Whoa!
So via these custom dialogs, we can Jump, see the results of the last Engagement (i.e., start a fight at a Station, engage a Station's guards, win, take over, Station loses cargo and / or Blueprints and / or industrial capacity as a result) and a bunch of other stuff? So a Station can be anything from an ultra-complex smorgasbord of Missions to a simplistic toll-gate for Jumping? That is really nice!
The only thing that's missing is some way to interact with the Stations other than blowing them up. I've always wanted to see "space cities" that we could fly around in and talk to mobs and static things. IDK why, really- the idea of traveling around a city-like thing has a lot of appeal for whatever reasons. The idea of having a battle in one, dodging static elements and engaging huge defenses is really fun, though!
I guess that
could be executed via a Mission, but I presume we can't do Dialogs in Missions... or can we? And does Neutral work as a SIDE yet, so that non-combatants / third parties can be in Missions yet, even if only via custom AI?
Also, one of the biggies that's not in the build; is there going to be an official method for allowing the AI to engage Stations and Planets yet? Can Stations and Planets be treated like a Fleet object so that they can have ships like a normal Fleet?
I don't mean any "smart strategic AI that decides when this would be
smart", don't get me wrong, just the basic mechanics?
This is one of those things I've hesitated to kludge into my mod for some time now, largely because I'm looking forward to a standard method. The references you've made to "creating Outposts" suggests that Stations are no longer perma-objects in the gameworld... how does that work?
So based on whats on the notes, having a ship completely change its hull based on a shipsystem wont be achievable?
You can sorta do that right now; erase the ship, replace it with the other ship, match up damage states.