Random Ideas
Posted: Wed Apr 22, 2015 6:17 pm
I've had a few minor ideas recently, but I don't actually feel like making .ftl files for them. I'll just post stuff here should anybody care to use it.
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
----
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
----
Both of these ideas are purely advantageous to the player. Perhaps that could be a reason I don't feel like making them?
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
Code: Select all
<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>
----
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
Code: Select all
<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>
----
Both of these ideas are purely advantageous to the player. Perhaps that could be a reason I don't feel like making them?