fdagpigj wrote:1. How does a heal bomb know it shouldn't heal enemy crew? Is it hardcoded that negative damage will only affect your crew? If so, does that only apply to persDamage or also normal damage?
2. Do the <locked> tag, which appears on bombs, ion weapons, and drones, and the <bp> tag, which appears on most blueprints, do absolutely nothing (in which case, why the heck are they still on post-AE content?)?
3. What factors (that we can change) affect enemy generation? In particular, how do they pick the weapons/drones - does it go by the same rarity as stores?
4. Does any of the stuff in nameEvents.xml work? After a bit of searching here on the forums it sounds like you can test for the amount of crew of a specific race with something along the lines of <choice req="engi" lvl="2"> with the lvl defining how many crew you need. Can anyone confirm, and if it's true, is there any way to test for total number of crew (of all races)?
3) The crew, weapons and drones are defined in the "shipBlueprint" structure of the enemy (most, but not all, are in autoBlueprints.xml).
Total crewmembers is part random/part depending on how advanced in game you are, but always >=amount and <=max.
Weapons and drones are usually chosen randomly in a list, and how much depends on available power in the system.
rarity does not affect any of those. You can also change augments, ship hull, available power, etc in that structure.
In a few rare cases, there are some override changes to this in the "ship" structure that calls the enemy ship (most are in event_ships.xml). The ship structure is found in events to load the enemy ship during storyline. Sometimes the crew is swapped to certains races with prop, sometimes some weapons are swapped using weaponsOverride. Here is an example of ship structure that does it:
<ship name="SCRSHIP_TEST" auto_blueprint="MANTIS_BOMBER">
<crew><crewMember type="crystal" prop="1"/></crew>
<weaponOverride count="3"><name>ION_STUN</name><name>ION_STUN</name><name>ION_STUN</name></weaponOverride>
</ship>
You can either define new enemy ships (shipBlueprint and ship) or change existing ones. The Slipstream tools (mod-append, modfindLike, etc) are very useful to make some global changes, you can read FASTER WEAPONS for example on my CRAZE page (sorry for blatant advertising) or other mods:
http://www.ftlgame.com/forum/viewtopic.php?t=29027