Q: Removing rooms like (cloak) even from shops.

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Vexov
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Q: Removing rooms like (cloak) even from shops.

Postby Vexov » Thu Oct 31, 2013 4:47 am

Sorry about the subject description.

I would like to know if its possible to remove rooms only for certain ships. It seems crash free to leave say the Drone-bay out of ship design, but it can show up in the shop and allow the player to purchase it with no immediate or possible refund.

So, is there any code that can be included with custom ships that prevent rooms you left out from showing up in shops only for that ship (and if possible drones/weapons)


I only wish for it to effect that specific ship, and not any others.
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R4V3-0N
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Re: Q: Removing rooms like (cloak) even from shops.

Postby R4V3-0N » Thu Oct 31, 2013 5:00 am

From my knowledge, no sadly.

I wanted a similar things with shop prices different for certain ships eg for a tiny scout ship, have engines cheaper, while for a huge cruiser, more expensive. eg.

Anywho, from what I know making ship specific things is really hard or impossible, the only loop around I can think is using an Augment but even then for this situation I don't think you can have a "can't buy stealth augment"

The augment trick works for 'ship' specific quests or more/ less scrap reward etc, but there is nothing preventing the player from selling it.
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NewAgeOfPower
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Re: Q: Removing rooms like (cloak) even from shops.

Postby NewAgeOfPower » Thu Oct 31, 2013 5:27 am

Set rarity to 0. Done.
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Re: Q: Removing rooms like (cloak) even from shops.

Postby R4V3-0N » Thu Oct 31, 2013 6:18 am

That removes cloak from stores for every ship doesn't it?
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5thHorseman
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Re: Q: Removing rooms like (cloak) even from shops.

Postby 5thHorseman » Thu Oct 31, 2013 7:05 am

Yup. The best you can do is warn the user that there is no cloak and hope they don't get too mad at you when they forget.

One trick: The Federation Cruisers can't have a cloak and it's not even purchasable from the store. So in that one single case you can restrict that one single item from 2 custom ship hulls.
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Re: Q: Removing rooms like (cloak) even from shops.

Postby R4V3-0N » Thu Oct 31, 2013 7:33 am

I think it's because of the Artillery actually, as it is said.

"Ships can not have an artillery system and stealth in the same time"

mods that raise the cap for system upgrades, level 4 cloaking says the time of the Artillery 4th upgrade instead (confusing if your bad at math and see that level 4 decreases your stealth time)

best bet is if you do not have a declared stealth system, and you got an artillery, the stealth will not appear on the store.
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NewAgeOfPower
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Re: Q: Removing rooms like (cloak) even from shops.

Postby NewAgeOfPower » Thu Oct 31, 2013 9:23 pm

You can have artillery and stealth at the same time. I tested this.

It's kinda OP.
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Re: Q: Removing rooms like (cloak) even from shops.

Postby 5thHorseman » Fri Nov 01, 2013 12:37 am

Yeah, there's nothing keeping you from having Artillery and Stealth on the same ship. The restriction is you can't have Stealth on either of the ships in the Federation Cruiser slot.
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Re: Q: Removing rooms like (cloak) even from shops.

Postby R4V3-0N » Fri Nov 01, 2013 8:58 am

I didn't say you can't do it, just look at my first mod (yes, the 'no weapon, no shield, artillery ship')

It's just a combo that the vanilla game doesn't do, no stealth if artillery, like a similar matter of no slots (Weapon + Drones) above 6 (3 weapons + 3 drones, 4 weapons + 2 drones, etc. they can fall shorter, eg 3 weapons, 2 drones, but generally they don't go over 7). Or the enemies can be higher level at systems and reactor or crew then you. or other things.

I will stop posting on this thread now. I don't think I have anything to add. ^^;
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