Uhm, right. First of all: Those look great! I'd definitely like to integrate the black/red pirate variants, especially those of the federation and Rebel enemies. I don't think pirates can have light artillery vessels, but the recolour still looks great. Integrating those won't be much work as long as you stick to the standard procedure of matching the original image size and positioning on the recolours. The Slug fighter A looks totally feasible now, but integrating it would need some more time and I'm not sure whether the Slug really need four hull types. Integrating that hull would basically just mean remaking some existing layouts with a new hull, so that wouldn't add so much to the game anyway.
R4V3-0N wrote:I also noticed the lack of zoltan type C and Mantis type C, I think I can take a gander at them possibly. I would assume stations of those would also be appreciated? (Also the zoltan station type B kinda has a monotonous colour kinda going with it instead of having the 3 'greens' colour, would this require a fix up as well?)
Yeah, those variants and improvements would definitely be appreciated, as long is integrating them remains straight forward, meaning that they fit the original image size and positioning.
R4V3-0N wrote:But most often you got an option to prevent any combat (may give you goodies) if you got the zoltan shield (aka represent zoltan ship) and about to be engaged by a zoltan ship-
however this also applies to rogue "ai zoltan" ships that already killed there previous owners rather they were rogue or got hacked by rebels. I find it funny that a bunch of heartless rogue ai's who killed there own 'masters' or 'creators' which was one of the most peaceful races in game would listen to you for a surrender zoltan style. I mean it seems a bit odd to me... especially the rebel hacked part- as you are the ship they want to kill but apparently the ai's (possibly controlled by rebel hackers) are able to be peaceful with you- and even give you supplies.
Right, I tried to paint the sector as ambiguous about what the exact stance of the individual AI is, but I guess you are right to the extend that they are painted mostly as malicious. I wanted to imply that they can actually be reasoned with, but maybe that options are still off. Might get removed in the next update.
Shrooblord wrote:These changes didn't come through. Not in the Hangar, nor in-game. I picked the Gila Monster because it has some Mantis crew to start off with. I realise I'm editing an xml.APPEND and so maybe my changes aren't being used in favour of the code already written in the original game's blueprint.xml, but if that's the case, then why are those race entries even in the blueprints.xml.append for CE to begin with?
Chances are that some other mod is overwriting your changes. Potentially a mod that is loaded after this one. Append files are files that are added to existing files, non appends completely overwrite existing files which is not very useful. Didn't you mention that the mod worked on itself? So there seems to be no problem with your changes after all. I'll see about integrating them. On a more general note I'd advice against changing anything in vanilla events or item descriptions, as some users will perceive this as needless tangling with the files.