The kValues and eValues[]
In the game files you will see things like kCollector, kRefinery, kScout & eMotherShip, eCollector, eScout (the e's mostly in the classdef.lua file).
The kValues[]
The k's are assigned in a race's ai_build file, for example in scripts/races/{racename}/scripts/ai_build.lua you should see.
kCollector = HGN_RESOURCECOLLECTOR kRefinery = HGN_RESOURCECONTROLLER kScout = HGN_SCOUT kInterceptor = HGN_INTERCEPTOR kBomber = HGN_ATTACKBOMBER kCarrier = HGN_CARRIER kShipYard = HGN_SHIPYARD kDestroyer = HGN_DESTROYER kBattleCruiser = HGN_BATTLECRUISER
In this example its using the hiligram ships. The variables like HGN_RESOURCECOLLECTOR are generated by the engine when generating the ships.
The eValues[]
kValue | number |
---|---|
eMotherShip | 0 |
eCollector | 1 |
eRefinery | 2 |
eBuilder | 3 |
eDropOff | 5 |
eScout | 4 |
eAntiFighter | 10 |
eAntiCorvette | 11 |
eAntiFrigate | 12 |
eFighter | 6 |
eFrigate | 7 |
eCorvette | 8 |
eCaptial | 9 |
ePlatform | 13 |
eNonThreat | 14 |
eSalvageDropOff | 15 |
eHyperspaceGate | 16 |
eCapture | 17 |
eShield | 18 |
eSubSystemAttackers | 19 |
eNonCriticalSubSys | 20 |
eGoodRepairAttackers | 21 |
eMaxCount | 22 |
eMaxUserCount | 32 |
Thanks to Greavesy for the image :)