TEC Unit Reference Chart(More to come)

I'm going to add to this later on, including all 3 levels of Capitol Ship abilities at some point.


Each Race will have a seperate Thread for this, concidering how long this one is, and I am planning to extend it further with buildings/Planets/whatnot.


As of right now, this is the data available In-Game, without boosting upgrades like Hull/shields/armor/weapons.


If you see anny errors, please make me aware of them.


Also, I am open to any suggestions as to what I should add to this list.


TEC:

Capitol Ships:

Kol Class Battleship:
Hull:  3000
Shields:  1250
Antimatter:  225
Armor:  5
Culture Repel Rate: 0.30/Sec
Beam Damage:  9
Autocannon Damage: 34
Laser Damage:  8
Starting Squadrons:  0
Max Squadrons:  2
Planet Bombing Damage:  43

 Gause Rail Gun:  1/2/3
  Antimatter Cost:  75/75/75
  Cooldown Time:  6/6/6
  Range:  6500/6500/6500
  Duration:  10/10/10

  Damage:  325/650/975
  Max Speed:  -100%/-100%/-100%  (Not a full stop if I remember right, something about the numbers, someone please clarify)

 Flak Burst:  1/2/3
  Antimatter Cost:  100
  Cooldown Time:  12
  Range:  2400

  Damage:  30

 Adaptive Forcefield:  1/2/3
  Antimatter Cost:  40
  Cooldown Time:  45
  Duration:  20

  Damage Reduction:  +15%
  Phase Missile Block:  +25%

 Finest Hour:  Antimatter Cost:  150
  Cooldown Time:  180
  Range:  1000
  Duration:  60

  Antimatter restored per second:  5
  Hull repaired per second:  10
  Ability cooldown rate:  -20%
  Splash Damage:  60


Sova Class Carrier:
Hull:  2850
Shields:  1075
Antimatter:  270
Armor:  4
Culture Repel Rate:  0.30/Sec
Laser Damage:  3
Laser Damage:  30
Starting Squadrons:  3
Max Squadrons:  8
Planet Bombing Damage:  37


 Missile Battery:  1/2/3

  Antimatter Cost:  /70
  Cooldown Time:  /35
  Duration:  /180 

  Hull:  750/1000
  Shields:  120/140
  Armor:  3/4
  Missile Damage:  13/17

 Embargo:  1/2/3
  Antimatter Cost:  85
  Cooldown Time:  120
  Duration:  60
 
  Ship Build Time:  -30%
  Structure Build Time:  -30%
  Phase Jump Disabled(Someone please clarify, is this all ships or just merchant craft?)

 Heavy Strike Craft:  1/2/3
  Armor:  +2
  Physical Damage Output:  +12%

 Rapid Manufacturing:  1/2/3
  Antimatter Cost:  120
  Cooldown Time:  180
  Duration:  90

  Strike Craft for host replaced instantly
  Ship Build Time:  250%
  Structure Build Rate:  250%


Akkan Class Battlecruiser:
Hull:  3150/
Shields:  1000
Antimatter:  260
Armor:  3
Culture Repel Rate:  0.30/second
Laser Damage:  14
Autocannon Damage:  11
Laser Damage:  25
Starting Squadrons:  1
Max Squadrons:  ?
Planet Bombing Damage:  40

 Colonize:  1/2/3
  Antimatter Cost:  90
  Cooldown Time:  120
  Range:  5000
  Duration:  360

  Free Extractors:  1
  Extraction Rate:  +33%

 Ion Bolt:  1/2/3
  Antimatter Cost:  85
  Cooldown Time:  10
  Range:  7000
  Duration:  3

  Abilities Diabled
  Construction Disabled
  Structure Work Disabled
  Phase Jump Disabled
  Sub-light Main Engines Disabled
  Sub-light Maneuvering Engines Disabled
  Passive Regeneration Disabled
  Weapons Disabled

 Targeting Uplink:  1/2/3
  Range:  8000
  Weapon Range:  +8%
  Chance to Hit:  +5%

