stylesrj wrote:1) What happens if the crew removed is of a class you don't have on the ship? Does the game crash or does the event continue without removing the crew?
The game will just remove another crew member regardless of class. If you have no crew to remove (automated ship), then the game might crash? I'm not completely sure on that one, but I feel like I've seen that reported before, although it wouldn't crash pre-AE. It might be a clone bay issue or a problem with the new removeCrew tag, but I haven't actually lost any crew when I was testing my turtle ships. I kept getting positive outcomes when I tried and I never forced the negative outcome during my testing back then.
stylesrj wrote:2) Is it possible for those events with plagues and stuff to specify which crew member is taken away then? Let's say quarantine fails, or a crew member is coughing from exploring a station... if you have a Zoltan, Human, Slug or Mantis, you're forced into a blue option to select which one to die. Otherwise nothing happens because your inorganic crew is immune to disease.
You can't select an individual, but you can choose race. Although it doesn't seem right that you choose who gets sick. I did something like this when I updated Infinite Space. There's an event where people want one of your crew to stay behind and I set it up so you can choose which race from your crew you want to leave behind.
I've haven't tested it yet, but I've always wondered if the class in the removeCrew tag could use a blueprintList. There is already a blueprintList of crew in autoBlueprints.xml, but I don't think it is used anywhere. I suspect it could be used for req in choices, but I don't know about providing or removing crew.