Starship Corporation العربية, Česky, Dansk, Español, Français, हिन्दी, Italiano, 日本語, 한국어, Magyar, Nederlands, Norsk, Polski, Português, Русский, Svenska, Suomi, ייִדיש, ...
The game will be translated into many of the above languages (thats where I get traffic from) as soon as its finished. In the meantime I provide (as requested) the texts of the most important parts of the game here, so that you can at least google-translate it:
ROOMS
CORE MODULES:
BRIDGE The heart of the ship and responsible for effective steering. If taken over by hostile units or destroyed the ship is lost.
ENGINE ROOM If the Engine Room is diabled or destroyed. The ship stops moving, is more vulnerable to capture or attack. Without engine it cannot complete its journey and has to be towed.
COMPUTER CORE The Computer Core is necessary to enable the AI to perform tasks and coordinate the crew. If disabled or destroyed, the AI can no longer issue commands and the crew is on his own.
EMERGENCY BRIDGE The Emergency Bridge can replace the Main Bridge so that the crew remains in control of the ship.
POWER SWITCH The Powerswitch enables you to switch the power supply for 3 different circuits on and off.
ARMOR Reinforces the outer Hull.
POWER CONNECTION Provides a Power Connection between decks.
COOLING CONNECTION Provides a Cooling Connection between decks.
TECH FACILITIES:
AIRTANK One Airtank supplies 10 Crew Members for 1 Month. Needs Lifesupport to function properly.
FUELTANK Contains 200 kt of highly explosive Fuel.
WATERTANK The Watersupply for 20 Crewmembers for 1 Month. Needs Lifesupport.
LARGE GENERATOR The largest Power Generator available. Generates 500 TW of Energy.
MEDIUM GENERATOR Mid-range Power Generator. Generates 250 TW of Energy.
SMALL GENERATOR The smalles Power generator available. Generates 150 TW of Energy.
EM GENERATOR Small, robust and still powerful. The best combination best suited for emergency use. Generates 250 TW of Energy.
SHIELD GENERATOR The Shield Generator takes the kinetic energy out of projectiles and debris too close to the hull. It loses energy when hit and takes some time to recharge.
COOLING UNIT S The Cooling Unit provides regulation for rooms with high temperature output. Must be placed at the hull.
COOLING UNIT M The Cooling Unit provides regulation for rooms with high temperature output. Must be placed at the hull.
COOLING UNIT L The Cooling Unit provides regulation for rooms with high temperature output. Must be placed at the hull.
STORAGE:
CARGO BAY A medium-sized Cargo unit, able to store 200 mT of cargo. Its feeding doors are vulnerable to infiltration.
HANGAR BAY The Hangar Bay contains attack craft like dropships and drones. The Cargo Bay Doors are very vulnerable to infiltration.
EEV The Emergency Escape Vehicle can contain 5 Crewmembers and launches in case of imminent descruction or breakdown of lifesupport.
CREW QUARTERS:
PILOT QUARTERS L Hypersleep capsules and living quarters for 6 Pilots.
PILOT QUARTERS M Hypersleep capsules and living quarters for 3 Pilots.
PILOT QUARTERS S Hypersleep capsules and living quarters for 1 Pilot.
TECH QUARTERS L Hypersleep capsules and living quarters for 8 Technicians.
TECH QUARTERS M Hypersleep capsules and living quarters for 4 Technicians.
TECH QUARTERS S Hypersleep capsules and living quarters for 2 Technicians.
MEDIC QUARTERS L Hypersleep capsules and living quarters for 4 Medics.
MEDIC QUARTERS M Hypersleep capsules and living quarters for 2 Medics.
MEDIC QUARTERS S Hypersleep capsules and living quarters for 1 Medic.
MIL QUARTERS L Hypersleep capsules and living quarters for 16 Marines.
MIL QUARTERS M Hypersleep capsules and living quarters for 8 Marines.
MIL QUARTERS S Hypersleep capsules and living quarters for 4 Marines.
CYO Quarters Holding Chamber and Repair Station for 1 Cybernetic Organism.
CORRIDORS AND DOORS:
HATCH A simple hatch to connect two rooms or corridors. Can be locked to restrict unauthorized access or sealed by welding to deter hostile troops for a long time.
DOUBLE HATCH A simple double hatch to connect two rooms or corridors over greater distance. Can be locked to restrict unauthorized access or sealed by welding to deter hostile troops for a long time.
CORRIDOR 1 A Corridor Segment.
CORRIDOR 2 A Corridor Segment.
CORRIDOR 3 A Corridor Segment.
CORRIDOR 4 A Corridor Segment.
CORRIDOR 5 A Corridor Segment.
CROSS SECTION A Corridor Cross Section.
L SECTION A Corridor L Section.
S SECTION A Corridor S Section.
SL SECTION A large S Section.
T SECTION A Corridor T Section.
CORRIDOR END The End of a Corridor.
LIFT Connects the different decks. Faster than a Stairway.
STAIRWAY Connects the different decks. Works even without power.
EXIT HATCH Provides an opening through the hull to a Corridor or Room.
