winterpwner wrote:Whale Cancer wrote:
Additionally, I put up the basic Mantis combat simulator if anyone wants to check it out. Once I get all the combat simulators our and tie them to each sector beacon, FotF will be playable as a weird combat-heavy game. Following that quests and events will be added sector by sector (I have a bunch done, but I just write them as I come up with them; they are systematic enough to warrant a release).
Thanks! By the way, some of the federation scout NPCs are incorrectly spaced. (i.e they're off the enemy ship view) perhaps this is because you're using the same floor as them?
I actually laughed at this. Yes, this is because of a namespace conflict I didn't anticipate. The playable ships use the federation_scout and federation_bomber designation while the NPC/Enemy ships use the human_scout and human_bomber designation. I never noticed this, because I always test through debug menus rather than jumping around (and when I am testing human vessels I have my FotF_Federation_Sector.ftl mod loaded).
It doesn't make sense for me to fix this for the playable ships release, since it will fix itself once I release the Federation Sector mini-mod/component. I will, however, make a note of this conflict on the main post. Thanks!