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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Fri Apr 01, 2016 8:18 am
by stylesrj
So I copied the code into Events.xml.append and then added the other bit of code to autoblueprints.xml.append...

Then I went to test it in CE and well... I got no options to upgrade my ship with Federation-issue suits or the whatnot (A good indicator that it's working or not)

So I'm probably doing something horribly wrong.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Fri Apr 01, 2016 10:48 am
by meklozz
stylesrj wrote:So I copied the code into Events.xml.append and then added the other bit of code to autoblueprints.xml.append...

Then I went to test it in CE and well... I got no options to upgrade my ship with Federation-issue suits or the whatnot (A good indicator that it's working or not)

So I'm probably doing something horribly wrong.
By the code, you mean the example? Because you should expand on that to catch all the events. You can go to the xml sandbox in slipstream and try it out real time.
You also need to add it to all the files that can have events so events, events_engi, newEvents etc, I think there are about 18.

If you can't figure it out you can upload what you have, I'll have a look when I'm on my pc.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Fri Apr 01, 2016 10:15 pm
by stylesrj
meklozz wrote: By the code, you mean the example? Because you should expand on that to catch all the events. You can go to the xml sandbox in slipstream and try it out real time.
You also need to add it to all the files that can have events so events, events_engi, newEvents etc, I think there are about 18.

If you can't figure it out you can upload what you have, I'll have a look when I'm on my pc.
I thought you only needed to apply it to events.xml.append. Because event files do use other event documents for reference. For example in one of my older ships, there's an event that applies at all idle beacons and one at the Last Stand. They're both in the events.xml.append. The triggers are of course in separate event files but they all refer to the events.xml.append.

I assumed that code would cover all the event documents because it'd do a global search.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Mon Apr 11, 2016 2:48 am
by Anistuffs
Is it possible to load a gameover screen at an event? For example, loading a gameover when the Rebel fleet catches up with you.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Mon Apr 11, 2016 3:22 am
by stylesrj
Anistuffs wrote:Is it possible to load a gameover screen at an event? For example, loading a gameover when the Rebel fleet catches up with you.
Probably not. But you could script in such a way that every Rebel Fleet encounter results in your instant destruction.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Mon Apr 11, 2016 3:33 am
by Anistuffs
stylesrj wrote:
Anistuffs wrote:Is it possible to load a gameover screen at an event? For example, loading a gameover when the Rebel fleet catches up with you.
Probably not. But you could script in such a way that every Rebel Fleet encounter results in your instant destruction.
Yes, I suppose I can make the fleet encounter event do 100 hull damage but that's such a cheap shot that I was hoping I could avoid that. Then again, so is an instant gameover so... I guess...

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Mon Apr 11, 2016 3:42 am
by stylesrj
Anistuffs wrote: Yes, I suppose I can make the fleet encounter event do 100 hull damage but that's such a cheap shot that I was hoping I could avoid that. Then again, so is an instant gameover so... I guess...
If you want, you can discourage needle threading and fleet jumping tactics by having them cause heavy damage if they catch you rather than instant death. Just in case you truly couldn't avoid them, you can get away with 2/3 of your hull gone :D

Because an instant gameover is probably way too cheap.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Tue May 03, 2016 10:52 pm
by Crazybat
In the way that the Medbay replaces the Clonebay and vice-versa - is it possible to make, for one ship, the Drones/Hacking to swap and the Cloaking/Mind control to swap? Trying to make a smaller ship and don't have the room for all those...rooms.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Tue May 03, 2016 10:57 pm
by stylesrj
Crazybat wrote:In the way that the Medbay replaces the Clonebay and vice-versa - is it possible to make, for one ship, the Drones/Hacking to swap and the Cloaking/Mind control to swap? Trying to make a smaller ship and don't have the room for all those...rooms.
Nope, only the Clone Bay and Medbay can be swapped. What you can do is stack rooms but they have their own problems when it comes to repairs.

One thing you can do is have a ship with 7 systems and the 8th one is always in the same room, sort of like a modular cargo bay or something. But then stuff like Limited Time Offer can mess with that as well as you can go over the system limit with it.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Wed May 04, 2016 12:05 am
by Crazybat
stylesrj wrote: Nope, only the Clone Bay and Medbay can be swapped. What you can do is stack rooms but they have their own problems when it comes to repairs.

One thing you can do is have a ship with 7 systems and the 8th one is always in the same room, sort of like a modular cargo bay or something. But then stuff like Limited Time Offer can mess with that as well as you can go over the system limit with it.
Groan. My ship's just gonna be a big grey clump with rooms now.