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Content: remove pirates from Ildaria #9809
Content: remove pirates from Ildaria #9809
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The event "initial deployment 2" increases the periods of these fleets to 4000 and 7000, respectively. Applying this event after that will result in the pirate frequency in this system being almost four times what it is supposed to be.
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good catch, and there's no way you get this before said event so no need to have 2 different events
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I did there might be riots before Geminus was bombed
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I think that's an edge case? I don't think it's worth it to have two events
We're talking about doing TMBR 1,2 and 3, meaning you'd need "Deep Archaeology 5" and going to hai space. Wouldn't happen except if you wanted it to
The one case where I could see adding a different event be worth it is if we make the start of the game happen earlier somehow
A second event wouldnt cost that much to add either (ultimately this just shows a lack of flexibility for events influencing fleet spawns)
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The on complete block has a conversation, meaning the conversation can use a branch depending on whether or not initial deployment 2 has happened to determine whether or not to use an action to set one event or the other.
EDIT: Still, this is an issue where events can only override fleet spawns entirely, rather than revert the changes of a previous event.
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I mean dont worry I know pretty much everything about data stuff after having done 10k lines of missions, it isn't about how to do it just whether or not it was worth it
I'll do it quickly and we'll see what warp thinks. It would be more robut tbf
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Btw the tricky part here is to not have empty `` used as goto, but with branches it can be done
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Done, but just a word from the devs and I'll revert it as I'm not sure if we should be this precise with spawnrates
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Yeah, devs definitely override me.