Components Data Structure
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-Component Tab-

Name:             The name for this component.

Description:      A string description of this component.

Cost:             The cost in Construction Points for this facility.

Size:             The number of spaces that this component takes up within
                  a ship size.

Type:             A general type that describes this component.

Gen Type:         An even more general type that describes this component.
                  This type is used for restriction purposes on the Add
                  Design Window.

Family:           The specific component family this component belongs to.
                  This is used for settings such as Only Show Latest Comp,
                  where only the latest component within a family is shown.
                  A good rule of thumb is that all components with the same 
                  name and different levels (I, II, III, IV, etc.) should
                  be of the same family. 

Tech Type:        The Tech Type that must be researched.

Tech Amount:      The tech level within the Tech Type that must be
                  reached to discover this component.

Pic Num:          The picture position of this component in the comps.bmp
                  file. All picture numbers begin with 0 as the first
                  element. Picture numbers wrap to each new line from the
                  previous line. All component pictures are available to 
                  use except for the last 3 rows of the bitmap which are
                  just used for the units. Also, don't use the last 4 
                  squares on the last row which are used by the game for
                  population, under repair, and destroyed comp.
        
Special Type:     Some components have special abilities. See the table below
                  for a listing of the special types, and what they mean for
                  the Special Amount field. 

Special Amount:   This number is a value which gives a component abilities
                  based on its Special Type. See the table below for details
                  on what the special value means for each Special Type.

Sound:            For weapons and stellar manipulation components, this is the
                  sound that is played.


Special Type                   Special Amount
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Shield Generation              Points of normal shields generated.
Component Repair               Number of components repaired per turn.
Atmosphere Colonized           Atmosphere colonized. 
                               1 - None
                               2 - Chlorine   
                               3 - Oxygen
                               4 - Hydrogen   
                               5 - Carbon Dioxide
                               6 - Argon   
Troop Storage                  Number of unit spaces of troops that can be stored.
Population Storage             Number of M of population that can be stored.
Fighter Storage                Number of unit spaces of fighters that can be stored.
Mine Storage                   Number of unit spaces of mines that can be stored.
Multiplex Tracking             Number of enemy targets ship can target. 
Combat Sensors                 Percent offensive modifier during combat.
ECM                            Percent defensive modifier during combat.
Mine Sweeping                  Number of mines swept per action.
Phased Shield Generation       Points of phased shields generated.
Medical Bay                    The plague level that this comp can cure.
Resupply Pod                   Number of added turns of resupply.
Movement Bonus                 Movement bonus for having component.
Emissive Armor                 Number of points of damage that must be met in 
                               one volley to destroy this component.
Shield Regeneration            Number of shields regenerated each combat turn.
Master Computer                Not used.
Cloak Level                    The level of cloak provided.
Cloak Level Defeated           The level of cloak defeated.
Emergency Resupply             Number of turns added to resupply time when 
                               comp sacrificed.
Emergency Energy               Number of movement points added to movement when
                               comp sacrificed.
Long Range Scanner             Distance in sectors a ship can be long range scanned.
Open Warp Point Distance       The distance in solar system squares that a warp 
                               point can be opened to.
Create Planet Size             The size of a planet than can be created.
                               1 - Asteroids
                               2 - Tiny
                               3 - Small
                               4 - Medium
                               5 - Large
Destroy Planet Size            The max size of a planet than can be destroyed.
                               1 - Asteroids
                               2 - Tiny
                               3 - Small
                               4 - Medium
                               5 - Large
Boarding Attack                Offensive strength in boarding other ships.
Boarding Defense               Defensive strength in boarding other ships.
Point-Defense                  Not used. 

-Weapon Tab-

Weapon Type:      The type of weapon this component is. 
                  None - The component is not a weapon.
                  Direct Fire - This is a direct fire weapon. When fired,
                                it will hit or miss its target instantly.
                  Seeking - This is a seeking weapon. When fired, it will
                            seek after its target until it hits.

Damage:           The amount of damage this weapon does at zero range. 

Damage Type:      The type of damage this weapon does. See the Help File
                  that comes with SE3 for more details on these.

Dec Damage:       The amount the damage of the weapon decreases by for each 
                  1 combat square it travels. This applies for both seeking
                  and direct fire weapons.

Range:            The maximum range at which this weapon can hit a target. 

Reload:           The number of turns required before this weapon can be
                  fired again. For example, a 1 means that the weapon can
                  fire every turn. A 2 means that the weapon can only fire
                  every other turn.

Display:          This is how the weapon is displayed when fired in combat.
                  This setting only applies to Direct Fire weapons.

Speed:            The speed at which this weapons travels in combat squares
                  per combat turn. This setting only applies to Seeking 
                  weapons.

Modifier:         The percentage offensive bonus this weapon receives when
                  firing at a target. For example, if the value is 50, then
                  the ship gets a +50% to its offensive modified when firing
                  this weapon.


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These are freeware. Distribute as you wish except on any 
commercial disks or CD-ROMs without permission of the authors.

Space Empires III is Copyright 1997, by Malfador Machinations
Website:  http://www.crl.com/~malfador/