Crew Removal Events

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stylesrj
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Crew Removal Events

Post by stylesrj »

I found this bit of code inside of an event:

Code: Select all

<removeCrew class="anaerobic">
								<clone>false</clone>
								<text>Your clonebay obviously does not revive your crewmember since they did not die.</text>
							</removeCrew>
It specifies taking the Lanius away in particular. So that means if you change it from Lanius to some other class, when an event happens, that crew will be taken away. I'm just wondering a few things now:

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?
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.
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Sleeper Service
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Re: Crew Removal Events

Post by Sleeper Service »

stylesrj wrote:) 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?
Thats untested, but ideal you want that tag placed within a choice choice tag that has req="crew_of_the_typ_you're_going_to_remove".
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.
Nope, thats not really possible the way the event system works. You can try to build a simple example event and you'll see the limits.
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stylesrj
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Re: Crew Removal Events

Post by stylesrj »

Nope, thats not really possible the way the event system works. You can try to build a simple example event and you'll see the limits.
I've seen several events where if you have something that causes a blue option, it'll force you to take it before you can continue. The same could be done for crew being infected events, right? Or is there a limit to how deep the tree can go?
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Sleeper Service
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Re: Crew Removal Events

Post by Sleeper Service »

The limitations are numerous. Just try to build the event and you'll see.
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RAD-82
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Re: Crew Removal Events

Post by RAD-82 »

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.
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stylesrj
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Re: Crew Removal Events

Post by stylesrj »

If you have no crew to remove (automated ship), then the game might crash?
I've done that before. The game crashes if you have no one to remove.
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.
That's what I meant. You choose who gets to die instead of letting the RNG take away your most valuable crew member (Crystal, Lanius).
Maybe in some cases where your crew might die, you get a blue option to have your Rock rescue them at the cost of their life instead of again, letting the RNG decide your Crystal has to perish. Won't save you from the Great Eye though, because Great Eye...
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RAD-82
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Re: Crew Removal Events

Post by RAD-82 »

RAD-82 wrote: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.
I just tested <crewMember amount="1" class="{blueprintList name}"/> and it didn't work. :( I got a human instead of the crystal or lanius that the list had.

I'm going to assume that it won't work with the removeCrew tag either, since that is just a variation of <crewMember amount="-1"/> that was added to AE to deal with the clone bay.
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