So, I open this mod since it's relevant to my need of making robots playable...
I go in to see how you reactivated ghosts... I see this
- the WHOLE blueprints.xml is being passed as blueprints.xml.append - son, you only append what you changed - in other words you would append every single ship because you changed their starting crew, not all the weapons and enemies and stuff.... this breaks compatibility. And you didn't really 'reactivate' shit
- there is no new crew. For some reasons humans are refactored, but everywhere else he just used crew="ghost" without defining them anywhere. So I presume they're hardcoded.
Code: Select all
<crewBlueprint name="ghost">
<desc>Ghosts of the past crew.</desc>
<cost>40</cost>
<bp>2</bp>
<title>Ghost</title>
<short>Ghost</short>
<rarity>0</rarity>
<powerList>
<power>Can survive with NO oxygen</power>
<power>Maximum health is reduced</power>
</powerList>
</crewBlueprint>
Try this, they might switch to using this desc. rarity 0 because you shouldn't be able to buy them. I don't see "ghosts" defined in animations.xml so I guess we still don't know all the proper ingredients to cook a crewmember.
However I see a practical use for ghosts - I'll make an event that might generate ghosts out of humans when they die.