Player AI ships crew loss crash fix (v3)
Posted: Fri Feb 26, 2016 10:01 am
So I played with an automated ship today, and it crashed on me. I remembered that I read this was a common issue, so I figured I'd change the events that make you lose crew to check whether you actually have any beforehand. It's not perfect, for one the events are still possible and make it look like you're sending crew (removing those events wouldn't be great either since you may get crew later), and two, it means you may get some free rewards - there's no risk to those events in that situation now, but I think it's better than having the game crash on you (in which case you can still get that free stuff).
As I've been playing some CE lately, it has a lot of different types of events that won't fully work with this (might have to choose between continuing an event and actually going through the losing crew and cloning check). At this point, I can't really call it compatible.
https://dl.dropboxusercontent.com/u/18243056/crewcrashV3.ftl
https://www.dropbox.com/s/gcykmjy1xgj5zkf/crewcrashV3.ftl?dl=0
changelog
As I've been playing some CE lately, it has a lot of different types of events that won't fully work with this (might have to choose between continuing an event and actually going through the losing crew and cloning check). At this point, I can't really call it compatible.
https://dl.dropboxusercontent.com/u/18243056/crewcrashV3.ftl
https://www.dropbox.com/s/gcykmjy1xgj5zkf/crewcrashV3.ftl?dl=0
changelog
Code: Select all
V3:
-fixed some badly named crew tags
-fixed a few differently structured vanilla events
V2:
-no more issue with loading it multiple times (if you're a modder, you can just add it to your ship if you want and it's still fine if someone loads my ftl file anyway), but you can also link here
-accounting for races even for modded game (events like engi virus, selling off a lanius) (the file is a bit bigger, but not much and it doesn't seem to slow anything down, so it's staying)