Configuration

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The configuration gives the opportunity to look at the characteristics of a ship at a glance.

Certain characteristics are already built-in depending on the purpose of the ship, other modules can be bought from shops at your races' Home World and added later as upgrades (These 'Upgrades' will generally be seen listed after the ships required 'Career' setting, such as 'l0' for 'Generic Ship') and others need to be researched from your planets and bought from an Orbital Complex.

On each ship, the number of expansion slots determines how many upgrade modules you can fit on that ship.

The configuration of each ship can be seen by either clicking on that ships name (This will bring you to the Crew Training screen with all the ships information) OR by viewing the stats just below the currently 'Commanded' ships' image on the left side of the screen (Config: sc:pc:sa:ml....... - Hovering over these values will display the hidden configurations). This is found on the first of the three 'tabs' (Selectable just above the ships Image - "blue rectangles").


<-- Please feel free to message TorZar in-universe about additions, misinformation or elaborating on specific modules/configurations. I will be happy to update any given information -->

l0: Generic ship These ships can be purchased by anyone.
l1: Trader ship Ships reserved for the Traders, though other careers can conquer them.
l2: Miner ship Ships reserved for the Miners, though other careers can conquer them.
l3: Military Ship Ships reserved for the Military, though other careers can conquer them.
l4: Scientific Ship Ships reserved for the Scientists, though other careers can conquer them.
l5: Pirate Ship Ships reserved for the Pirates, though other careers can conquer them.
l6: Colonizer ship Ships reserved for the Colonizers, though other careers can conquer them.
l7: Manufacturer ship Ships reserved for the Manufacturers, though other careers can conquer them.
l8: Sergeant ship Ships reserved for the Sergeant - Instructors of QG. No one else can have them.
l9: Kron Alien ship Ships reserved for the Kron Aliens, though other careers can conquer them.
10: Demon ship Ships reserved for the Demons, though other careers can conquer them.
11: Vampire ship Ships reserved for the Vampires, though other careers can conquer them.
12: Zombie ship Ships reserved for the Zombies, though other careers can conquer them.
13: Mechanical Aberration ship Ships reserved for theAberrazioni Meccaniche, though other careers can conquer them.
14: Bounty Hunter ship Ships reserved for the Bounty Hunters, though other careers can conquer them.
15: Guide ship Ships reserved for the Guides of QGU
-a: minus Alton Undo the effects of "*** Alton detected radio ***" (or "Radio Jammer Station" as seen in planetary building list)
bh: black hole Module able to detect Black Holes from one system away.
br: Battering Ram Allows the collecting of metal and fuel while traveling from system to system.
bs: battleship It's a BattleShip! (Allows the option for the ship to 'Patrol' a system which defends planets, ports and it's fleet.
bu: builder A construction ship, generally used to repair the damaged Spaceports consuming Metal as it does so. Also gives the ability to repair the fleets armor using large amounts of metal loaded on the construction ship.
cl: System Insider Can see through the effects of "Radio Jammer Station"; The Patrol ships or planets with hostile fighters.
co: Colonists Only A ship specially designed solely for the transport of colonists
cq: conquest The ship can capture other ships, after having brought the 'hunting' to 0 (By using 'Disarm' before using 'Conquest').
de: Depolarizer Photonics Reinforcement reserved for the Military - Enables the use of shields on the ship as offensive weapons.
dt: defensive turrets Has defensive turrets to protect it from attackers.
Dy Configuration available on ships that have an extremely low success rate of Conquering - Such as Sergeant ships, Super Flagships and some Alien ships. Current success rates are 0.01% for normal careers, 0.1% for Bounty Hunter career and 0.5% for Pirates.
ep: electronics production A ship which is able to produce Electronic Components
es: escort These ships 'Escort' a fleet: Ships with this configuration intervene on attacks made against other ships within the fleet. This only occurs if the ship with this configuration has more fighters on board than the attackers. Kron Aliens can bypass this ability.
ew: Electronic Warfare Pod Electronic countermeasures that can disable an enemy ship equipment and increase the rate of attack and defense of the ship it's attached to.
fr: freight A freighter - usually with a larger than normal cargo bay.
ga: garbage Ship capable of collecting garbage from planets.
hs: high stealth Module allowing 'Advanced Hiding' for a ship. (Ship owner and some other details may be hidden from others)
KP: Keeper A ship which produces a genesis device every day - (see PlanetKeeper).
