Biohazard063 wrote:ound another bug (version 1.216), this one with stealth C
Alright, has been taken care of.
CE Update 1.216b
- Left gib for the pirate version of the slug interceptor type c fixed
- Cloak images for Lanius type C enemies fixed
- Stealth C artillery room doors fixed
Russian Rockman wrote: I'm pretty sure STALEMATE_SURRENDER only triggers after "waiting" at a beacon?
Nope, that triggers in any fight you are having with zero fuel.
Russian Rockman wrote:<choice req="hacking" lvl="1" max_group="0" hidden="true">
See... What is "max_group"???
That will display only one of the choices that require that have the same requirement. Does not have so much to do with forcing blue options.
Russian Rockman wrote:If you wanted to though I don't think it would actually be that difficult to implement rising power costs for using multiple combat augments.
You could just have the first one cost (-2 power),
--> Choosing to activate the second one would immediately remove another (-5 power)
---------->Choose which 2nd combat augment you want
------------------>Choose to use a third combat augment (-10 power)
-------------------------->Choose which 3rd combat augment you want
------------------>Change your mind (clear +5 power)
---------->Change your mind (clear +2 power)
Or something like that...
Yeah, or something like that. Its actually not that trivial. Only one system modify tag can take effect, so it would require custom event trees for each possible aug combination. These are already there for two augments, but a third one would swell the involved event trees a lot. Also each of these choices need to check your max reactor power to prevent crashes, meaning there has to be a second layer of choices between each of theses which does make the whole aug use way less streamlined. You wont be able to choose your combat aug immediately when the fight starts, instead you'll have to go through the double checks that verify your reactor each time.