Template talk:Playableshipsbytype

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Shield Modifier[edit source]

I think it'd be a good move to replace the standard shield numbers that each ship comes with the shield modifier. Not only is the shield modifier innate to the ship itself, Season 6 is also expanding them a lot more than the standard 0.9 escort, 1.0 cruiser, and 1.3 science vessels it was before. --MatthewM 03:44, 3 July 2012 (UTC)

Ship type call[edit source]

I added an IF to check if the ship type was being called. Before it was defaulting to the page name meaning if you did not specify a ship type it would call the page name as a ship type. Considering there are just a few allowed ship types if you did say a complete list of cross faction ships it would do it but also throw an error.

It seems to be working properly. Just need to update pages where no ship name is called that just relied on the page name.

Vo'Quv Carrier[edit source]

There are 2 Vo'Quv Carriers in the carrier list. --Bane97 12:17, 13 September 2013 (UTC)

Hello? Anyone out there? --Bane97 17:48, 19 September 2013 (UTC)

Looks like somehow, the data from the old misspelled Vo'quv Carrier was still there despite it being turned into a redirect. Deleting it and recreating it seems to have cleared out the old data. oOeyes User-Eyes-Sig.png 23:04, 19 September 2013 (UTC)
It seems the same thing is happening to the Hoh'SuS_Bird-of-Prey and Fleet_Hoh'SuS_Bird-of-Prey guessing you will have to do the same thing with them. Klingon_playable_starship is where i saw the double listing. Asanad (talk) 17:25, 21 September 2013 (UTC)
Fixed. oOeyes User-Eyes-Sig.png 23:36, 21 September 2013 (UTC)

Minimum hull by level, sorting problems[edit source]

The Hull sorting table uses the minimum level value, which is level 40 for lockbox/lobi/etc ships and level 50 for Zen and Fleet ships. This leads to situations where a level 40-minimum ship has a lower listed hull value even though it has a higher actual hull value at 60. Eg: Elachi Dread has 42k, 48k, 56k against the Arbiter's -/43k/50k. This impedes the accuracy of sorting by hull value, which is an issue. Perhaps the list could use the level 60 maximum hull value with an attached note, similar to how the base shield value used to be noted. —The preceding unsigned comment was added by Arkhain (talk · contr)

If we make property for hull level we decide to show via this template, it will be able to compare equal hull level values. This will require adding new lines on each ship article. Maybe it could be done through template, which wouldn't require editing of each ship page, but I don't know how. --Damixon (talk) 14:10, 8 November 2017 (UTC)
Now that we have hullmod, I was thinking we could have the template check if hullmod and hullscales existed (and that the tier was 5 or 6), and if so, display the level 50 hull calculated from the hullmod rather than any specified hull value. This would require editing every page to add the hull mods as expected, which we can now reverse engineer, but I think it'd be a nice future-proofing so I'd be willing to volunteer for that. What do you guys think? I'll get to testing how to code this via the sandbox now in case it sounds good. DanPMK (talk) 00:34, 4 June 2018 (UTC)
Addendum: I've completed the work on the shiptypeinfo template (in a Sandbox). It does the following:
  • If the ship is T6, it uses the {{{hullmod}}} to display the Hull at levels 50 and 60, with a collapsible table showing the hull at level 65 and, if the ship can be obtained at 40, level 40 (plan to add 45 and 55 to that table if I can get the multiplier). It then sets the has_hull_strength property to the level 50 value.
  • If the ship is T5, and has {{{upgradecost}}} set, it does the same as above; {{{upgradecost}}} acts as the "is this T5-U" here. Result: this template (Playableshipsbytype) will grab those properties and show the level 50 hull value for all T5 and T6 ships.
  • Otherwise, if the ship is T5 and no {{{upgradecost}}}, or below T5, it shows the {{{hull}}} value, and sets the same value to has_hull_strength, as it does now.
In the future I can extend this technology to shuttlecraft hulls. Sound good guys? I have put examples (with the #set property things stripped out) on this page DanPMK (talk) 03:25, 4 June 2018 (UTC)
Nice work! This will be very useful, and that hull column for Playableshipsbytype will finally make sense. If you can make it work for shuttles, go for it. :) --Damixon (talk) 08:48, 4 June 2018 (UTC)
I'm making some adjustments on cross-faction ship pages so I can add hullmod for those ships. Should I make any other changes while I'm there, to make sure it will work with your lvl.65 calculation? --Damixon (talk) 10:23, 12 June 2018 (UTC)
Thanks! And, the only thing it does it use hullmod, and sets a variable for something else, which is just related to the levels. I can't think of anything else in particular to add. I still need to get the shuttle part working and making sure it can fall back to hull properly. I figured we should get the hullmods listed before I implement my change to avoid some confusion. DanPMK (talk) 19:28, 12 June 2018 (UTC)