 Armistice: 
  Antimatter Cost:  150
  Cooldown Time:  180
  Range:  12000
  Duration:  60

  The following on everything in range:
  Invulnerable
  Abilities Disabled
  Weapons Disabled


Dunov Class Battlecruiser:
Hull:  2800
Shields:  1125
Antimatter:  280
Armor:  4
Culture Repel Rate:  0.30/Sec
Autocannon Damage:  6
Laser Damage:  34
Missile Damage:  6
Starting Squadrons:  1
Max Squadrons:  ?
Planet Bombing Damage:  43

 Shield Restore:  1/2/3
  Antimatter Cost:  65
  Cooldown Time:  11
  Range:  6000

  Shield Points Restored:  250

 EMP Charge:  1/2/3
  Antimatter Cost:  100
  Cooldown Time:  50
  Range:  4500

  Shield Damage:  150
  Target Antimatter Removed:  50

 Magnetize:  1/2/3
  Antimatter Cost:  80
  Cooldown Time:  15
  Range:  5000
  Duration:  10

  Abilities Disabled
  Nearby Strike Craft Crash Into Target

 Flux Field:
  Antimatter Cost:  125
  Cooldown Time:  180
  Range:  4000
  Duration:  60

 Ability Antimatter Cost:  33%(I believe that is the translation.  green 300% in game)


Marza Class Dreadnought:
Hull:  2875
Shields:  1150
Antimatter:  235
Armor:  4
Culture Repel Rate:  0.30/Sec
Missile Damage:  28
Laser Damage:  14
Autocannon Damage:  12
Starting Squadrons:  o
Max Squadrons:  ?
Planet Bombing Damage:  57

 Radiation Bomb:  1/2/3
  Antimatter Cost:  85
  Cooldown Time:  12
  Range:  6000
  Duration:  5

  Damage:  125
  Damage Per Second:  7

 Raze Planet:  1/2/3
  Antimatter Cost:  90
  Cooldown Time:  40
  Range:  5000
  Waves:  2

  Damage:  80
  Population killed:  10

 Incendiary Shells:  1/2/3
  Duration:  15

  Damage Per Second:  3

 Missile Barrage:  1/2/3
  Antimatter Cost:  150
  Cooldown Time:  240
  Range:  10000
  Waves:  25

  Damage:  120(Is this per wave?)

Fighter:
Hull:  60
Armor:  1
Autocannon Damage:  2

Bomber: 
Hull:  100
Armor:  2
Missile Damage:  3

Trade Ship:
Hull:  500
Armor:  0

Refinery Ship:
Hull:  500
Armor:  0


Frigates:

Arcova Class Scout Frigate:
Hull:  450
Shields:  175
Antimatter:  0
Armor:  1
Laser Damage:  3

Cobalt Class Light Frigate:
Hull:  635
Shields:  370
Antimatter:  200
Armor:  2
Laser Damage:  10

 Sabotage Reactor:
  Antimatter Cost:  25
  Cooldown Time:  3
  Range:  6000
  Duration:  15

  Damage:  100
  Abilities Diasabled


Javelis LRM Class Frigate:
Hull:  500
Shields:  280
Antimatter:  0
Armor:  1
Missile Damage:  11

 Cluster Warheads:
  Cooldown Time:  60
  Range:  1200
  Max Targets:  6
 
  Damage:  10


Krosov Class Siege Frigate:
Hull:  510
Shields:  255
Antimatter:  0
Armor:  2
Laser Damage:  6
Planet Bombing Damage:  31

 Heavy Fallout:
  Cooldown Time:  15
  Range:  4000
  Duration:  360
 
  Population Growth Rate:  -8%


Garda Cass Flak Frigate:
Hull:  900
Shields:  450
Antimatter:  0
Armor:  4
Autocannon Damage:  15/4=3.25 per 90 degree angle  (Is that right?  Need explaination of Flak.)


