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Re: Mod to Explore the Crystal Sector
Posted: Sat Sep 05, 2015 3:11 pm
by R4V3-0N
kartoFlane wrote:Lightwavers wrote:Been looking at the code for Captain's Edition for help... big mistake lol. The text is all mashed together, so I decided to mercilessly take it to the return key... XD
CE was made on Linux, which uses LF-style line endings, which most Windows-native text editing programs don't recognize. Instead of Notepad/Wordpad, use a good text editor, like Notepad++ or SublimeText
So that's why it's all messy and screwy...It took me like a year to find something that worked with it...
Re: Mod to Explore the Crystal Sector
Posted: Mon Sep 07, 2015 3:16 am
by Lightwavers
Ok, I've pretty much given up finding out how to remove the quest event. Anyone like to give me a few pointers where to look?
Re: Mod to Explore the Crystal Sector
Posted: Mon Sep 07, 2015 4:16 am
by RAD-82
Just replace the START_BEACON_CRYSTAL event so it won't spawn the quest unless you have a Crystal crewmember.
Make a file called
events_crystal.xml.append and put this code in it.
Code: Select all
<event name="START_BEACON_CRYSTAL">
<text>You arrive in a sector not listed in any star charts. Strange crystalline ships dot the horizon.</text>
<choice req="crystal" hidden="true">
<text>Listen to your Crystal crew</text>
<event>
<text>Your companion speaks, "Here we are, my home sector. It has been a long time since others have set foot here, I wonder how you will be received. You have done as you promised and so shall I. The coordinates of my old ship have been forwarded to your navigation system."</text>
<quest event="CRYSTAL_UNLOCK"/>
</event>
</choice>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
</event>
I suggest just replacing all of the code in
events.xml.append with this:
Code: Select all
<event name="START_GAME_EVENT">
<text>You decide delivering your information to the federation fleet will be easier if you first take a detour to the crystal sector to gather supplies.</text>
<choice>
<text>You start up the FTL drive, aiming straight toward a rare wormhole which will bring you to Crystal space.</text>
<event>
<secretSector/>
</event>
</choice>
</event>
It should get you to the Crystal sector in one click rather than four clicks.
Re: Mod to Explore the Crystal Sector
Posted: Mon Sep 07, 2015 10:23 pm
by Lightwavers
Wow... Awesome! I had No Idea how to change up vanilla stuff.
Re: Mod to Explore the Crystal Sector
Posted: Wed Sep 30, 2015 10:52 pm
by Lightwavers
I've put up an advanced version of the mod, with help from RAD-82 in the questions section.

This one allows you a chance to get to the crystal sector, but you will not always get there. You can get lucky and get a ton of valuable materials, or your ship can be completely destroyed by the RNG. This version also allows blue options for ships, for example the rock, zoltan, and engi B ships have better chances to make it to the crystal sector unharmed, while the crystal ships have a 100% chance to make it. If you just want to get to the crystal sector though, then stick with the original mod.
Download:
http://www.mediafire.com/download/3r3l7 ... _Start.ftl
Re: Mod to Explore the Crystal Sector
Posted: Mon Oct 05, 2015 12:35 pm
by knoedel
hi, i was looking for this mod a Long time,
but can't you mod it so , that you enter the hidden sector at the end or in the middle of the first sector like in the original way and not at start?
Re: Mod to Explore the Crystal Sector
Posted: Tue Oct 06, 2015 1:02 am
by Lightwavers
I guess I could, but I don't know how to do that without making every exit beacon put you in the crystal sector.
Re: Mod to Explore the Crystal Sector
Posted: Tue Oct 06, 2015 6:56 am
by knoedel
i understand.
maybe you could do it like this:
The Event at start beacon is, that you get a quest.
When you reach this questpoint at the first sector, you find the wormhole.
And now go on like you allrdy have.
Re: Mod to Explore the Crystal Sector
Posted: Wed Oct 14, 2015 12:35 pm
by Lightwavers
Good idea! I'll look into it.
