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Re: [MOD]The sM Polish Kit 1.032 (ft CEi 1.105 and IS Patch)

Posted: Mon Mar 10, 2014 10:57 pm
by Mr. Mister
That's not a bad idea... you could remove all the "race-controlled" sector types and just make so there are two or three duplicates of each, all unique (you would have to split the name list between them, or there's a very unlikely but existant possibility that you'll get to choose between two identically named sectors). You could leave all race homeworlds at three instances, two industrial, quarentine, civilian coreworlds, uncharted nebulas and contested sectors (there's no event unique to rebel-controlled sectors, right? If there isn't, there's no reason to include them, just contested will be fine); and only one hazard, AI Overrun and Pirate sectors. You could also make only two instances of all the race homeworlds and only one of quarentine and contested and you would still have enough (21 out of the maximum of 18, which is 20 minus the first and last ones, as long as you keep the first one unique too).

EDIT: 22 actually, counting the Ancient sector.

Re: [MOD]The sM Polish Kit 1.032 (ft CEi 1.105 and IS Patch)

Posted: Mon Mar 10, 2014 11:35 pm
by Russian Rockman
I think I have encountered contested sector events in CEi, the whole thing is "Contested Deep Space" so I don't think the contested sector is necessary, although it may not be bad to include.

All of the sector types would also have to be rebalanced maybe. So that AI sectors are survivable in case they appear on Sector 2, for example...

Re: [MOD]The sM Polish Kit 1.032 (ft CEi 1.105 and IS Patch)

Posted: Mon Mar 10, 2014 11:50 pm
by Mr. Mister
I mentioned contested sectors because of the quest chain you can get if you enter them with some stuff, special stuff happens from the starting beacon.

Cool things could be done if no duplicates are made (and all them are unique) and slowy just plays with the minimal position appearence, but I think at least one sector type would need a duplicate.

EDIT to avoid double post: I tried sMPK-CEi. Is it your doing that deep space entry beacons have events instead of being waiting beacons, or is it Sleepy's? Because I got what I think is an event usually accompanied by the mantis fleet background (a planet texture), but said fleet texture didn't show up because the event wasn't called at the beggining, but after the "You entered deep space blablabla" text windows.

Re: [MOD]The sM Polish Kit 1.032 (ft CEi 1.105 and IS Patch)

Posted: Tue Mar 11, 2014 3:33 pm
by slowriderxcorps
Mr. Mister wrote: I tried sMPK-CEi. Is it your doing that deep space entry beacons have events instead of being waiting beacons, or is it Sleepy's? Because I got what I think is an event usually accompanied by the mantis fleet background (a planet texture), but said fleet texture didn't show up because the event wasn't called at the beggining, but after the "You entered deep space blablabla" text windows.
The only event that the CEi patch modifies now is the nebula exit beacon in order to overwrite the change that the base 'kit CE patch does that breaks the infinite mechanic and makes it work as normal. No event listings are modified in both the main and CEi patches.

And AWM-CE now has its descriptions pretty much sorted out and final weapons added, and outside of the discovery of any erroneous stats within the countless weapons themselves, the module is now 'completed'. However, in seeing this, I realised that the module would interfere with CEi by messing with the weapon rarities within the Deep Space sector. Thus, a CEi patch for the modules has now been made.

This is turning into a clusterfudge, isn't it.

Re: [MOD]The sM Polish Kit 1.032 (ft CEi 1.105 and IS Patch)

Posted: Tue Mar 11, 2014 5:22 pm
by Russian Rockman
If you want maybe you could just include the Base sMPK, sMPk for CE, and the CEi together and have seperate downloads for each of the modules and patches associated with those modules.

Re: [MOD]The sM Polish Kit 1.032 (ft CEi 1.105 and IS Patch)

Posted: Tue Mar 11, 2014 5:51 pm
by slowriderxcorps
Russian Rockman wrote:If you want maybe you could just include the Base sMPK, sMPk for CE, and the CEi together and have seperate downloads for each of the modules and patches associated with those modules.
I personally prefer to have everything available in a single package, it makes it so much easier to ensure that the downloads are as up-to-date as possible. The only hard part is remembering to update the Mediafire link, which almost never happens.

Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu

Posted: Wed Mar 12, 2014 12:02 pm
by The Iron Rose
Hi, I was wondering if there was any way to make this mod compatible with the "remove fleet pursuit" mod? I'm concerned that if I just load the disable fleet pursuit.flt later in the slipstream load order it will overwrite the custom events of this mod, which is something that isn't immediately observable. Similarly, any attempts I've made to edit this mod to remove fleet pursuit have been completely unsuccessful and I'm not sure why. I've added the following:

Code: Select all

<event name="START_GAME">
	<text>The data you carry is vital to the remaining Federation fleet. You'll need supplies for the journey, so make sure to explore each sector before moving on to the next. But get to the exit before the pursuing Rebel fleet can catch up! (Pursuit Disabled)</text>
	<modifyPursuit amount="-10000"/>
</event>


<event name="NEWGAME_BEACON">
	<text>You should never see this text.</text>
	<choice hidden="true">
		<text>Prepare to launch.</text>
		<modifyPursuit amount="-10000"/>
		<event/>
	</choice>
	<choice req="DRONE_SPEED" hidden="true">
		<text>(The Vortex) Board your fully-autonomous Engi cruiser.</text>
			<event>
				<text>This particular Engi-built cruiser is in possession of a highly-advanced AI and is capable of practically flying itself. However, even its sophisticated computer systems will only carry it so far. Your Engi captain gets on board and prepares the FTL drive. Your journey begins now.</text>
				<crewMember amount="1" class="engi"/>
				<choice hidden="true">
					<text>Prepare to launch.</text>
					<event>
						<text>Please note that, due to limitations related to game logic, it will not be possible to purchase additional crew from stores. Hopefully the fully-autonomous nature of The Vortex will be enough of a counter-benefit. Good luck.</text>
					</event>
			</choice>
			<modifyPursuit amount="-10000"/>
			</event>
	</choice>
</event>

