DryEagle wrote:I am waiting to see how the trade extension is going to work... to the best of my knowledge it is not possible to remove augments via events (the stasis pod one is just hardcoded?) but that is exactly what your screenshot of the dialogue window would suggest. Very curious.
Yeah I mentioned that problem in the summary. I liked the whole concept too much to drop it because of modders inability to remove augs. My solution is simply to ask for player compliance:
Code: Select all
[...]
<choice req="TE_GOODS_ENGI_ELECTRONICS" hidden="true">
<text>[Sell Ship Electronics for about 30 Scrap]</text>
<event>
<text load="STORE_SELL_TEXT"/>
<modifyPursuit amount="1"/>
<item_modify>
<item type="scrap" min="12" max="18"/>
</item_modify>
</event>
</choice>
[...]
<textList name="STORE_SELL_TEXT">
<text>It takes a while to negotiate a good price. After receiving some scrap as advance you are asked to unload the cargo at the shop to get the rest of your payment. [Reminder: Not selling off the goods at the shop breaks the trade system and means you are cheating.]</text>
[...]
</textList>
As you can see selling (as well as buying) now takes some time and makes the Rebel fleet catching up faster with you. This is mainly for balancing reasons. Engaging in trade means that you give up some beacons in the sector. So trading is not really netting you additional scrap on the side. But it's a way to play your run more safe through early investment and later gain.
aaaaaa50 wrote:I don't see the option in that screenshot to not buy anything from a trader. (Whoops?)
Beta screen-shot, that will be an option of course...
@Neville: Thanks once more for the detailed comment. There will probably a revised version of the addon after the release of Trade Extension, I will consider working in your suggestions. (That whole addon was put together within twenty minutes, I actually didn’t play-test any of the load-outs before releasing it.
Did I mention that I spend way more time modding than playing?)
I'm not sure what's wrong with the Drones, I checked the files and in there the ID's are all right... Will look into it.