Sleeper Service wrote:Russian Rockman wrote:I don't know what you are going to do for the next update Sleeper, but a couple things I'd like is if you figured out what the problem is with the Radiation events and if you added back in "encased" systems to enemies (assuming kartoflane's trick works that is).
I still have no idea what causes the crashes in these events and there is still a possibility that the internal hardcoded auto surrenders and such cause it. STALEMATE_SURRENDER will definitely trigger if you jump into radiation without fuel now and that will kind of break the whole event. Therefore I'm not too keen on even testing this, also cause the absence of these events does not bother me too much. Feel free to do some trial and error yourself though.
I definitely intend to do some testing for this eventually as I would very much like the radiation events to be added back in. I'm pretty sure STALEMATE_SURRENDER only triggers after "waiting" at a beacon? So that shouldn't really be a problem upon jumping in. What happens after "waiting" in a radiation zone anyway? I think that is one of the dangers of those zones, you are completely screwed if you get stuck there... And you will turn into mutant boarders!
What I will probably do is start with an event that just has your background and limits your life support. Then I will slowly add stuff back in until I find out what causes the crash.
As for encased systems, I hope you are considering adding those back too... If they work right.
Sleeper Service wrote:Russian Rockman wrote:You came up with the idea for the stations job mod to use "reactor"= as a condition for leveling enemies (which was genius by the way). I was just wondering if you knew if this works for other things like "loss"/"limit" reactor? Because if that does work I think there could be some interesting events, besides ion storms, which limit your reactor.
Yeah, that could be interesting. Needs testing, no idea if it actually works... Reactor seem to behave kind of different than other systems but there is a possibility that the ion storm actually works exactly that way... <status type="divide" target="player" system="reactor" amount="2"/> That would open up some interesting possibilities, at last if reactor has a hard reset after each beacon. Combat augs could use actuall reactor power for example. Well, anything could use actual power then. "Going into production mode" with the on-board assembly line could relay mean power loss, maybe with a chance of pirates exploiting your temporary weakness and staging a surprise attack during the production cycle. Such stuff... Well, that needs testing first. Would be cool if it works.
Read your post in the R&D thread, I am really glad this worked! Since you mentioned the possibility of a pirate coming to attack you during the production cycle I would warn you... Don't push it too much. I see several people raging that their augments, like the AI Avatar generator, cause bad things to happen to often. The chance should be "at least" %10, only.
Can't wait to see the new events and augments you come up with! a few thoughts...
- Could the Internal Generator augment become obsolete? Maybe using a second augment (Or each augment) could just cost you extra power and that could be enough of a downside? I could actually see the possibility of using 3 combat augments now, with the power cost rising exponentially... Maybe...
- In fact maybe combat augments could be "overcharged" or powered up with more reactor energy to make their effects more powerful or have a higher chance of working. (All of this is hell to code, I understand that... Just saying)
- Something else that might be cool is certain combat augments "backfiring." Like the majorly OP (But hilariously fun) Radiation projector for instance... It wouldn't be right to give it a chance of having your crew leave you (Well maybe a "microscopic" chance), but perhaps sometimes when you use it it will leak radiation into your own ship... This could also be a side effect of "overcharging" augments. (Wait didn't I just warn you about making augments cause bad things to happen. How hypocritical of me. )
- Maybe the Battery Charger augment could be renamed and it's cost slightly increased to have the ability to protect you from events like ion storms that cause you to lose reactor power? That would make it more useful so that it has a purpose even when you don't have a Backup Battery.
- An augment allowing you to hack a %age of the enemy's power might be very useful actually... Though I am not exactly sure how enemy's handle their power usage. It might just have the same effect each time...
Sleeper Service wrote:Russian Rockman wrote:On that note, is it possible to reduce the level of a system using those events that upgrade your systems? Or is it not dynamic like that?
I tested this for creating a proper sabotage event with permanent power loss, but it did not work for me. Looks like negative system upgrades are not possible.
That's too bad. Would have been fun.
Sleeper Service wrote:Russian Rockman wrote:I read that it is now possible to "force" blue options. Is that true? If that is the case then you could add in some 3 way crew conversations, punish people for say for example... things like piracy when playing as the fed cruiser, and even just add in some flavor texts to events that only apply when playing as a specific faction.
I meant I thought there was a different way to "force" blue options one other than single events. I just read it somewhere, I'm not sure if it is true or not. If not then disregard all that.
[/quote]Sleeper Service wrote:I think you also inquired how the Zoltan Artillery can have such a thick beam, I kind of forgot about that. here is the thing: Beam thickness is actually proportional to the actual damage of the beam. Beams get wider the more damage they do, automatically, to the point the beams partly blocked by shields are thinner inside the shield bubble. That can actually be observed ingame.
Yeah I figured that out, is that an AE thing?