />
http://vegastrike.sourceforge.net/gallery2/main.php?g2_view=core.ShowItem&g2_itemId=6019<br />
http://vegastrike.sourceforge.net/gallery2/main.php?g2_view=core.ShowItem&g2_itemId=6021<br />
http://vegastrike.sourceforge.net/gallery2/main.php?g2_view=core.ShowItem&g2_itemId=6023<br />
<br />
<br />
*Determinant (Fighter)<br />
http://vegastrike.sourceforge.net/gallery2/main.php?g2_view=core.ShowItem&g2_itemId=6007<br />
http://vegastrike.sourceforge.net/gallery2/main.php?g2_view=core.ShowItem&g2_itemId=6009<br />
http://vegastrike.sourceforge.net/gallery2/main.php?g2_view=core.ShowItem&g2_itemId=6011<br />
<br />
<br />
*Derivative (Interceptor)<br />
http://vegastrike.sourceforge.net/artstyle-guides/derivative-side.jpg<br />
http://vegastrike.sourceforge.net/artstyle-guides/perspektiv2.jpg<br />
<br />
<br />
*Lemma (Corvette)<br />
http://vegastrike.sourceforge.net/artstyle-guides/lemma-sketch6.jpg<br />
http://vegastrike.sourceforge.net/artstyle-guides/lemma-sketch7.jpg<br />
<br />
|TEXTDESCRIPTIONS=<br />
|OUTLIERS=<br />
|CRAFTLISTING=<br />
|SEEALSO=<br />
}}<br />
<br />
<br />
==Textual Descriptions==<br />
<br />
=Outliers (Canonical, but not representitive)=<br />
=Complete Craft Listing=<br />
=See Also=<br />
<br />
[[Category:Development]]<br />
[[Category:Artstyle guides]]<br />
[[Category:Graphics]]<br />
[[Category:Fixme]]</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Saahasayaay&diff=15476Artstyle guide:Saahasayaay2008-06-22T07:40:22Z<p>Ctv: templated (no info)</p>
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|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=<br />
|3DART=<br />
|2DART=<br />
|TEXTDESCRIPTIONS=<br />
|OUTLIERS=<br />
|CRAFTLISTING=<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Rlaan_Briin&diff=15461Artstyle guide:Rlaan Briin2008-06-22T07:35:29Z<p>Ctv: templated (no info)</p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=<br />
|GRAVITY=<br />
|ATMOSPHERE=<br />
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|AVGTEMP=<br />
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|SKELETON=<br />
|MAJOR DIVISIONS=<br />
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|TEXTURAL APPEARANCE=<br />
|MENTAL=<br />
|PRIMARYCOLORS=<br />
|ACCENTCOLORS=<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
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|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
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|TEXTDESCRIPTIONS=<br />
|OUTLIERS=<br />
|CRAFTLISTING=<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Mishtali&diff=15460Artstyle guide:Mishtali2008-06-22T07:35:05Z<p>Ctv: templated (no info)</p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=<br />
|GRAVITY=<br />
|ATMOSPHERE=<br />
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|AVGTEMP=<br />
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|LOCOMOTION=<br />
|MANIPULATORS=<br />
|TEXTURAL APPEARANCE=<br />
|MENTAL=<br />
|PRIMARYCOLORS=<br />
|ACCENTCOLORS=<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
|RARELYVISIBLEFEATURES=<br />
|UNSEENINTERNALS=<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
|CULTURALAESTHETICS=<br />
|RELATIVETECH=<br />
|WEAPONS=<br />
|TACTICS=<br />
|INSTALLATIONS=<br />
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|INGAME=<br />
|3DART=<br />
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|TEXTDESCRIPTIONS=<br />
|OUTLIERS=<br />
|CRAFTLISTING=<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Klk%27k&diff=15459Artstyle guide:Klk'k2008-06-22T07:34:35Z<p>Ctv: templated (no info)</p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=<br />
|GRAVITY=<br />
|ATMOSPHERE=<br />
|LIQUIDS=<br />
|AVGTEMP=<br />
|SUNTYPE=<br />
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|DIMENSIONS=<br />
|MASS=<br />
|SKELETON=<br />
|MAJOR DIVISIONS=<br />
|SENSORY=<br />
|LOCOMOTION=<br />
|MANIPULATORS=<br />
|TEXTURAL APPEARANCE=<br />
|MENTAL=<br />
|PRIMARYCOLORS=<br />
|ACCENTCOLORS=<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
|RARELYVISIBLEFEATURES=<br />
