About: Modules   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

There are three types of modules: * Stealth Modules which enhance a players stealth abilities such as suppressing the sounds of a players footsteps or enableing him to go under the radar. * Armor Modules which enhance a players toughness and, overall, increase his survivability. * Power Modules which mainly enhance a players weapons and mobility. Each Module can be upgraded twice further enhancing its effects. In order to upgrade the Modules certain tasks must be completed.

AttributesValues
rdfs:label
  • Modules
rdfs:comment
  • There are three types of modules: * Stealth Modules which enhance a players stealth abilities such as suppressing the sounds of a players footsteps or enableing him to go under the radar. * Armor Modules which enhance a players toughness and, overall, increase his survivability. * Power Modules which mainly enhance a players weapons and mobility. Each Module can be upgraded twice further enhancing its effects. In order to upgrade the Modules certain tasks must be completed.
  • Modules are Research weapons which can not be equipped on their own, but can be merged with another weapon at the Plasma Smith to give the base weapon an enhanced effect. Modules can provide the following Weapon effects. * Slow * Damage * Intuition * Jamming * Splatter Refer to the Weapon effects article for detailed information on how these effects work.
  • Modules are items which you can add to your ship, depending on the module it can have a minor bonus, or a major bonus and a minor penalty. Some of the modules are permanent and others can be removed at will(reusable). The quality of the modules go from basic to exceptional, exceptional being the best version of that module.
  • Modules can be inserted into open sections in your buildings to improve the efficiency of your buildings. Different types of modules are effective only for certain types of buildings, such as modules that increase happiness will only work in buildings that have a happiness rating. "Your scientists developed specific modules, which will improve the production level, increase profit, and make citizens life better! Create these complex devices in the special Research center." This page currently described 90 different modules, and 11 different module recipes.
  • In Fantasy Grounds II modules are packages of content specific to a certain ruleset (this is not strict in the sense that any ruleset can be defined to "accept" data from modules created for some other ruleset). Modules can add camapign data in the various sheets defined in the ruleset. To exemplify, in the d20 ruleset such data can be story book pages, images, personalities that include NPCs and customized monsters, items, tokens or digital miniatures/counters. Modules can additionally create library items such as source books, tables, setting data, etc. Basically, modules are what they are in print media, adventures, settings, compendiums, ...
  • Tutorial: Howto Edit /etc/modules with nano in gOS. Otherwise known as auto-loading a module [on boot]. For the duration of this tutorial, when you see a > assume it means the same as "click on" In an effort to make this as simple to follow as possible, there are quite a few screenshots so please be patient while they all load! This tutorial uses Nano. Nano is a terminal based text editor. You may use any text editor you choose, just change nano to the name of your editor, throughout the instructions. Let's get started. Open up a terminal. Menu > System Tools > UXTerm
  • Starship modules represent, in a broad sense, any addition to a starship hull that increases starship functionality, while using up space and increasing overall cost. However, the more common usage of "module" is to represent those components which do not directly increase attack, defense, or speed, while adding functionality in other areas. Modules come in seven varieties:
dcterms:subject
abstract
  • In Fantasy Grounds II modules are packages of content specific to a certain ruleset (this is not strict in the sense that any ruleset can be defined to "accept" data from modules created for some other ruleset). Modules can add camapign data in the various sheets defined in the ruleset. To exemplify, in the d20 ruleset such data can be story book pages, images, personalities that include NPCs and customized monsters, items, tokens or digital miniatures/counters. Modules can additionally create library items such as source books, tables, setting data, etc. Basically, modules are what they are in print media, adventures, settings, compendiums, ... Modules are activated from a module activation window, if such is included in the ruleset. The Gamemaster can control what modules the players can use; he gets messages whenever a player attempts to open a module book, he can use the module activation window to either allow or block the use of the module. The Gamemaster can additionally force the players to use certain modules (place the corrsponding books in the players' library, e.g.). Modules can be divided into host data, shared data, and owner data. Host data is always only usable by the Gamemaster. If a player has opened a module with host data, those entries do not show up for her. Shared data is usable by both the Gamemaster and players. If the players do not own the module, the host will send an encrypted version of the shared module data that the players can access while playing in the particular campaign. Owner data is usable only by the player (or Gamemaster) who has the module. The Gamemaster can still disallow the player from opening the module in his campaign. Technically, the different types of data are stored in different XML files included in the Fantasy Grounds .mod-file.
