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=The Minimap=
==The Basics==
The Minimap displays a lot of information in a very small space. On the top of the minimap pane is the sector that is the current focus of the minimap, which is by default the sector that you are flying through or observing through the command view. The information in the Minimap is dependant on the team's sensors and probes, for if something is not eyed then it will not be on the minimap. Stations, once eyed, are essentially permanently eyed and will stay on the minimap until they are destroyed. Ships, however, only appear when they are eyed and will dissappear from the minimap as soon as they are no longer eyed.
===Asteroids===
When the minimap is expanded through the use of the arrow on the top right corner, it shows information about the asteroids in the sector. Regular asteroids are not included on the minimap, but Helium 3 asteroids and asteroids that a Techbase, such as a Supremacy, can be built on. While the information defaults to the sector the pilot is in, the minimap will show the asteroids that are in a sector that you hold the mouse pointer over in the minimap display. This is especially useful for finding sectors that have not been scouted yet.
====Helium (He3)====
Information about Helium asteroids is given in two places. The first information is listed as He3 followed by a number, and is at the very top above the asteroids in the sector. As you may notice, this is often a large number, and is not the number of Helium Asteroids in the sector. This is the number of units of Helium that can be mined from the sector. Keep in mind that each unit of Helium is usually worth about $80 and that miners can usually carry 90 units of Helium per load, making a fully loaded miner bring in about $7200.
The second place that the information about Helium asteroids is listed is at the bottom of the asteroids list, below any tech rocks. The number beside this icon is the number of helium rocks in the sector, represented by the white asteroid icon: [[Image:helium_icon.png]]
====Tech Rocks====
Tech rocks are the asteroids that Techbases can be built on. There are three types, Uranium, Silicon, and Carbon. While in most cases there are rarely multiple tech rocks in a sector and it is even more uncommon for there to be more than one of the same type, the number of each rock is given next to its indicator.


An Expansion techbase can be built on a Uranium asteroid, represented by the orange asteroid icon: [[Image:uranium_icon.png]]
'''Below is the [[ICE Pre/Def Bits]] I'm working on.'''


A Tactical techbase can be built on a Silicon asteroid, represented by the green asteroid icon: [[Image:silicon_icon.png]]  
In the core editing tool [[ICE]], everything is determined by bits known as "Pre" and "Def" bits.


A Supremacy techbase can be built on a Carbon asteroid, represented by the purple asteroid icon: [[Image:carbon_icon.png]]
There are three types of these bits: Pre, Def, and Local.
==Icons==
In order to use the minimap effectively, you must know what each icon on the minimap represents.  The icons that will be most important to most pilots are those found between the sector name and the minimap itself. These represent ships, bases, and the number of each that are in the sector. As with the asteroids, this information changes depending on which sector the mouse is over on the minimap.
===Sectors===
Sectors are the individual sections of the map, connected to other sectors through alephs. Sectors appear on the minimap as a circle, and are often filled in with one color or another. Aleph links appear as lines on the minimap, connecting the sectors together.
====Sector Colors====
The color of a sector on the minimap indicates which team holds it. A sector that is yellow is a sector controlled by the yellow team. Similarly, a sector that is blue is controlled by the blue team. A sector that is shown as empty is usually one that is not directly controlled by any team. However, a sector with an unspotted base in it will still appear to be empty until that base is spotted. Occasionally, bases from multiple teams will be in the same sector. In this case, the sector has one team's color surrounded by a ring of the other team's color.
===Indicators===
There are several important indicators that appear around or near sectors in the minimap. These let you know things such as where you are and where you clicked last on the minimap.
====Ship Indicators====
Beside each sector a number of colored squares will be shown, indicating the number of ships of each team in the sector. Like the sectors themselves, the color of the squares represent the team from which the ships come. While each square does not represent one ship, they do allow for the strength of each team to be estimated.
====Yellow Arrow====
The yellow arrow ([[Image:self_icon.png]]) above the sector is something that is always on the minimap, as it represents your current location, regardless of wether you are currently flying or in a base. This will move with you to whatever sector you fly to.
====Green Arrow====
The green arrow ([[Image:lastclick_icon.png]]) to the left of the sector represents the last sector that you clicked on the minimap. It will stay on the sector until you click on another sector.
====Red Arrow====
A red arrow ([[Image:buildable_icon.png]]) will appear below some sectors on the minimap when you either have a constructor selected or are hovering over a station in the construction tab of the Investments (F5) pane. This arrow represents all of the sectors where that particular station can be constructed. For example, if you hover over the Build Expansion icon or have an Expansion constructor selected, then all sectors that have a Uranium rock in them will have a red arrow appear underneath of them.
====Red Diamond====
When you are ripcording, red diamonds ([[Image:ripstation_icon.png]]) will appear under the sectors that your team has teleport receivers in. If a diamond is flashing ([[Image:ripstationtarget_icon.png]]) then it is the sector that you are currently ripcording to.
====Warning Indicators====
There are three warning indicators, with three corresponding levels of threat.
The first level is when an enemy ship is detected in the sector. This is indicated by this red circle around the sector: [[Image:level1_icon.png]]


