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Airships: Conquer the Skies Wiki
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'''Modules''' are used to construct [[airship]]s, [[landship]]s and [[building]]s. They consist of a number of square tiles, and are usually covered in [[armour]] for protection. The following categories of modules currently exist: * [[Aircraft]] * [[Shapes and decorations]] * [[Structural module|Structural]] * [[Lift module|Lift]] * [[Propulsion module|Propulsion]] * [[Resources module|Resources]] * [[Command and crew module|Command and crew]] * [[Weapon]]s * [[Troops module|Troops]] * [[Weapon Table]] *[[Sail Table]] == HP of Modules == '''<big>Hit points</big>''' are a value which dictates how much [[damage]] a module can withstand.<br> '''<big>Base HP:</big>''' The HP displayed in the editor for the chosen module.<br> [[File:Example HP 1.PNG|400px]]<br> A very helpful tool will be the HP [[overlay]] found in the editor. It shows the HP value of a given module, and color codes the values so that the highest ones are bright green, and the lower they get the redder they are.<br> [[File:Example HP overlay1.PNG|400px]] The Hit points (HP) of individual modules is calculated with the following formula: <blockquote><code>(Rounded up(<BaseHP> * (0.29999999999999993 + 0.8 * <adjacentBonus> / <maximumAdjacents>) + <bonusHPPerTile> * <Module Width> * <Module Height>) * <structuralStressHPMultiplier></code></blockquote> == HP Bonuses == '''<big>Adjecency HP Bonus:</big>''' Applied when a module has 1/2 of all of its sides covered by other modules. It's important to remember that: '''Proper Modules''' (anything armorable) give full hp bonus, so for example: if we have a 2x2 module, using proper modules we are able to get max HP covering 1/2 of the modules total sides;<br> [[File:Example HP overlay2.PNG|400px]] <br> '''Struts''' which provide half as much, so in our example we would need to cover our 2x2 module in struts from all sides for it to have full HP;<br> [[File:Example HP overlay3.PNG|400px]] <br> '''Decorations''' (placable modules, not [[decals]] found in the decoration tab) such as pipes, which provide half as much as struts and a quarter as much as proper modules, so in our example, using pipes, we would not be able to give the module max HP using only decorations.<br> [[File:Example HP overlay4.PNG|400px]] <br> The '''maximum number of adjecent modules''' can be calculated by summing up the total circuit of the module, so a 2x2 module can have a maximum of 8 modules attached directly to it. === Module HP Bonus: === Applied when an HP boosting module is present on the ship, these modules include: * Filler Block - increases ship HP by 8, * Abstract Figurehead, Dragon Figurehead, Eagle Figurehead, Lion Figurehead and Kraken Figurehead - increase ship HP by 100, * Figurehead with Scepter - increases ship HP by 200, * Cultist Pinnacle - increases ship HP by 320, * Small Keel - increases ship HP by 750, * Large Keel - increases ship HP by 1750, * Grand Keel - increases ship HP by 6400, *Small Bow - increases ship HP by 100, *Medium Bow - increases ship HP by 250, * Large Bow - increases ship HP by 600, * Bowsprit (all variants) - increases ship HP by 100. The HP Bonus given from HP boosting modules is spread across the ship's modules on a "per tile" basis, so bigger modules benefit more from it than smaller ones (e.g. a suspendium dust tank will get more HP than a cockpit). Module Width: How many tiles the module is wide Module Height: How many tiles the module is high Structural Stress HP Multiplier: Each module uses a structural stress amount and the more there is present, the higher the penalty for the module HP. [[Category:Modules| ]] [[Category:Airships: Conquer the Skies]]
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