lg: Torpedo G.A.N.J.A. Allows the use of a torpedo for the Colonizer career - Can be found on the Opium (Effects happiness by (+)2.5% when fired upon own planet and (-)2.5% when fired upon others) (Still considered an act of war)
ll: light missile launcher Allows a ship to carry two missiles
lm: heavy missile launcher Allows a ship to carry four missiles - Reserved for Military career.
ls: low stealth Simple Concealment - only hides basic details from ships not equipped with any type of scanners
m-: light extractor Increases mining of metal and fuel by 10 units per tick
mc: ??? ???
ml: Mine Layer A ship capable of dropping mines (see Minelayer)
mp: advanced extractor Increases mining of metal and fuel by 30 units per tick - Reserved for Miners career.
mw: MineSweeper Ship capable of reducing damage a fleet receives from mines. ( See SpazzaMine AKA: Mine Sweeper)
na: no attack The ship can only defend.
ns: Neutrino Shield I have no idea what this is doing ------ Someone contact me if you know..
oo: only one You may only purchase or build one of the ship with this configuration - More may be owned if conquered. (generally used for Flagships)
op: organic production Ship produces food
ot: Offensive turret Attack turrets
pc: Plasma cannon Plasma cannon. Increases the rate of attack of the ship.
pd: Photonic Depolarizer Reinforcement reserved for the Military - Enables the use of shields on the ship as offensive weapons. (Is it de: or pd: ? - two different things?)
pl: Planetoid To move one of these ships will cost 45 energy
po: Planet Only Ships with this configuration can only attack planets.
ps: Plasma shield After the shields of the ship have been fully depleted by attack, this module will absorb 100% of the next single attack.
qg: Quartier Generale (Headquarters?) Radar enhancement for the first 3 ships available to the Bounty Hunter career - Allows the tracking of pirates location.
rd: Raider Allows the ship to raid and Board other ships - The goal being to salvage materials on another ship and then destroy it (A good chance of just destroying it)
rn: Ship Recoverer A module that allows you to call all ships in the universe that are currently in Fleet #0 at the cost of 5 Energy per ship - Requires "SJ Jump" module to already be present on the ship.
rr: Radar Expander An expansion to the ships radar capabilities. Reserved for Bounty Hunter career.
rs: Recharge Shields Gives the ship the ability to recharge a fleets shields - (See Warden) - Uses Dark matter, which must be loaded on the Warden. You must have 'Command' of this ship to use this ability.
rt: Tractor Beam Module reserved for the Bounty Hunter career. Has 3 functions (see - Trapper)
 :1. Can capture fighters from an enemy ship at an adjustable amount
 :2. Can separate an enemy ship from it's fleet to attack individually.
 :3. Can send an enemy ship to a random location in the universe.
sa: Silicon Armor Increases the index for the ships defense.
sc: scanner This feature shows the type of vessels and number of fighters even if they have advanced concealment.
sh: shield Adds a regenerative effect to the shields of a ship.
sw: super weapon Ship carries a Super Weapon for planetary destruction - Maelstrom
sj: Sub-Space Jump Allows you to jump to any known point in the galaxy, but at a high cost of Energy. (Without the addition of the ws: module, sub-space jump only works on a small fleet)
tc: TeleCharging Reserved for the Trader career. Ability to load or unload materials/resources to or from an entire fleet at the cost of 15 Energy (As long as the ship with this configuration is currently 'commanded'.)
tw: transwarp ship can make a jump to a nearby system within 14 'parsec' (or a few systems away). Generally reserved for reaching 'Islands'. Costs 15 Energy to use, +1 Energy for every ship in the fleet.
va: ??? ???
wl: Small Trailor A module that increases the ships cargo bay by 3,000 units.
ws: Wormhole Stabilizer The ship has a Space Tunnel Stabilizer. Improves the effects of Sub-Space Jump (sj) module to allow use with an unlimited number of ships in the fleet.
xa: Alpha Bomb Protection Alpha bombs have no effect on ships with this module installed.
xh: X-Hole Weapon reserved for the Scientist career. Ability to create an X-Hole in a system next to (adjacent) a black hole at the cost of 1,000 Dark matter. Used for escaping situations. Acts as a normal Wormhole for friendly (clan) ships/fleets. Sends non-friendly 'following' fleets/ships scattering in space, as if they had hit a black hole.
xp: Planet leecher Weapon reserved for Scientist career, removes up to 900,000 fighters from a planet.
zo: ??? ???
zz: Spice extraction Spice extraction (Spice Mining) - Currently only available on the ship: Spes - Considered very dangerous.


Abbreviations of ships configuration
l0:l1:l2:l3:l4:l5:l6:l7:l8:l9:10:11:12:13:14:15
-a:bh:br:bs:bu:cl:co:cq:de:dt:ep:es:ew:fr:ga:hs:kp:lg:ll:lm:ls:m-:mc:ml:mp:mw:na:ns
oo:op:ot:pc:pd:pl:po:ps:r9:qg:rd:rn:rr:rt:sa:sc:sh:sw:sj:tc:tw:va:wl:xa:xh:xp:zo:zz
Ship List