swixel wrote:chronial wrote:There must be something hardcoded. The Pirateships are defined like this:Code: Select all
<blueprintList name="SHIPS_PIRATE">
<name>JELLY_BUTTON</name>
<name>JELLY_CROISSANT</name>
…
<name>ZOLTAN_FIGHTER</name>
<name>ZOLTAN_BOMBER</name>
</blueprintList>
These are the names of the normal ships. There is nothing to explain the different skin for the pirate ships in the xml.
And that's ... fantastic. Except that SHIPS_PIRATE isn't in the string table; SHIPS_REBEL is, but that's rebels. Which is also used for something related ...Code: Select all
<ship name="PIRATE_SLAVER" auto_blueprint="SHIPS_PIRATE">
I think you may be looking in the wrong place with resolving this. Just trace the strings back and you should find it pretty quickly. I'm not saying it's *not* hardcoded, but if it is, it's not to SHIPS_PIRATE, but to something else higher upstream. Even then, default crewing isn't something they appear to have hardcoded anywhere.
It appears to be that using _PIRATE in a the blueprint names list ends up appending it to the img tag (and perhaps elsewhere).
I've since renamed all the pirate stuff I am using OUTCAST and am experiencing no unexplained crashes.