Hey. Just had a quick look in the code. EDIT: Added spoiler tags to some stuff.
There is no need to specify the game and map in all of the subcues.
<create_actor name="this.boardcomputer" voice="13" character="{player.ship}" face="101" race="argon"/>
There is no need for the character, face or race attributes IIRC. Character sets the visual name such as 'Ban Danna'. As this actor is not on a ship or sending messages the player will not see the name. Also, setting the character to {player.ship} will set the visual name as an object id.
There is no need to use complete_cue at the end of every cue as it is automatic.
<line actor="{actor@play_dialog1.boardcomputer}" dialogid="1341"/>
In actor attributes, you do not need to use the {actor@... variable. This is the same with most object actions and conditions.
<object_sector object="{player.ship}">
<sector x="17" y="11"/>
</object_sector>
Exact="0" is missing.
"asking
your self" yourself
"for it
our selfs." ourselves
"we are
shure" sure
"I'll contact you in 1 minute" There is a wait of 2 minutes
" very
difficoult decision" difficult
"contact you with
furder" further
"Hello again
strager" stranger
<create_object name="this.asteroidinBT" typename="SS_ASTEROID_02" class="asteroid">
There is a create_asteroid action.
"
bavigational beacon" navigational
The cue <cue name="create_final_navbeacon"> will not trigger as the event object_destroyed may trigger when the player is not in the correct sector. Use object_exists with negate="1" instead.
<create_ship name="this.sargon" typename="SS_SH_SARGON" class="m3" capturable="1" race="abandoned" highlight="1">
I think the neutral race allows for a ship to be claimed. I'm not sure if abandoned does that too.
<check_all>
<cue_completed cue="create_sargon"/>
<object_claimed object="{object@create_sargon.sargon}"/>
</check_all>
This will never trigger as they are two event conditions which will not ever trigger at the same time. Use the condition 'cue_is_complete' or just use the object_claimed condition.
The cue <cue name="third_contactbydaedalus"> will not trigger as you have cue_completed as the event condition. That event will only occur once, and the player may not be in position. Use cue_is_complete instead.
<object_position object="{object@create_sargon.sargon}" min="3km" max="5km">
<position object="{object@create_rendevusnavbeacon.navbeacon5"/>
</object_position>
There is a missing }. Still, you do not need the {object@variable
I'm not sure what you intended with the eject_cargo actions, especially for the found ship. This will create a cargo crate with the objects inside. If you want to remove objects without the crate then use add_cargo but use a negative number.
The subcue to last_contact has no cue name so it will not run.
"have
succefully" successfully
There needs to be a case for if the player destroys the ship.
Hope that helps. It looks interesting.