The second level is when either a friendly drone detects enemies in its sector or when a ship that can threaten one of your stations is detected in a sector that is not yours. This is indicated by this spikey red circle around the sector:[[Image:level2icon.png]]
==Pre Bits==
Pre bits are the ''Pre''requisites for whatever the item is. If an item has a "Pre," then it becomes available when that "Pre" bit is set by something's "Def." If the item has multiple "Pre"s, then all of them must be met before it is available.


The third level is when either a ship that can threaten one of your stations is in one of your sectors or when an enemy capital ship is detected. This is indicated by this spikey red and yellow circle around the sector:[[Image:level3icon.png]]
==Def Bits==
==Piloting with the minimap==
Def bits are the ''Def''initions of an item.
As covered previously, left-clicking on any sector in the minimap will engage your autopilot to take you to that sector. If there is a teleport receiver available in or closer to that sector, your autopilot will ripcord you there first. Ripcording will be covered in more depth in a later lesson.
 
When you find an aleph to a new sector, it will immediately appear on the minimap. If you are in a scout, it is useful to select this sector to autopilot to, as any information about what is in that sector can help your team
'''Below is the [[ICE DM/AC Bits]] I'm working on'''
::You may find [[damage chart]] useful. -- [[User:Juckto|Juckto]] 02:34, 25 May 2009 (UTC)
In ICE, there are twenty Damage modifiers and twenty Armor Classes. These are numbered from 00 to 19, and are prefixed with DM or AC to denote what they are. Default view in ICE is to show individual Damage Modifiers and how weapons with that damage modifier function against all armors. Using the "Switch" button allows an individual Armor Class to be shown and how all Damage Modifiers function against it.
 
==Damage Modifiers==
Damage modifiers are used by every weapon, and even some non-weapons such as collisions. Damage modifiers seem to be automatically assigned a label, such as "Light" or "Light-Medium" depending on how it best functions. Due to this, they are referred to by number only in ICE.
<includeonly>Andon: Not sure how accurate this is. Someone needs to check</includeonly>
 
 
==Armor Classes==
Armor Classes are used by everything that has armors. There are fifteen "original" armor classes along with five extras. These fifteen describe pretty well what they are used on in a standard core (Although [[core]]s such as [[BSG]] core may change things around drastically), and this is what appears in the ship loadout screen.
 
== Creating new pages ==
 
If you're creating a new page please follow the [[Allegwiki#N|naming style]] and use lower case, and more importantly don't create double redirects (a redirect page which points to ''another'' redirect page), because they don't work. --[[User:Juckto|juckto]] 00:12, 15 July 2009 (UTC)

Latest revision as of 00:12, 15 July 2009


Below is the ICE Pre/Def Bits I'm working on.

In the core editing tool ICE, everything is determined by bits known as "Pre" and "Def" bits.

There are three types of these bits: Pre, Def, and Local.

Pre Bits

Pre bits are the Prerequisites for whatever the item is. If an item has a "Pre," then it becomes available when that "Pre" bit is set by something's "Def." If the item has multiple "Pre"s, then all of them must be met before it is available.

Def Bits

Def bits are the Definitions of an item.

Below is the ICE DM/AC Bits I'm working on

You may find damage chart useful. -- Juckto 02:34, 25 May 2009 (UTC)

In ICE, there are twenty Damage modifiers and twenty Armor Classes. These are numbered from 00 to 19, and are prefixed with DM or AC to denote what they are. Default view in ICE is to show individual Damage Modifiers and how weapons with that damage modifier function against all armors. Using the "Switch" button allows an individual Armor Class to be shown and how all Damage Modifiers function against it.

Damage Modifiers

Damage modifiers are used by every weapon, and even some non-weapons such as collisions. Damage modifiers seem to be automatically assigned a label, such as "Light" or "Light-Medium" depending on how it best functions. Due to this, they are referred to by number only in ICE.


Armor Classes

Armor Classes are used by everything that has armors. There are fifteen "original" armor classes along with five extras. These fifteen describe pretty well what they are used on in a standard core (Although cores such as BSG core may change things around drastically), and this is what appears in the ship loadout screen.

Creating new pages

If you're creating a new page please follow the naming style and use lower case, and more importantly don't create double redirects (a redirect page which points to another redirect page), because they don't work. --juckto 00:12, 15 July 2009 (UTC)