This first idea replaces the start beacon of all sectors (except Crystal) with a store. If people have to enter a sector at this beacon, it seems like a good place to set up shop.
sector_data.xml.append
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<mod:findName type="sectorDescription" name="CIVILIAN_SECTOR">
<mod-overwrite:startEvent>STORE</mod-overwrite:startEvent>
</mod:findName>
<mod:findName type="sectorDescription" name="ENGI_SECTOR">
<mod-overwrite:startEvent>STORE_ENGI</mod-overwrite:startEvent>
</mod:findName>
<mod:findName type="sectorDescription" name="ENGI_HOME">
<mod-overwrite:startEvent>STORE_ENGI</mod-overwrite:startEvent>
</mod:findName>
<mod:findName type="sectorDescription" name="PIRATE_SECTOR">
<mod-overwrite:startEvent>STORE_PIRATE</mod-overwrite:startEvent>
</mod:findName>
<mod:findName type="sectorDescription" name="REBEL_SECTOR_MINIBOSS">
<mod-overwrite:startEvent>STORE_REBEL</mod-overwrite:startEvent>
</mod:findName>
<mod:findName type="sectorDescription" name="REBEL_SECTOR">
<mod-overwrite:startEvent>STORE_REBEL</mod-overwrite:startEvent>
</mod:findName>
<mod:findName type="sectorDescription" name="MANTIS_SECTOR">
<mod-overwrite:startEvent>STORE_MANTIS</mod-overwrite:startEvent>
</mod:findName>
<mod:findName type="sectorDescription" name="MANTIS_HOME">
<mod-overwrite:startEvent>STORE_MANTIS</mod-overwrite:startEvent>
</mod:findName>
<mod:findName type="sectorDescription" name="NEBULA_SECTOR">
<mod-overwrite:startEvent>NEBULA_STORE</mod-overwrite:startEvent>
</mod:findName>
<mod:findName type="sectorDescription" name="SLUG_HOME">
<mod-overwrite:startEvent>NEBULA_STORE_SLUG</mod-overwrite:startEvent>
</mod:findName>
<mod:findName type="sectorDescription" name="SLUG_SECTOR">
<mod-overwrite:startEvent>NEBULA_STORE_SLUG</mod-overwrite:startEvent>
</mod:findName>
<mod:findName type="sectorDescription" name="ZOLTAN_SECTOR">
<mod-overwrite:startEvent>STORE_ZOLTAN</mod-overwrite:startEvent>
</mod:findName>
<mod:findName type="sectorDescription" name="ZOLTAN_HOME">
<mod-overwrite:startEvent>STORE_ZOLTAN</mod-overwrite:startEvent>
</mod:findName>
<mod:findName type="sectorDescription" name="ROCK_SECTOR">
<mod-overwrite:startEvent>STORE_ROCK</mod-overwrite:startEvent>
</mod:findName>
<mod:findName type="sectorDescription" name="ROCK_HOME">
<mod-overwrite:startEvent>STORE_ROCK</mod-overwrite:startEvent>
</mod:findName>
<mod:findName type="sectorDescription" name="LANIUS_SECTOR">
<mod-overwrite:startEvent>STORE_LANIUS</mod-overwrite:startEvent>
</mod:findName>
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My second idea currently requires kartoFlane's Universal Starting Beacon. It allows you to choose between a medbay and a clonebay at the start of the game. Slug B should be unaffected by this.
events.xml.append
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<mod:findName type="event" name="START_GAME_CHOICES">
<mod-append:choice req="medbay" blue="false">
<text>Give me a Clone Bay.</text>
<event>
<system name="clonebay"/>
</event>
</mod-append:choice>
<mod-append:choice req="clonebay" blue="false">
<text>Give me a Medbay.</text>
<event>
<system name="medbay"/>
</event>
</mod-append:choice>
<mod-append:choice>
<text>Continue...</text>
<event/>
</mod-append:choice>
</mod:findName>
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Both of these ideas are purely advantageous to the player. Perhaps that could be a reason I don't feel like making them?