|UNSEENINTERNALS=<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
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|RELATIVETECH=<br />
|WEAPONS=<br />
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|ADDITIONALINFO=<br />
|KEYFEATURES=<br />
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|INGAME=<br />
|3DART=<br />
|2DART=<br />
|TEXTDESCRIPTIONS=<br />
|OUTLIERS=<br />
|CRAFTLISTING=<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Hunter%27s_Guild&diff=15458Artstyle guide:Hunter's Guild2008-06-22T07:34:20Z<p>Ctv: templated (no info)</p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=<br />
|GRAVITY=<br />
|ATMOSPHERE=<br />
|LIQUIDS=<br />
|AVGTEMP=<br />
|SUNTYPE=<br />
|CHALLENGES=<br />
|DIMENSIONS=<br />
|MASS=<br />
|SKELETON=<br />
|MAJOR DIVISIONS=<br />
|SENSORY=<br />
|LOCOMOTION=<br />
|MANIPULATORS=<br />
|TEXTURAL APPEARANCE=<br />
|MENTAL=<br />
|PRIMARYCOLORS=<br />
|ACCENTCOLORS=<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
|RARELYVISIBLEFEATURES=<br />
|UNSEENINTERNALS=<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
|CULTURALAESTHETICS=<br />
|RELATIVETECH=<br />
|WEAPONS=<br />
|TACTICS=<br />
|INSTALLATIONS=<br />
|ADDITIONALINFO=<br />
|KEYFEATURES=<br />
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|INGAME=<br />
|3DART=<br />
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|TEXTDESCRIPTIONS=<br />
|OUTLIERS=<br />
|CRAFTLISTING=<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Homeland_Security&diff=15457Artstyle guide:Homeland Security2008-06-22T07:34:08Z<p>Ctv: templated (no info)</p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=<br />
|GRAVITY=<br />
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|AVGTEMP=<br />
|SUNTYPE=<br />
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|MAJOR DIVISIONS=<br />
|SENSORY=<br />
|LOCOMOTION=<br />
|MANIPULATORS=<br />
|TEXTURAL APPEARANCE=<br />
|MENTAL=<br />
|PRIMARYCOLORS=<br />
|ACCENTCOLORS=<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
|RARELYVISIBLEFEATURES=<br />
|UNSEENINTERNALS=<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
|CULTURALAESTHETICS=<br />
|RELATIVETECH=<br />
|WEAPONS=<br />
|TACTICS=<br />
|INSTALLATIONS=<br />
|ADDITIONALINFO=<br />
|KEYFEATURES=<br />
|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=<br />
|3DART=<br />
|2DART=<br />
|TEXTDESCRIPTIONS=<br />
|OUTLIERS=<br />
|CRAFTLISTING=<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Confederation&diff=15456Artstyle guide:Confederation2008-06-22T07:33:48Z<p>Ctv: templated (no info)</p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=<br />
|GRAVITY=<br />
|ATMOSPHERE=<br />
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|AVGTEMP=<br />
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|DIMENSIONS=<br />
|MASS=<br />
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|MAJOR DIVISIONS=<br />
|SENSORY=<br />
|LOCOMOTION=<br />
|MANIPULATORS=<br />
|TEXTURAL APPEARANCE=<br />
|MENTAL=<br />
|PRIMARYCOLORS=<br />
|ACCENTCOLORS=<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
|RARELYVISIBLEFEATURES=<br />
|UNSEENINTERNALS=<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
|CULTURALAESTHETICS=<br />
|RELATIVETECH=<br />
|WEAPONS=<br />
|TACTICS=<br />
|INSTALLATIONS=<br />
|ADDITIONALINFO=<br />
|KEYFEATURES=<br />
|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=<br />
|3DART=<br />
|2DART=<br />
|TEXTDESCRIPTIONS=<br />
|OUTLIERS=<br />
|CRAFTLISTING=<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Aeran_Merchant_Marine&diff=15455Artstyle guide:Aeran Merchant Marine2008-06-22T07:33:06Z<p>Ctv: templated (no new info)</p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=<br />
|GRAVITY=<br />
|ATMOSPHERE=<br />
|LIQUIDS=<br />
|AVGTEMP=<br />
|SUNTYPE=<br />
|CHALLENGES=<br />
|DIMENSIONS=<br />
|MASS=<br />
|SKELETON=<br />
|MAJOR DIVISIONS=<br />
|SENSORY=<br />
|LOCOMOTION=<br />
|MANIPULATORS=<br />
|TEXTURAL APPEARANCE=<br />
|MENTAL=<br />
|PRIMARYCOLORS=<br />
|ACCENTCOLORS=<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
|RARELYVISIBLEFEATURES=<br />
