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Content: remove pirates from Ildaria #9809

Merged
merged 8 commits into from
May 1, 2024
Merged
15 changes: 14 additions & 1 deletion data/sheragi/archaeology missions.txt
Original file line number Diff line number Diff line change
Expand Up @@ -301,7 +301,7 @@ mission "Deep Archaeology 5"
ship "Timer Ship"
attributes
"heat dissipation" 1
"hull" 3
"hull" 5
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"hull repair rate" .001
"mass" 100
"drag" 5
Expand Down Expand Up @@ -332,11 +332,23 @@ outfit "Timer Submunition"
"hull damage" .15
"no damage scaling"

event "remove pirates from Ildaria"
system Ildaria
remove fleet "Small Southern Pirates"
remove fleet "Large Southern Pirates"

event "readd pirates to Ildaria"
system Ildaria
add fleet "Small Southern Pirates" 1000
add fleet "Large Southern Pirates" 2000
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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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Suggested change
event "readd pirates to Ildaria"
system Ildaria
add fleet "Small Southern Pirates" 1000
add fleet "Large Southern Pirates" 2000
event "readd pirates to Ildaria"
system Ildaria
add fleet "Small Southern Pirates" 4000
add fleet "Large Southern Pirates" 7000

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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@Hurleveur Hurleveur Feb 13, 2024

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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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@ziproot ziproot Feb 13, 2024

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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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@Hurleveur Hurleveur Feb 13, 2024

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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.


mission "Sad Archie"
landing
invisible
to offer
has "There Might Be Riots part 3B: done"
on offer
event "remove pirates from Ildaria"
destination "Zug"

npc disable
Expand All @@ -352,6 +364,7 @@ mission "Sad Archie"
` Then you wake up and find yourself back in your ship, in the Ildaria system. Weird.`

on complete
event "readd pirates to Ildaria"
log `Experienced a strange vision while drifting in the Ildaria system that looked like the fall of a civilization of dragon-people. The terrain on the planet of Zug looks strikingly similar to this vision.`
conversation
`On a whim, as you're landing on Zug you pull up a geological map of the planet and find that the geography you dreamt of while drifting in the Ildaria system was surprisingly close to the real thing. There's even a massive basalt outcropping right where you saw a lava flow burying a city. There's no way your ship's sensors can tell what's underneath it, though.`
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