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Author Topic: [0.9.5a] Hiigaran Descendants v2.0.4/v5  (Read 469875 times)

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Re: [0.6a] Hiigaran Descendants v1.0.0
« Reply #300 on: September 20, 2013, 06:46:03 PM »

I'm not too fond of fragmentation. I find it rather easy to destroy fighters with explosives, and the benefit of explosives is that they're also effective vs large ships.

But if you really want them I guess I can create a copy of the tvir, give it a different colour and stats and solve it like that. This way I still get to keep my precious little explosive warheads.
But first I need sleep. x_x
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echosierraalpha

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Re: [0.6a] Hiigaran Descendants v1.0.0
« Reply #301 on: September 21, 2013, 05:54:29 AM »

modified Tviirs sounds perfect ^_^

sleep tight  ;)
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Taverius

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Re: [0.6a] Hiigaran Descendants v1.0.0
« Reply #302 on: September 21, 2013, 07:36:52 AM »

I found the Fiirkan's Pulsar Beam (Heavy) for sale at the Hegemony station in Corvus, so you probably want to look into that :D

P.S. The Fiirkan maybe could gain 10 speed so if you slap unstable injector it actually goes faster than a Hound.
« Last Edit: September 21, 2013, 07:48:04 AM by Taverius »
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Ember

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Re: [0.6a] Hiigaran Descendants v1.0.0
« Reply #303 on: September 21, 2013, 08:09:32 AM »

I found the Fiirkan's Pulsar Beam (Heavy) for sale at the Hegemony station in Corvus, so you probably want to look into that :D

P.S. The Fiirkan maybe could gain 10 speed so if you slap unstable injector it actually goes faster than a Hound.

how many were for sale? because its entirely possible that the pirates capture a hiigarian ship with weapons, then a hedgomony fleet killed that pirate fleet, looted the weapon and dumped it at their station when they returned
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Taverius

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Re: [0.6a] Hiigaran Descendants v1.0.0
« Reply #304 on: September 21, 2013, 08:24:03 AM »

5. But built-in weapons should not show up in shops period, afaik.
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Re: [0.6a] Hiigaran Descendants v1.0.0
« Reply #305 on: September 21, 2013, 09:51:11 AM »

Thaaaanks! Forgot to label the Fiirkan's weapon as a system weapon. Fixed.
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Midnight Kitsune

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Re: [0.6a] Hiigaran Descendants v1.0.0
« Reply #306 on: September 21, 2013, 05:05:54 PM »

Thaaaanks! Forgot to label the Fiirkan's weapon as a system weapon. Fixed.
NOOOOO!!!! I LOVED using that beam!
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kbcblade

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Re: [0.6a] Hiigaran Descendants v1.0.0
« Reply #307 on: September 21, 2013, 05:30:06 PM »

I seem to have run into an unfortunate situation, the badge of admiralty disappeared from angle moon station before i could get the credits to buy it. Anyone know if it would restock itself or do i have to start a new game and be quicker getting the creds?
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Sotales

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Re: [0.6a] Hiigaran Descendants v1.0.0
« Reply #308 on: September 21, 2013, 06:45:21 PM »

If you download and use the Console Commands mod, you can use the command "additem hiigaran_badge_of_friendship" to add it to your inventory. You can then use the command "addcredits -30000" to take the money out of your wallet if you want. It happened to me today and that is what I did.
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Re: [0.6a] Hiigaran Descendants v1.0.0
« Reply #309 on: September 21, 2013, 07:39:31 PM »

It disappeared? Gawd, that must be because 0.6 removes inventory or something, to keep stations from drowning in goods.
Houston, I have a problem.

Anyone else had this problem? :(
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Silver Silence

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Re: [0.6a] Hiigaran Descendants v1.0.0
« Reply #310 on: September 21, 2013, 07:45:41 PM »

Script running daily to check the player's current status among the Hiigarans then check for stock of the appropriate badge, if not stocked, then stock.

Sounds simple. I'm sure from a coding standpoint, it's anything but simple.  :D
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Darloth

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Re: [0.6a] Hiigaran Descendants v1.0.0
« Reply #311 on: September 22, 2013, 08:57:39 AM »

Actually thanks to Starsector's really nice API, it is actually that simple!

In an EveryFrameScript, with some code to check the campaign clock so it only executes once a day:

Code
            FactionAPI player = sector.getFaction("player");
            if(player.getRelationship("whatever newhiigara faction id is") < 1)
            {
                StarSystemAPI system = sector.getStarSystem("New Hiigara");
                SectorEntityToken station = system.getEntityByName("Whatever The Station Is Called");
                CargoAPI cargo = station.getCargo();
                if(cargo.getQuantity(CargoAPI.CargoItemType.RESOURCES, "hiigaran_badge_of_friendship") < 1)
                {
                    cargo.addItems(CargoAPI.CargoItemType.RESOURCES, "hiigaran_badge_of_friendship", 1);
                }
            }

I mean I haven't tested it, but that ought to do it.  Unsure whether Janino will let you use the enum (it might as it's already compiled elsewhere), so you might have to find out what number RESOURCES is behind the scenes, but that's not too difficult?  Even then most of that is just setup, finding the station etc.
« Last Edit: September 22, 2013, 09:00:13 AM by Darloth »
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Re: [0.6a] Hiigaran Descendants v1.0.0
« Reply #312 on: September 22, 2013, 09:47:42 AM »

Problem is that I don't want them to keep appearing.
Each badge should be bought only once. Wouldn't make sense if new badges would be appearing after buying one.

I'm hoping this disappearance was just a one time instance. :-X
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Taverius

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Re: [0.6a] Hiigaran Descendants v1.0.0
« Reply #313 on: September 22, 2013, 10:03:53 AM »

Problem is that I don't want them to keep appearing.
Each badge should be bought only once. Wouldn't make sense if new badges would be appearing after buying one.

I'm hoping this disappearance was just a one time instance. :-X
Likely not, the chance of it is pretty much 100% as the amount of stock in the station increases with save age.

Just the player selling loot there could send the number of stacks over the limit at which point it'll replace a stack when a supply comes in.

You could do as suggested but add a check to add if ((its missing) and (the player does not have it)).
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Re: [0.6a] Hiigaran Descendants v1.0.0
« Reply #314 on: September 22, 2013, 10:22:23 AM »

Problem is, after a badge is bought it's supposed to disappear from the player's inventory (and it does that perfectly), so adding a check to see if a player has a badge or not, that's not an option either.

I think I'm going to bug Alex with this. I find it very important that items can be flagged to never disappear, unless bought. Otherwise creating 'quests' like this is made impossible.
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