Protev Class Colony Frigate:
Hull:  1150
Shields:  125
Antimatter:  225
Armor:  0
Autocannon Damage:  4

 Colonize:
  Antimatter Cost:  90
  Cooldown Time:  120
  Range:  5000

  Colonizes a Neutral World

 Crew Extractor:
  Antimatter Cost:  40
  Cooldown Time:  60
  Range:  1000

  Mans a Neutral Extractor


Cruisers:

Percheron Class Light Carrier:
Hull:  1580
Shields:  650
Antimatter:  400
Armor:  3
Squadrons Supported:  2

Hoshiko Class Robotics Cruiser:
Hull:  775
Shields:  325
Antimatter:  350
Armor:  3
Laser Damage:  4

 Repair Drones:
  Antimatter Cost:  50
  Cooldown Time:  3
  Range:  3000
  Duration:  15

  Hull Repaired per Second:  20

 Demolition Bots: 
  Antimatter Cost:  100
  Cooldown Time:  3
  Range:  3000
  Duration:  60

  Damage:  75
  Max Speed:  50%  (200% in red letters in-game)
  Acceleration:  50%  (200% in red letters in-game)

Cielo Class Command Cruiser:
Hull:  850
Shields:  250
Antimatter:  350
Armor:  1
Laser Damage:  4

 Embolden: 
  Antimatter Cost:  50
  Cooldown Time:  2
  Range:  4000
  Duration:  60

  Shields Restored per Second:  2.5
  Weapon Cooldown -10%

 Designate Target: 
  Antimatter Cost:  100
  Cooldown Time:  45
  Range:  9000
  Duration:  60

  Damage Reduction: -40%

Kodiak Class Heavy Cruiser:
Hull:  1050
Shields:  600
Antimatter:  0
Armor:  5
Autocannon Damage:  18

 Intercept:
  Cooldown Time:  60
  Duration:  8

  Max Speed:  200%
  Acceleration:  800%

Raloz Class Heavy Constructor:
Hull:  1500
Shields:  0
Antimatter:  0
Armor:  3

 Construct Star Base:
  Cost:  Credits:  1000 / Metal:  100 / Crystal:  125
  Cooldown Time:  10(Unit destroyed upon execution of ability)
  Range:  1000

Ogrov Class Torpedo Cruiser:
Hull:  610
Shields:  295
Antimatter:  0
Armor:  1
Missile Damage:  22

Neruda Class Envoy Cruiser:
Hull:  1250
Shields:  0(WTF?)
Antimatter:  0
Armor:  1

 Diplomatic Immunity:
  Cooldown Time:  120
  Duration:  30

  Self Invulnerable

 Goodwill:
  Boost relationship with planet-owner.

 Settlers:
  Cooldown Time:  180
  Duration:  60

  Relationship Increase:  0.10
  Population Growth Rate:  300%

 Worthy Cause: 
  Cooldown Time:  30
  Range:  5000
 
  Credits Earned:  60

 Arbitrate Tariff: 
  Cooldown Time:  180
  Range:  2000
  Duration:  60

  Trade Income:  +50%


Argonev Class Star Base:
Hull:  3000
Shields:  2000
Antimatter:  0
Armor:  6
Culture Repel Rate:  0.00/Sec
Laser Damage:  117
Starting Squadrons:  0
Hull Points Restored Per Second:  1.5
Shield Points Restored Per Second:  3.0

Upgrades:

 Weapon Systems 1:
  Cost:  Credits:  1800  /  Metal:  275  /  Crystal:  150
  Build Time:
 
  Beam Damage:  128
 
 Weapon Systems 2:
  Cost:  Credits:  1800  /  Metal:  275  /  Crystal:  150
  Build Time:  50

  Missile Damage:  120
 
 
 Structural Integrity 1:
  Cost:  Credits:  1800  /  Metal:  275  /  Crystal:  150
  Build Time:  50

  Max Hull Points:  6000
  Hull Points Restored Per Second:  3.0
  Shields:  3500
  Shield points Restored Per Second:  6.0
  Armor:  9
 
 
 Structural Integrity 2:
  Cost:  Credits:  1800  /  Metal:  275  /  Crystal:  150
  Build Time:  50
 
