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Question about systems in superluminal

Posted: Thu Sep 18, 2014 9:12 pm
by theDoomBox
So I just have a quick question about the functions of the game when it comes to ships built superluminal. If I'm to say, set one room to a clonebay and the other to med bay, if I make one not available at the start then when I buy it in game will it replace the existing system, or will it count that room as having two systems? I have rather small blockade runner ship I'm working on which at max has around nine rooms, and I would like to know if its possible for this to work. If not, if there a way to make it so that certain systems wont appear in shops if there's no where to install them? Thanks for your answers.

Re: Question about systems in superluminal

Posted: Thu Sep 18, 2014 9:40 pm
by RAD-82
I'm having a hard time understanding what you are saying, but I'll try to give an answer.

You cannot have the medbay and clonebay installed on a ship at the same time, even if you assign them to different rooms. If you assign them to different rooms, they will appear where you assigned them when you replace one.

As for preventing systems from appearing in shops so players don't waste their scrap on them, you can edit the system blueprints to set the rarity to 0.

Re: Question about systems in superluminal

Posted: Thu Sep 18, 2014 10:51 pm
by NarnKar
theDoomBox wrote:If I'm to say, set one room to a clonebay and the other to med bay, if I make one not available at the start then when I buy it in game will it replace the existing system
Yes. Put both the Clone Bay and Medbay in one room, so that you can save space. Make sure it only starts with one of the two.

Re: Question about systems in superluminal

Posted: Thu Sep 18, 2014 11:12 pm
by theDoomBox
RAD-82 wrote:I'm having a hard time understanding what you are saying, but I'll try to give an answer.

You cannot have the medbay and clonebay installed on a ship at the same time, even if you assign them to different rooms. If you assign them to different rooms, they will appear where you assigned them when you replace one.

As for preventing systems from appearing in shops so players don't waste their scrap on them, you can edit the system blueprints to set the rarity to 0.

What I was asking was if I'm to assign one room to two systems will buying one of the systems assigned to that room replace the current system in that room.

Re: Question about systems in superluminal

Posted: Thu Sep 18, 2014 11:17 pm
by NarnKar
theDoomBox wrote:What I was asking was if I'm to assign one room to two systems will buying one of the systems assigned to that room replace the current system in that room.
Only Medbay and Clonebay override each other. Their override is independent of where they are on the ship. If you place them in separate rooms, then installing a Medbay in room 1 will remove the Clonebay from room 2.

The rest do not override. If you put two other systems in the same room, purchasing one will cause that room to have both systems. This is exploited, for example, in stylesrj's Zoltan Defendant.

Re: Question about systems in superluminal

Posted: Fri Sep 19, 2014 4:47 pm
by theDoomBox
One more thing, RAD said above you can set the rarity to zero. Where in blueprints.xml.append do I add </rarity> to make this functional?

Re: Question about systems in superluminal

Posted: Fri Sep 19, 2014 11:58 pm
by stylesrj
The rarity tag should be before upgrade costs (but I dunno). Here's an example:

Code: Select all

<systemBlueprint name="oxygen">
	<type>oxygen</type>
	<title>Life Support</title>
	<desc>Refills the oxygen in the ship and decreases radiation levels. Upgrading increases the rate at which it restores the ship's internal atmosphere.</desc>
	<startPower>1</startPower>
	<maxPower>6</maxPower>
	<rarity>1</rarity>
	<upgradeCost>
		<level>25</level> <!-- level 2 -->
		<level>50</level> <!-- level 3 -->
		<level>75</level> <!-- imaginary level 4 -->
		<level>100</level> <!-- imaginary level 5 -->
		<level>150</level> <!-- imaginary level 6 -->
	</upgradeCost>
	<cost>0</cost>
</systemBlueprint>

Re: Question about systems in superluminal

Posted: Sat Sep 20, 2014 1:37 am
by RAD-82
I'd recommend using the SSM tags to change the rarity, as it will probably take less lines.

Example of removing the drone system from shops:

Code: Select all

<mod:findName type="systemBlueprint" name="drones">
	<mod-overwrite:rarity>0</mod-overwrite:rarity>
</mod:findName>