|UNSEENINTERNALS=<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
|CULTURALAESTHETICS=<br />
|RELATIVETECH=<br />
|WEAPONS=<br />
|TACTICS=<br />
|INSTALLATIONS=<br />
|ADDITIONALINFO=<br />
|KEYFEATURES=<br />
|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=<br />
|3DART=<br />
|2DART=<br />
|TEXTDESCRIPTIONS=<br />
|OUTLIERS=<br />
|CRAFTLISTING=<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Shaper&diff=15454Artstyle guide:Shaper2008-06-22T07:32:44Z<p>Ctv: templated (no new info)</p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=<br />
|GRAVITY=<br />
|ATMOSPHERE=<br />
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|AVGTEMP=<br />
|SUNTYPE=<br />
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|DIMENSIONS=<br />
|MASS=<br />
|SKELETON=<br />
|MAJOR DIVISIONS=<br />
|SENSORY=<br />
|LOCOMOTION=<br />
|MANIPULATORS=<br />
|TEXTURAL APPEARANCE=<br />
|MENTAL=<br />
|PRIMARYCOLORS=<br />
|ACCENTCOLORS=<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
|RARELYVISIBLEFEATURES=<br />
|UNSEENINTERNALS=<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
|CULTURALAESTHETICS=<br />
|RELATIVETECH=<br />
|WEAPONS=<br />
|TACTICS=<br />
|INSTALLATIONS=<br />
|ADDITIONALINFO=<br />
|KEYFEATURES=<br />
|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=<br />
|3DART=<br />
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|TEXTDESCRIPTIONS=<br />
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|CRAFTLISTING=<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Purist&diff=15453Artstyle guide:Purist2008-06-22T07:31:48Z<p>Ctv: templated (no new info)</p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=<br />
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|LOCOMOTION=<br />
|MANIPULATORS=<br />
|TEXTURAL APPEARANCE=<br />
|MENTAL=<br />
|PRIMARYCOLORS=<br />
|ACCENTCOLORS=<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
|RARELYVISIBLEFEATURES=<br />
|UNSEENINTERNALS=<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
|CULTURALAESTHETICS=<br />
|RELATIVETECH=<br />
|WEAPONS=<br />
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|INSTALLATIONS=<br />
|ADDITIONALINFO=<br />
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|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=<br />
|3DART=<br />
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|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Mechanist&diff=15452Artstyle guide:Mechanist2008-06-22T07:31:25Z<p>Ctv: templated (no new info)</p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=<br />
|GRAVITY=<br />
|ATMOSPHERE=<br />
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|AVGTEMP=<br />
|SUNTYPE=<br />
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|MAJOR DIVISIONS=<br />
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|LOCOMOTION=<br />
|MANIPULATORS=<br />
|TEXTURAL APPEARANCE=<br />
|MENTAL=<br />
|PRIMARYCOLORS=<br />
|ACCENTCOLORS=<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
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|UNSEENINTERNALS=<br />
|MOVINGPARTS=<br />
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|RELATIVETECH=<br />
|WEAPONS=<br />
|TACTICS=<br />
|INSTALLATIONS=<br />
|ADDITIONALINFO=<br />
|KEYFEATURES=A key feature of Mechanist vessels is that there is '''no''' visible cockpit as such, because '''NO MECHANIST CRAFT HAVE VISIBLE COCKPIT AREAS'''. Both pilot and co-pilot are ensconced in the centermost portion of the vessel, having been loaded through hatches.<br />
|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=<br />
|3DART=<br />
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|TEXTDESCRIPTIONS=<br />
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|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:LIHW&diff=15451Artstyle guide:LIHW2008-06-22T07:30:36Z<p>Ctv: templated (no new info)</p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=<br />
|GRAVITY=<br />
|ATMOSPHERE=<br />
|LIQUIDS=<br />
|AVGTEMP=<br />
|SUNTYPE=<br />
|CHALLENGES=<br />
|DIMENSIONS=<br />
|MASS=<br />
|SKELETON=<br />
|MAJOR DIVISIONS=<br />
|SENSORY=<br />
|LOCOMOTION=<br />
