Mr. Mister wrote:I mean for the Industrial and Quarentine sectors. CEi doesn't touch them, so sMPK-music can be loaded before CEi no problem, but sMPK-CEi does modify the sector_data entries for both sector types, so they won't have their new music tracks if sMPK-music is loaded before sMPK-CEi. But if you order them the other way, then the changes you made in sMPK-CEi (whatever they are) won't have an effect.
Speaking of that, I wonder if there is a way to increase the chance of those "CE specific" sectors spawning. My initial idea was to remove all generic versions of each faction's sector (I.e. Not Homeworlds) and maybe the Federation, Rebel, and Pirate Sectors. All of the events that would normally be found in these sectors can be found in "Deep Space" so you're not losing anything. The normal sectors then would be only Homeworlds, Industrial & Quarantine sectors, AI Sector, Ancient Sector, & Hazard Sector for the "Standard Space" sectors. I think that reduces the amount of sector types to about 11-12, also perhaps messing around with the "unique" tags might be necessary. Perhaps you could also make all sectors "unique" and make duplicates of certain sectors like the Homeworlds to get the total number of sectors up to 20 (which I think is the max that can spawn). That should "slightly" increase the chances of jumping into a Quarantine, Hazard, or Industrial sector, etc... But not by too much.
Alternatively, if there was just some way to integrate those sector types into Infinite Space that would be great. I don't think Sleeper even would be opposed to that he just doesn't have time to rewrite a whole bunch of events.
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On a different note, what do you think about changing the trade system in CE to weapons, that can be placed in Cargo, rather than Augments. In order to use them in the Blue trade events all you would have to do is "equip" them when you get to a store. I figured out a way to allow the player to do this at the store before the trade "event" is displayed.
It works like this...
Essentially though the player only sees 3 screens.
1.) Flavor Text
2.) Actual Store Screen (where they can "equip" trade goods via the Sell menu)
3.) Trade Event
Russian Rockman wrote: I think I may have found a way to fix this issue though... I've tested this out and it works seamlessly. Basically it's a way to allow a player to visit the store, BEFORE being given the option to trade their special goods. This could also be useful for a couple of different things, event wise. At the very least you've got to admit it was interesting. Basically it works kind of like this:
1.)Player jumps to a STORE
[Event designated STORE displays intro flavor text, using ship load="" a neutral dummy trade station is loaded}
2.)Player chooses Continue...
[The station is set to ship hostile="true"]
3.)The Store screen opens and can be used normally, players can equip and unequip items using the Sell screen (This is hardcoded to happen before ship events and after normal events, a nice thing that can be exploited)
4.)When the Store screen is closed the trade screen immediately appears with the trade options to buy and sell, this used to happen before the Store opened.
[This is the important part: The ship which was set to hostile immediately surrenders, because the surrender conditions are set to min="22" max="22". The trade event is loaded and the station is reset to hostile="false".]
5.)The trade system works exactly the same as before in all other respects.
Of course some balancing issues might occur. To accommodate the new ability to transport multiple trade goods without sacrificing an Augment slot some of the trade good sales prices may have to be adjusted.
I'm just interested in hearing whether you think that would unbalance the game or not or whether you think it's not intuitive, etc...