Ok, it took me until today, but I believe I have successfully completed this project. See User:DanPMK/shiptypeexample for a list with all possible permutations. It does the following, with 6 possible outcomes (A-F) that I believe cover every base:

  • If the ship is Tier 6, Tier 5 with an upgradecost, or a Small Craft, set that its hull is supposed to scale.
  • Checks if the ship's hull is supposed to scale.
    • If hull is supposed to scale, check to see if it has hullmod set.
      • If hullmod is set, set the hull modifier property, then check if it's a Small Craft.
        • If it's a Small Craft, show the Small Craft hull scaling table and set the hull strength property based on Level 1. (A)
        • If it's not a Small Craft, then it must be T5-U or T6, so show the T5U/T6 hull scaling table and set the hull strength property based on Level 50. This will ensure all T5-U and T6 ships show their level 50 hull in tables. (B)
      • If hullmod is not set, show an error for missing hullmod, then check if it has hull set.
        • If hull is set, show that hull and set the hull strength property to it. (C)
        • If hull is not set, show an error for missing hull. (D)
    • If hull is not supposed to scale, then the ship must be T2-4 or T5 without T5U, so then check if it has hull set.
      • If hull is set, show that hull and set the hull strength property to it. (E)
      • If hull is not set, show an error for missing hull. (F)

I think I am done! The only "issue" is that then when click the Show/Hide button, it will expand all of the Show/Hide areas on that page since it's not expecting the template to be used more than one time on a given page, so you can ignore that. One small side-effect is that T5 ships that can be upgraded to T5-U will list their "has hull strength" property as the level 50 T5-U value, and not the base T5 value. On the page itself, this is made clear and is not a problem, but on the sortable tables it might be something we want to change in the future. It makes the hulls line up with T6 hulls, however, which is a big advantage imo. The alternative would be to have it set the property to the level 40 T5-U hull. In any case it would be easy to change in the future since I set it as a separate line rather than integrated with the table. So, what do y'all think? DanPMK (talk) 18:48, 13 September 2018 (UTC)

I think we should implement it. Also, I went through tier 5 cross-faction ships and some are missing lvl.60 value - can this info be found in-game somehow? --Damixon (talk) 14:57, 14 September 2018 (UTC)
If I have the Non-T5-U hull value I can reverse engineer the hullmod, so that's all covered. Apparently that non-T5-U hull value on T5 ships is always equivalent to the Level 40 value for their hull modifier, even if the ship can only be claimed from level 50, which I hadn't realized, so that makes me think we should just use that value for all the T5 ships' Has hull strength property, T5U or not. It would make the playableshipsbytype template show Level 40 for all T5 and Level 50 for all T6. Does that sound better? (This would be a one-line change to the template) DanPMK (talk) 16:56, 14 September 2018 (UTC)
I checked it out and I agree with Damixon. We should implement it. Great job! --PiralDorrm (talk) 17:44, 14 September 2018 (UTC)
Thanks! Alright, I'll do it now. Pinged some other users for comment a few days ago, but they haven't responded, and I figure 3 admins (I asked SFC also) is enough approval. DanPMK (talk) 18:08, 17 September 2018 (UTC)
And done! We can now sort by hull (T5 level 40 and T6 level 50) or hullmod (tier-agnostic). DanPMK (talk) 20:07, 18 September 2018 (UTC)

Sorting by ability problems[edit source]

I added ability sorting, and it works about half the time, and I don't know what's wrong with it. By wording it seems fine, but on pageload it will either display every ship or correctly display the ability-sorted ships, each about half the time, even just from pressing Show Preview multiple times. Is this likely a back-end issue? I'm getting loads of Cloudflare site-issue pages so perhaps the ability-sort query is getting lost somewhere in there? It would be great to have this be a reliable query, but I'm not sure where to even begin to figure out how to make it work every time. Arkhain (talk) 01:23, 20 November 2017 (UTC)

There are some issues with the wiki at the moment, I mentioned them here so it is definetly back-end issue. --Damixon (talk) 06:00, 20 November 2017 (UTC)

SCI consoles not displayed[edit source]

Any ideas on why these tables won't list the number of SCI consoles, unless the number of fore/aft weapons is in the query? I looked at the various calls and such, but the coding is beyond me. The consolessci variable doesn't seem to be getting processed anywhere unless the number of weapon slots is specified as a search variable (scroll to the bottom of the template page to see this). -- Tekn0mancer (talk) 17:35, 11 November 2018 (UTC)