  Hull:  9000
  Hull Points Restored Per Second:  4.5
  Shields:  5000
  Shield Points Restored per Second:  9.0
  Armor:  12
 
 
 Structural Integrity 3:
  Cost:  Credits:  2700  /  Metal:  425  /  Crystal:  225
  Build Time:  63
 
  Hull:  13500
  Hull points Restored Per Second:  6.8
  Shields:  7250
  Shield Points restored Per Second:  13.5
  Armor:  16.5

 Hangar Capacity 1:
  Cost:  Credits:  1800  /  Metal:  275  /  Crystal:  150
  Build Time:  50

  Max Squadrons:  4
 
 
 Hangar Capacity 2:
  Cost:  Credits:  1800  /  Metal:  275  /  Crystal:  150
  Build Time:  50
 
  Max Squadrons:  8
 
 Hangar Capacity 3:
  Cost:  Credits:  2700  /  Metal:  425  /  Crystal:  225
  Build Time:  63

  Max Squadrons:  14
 
 
 Trade Facilities 1:
  Cost:  Credits:  1000  /  Metal:  150  /  Crystal:  75
  Build Time:  50

  Trade Income:  1.3/Sec
 
 
 Trade Facilities 2:
  Cost:  Credits:  1800  /  Metal:  275  /  Crystal:  150
  Build Time:  50
 
  Trade Income:  3.0/Sec

 
 Auxiliary Government 1:
  Cost:  Credits:  1800  /  Metal:  275  /  Crystal:  150
  Build Time:  50

  Cannot lose planet to bombardment.
 
 
 Construction Bays 1:
  Cost:  Credits:  1800  /  Metal:  275  /  Crystal:  150
  Build Time:  50

  Frigate/Cruiser Construction Rate:  75%
 
 
 Construction Bays 2:
  Cost:  Credits:  2700  /  Metal:  425  /  Crystal:  225
  Build Time:  63

  Frigate/Cruiser Construction Rate:  175%
 
 
 Docking Booms 1:
  Cost:  Credits:  1800  /  Metal:  275  /  Crystal:  150
  Build Time:  50
 
  Antimatter:  150
  Antimatter Points Restored Per Second:  2.5
 
 Resupply:
  Antimatter Cost:  100
  Cooldon Time:  105
  Range:  10000
  Duration:  60

  Antimatter Restored per Second:  2.5
  Hull Points Repaired Per Second:  7.5
 
 Docking Booms 2:
  Cost:  Credits:  1800  /  Metal:  275  /  Crystal:  150
  Build Time:  50
 
  Antimatter:  300
  Antimatter Points Restored Per Second:  3.5

 Resupply:
  Antimatter Cost:  100
  Cooldown Time:  105
  Range:  10000
  Duration:  60

  Antimatter Restored per Second:  4.2
  Hull points Restored per Second:  15.0
 
 Safety Override Protocol 1:
  Cost:  Credits:  1800  /  Metal:  275  /  Crystal:  150
  Build Time:  50

 Last Resort:
  Cooldown Time:  60(Unit is Destroyed upon executing ability)
  Range:  8000
 
  Damage:  4000
 
 
 Safety Override Protocol 2:
  Cost:  Credits:  1800  /  Metal:  275  /  Crystal:  150
  Build Time:  50

 Last Resort:
  Range:  12000

  Damage:  8000

 

-Twilight Storm | My life for the Dahkri

8,729 views 9 replies
Reply #1 Top

Anyone's Thoughts?

-Twilight Storm | My life for the Dahkri

Note to Self:  Add Squadrons, trade, refinery ships

Note to Self:  Add Pirates

Note to Self:  Add planets

Note to Self:  Add unit supply costs

Note to Self:  Make unit/ability names bold and different colors for easier read.

Reply #2 Top

How is this different then the Sins Wiki?  I understand that hasn't been fully updated to Diplomacy, however the Distant Stars Wiki has been.