  • Tutorial: Howto Edit /etc/modules with nano in gOS. Otherwise known as auto-loading a module [on boot]. For the duration of this tutorial, when you see a > assume it means the same as "click on" In an effort to make this as simple to follow as possible, there are quite a few screenshots so please be patient while they all load! This tutorial uses Nano. Nano is a terminal based text editor. You may use any text editor you choose, just change nano to the name of your editor, throughout the instructions. For this example we are adding the "ne" module to /etc/modules. "ne" is the module needed to get an NE2000 wireless card working. Let's get started. Open up a terminal. Menu > System Tools > UXTerm Type the following command: sudo nano /etc/modules hit the Enter key. You will be promted to enter your user's password, do that and hit the Enter key. You will then be presented with your /etc/modules file opened in nano. nano /etc/modules Use the arrow keys to navigate to the end of the last entry, hit the Enter key to move the courser to a new line Add your "ne" module by typing ne on the new line. To close and save the file hit the key combination Ctrl + x nano 2 You will be asked if you want to save the file, hit the "y" key to save. Nano will ask you if you want to save the file as /etc/modules ? Hit the Enter key to agree. Close the terminal, reboot. Your "ne" module should be loaded on boot. Source w/screenshots: http://3south.ca/auto_starting_modules.html
  • There are three types of modules: * Stealth Modules which enhance a players stealth abilities such as suppressing the sounds of a players footsteps or enableing him to go under the radar. * Armor Modules which enhance a players toughness and, overall, increase his survivability. * Power Modules which mainly enhance a players weapons and mobility. Each Module can be upgraded twice further enhancing its effects. In order to upgrade the Modules certain tasks must be completed.
  • Starship modules represent, in a broad sense, any addition to a starship hull that increases starship functionality, while using up space and increasing overall cost. However, the more common usage of "module" is to represent those components which do not directly increase attack, defense, or speed, while adding functionality in other areas. Modules come in seven varieties: 1. * Sensors add to a ship's sensor range. 2. * Life support adds to the distance away from a player's colonies or starbases his/her ships can travel (the ship's range). 3. * Colony modules allow for the colonization of unoccupied worlds. Colony modules can also be used to move population between player controlled planets by moving a full colony ship into the planet's stardock. Ships with this module are expended upon successful colony establishment. 4. * Trade modules allow one to set up trade routes to other empire's planets, assuming that the number of current routes does not exceed the civilization's limit. 5. * Transport modules give the starship the planetary invasion ability, allowing for the initiation of ground combat when moved over an enemy planet. In order to have more than one transport invade at a time, the transports must be in the same fleet. Like colony modules, ships with transport modules are expended upon invasion, successful or not. 6. * Construction modules allow ships to construct and/or upgrade Starbases. A new Starbase can be built via the "Construct" button in the selected ship panel, and upgraded by moving them onto an existing friendly starbase. Ships with these modules are expended upon building or upgrading a Starbase, but not until you set the type of base or module to install. 7. * Advanced modules improve the ship's attack, defense, or speed in different ways than weapons, defenses, or engines.
  • Modules are Research weapons which can not be equipped on their own, but can be merged with another weapon at the Plasma Smith to give the base weapon an enhanced effect. Modules can provide the following Weapon effects. * Slow * Damage * Intuition * Jamming * Splatter Refer to the Weapon effects article for detailed information on how these effects work.
  • Modules are items which you can add to your ship, depending on the module it can have a minor bonus, or a major bonus and a minor penalty. Some of the modules are permanent and others can be removed at will(reusable). The quality of the modules go from basic to exceptional, exceptional being the best version of that module.
  • Modules can be inserted into open sections in your buildings to improve the efficiency of your buildings. Different types of modules are effective only for certain types of buildings, such as modules that increase happiness will only work in buildings that have a happiness rating. Modules are acquired by various means; many can be built at the Research Center, some are purchased only through the Winner's shop or Corporation Shop. Many of the ones available through the Research Center or the Corporation shop are also given as Rewards, found in treasure chests, or given as rewards for battles, Boss Fights, or special events. File:Three Module Sections With Two Locked.png Buildings typically have three module sections. The first is free, the second costs File:Cash.png 10 to unlock, while the third costs File:Cash.png 175. Tapping on an open section in a building will open a window that shows all of the modules you currently have in storage, with an "insert" button on each one that can be used in that building. The window has this text: "Your scientists developed specific modules, which will improve the production level, increase profit, and make citizens life better! Create these complex devices in the special Research center." Sometimes special buildings or holiday buildings, such as Magic Pie Cafe, do not have module slots. Buildings without slots will sometimes gain them after a time; and example is the Delta Plan Ride, which originally did not have them, but which got them after a year or so. It is worthwhile to check back after updates to see if buildings without modules slots have gained them. It is not possible to use two modules of the same effect in one building. For example two modules of Happiness, regardless of size. This page currently described 90 different modules, and 11 different module recipes.
is Comp of
Alternative Linked Data Views: ODE     Raw Data in: CXML | CSV | RDF ( N-Triples N3/Turtle JSON XML ) | OData ( Atom JSON ) | Microdata ( JSON HTML) | JSON-LD    About   
This material is Open Knowledge   W3C Semantic Web Technology [RDF Data] Valid XHTML + RDFa
OpenLink Virtuoso version 07.20.3217, on Linux (x86_64-pc-linux-gnu), Standard Edition
Data on this page belongs to its respective rights holders.
Virtuoso Faceted Browser Copyright © 2009-2012 OpenLink Software