[SCR] Custom Start v1.4.0 (21-04-14)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Joined: Fri, 25. Nov 05, 16:05
Jburrowes, be aware that some features related to the player HQ only work on a single one as it was never intended to have more than one (as it could happen with this script if you start with one and then get another through the plot). If you manually reverse engineer a ship in an HQ, it will be available to build there, but if you buy a blueprint (or get one as a plot/mission reward) and you have multiple HQs, it will appear only on the the latest one you set up.
Same goes for the cheat/debug package script, the "add ship blueprint to HQ" command will only affect the last HQ you have placed.
There can also be some slight issues with commonly used community scripts such as Lucike's (confirmed for prospector, not sure about CAGs), and possibly some other station trader scripts: long story short, automated traders set to being homebased at (and thus managing) a PHQ might get confused if there's more than one around (especially if they are in the same sector).
With Lucike's prospector, for instance, if you have two HQs in the same sector and give each a dedicated miner, these will both try to unload at only one HQ: the miner homebased at that HQ will work fine, but the other one will get stuck unable to unload (as if the station cargo was full) and send you a message.
Definitely nothing gamebreaking, but it might give you some headaches along the way, just so you know
Same goes for the cheat/debug package script, the "add ship blueprint to HQ" command will only affect the last HQ you have placed.
There can also be some slight issues with commonly used community scripts such as Lucike's (confirmed for prospector, not sure about CAGs), and possibly some other station trader scripts: long story short, automated traders set to being homebased at (and thus managing) a PHQ might get confused if there's more than one around (especially if they are in the same sector).
With Lucike's prospector, for instance, if you have two HQs in the same sector and give each a dedicated miner, these will both try to unload at only one HQ: the miner homebased at that HQ will work fine, but the other one will get stuck unable to unload (as if the station cargo was full) and send you a message.
Definitely nothing gamebreaking, but it might give you some headaches along the way, just so you know
Nice job!
This is awesome, thanks for making this!
Only one point on my "argue list":
How about a switch [Scan Asteroids yes/no]?
Scanning missions can yield a quite significant amount of money in the very early stages of the game. If you only want to have a complete map from start of course
Only one point on my "argue list":
How about a switch [Scan Asteroids yes/no]?
Scanning missions can yield a quite significant amount of money in the very early stages of the game. If you only want to have a complete map from start of course
As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero.
[ external image ]
[ external image ]
Litcube wrote:Don't succumb to the "I figured it'd be ok".
New version:
1.4.0
- Made Custom Start compatible with Terran Conflict
- Add a toggle for whether to scan asteroids
- Improved logic for populating carriers. Observe max fighter size that can dock and add an M6 if possible. Set ship command Protect to the carrier.
- Add a jump beacon to spawned ships when the Beacon Jump script is detected
- Add replicators to spawned ships when the Replication script is detected
- Add text files for DE, PL, CS, IT, ES, FR, RU with English strings.
- Improve start sector selector temporary map reveal to account for sectors and objects already discovered.
1.4.0
- Made Custom Start compatible with Terran Conflict
- Add a toggle for whether to scan asteroids
- Improved logic for populating carriers. Observe max fighter size that can dock and add an M6 if possible. Set ship command Protect to the carrier.
- Add a jump beacon to spawned ships when the Beacon Jump script is detected
- Add replicators to spawned ships when the Replication script is detected
- Add text files for DE, PL, CS, IT, ES, FR, RU with English strings.
- Improve start sector selector temporary map reveal to account for sectors and objects already discovered.
Nice Job!
As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero.
[ external image ]
[ external image ]
Litcube wrote:Don't succumb to the "I figured it'd be ok".
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- Posts: 291
- Joined: Sun, 4. Nov 12, 12:06
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- Posts: 291
- Joined: Sun, 4. Nov 12, 12:06