Thanks to some help from RAD-82 getting some of the last issues taken care of. My first submission for a CE event.
The autoBlueprints.xml.append :
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<shipBlueprint name="C_AUTO_CRUISER_2" layout="c_auto_cruiser" img="c_auto_cruiser">
<class>Auto-Cruiser</class>
<systemList>
<weapons power="3" max="10" room="4" start="true">
<slot>
<direction>up</direction>
<number>1</number>
</slot>
</weapons>
<engines power="2" max="5" room="5" start="true">
<slot>
<direction>left</direction>
<number>0</number>
</slot>
</engines>
<doors power="1" max="3" room="6" start="false" />
<pilot power="1" max="2" room="7" start="true">
<slot>
<direction>up</direction>
<number>1</number>
</slot>
</pilot>
<drones power="2" max="8" room="10" start="false" />
<shields power="2" max="10" room="12" start="true">
<slot>
<direction>up</direction>
<number>0</number>
</slot>
</shields>
<cloaking power="1" max="3" room="14" start="false" />
</systemList>
<weaponSlots>4</weaponSlots>
<droneSlots>2</droneSlots>
<weaponList missiles="10" load="WEAPONS_AUTO" />
<droneList drones="5" load="DRONES_STANDARD" />
<health amount="15" />
<maxPower amount="7" />
<crewCount amount="0" max="0" class="human" />
<aug name="AUTO_COOLDOWN" />
<aug name="SYSTEM_CASING" />
</shipBlueprint>
<blueprintList name="C_LIST_AUTO_CRUISER_2">
<name>C_AUTO_CRUISER_2</name>
<name>C_AUTO_CRUISER_2</name>
</blueprintList>
The events.xml.append :
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<event name="CE_ANOMALY_ENCOUNTER" unique="true">
<ship load="C_AUTO_CRUISER_2" hostile="false" />
<text>Coming out of FTL jump, sensors pick up what seems to be an AI-Autocruiser. First impression seem to conclude it's offline. It could make fine scrap or might hold some important information.</text>
<choice hidden="true">
<text>Investigate the AI-ship.</text>
<event>
<text>Getting closer, you notice something has been crudely written on the hull of the AI-ship:"THE ANOMALY". Before you can investigate further, the AI-ship springs to life and powers his weapon system. Aimed at you...</text>
<ship hostile="true" />
</event>
</choice>
<choice hidden="true">
<text>"We've seen this trick before. Let's go."</text>
<event>
<text>The ship remains silent as you charge up the FTL and prepare to leave.</text>
</event>
</choice>
</event>
<event name="CE_ANOMALY_ENCOUNTER_SURRENDER" unique="true">
<text>The AI-cruiser opens up a channel with your ship displaying a simple message : "I will not be defeated by you rebel scum !"</text>
<choice hidden="true">
<text>This thing must be malfunctioning, destroy it !</text>
<event>
<text>You dismiss the message and continue the battle at hand.</text>
</event>
</choice>
<choice hidden="true">
<text>Power down your weapons and explain your mission and allegiance.</text>
<event>
<text>You send your federation ID and a brief explanation about your current mission. After a moment the AI-ship also powers down his weapons.</text>
<ship hostile="false" />
<choice hidden="true">
<text>Continue...</text>
<event>
<text>The AI-Cruiser contacts you again : "My apologies, you must understand, Federation ships are a rarity these times. My electronics have been damaged over time causing some internal systems to malfunction, like half my sensors. That's why I immediately attacked when you approached and without life support on board, finding trustworthy maintenance is out of the question. My name is AI-C001 and I'm on a mission to end this war as well. Let me help you the best I can."</text>
<choice hidden="true" req="ghost">
<text>(AI-Avatar) Send in your AI-Avatar to see if it can fix some of the faulty wiring.</text>
<event>
<text>After what seems like ages, your AI-Avatar gets back on board your ship. "I did my best sir, most of the wiring has been fixed or replaced." The AI-Cruiser contacts you one last time : "Thank you, I am fully operational and ready to fight again. I'll delay the fleet to cover your escape. Also take this map and materials. Good luck captain."</text>