CANNON HATCH Provides an opening through the hull for the Missile Bay.
MISSILE HATCH Provides an opening through the hull for the Cannon.
HANGAR DOOR Provides an opening through the hull for the Hangar.
CARGO HATCH For Loading / Unloading the Cargo Units.
COOLING HATCH An opening through the Hull for the small and medium Cooling Unit.
COOLING HATCH L An opening through the Hull for the large Cooling Unit.
MEDICAL:
LIFESUPPORT The Lifesupport connects all available Airtanks to provide a stable and healthy environment for the crew.
SICKBAY At the Sickbay wounded crewmembers can be healed. There has to be a medic present for every patient, with a maximum amount of 3 patients. See Sickbay Extension for more capabilities.
SICKBAY EXTENSION Wounded crewmembers can be healed here. Needs at least one Sickbay.
GALLEY At the Galley, crew members get their food and drink. A ship without at least one Galley creates a bad mood and low morale.
WATER TREATMENT The Water Treatment Facility removes contaminants from waste water and purifies it for the use as drinking water.
MILITARY:
ARMORY The Armory supplies 16 Marines with firearms. It also contains 2 sentry gun drones.
CANNON The Cannon Unit contains 3 HVP Cannons and has to be manned with 3 Marines to function properly. The guns have an arc if fire of 100° and a reload time of 30 sec.
MISSILE BAY Contains 3 Long Range Missiles with devastating effect. Needs 1 Missile Control Room to operate. Reload Time 60 sec.
MISSILE CONTROL The Missile Control Room is needed to guide the Long Range Missiles successfully into their target.
ERROR MESSAGES:
within Budget/Budget exceeded: The Budget Limit that is determined either by the contractor or by yourself. Staying within Limit is optional, because you can save costs later during production or choose to sell at a loss on purpose.
missing Bridge/Bridge OK: The Bridge is one of the Core Modules, so every ship needs one to function. Emergency Bridges can be built as a backup, but not to replace the Main Bridge.
Missing Computer Core/Computer Core OK: The Computer Core is essential for a functioning ship.
Missing Engineroom/Engineroom OK: Necessary for the a ship´s propulsion, optional on space stations, not necessary in planetary installations, mines or buildings.
not enough Cooling/Cooling OK: The Level of Cooling Power needed to supply all systems (if they are all running). optional
not enough Pilots/Pilots OK: The Number of Pilots either needed by the ships systems or set by the contractor. This Number includes only Crew needed for fulltime maintainance, not if crew can be shared between rooms.
not enough Technicians/Technicians OK: The Number of Technicians either needed by the ships systems or set by the contractor. This Number includes only Crew needed for fulltime maintainance, not if crew can be shared between rooms.
not enough Medics/Medics OK: The Number of Medical Personnel either needed by the ships systems or set by the contractor. This Number includes only Crew needed for fulltime maintainance, not if crew can be shared between rooms.
not enough Soldiers/Soldier OK: The Number of Soldiers or Security Personnel either needed by the ships systems or set by the contractor. This Number includes only Crew needed for fulltime maintainance, not if crew can be shared between rooms.
Crew limit exceeded/withing Crew Limit The Overall Crew Limit, as set by the contractor or by yourself.
not enough Air/Air Supply OK: The Amount of Air needed for the Crew during the Mission Time set by the contractor or by yourself.
not enough Water/Water Supply OK: The Amount of Water needed for the Crew during the Mission Time set by the contractor or by yourself.
not enough Energy/ Energy Supply OK: The Level of Energy needed to supply all systems (if they are all running). optional
additional Lifesupport needed/Lifesupport OK: 5 Airtanks need 1 Lifesupport unit to function properly.
additional Water Treatment needed/Water Treatment OK: 4 Watertanks need 1 Water Treatment Unit unit to function properly.
Corridors not sealed/Corridors OK: Corridors need to be sealed with Hatches or End-Pieces.
missing Exit Hatch/Exit Hatch OK: The Ship or Installation needs at least one Exit Hatch for the Crew to enter or exit the hull.
missing outer Hatch/outer Hatches OK: Rooms with an opening through the hull (Cargo, Hangar, Cannon, Missile, Cooling) need a matching outer Hatch to seal the Hull. (Corridors Menu).
no Weapons needed/not enough Cannons/not enough Missiles: The Number of Cannons or Missiles needed by the contractor or by your own construction goals.
not enough Fuel/Fuel Supply OK: The Amount of Fuel needed to supply the Engines to reach the Range specified by the contractor (or by yourself).
not enough Cargo Space/Cargo Space OK: The Amount of Cargo Space needed by the contractor (or by yourself).
Decks not connected/Deck Connection OK: All Decks need to be connected either by Lifts or Stairways, so the crew can access every part of the ship. (Corridors Menu)
not enough EEVs/EEV OK: 1 Emergency Escape Vehicle allows 5 Crew members to evacuate the Ship. Optional, but too few EEVs have (understandably) a negative effect on morale.
missing Galley/Galley OK: Optional. The Galley provides Nutrition and Recreation for the Crew. If not available, the crew can fulfill their basic needs in the crew quarters, but it has a bad affect on morale.
missing Sickbay/Sickbay OK: Optional. The Sickbay is necessary to treat heavy injuries and is fast in treating minor injuries. If not available, Medical Personnel can do without (less efficient) - but with negative effect on overall morale.
