featherwings wrote:The Legacy wrote:gg911 wrote:[snip]
I may research "quest marker" quests, and see how it works; if, for example, you wanted to gather a fleet (something that my mod will be doing), though your fleet would never directly intervene, if it's possible to forward variables or situations, perhaps it's possible to shorten the final fleet fight that one has to fight, per ship you recruit? Hopefully someone can answer for both our sakes.
There are very few "variables" you can pass around with FTL's xml, sadly. Quests in game work by simply changing one of the beacons in a system to be the quest event.
For instance, the merchant delivery quest simply calls "<quest event="MERCHANT_DELIVER"/>" to create the quest beacon, and that beacon works just like any other event - it's simply guaranteed you've seen the first half of the quest line.
I'd LOVE for someone to correct me on this, but the only "variables" you have to work with are the ones you see on screen - fuel, missiles, drones, scrap, etc. I've given a lot of thought to making all missile weapons use no missiles so I can use the player's missile count to track something else, such as morality (if you pirate a ship, you lose missiles, if you want to ally with someone, it sees how "trustworthy" you are - by checking your missile count.) You might want to look at captain's edition, which does a lot of clever things with dummy augments (although the whole trade goods system is pretty bad, since it not only lets the player cheat, but it also requires the player to take action to AVOID cheating.)
EDIT: Also, you can't spawn more than one ship in a beacon. FTL doesn't like it. You'll notice that none of FTL's default events ever have you see more than one ship. If you try, it'll just end that event right there.
is there no way to add new variables then have an if statement in a encounter? i would think you could but you are not actually ever controlling or fighting more then one ship... it is just invisible rooms connecting them. and to answer the other person that answered maybe having artillery would not be quite so bad as in scifi movies when there are fleets do the ships generally target individual ships? no the just shoot randomly at the other fleet. what if (hypothetically) your "flagship" has regular weapons?
would it be possible to decrease the artillery cool down? then i see no problem with using artillery