<reveal_map />
<modifyPursuit amount="-1" />
<autoReward level="LOW">standard</autoReward>
</event>
</choice>
<choice hidden="true" req="DRONES_REPAIR">
<text>(Repair drone) Send in your repair drone to see if it can be of assistance in repairing the wiring.</text>
<event>
<text>After some time, your repair drone emerges from the ship covered in snippets of wire. The AI-Cruiser contacts you one last time : "Thank you, I am fully operational and ready to fight again. I'll delay the fleet to cover your escape. Also take this map and materials. Good luck captain."</text>
<reveal_map />
<modifyPursuit amount="-1" />
<autoReward level="LOW">standard</autoReward>
</event>
</choice>
<choice hidden="true" req="O2_MASKS">
<text>(Adaptive Gel Suits) Send in a maintenance crew to check the wiring.</text>
<event>
<text>Your crew boards and starts repairing wires without having to worry about the lack of atmosphere. The AI-Cruiser contacts you one last time : "Thank you, I am fully operational and ready to fight again. I'll delay the fleet to cover your escape. Also take this map and materials. Good luck captain."</text>
<reveal_map />
<modifyPursuit amount="-1" />
<autoReward level="LOW">standard</autoReward>
</event>
</choice>
<choice hidden="true" req="anaerobic">
<text>(Lanius) Have your Lanius crewmember board the ship to repair some of the wiring.</text>
<event>
<text>Your Lanius, unhindered by the lack of atmosphere manages to fix most of the wiring. The AI-Cruiser contacts you one last time : "Thank you, I am fully operational and ready to fight again. I'll delay the fleet to cover your escape. Also take this map and materials. Good luck captain."</text>
<reveal_map />
<modifyPursuit amount="-1" />
<autoReward level="LOW">standard</autoReward>
</event>
</choice>
<choice hidden="true">
<text>Continue...</text>
<event>
<text>The AI-Cruiser sends over a pod with some materials and detailed mapping of the surrounding area along with the following message :"Once I'm repaired, I will also continue my mission. Good luck captain." And with that, the AI-Cruiser goes silent again.</text>
<reveal_map />
<autoReward level="LOW">standard</autoReward>
</event>
</choice>
</event>
</choice>
</event>
</choice>
</event>
And the events_ships.xml.append :
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<ship name="C_AUTO_CRUISER_2" auto_blueprint="C_LIST_AUTO_CRUISER_2">
<surrender chance="0.0" min="3" max="5" load="CE_ANOMALY_ENCOUNTER_SURRENDER" />
<destroyed>
<text>The ship is destroyed and the scrap is yours to take. You also find detailed mapping of the surrounding area.</text>
<reveal_map />
<autoReward level="MED">standard</autoReward>
</destroyed>
</ship>
Turns out it can easily copy the images and layout of the original AI-cruiser and therefore doesn't need extra images to be added.
And on a sidenote, there does indeed need to be a space between "reveal_map" and the "/"...
So, I'm pretty sure the name of the event "CE_ANOMALY_ENCOUNTER" needs to be added to some list in order to be able to appear right?
If not, is there anything stopping the surrender event to appear before fighting the actual ship?
As far as balancing the rewards go, I think it's fine, but feel free to prove me wrong.
If you don't want the name to show up that's fine too, that can be changed as well.
Anyway, I told you the surrender would be the bulk of the event. Don't know if it's good enough to actually make the cut.
I tried to use some stuff from CE in the event besides the ship itself, like the blue option for the ghost, the correct names for the augments and using the repair drones list rather than the standard repair drone for a requirement.
Now that I'm done with it, I think I'm now capable of creating more without requiring help from others...