Missile Control missing/Missile Control OK; Every Missile Bay needs one Missile Control Unit
Ship fully operational: The Ship is FULLY OPERATIONAL, when all the goals are met, however you still have to make sure that the crew can work without problems, and you can add optional features to improve the rating.
CONTRACTS
Small Cargoship: A Medium Cargo Vessel that can travel medium distances with low crew count.
Small Troop Transport: Small Troop transport Vessel with limited range. Defensive capabilites benefitial, but not necessary.
Small Attack Craft: Small Attack Vessel for Anti-Piracy Operations. Has to be equipped with basic defense capabilites and 4 Cannons minimum.
Missile Corvette: A small, armored Corvette with at least 10 Missile Bays. Maximum Firepower is the primary objective.
Small Shuttle: The Craft should be designed to transport diplomatic personnel from spaceports to the surface. Simple, but safe design.
Sol Line Cruiser: A new kind of solar cruiser is needed to cover the transport routes of the main space stations and settlements. The focus is durability and low costs.
Sol Line Cruiser Type 2: A new kind of solar cruiser is needed to cover the transport routes of the main space stations and settlements. The focus is durability and low costs.
Police Cruiser: A small armed shuttle for patrolling Mars Orbit.
IG Explorer: A large science vessel for deep space exploration.
Prison Ship: High security prison ship for orbital incarceration.
Mining Colony A: A medium sized mining colony complex with living quarters and basic recreation facilities.
Atmosphere Processor: Processing unit for terraforming of hostile environments.
Large Cruise Ship: Luxurious Cruise Ship for terran upper class tourists travelling the solar system.
Interstellar Cargo: Interstellar Cargo Ship to reach all colonized worlds. Basic Defense capabilities necessary.
Battlecruiser: Battlecruiser for the Federation Navy. Hangar required. Maximum firepower, Shield Energy and Military Crew Count at the lowest possible price.
MISSIONS
STANDARD MISSIONS (SOP)
Standard Operation: The Standard Operationg Procedure of the ship. All systems should work without major malfunctions with only the necessary crew members out of hypersleep.
Red Alert: All available units have to prepare for a hostile encounter and possible ship boarding on all decks.
Yellow Alert: The entire crew hast to be ready to counter a Fire Emergency Fire on all decks.
Green Alert: The crew hast to be ready to encounter a major malfunction on all decks.
Blue Alert: The entire crew has to get to the Emergency Escape Vehicles to be ready to abandon the ship.
EMERGENCY MISSIONS (ERS)
Minor Collision: Prepare for a frontal collisions of space debris and repair the damaged parts.
Major Collision: Prepare for a major collision with a space structure that inflicts great damage on all decks.
Firestorm: A huge fire rages in the engineroom. Get it under control before it eats up 50% of the oxygen reserves.
Power Failure: All the regular Power Generators are down. Repair or replace them as fast es possible.
Xenomorph: The ship gets infected by an alien virus, that attacks, kills and transforms crewmembers. Survive as long and with as many crewmembers as you can. Special Bonus if you can isolate and preserve the virus until the rescue team arrives.
Tech Drill: A lot of systems are continuosly failing at the same time. Keep the damage low and the systems running as long as possible.
Medical Emergency: A fuel tank explosion severly injured 50% of the crew at the same time. Get your medical crew to the location and take care of it.
Magnetic Storm: The ship passes through a magnetic storm and the powerful electric discharges cause malfunctions and power failures.
MILITARY MISSIONS (HEP)
Anti Piracy I The ship gets boared by a small group of pirates. Capture or kill them and protect the cargo.
Anti Piracy II The ship gets boared by a large group of pirates. Capture or kill them and protect the cargo.
Anti Piracy III The ship gets boarded by several pirate ships with well armed troops. Capture or kill them and protect the cargo.
Last Stand The ship is constantly infiltrated by enemy drones. Defend the crew and the ship´s systems as long as you can.
Mutiny The technical crew of the ship is revolting and barricaded itself on the bridge. Take the rest of the crew and regain control. Avoid killing them if possible.
Computer Revolt The paranoid crew is trying to shut down the computer. Prevent them from getting into the Core as long as possible. Bonus if you can get them demoralized so that thay return to their quarters.
Special Forces Attack The ship gets infiltrated by enemy special forces. Keep them away from the Bridge or other vital systems as long as possible.
Ship Battle Without boarding troops and faced with a determined hostile battleship, you have to use all available weapons to destroy the enemy.
Mayhem The captain is trying to hide from the enemy fleet in an electromagnetic cloud within an asteroid field. The ship is discovered and gets under attack.
Minefield The captain is steering the ship through a minefield. Keep the ship operational despite occasional hits.
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