The message should provide enough information to guess the sector. If you know your universe that is.
And...
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I was considering that at first, too - however, that would not really be very suitable for the factories stocked.Luckychuck wrote: I was thinking, instead of "borrowing" the player's race rank, what if you used the player's combat rank? After all, it is pirates we're dealing with, and they like to fight.
The only effect should be that the script nukes the shipyard if it exists somewhere and then respawn it at some different location.xiriod wrote:I searched all over for a gate connected to 'Me...' with the Marauder in it, but nothing. I guess I would have to restart the AL plugin? If the Marauder somehow is somewhere else, will restarting the AL just destroy the first one and make it appear somewhere else with no adverse effects?
All plugin settings are under Gameplay-Artificial Life Settings.ChrisCorr wrote: How do I restart the plugin?
Yeah, something like that is the plan.amirite wrote:I always glaze over this thread in S&M but now that I've actually read your post it sounds awesome. I like how you are making these existing ships available in a creative way.
When you impliment the Paranid attacks, will the shipyard stay put as long as it is safe? I like the part about it jumping to random sectors, but it would be even cooler if the player could get some control over that eventually.