<event name="START_BEACON">
	<text>Welcome to a new sector! Get to the exit beacon and jump to the next sector before the pursuing Rebels catch you!</text>
	<choice hidden="true">
		<text>Continue...</text>
		<event/>
	</choice>
	<choice req="engines" lvl="1" hidden="true">
		<text>(Mod) Strip a near-by asteroid for scrap.</text>
		<event>
			<text>You take a shuttle and grab as much metal as you can.</text>
			<autoReward level="HIGH">scrap_only</autoReward>
			<modifyPursuit amount="-10000"/>
		</event>
	</choice>
</event>
to the beginning of the events.xml.append in the extracted Bulk - sM Polish Kit 1.032.ftl file. Then I recreated the .ftl file and patched it, to a similar lack of success. I get the pursuit disabled message I appended so I know that I'm not screwing up my edits but fleet pursuit is not, in fact, disabled. The only other mod I'm running is the Better Planets and Backgrounds mod. I don't particularly care overmuch about balance or the like which is a bit ironic in a balance mod, but even so I'm just wondering if this is at all possible. Cheers!

Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu

Posted: Wed Mar 12, 2014 12:30 pm
by slowriderxcorps
The Iron Rose wrote:Hi, I was wondering if there was any way to make this mod compatible with the "remove fleet pursuit" mod? I'm concerned that if I just load the disable fleet pursuit.flt later in the slipstream load order it will overwrite the custom events of this mod, which is something that isn't immediately observable. Similarly, any attempts I've made to edit this mod to remove fleet pursuit have been completely unsuccessful and I'm not sure why. I've added the following:

Code: Select all

<event name="START_GAME">
	<text>The data you carry is vital to the remaining Federation fleet. You'll need supplies for the journey, so make sure to explore each sector before moving on to the next. But get to the exit before the pursuing Rebel fleet can catch up! (Pursuit Disabled)</text>
	<modifyPursuit amount="-10000"/>
</event>


<event name="NEWGAME_BEACON">
	<text>You should never see this text.</text>
	<choice hidden="true">
		<text>Prepare to launch.</text>
		<modifyPursuit amount="-10000"/>
		<event/>
	</choice>
	<choice req="DRONE_SPEED" hidden="true">
		<text>(The Vortex) Board your fully-autonomous Engi cruiser.</text>
			<event>
				<text>This particular Engi-built cruiser is in possession of a highly-advanced AI and is capable of practically flying itself. However, even its sophisticated computer systems will only carry it so far. Your Engi captain gets on board and prepares the FTL drive. Your journey begins now.</text>
				<crewMember amount="1" class="engi"/>
				<choice hidden="true">
					<text>Prepare to launch.</text>
					<event>
						<text>Please note that, due to limitations related to game logic, it will not be possible to purchase additional crew from stores. Hopefully the fully-autonomous nature of The Vortex will be enough of a counter-benefit. Good luck.</text>
					</event>
			</choice>
			<modifyPursuit amount="-10000"/>
			</event>
	</choice>
</event>

<event name="START_BEACON">
	<text>Welcome to a new sector! Get to the exit beacon and jump to the next sector before the pursuing Rebels catch you!</text>
	<choice hidden="true">
		<text>Continue...</text>
		<event/>
	</choice>
	<choice req="engines" lvl="1" hidden="true">
		<text>(Mod) Strip a near-by asteroid for scrap.</text>
		<event>
			<text>You take a shuttle and grab as much metal as you can.</text>
			<autoReward level="HIGH">scrap_only</autoReward>
			<modifyPursuit amount="-10000"/>
		</event>
	</choice>
</event>
to the beginning of the events.xml.append in the extracted Bulk - sM Polish Kit 1.032.ftl file. Then I recreated the .ftl file and patched it, to a similar lack of success. The only other mod I'm running is the Better Planets and Backgrounds mod. I don't particularly care overmuch about balance or the like which is a bit ironic in a balance mod, but even so I'm just wondering if this is at all possible. Cheers!
Unfortunately, I'm not sure if the Fleet Pursuit mod is completely functional anymore. Thanks to the way this was written, I've felt strangely generous despite how terrible today has been (my PSN got hacked and used to half-inch sixty quid from my wallet) and have written up a quick module that should hopefully do as you were hoping. I personally refrain from such modifications myself, but it makes this look more like an all-purpose mod kit than before, so I'll give it that.

..It makes me wonder if I should find a new name for the core of the entire thing.

Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu

Posted: Wed Mar 12, 2014 12:46 pm
by Mr. Mister
Well, it's looking more like a Kit now, that's for sure.

Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu

Posted: Wed Mar 12, 2014 2:31 pm
by slowriderxcorps
Well this is an annoying discovery. I created a little experiment that causes a lot of weapon drops to happen on the first jump, allowing me to more accurately discover the drop rate of the augmented weapons. After 500 weapon drops.. the drop rate is 54.8%. That's far too high for my vision of what it should be. Improving the commonality of the vanilla weapons significantly did actually improve this.. but at 45.8% it's still too high, and it's messing with the drop rates of certain powerful standard weapons. I have an idea as to how to improve this, but it'll take a little bit.