 

My thoughts are basically, why redo what's already been done when your time could be better spent improving what's already there.

Reply #3 Top

1 )  I didn't even know that was a sins wiki....

2 ) People were asking for an updated chart.

3 )  I'm adding damage types, and each building/planet/possibly other aspects

4 )  I like making lists.

-Twilight Storm | My life for the Dahkri

Reply #4 Top

1) Understandable.  I didn't know of one either until Draak pointed it out to me not too long ago which is why I point it out to everyone who asks or comments about needing one or says that they're doing one or something similar like this.

2) Those are always nice to have.  The Sins wiki could use a little updating.  I figure the more people I send to them, the more chances someone will do what's needed.

3) Been done before.  All of it.  Seriously, have a look.

4) Awesome.  It'll still save you a lot of time and work to go and look at them and improve what's already there rather then starting it all over again.  More power to ya if you want to go on your own though.  No one's stopping you.  I personally would be pissed if I wasted a week doing a whole lot of work that someone else had already done and that person couldn't even bother to take a minute out of their life to tell me.  But that's just me.

 

Not knocking you in any way, I would love to have your help on the DS wiki, especially since things change as each version is released and it'll take a long time to go back through and verify everything and make the corrections where needed.  Plus the style I used isn't the greatest and probably could use somewhat of an overhaul.

Reply #5 Top

I'll take a look then and see what needs to be done to the DS Wiki.  Still probly gonna finish this one up, though.  I hate leaving things unfinished.  Took around 4 hours to do what I've got here, and It's almost done.

Thanks for tipping me off though.

-Twilight Storm | My life for the Dahkri

Reply #6 Top

Oh, and I'd be glad to help out on the DS Wiki.  I absolutely love that mod.

Just tell me what needs doing and I'll see to it ASAP.  (Gonna need help if it's actually editing the Wiki itself, never done that before.  Whenever I can help it, i use the good old notepad, like above, but I'm open to learning new things regardless.)

-Twilight Storm

Reply #7 Top

At the moment, the only thing needed is a request I got from carbon to change the text colors on the different pages to illustrate what is original content and what is DS added content.  I did a quick job on the TEC pages and the planets page to show an example of what I mean.  Hoping to get feedback from Carbon later today about it.  The only other thing it could use is a better format for some of the stuff I put information in for but didn't really do anything special with, like the special abilities sub sections. I know what's going on there, but someone else might not so any ideas on how to make it more presentable is welcomed.

In the future, when the next version comes out, every single piece of information is going to have to be given the once over and corrected if it's been changed.  I know the pirates are going to have some changed things and the strike craft are getting some work done, plus other things, but every little bit of info has to get looked at and checked.

Each section could also use a better write up of what's going on, and if you're going to write up stuff on each ship and structure, may as well add it to the wiki as well.  There's also a strategies section that could use a lot more then just my input.  ;P

 

As for editing the wiki it's essentially just like typing here in the forums and there are extra buttons at the top of the typing window to let you do a couple of things as painlessly as possible.  You can also switch it to a coded view to play with the HTML coding, but that's not really necessary.  I just do it because it's faster for me to use that method sometimes.

Reply #8 Top

one thing i notice is the lack of decimal points.

most importantly on strike craft... 2 vs 2.4 is a huge difference (if i remember correctly for fighter squads)

donov flux field reduces am consumption to 25% of normal levels,

Sovas only block trade ships (refinary ships too maybe? never see any to know)

marzas do 120 per volley, for a total of 3000 damage per target.

and (last time i checked) your right about the flack frigs. (except your missing decimal points again)

 

also, depending on how complete you want to be, your missing the weapon cooldown, weapon damage, max shield mitigation, hull, shield, antimatter, repair rate, shield recharge rate, antimater restore rate, and armor bonuses capital ships get per level.

Reply #9 Top

This was just a starting point.  I took all these numbers from in-game to get it all out there.  If anyone cares to make the exact corrections I'll update, but I don't have the time I did when I started this.

Eventually, this will be complete with recharge rates and whatnot.

-Twilight Storm