Most of that is well beyond me.grellth wrote:I have not attempted scripting, so I am guessing at what might be reasonable to implement.
I like Config parameter flexibility, but it does make set-up/installation a bit more difficult.
If Wanderers have other purposes, limiting the number of them or respawn time may not be a good solution.
Number could be based on a percentage parameter of the "explored sectors" on the Pilot Status screen.
Respawn time could be adjusted by a multiplication parameter.
0 = don't respawn, 1 = normal, 2 = twice as long, etc.
By equipping them based on a S/M/L parameter, their effectiveness at eliminating Xenon could be adjusted based on player preference.
Another option might be to allow the player to set the aggression level.
"Retreat from enemies", "Ignore unless fired upon", or "Attack all enemies"
Spawning of ships is controlled by the jobs file, which calls a script to control the ship. The number of spawns and timing of respawns, and the agrression level is controlled by the job, and thats a preset. Whats on the ship is controlled by the script. One could add a control for stopping the spawn under some conditions, but I couldnt do it.
The purpose of the wanderers is to populate the universe with Apricot Mapping Service ships, who are out there mapping the universe and collating the information for the benefit of anyone (who pays for it). One of the scripts in the mod updates every sector you have been in, each time you start the game up, and this is part of the info from the wanderers. Their fitout is per my philosophy of never take 1 when 10 will suffice, and why walk away from a bully when you can kick his arse without breaking stride. They are built for self preservation and the pilots are well trained.
The basis was on the Goners, but with the attitude of why be defenseless when its easy to be the opposite.
I am considering lowering the number of them.