|MANIPULATORS=<br />
|TEXTURAL APPEARANCE=<br />
|MENTAL=<br />
|PRIMARYCOLORS=<br />
|ACCENTCOLORS=<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
|RARELYVISIBLEFEATURES=<br />
|UNSEENINTERNALS=<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
|CULTURALAESTHETICS=<br />
|RELATIVETECH=<br />
|WEAPONS=<br />
|TACTICS=<br />
|INSTALLATIONS=<br />
|ADDITIONALINFO=<br />
|KEYFEATURES=<br />
|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=<br />
|3DART=<br />
|2DART=<br />
|TEXTDESCRIPTIONS=*Capybara<br />
:It's basically a space bus/commuter-train/etc. Think light-rail metro style usage only interplanetary instead of extended metropolitan area.<br />
It's a design that's supposed to come out of the LIHW, so there's no need for it to heavily match any of the other styles. It's a bus-type thing for people who can't afford their own shuttles, and they'll be presumed to be a little wear-worn, so it shouldn't look fresh and minty, but other than that, new guy can go to town on it. :)<br />
|OUTLIERS=<br />
|CRAFTLISTING=<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Interstellar_Shipping_and_Mercantile_Guild&diff=15450Artstyle guide:Interstellar Shipping and Mercantile Guild2008-06-22T07:27:55Z<p>Ctv: templated (no info)</p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=<br />
|GRAVITY=<br />
|ATMOSPHERE=<br />
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|AVGTEMP=<br />
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|MAJOR DIVISIONS=<br />
|SENSORY=<br />
|LOCOMOTION=<br />
|MANIPULATORS=<br />
|TEXTURAL APPEARANCE=<br />
|MENTAL=<br />
|PRIMARYCOLORS=<br />
|ACCENTCOLORS=<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
|RARELYVISIBLEFEATURES=<br />
|UNSEENINTERNALS=<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
|CULTURALAESTHETICS=<br />
|RELATIVETECH=<br />
|WEAPONS=<br />
|TACTICS=<br />
|INSTALLATIONS=<br />
|ADDITIONALINFO=<br />
|KEYFEATURES=<br />
|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=<br />
|3DART=<br />
|2DART=<br />
|TEXTDESCRIPTIONS=<br />
|OUTLIERS=<br />
|CRAFTLISTING=<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Highborn&diff=15449Artstyle guide:Highborn2008-06-22T07:27:39Z<p>Ctv: templated (no info)</p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=<br />
|GRAVITY=<br />
|ATMOSPHERE=<br />
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|AVGTEMP=<br />
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|MAJOR DIVISIONS=<br />
|SENSORY=<br />
|LOCOMOTION=<br />
|MANIPULATORS=<br />
|TEXTURAL APPEARANCE=<br />
|MENTAL=<br />
|PRIMARYCOLORS=<br />
|ACCENTCOLORS=<br />
|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
|RARELYVISIBLEFEATURES=<br />
|UNSEENINTERNALS=<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
|CULTURALAESTHETICS=<br />
|RELATIVETECH=<br />
|WEAPONS=<br />
|TACTICS=<br />
|INSTALLATIONS=<br />
|ADDITIONALINFO=<br />
|KEYFEATURES=<br />
|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=<br />
|3DART=<br />
|2DART=<br />
|TEXTDESCRIPTIONS=<br />
|OUTLIERS=<br />
|CRAFTLISTING=<br />
|SEEALSO=<br />
}}</div>Ctvhttp://wiki.vega-strike.org/mediawiki/index.php?title=Artstyle_guide:Forsaken&diff=15448Artstyle guide:Forsaken2008-06-22T07:27:23Z<p>Ctv: templated (no info)</p>
<hr />
<div>{{parent_link|parent=[[Artstyle guides]]}}<br />
{{artstyleguide|BKRNDSEEALSO=<br />
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|AVGTEMP=<br />
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|LOCOMOTION=<br />
|MANIPULATORS=<br />
|TEXTURAL APPEARANCE=<br />
|MENTAL=<br />
|PRIMARYCOLORS=<br />
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|SHIPLIGHTCOLOR=<br />
|COMMONVISIBLEFEATURES=<br />
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|UNSEENINTERNALS=<br />
|MOVINGPARTS=<br />
|CAPVSLIGHT=<br />
|CULTURALAESTHETICS=<br />
|RELATIVETECH=<br />
|WEAPONS=<br />
|TACTICS=<br />
|INSTALLATIONS=<br />
|ADDITIONALINFO=<br />
|KEYFEATURES=<br />
|CANONICALEXAMPLESOVERVIEW=<br />
|INGAME=<br />
|3DART=<br />
|2DART=<br />
|TEXTDESCRIPTIONS=<br />
|OUTLIERS=<br />
|CRAFTLISTING=<br />
|SEEALSO=<br />
}}</div>Ctv