Sleeper Service wrote: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.
Hmm... Well it still might not trigger fast enough to make the event not work right. It should significantly reduce the player's LS still. Only problem is the STALEMATE text might not be consistent with the event.
Sleeper Service wrote: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.
Ahhhh... Gotcha. Well that is some kind of improvement at least... Forcing blue options would have been useful though.
Sleeper Service wrote:IYeah, 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.
Yeah, I don't really like the idea of combat augments using reactor power any more anyway. In fact after thinking about it I am against it for all the reasons I said in my last post. Since most of the augments are defensive, I realized, it wouldn't be nice for them to use up your power.
I will think of other ways to use refactor loss/limit/clear. I like your ideas for it so far