stargateprovider wrote:Hm, you removed the civilian sector, I don't like it.
I'm not sure what caused that bug with the sector, but I think that may have been this code in sector_data.xml.append (taken from v010):Code: Select all
<mod:findName type="sectorDescription" name="CIVILIAN_SECTOR">
<mod:findLike type="startEvent">
<mod:removeTag />
</mod:findLike>
<mod-append:startEvent>START_BEACON_CIVILIAN</mod-append:startEvent>
</mod:findName>
It doesn't remove the <!-- --> tags from the civilian startEvent so it's useless, you can try it in the SMM sandbox.
The other thing I noticed is that the event "START_BEACON_CIVILIAN" itself loads up the "INITIAL_START_BEACON_DOCTORCHOICES" instead of "START_BEACON_DOCTORCHOICES" which loads in every other sector.
So I changed the sector's startEvent the traditional way, because I don't quite understand the SMM advanced tags that well. The game didn't crash (checked 10 times).
There is nothing wrong with the SMM code there. There is no need to remove the <!-- --> tags since they have no effect on the game, and START_BEACON_CIVILIAN should be the starting beacon. As for which event START_BEACON_CIVILIAN loads, that was fixed in v011.
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I looked over v013, and I noticed two start sectors beacons missing. The vanilla pirate sector, shown below, and the CE Federation sector, which is the last one listed in the code from my previous post.
events_pirate.xml.append
Code: Select all
<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="START_BEACON_PIRATE"/>
<mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
<text>(Regeneration Aura) Listen to the Tardis</text>
<event load="START_BEACON_DOCTORCHOICES"/>
</mod-append:choice>
<mod-append:choice hidden="true" req="MASTER_VOUCHER">
<text>(Corrupted Aura) Activate the Paradox Machine</text>
<event load="START_BEACON_MASTERCHOICES"/>
</mod-append:choice>
</mod:findWithChildLike>
I thought about some other mods (CE Infinite, FTL: Extended, Infinite Space), and copied some code for them.
events.xml.append
Code: Select all
<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="START_BEACON_DEEP_SPACE_TEXT"/>
<mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
<text>(Regeneration Aura) Listen to the Tardis</text>
<event load="START_BEACON_DOCTORCHOICES"/>
</mod-append:choice>
<mod-append:choice hidden="true" req="MASTER_VOUCHER">
<text>(Corrupted Aura) Activate the Paradox Machine</text>
<event load="START_BEACON_MASTERCHOICES"/>
</mod-append:choice>
</mod:findWithChildLike>
<mod:findName type="event" name="START_EXTENDED_SECTOR_BEACON">
<mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
<text>(Regeneration Aura) Listen to the Tardis</text>
<event load="START_BEACON_DOCTORCHOICES"/>
</mod-append:choice>
<mod-append:choice hidden="true" req="MASTER_VOUCHER">
<text>(Corrupted Aura) Activate the Paradox Machine</text>
<event load="START_BEACON_MASTERCHOICES"/>
</mod-append:choice>
</mod:findName>
<mod:findName type="event" name="DEEP_SPACE_BEACON">
<mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
<text>(Regeneration Aura) Listen to the Tardis</text>
<event load="START_BEACON_DOCTORCHOICES"/>
</mod-append:choice>
<mod-append:choice hidden="true" req="MASTER_VOUCHER">
<text>(Corrupted Aura) Activate the Paradox Machine</text>
<event load="START_BEACON_MASTERCHOICES"/>
</mod-append:choice>
</mod:findName>
<mod:findName type="event" name="START_GAME_BEACON">
<mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
<text>(Regeneration Aura) Listen to the Tardis</text>
<event load="INITIAL_START_BEACON_DOCTORCHOICES"/>
</mod-append:choice>
<mod-append:choice hidden="true" req="MASTER_VOUCHER">
<text>(Corrupted Aura) Activate the Paradox Machine</text>
<event load="INITIAL_START_BEACON_MASTERCHOICES"/>
</mod-append:choice>
</mod:findName>
I also noticed that I copied some code that said Regeneration instead of Corrupted for the Master's choice. That will need to be fixed.
You forgot to remove the FIRE_EXTINGUISHERS from the DLC_AUGMENTS list so it won't show up in the Lanius event.
Your events_ships.xml.append file disappeared.
For CE Infinite, the Crystal sector there needs to be disabled. Adding events_crystal.xml.append with your generic sweep of removing blue crystal options should be sufficient.
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Watched Biohazard063's video; Paradox artillery looks great!