Undocumented skills and behaviours
Posted: Fri Nov 09, 2012 8:57 pm
Hi,
I'm sure you all noticed that there is alot of commented out stuff in blueprints.xml that, when uncommented or built-upon still produce functional, desirable behaviour.
One such behaviour is raising the Teleporter max level from 3 to 5, result of which will be that lvl5 string upgrade will actually say "cloak 25 seconds" but will reduce time properly.
Raising cloaking or artillery requires new image assets to be made but works as expected; cloaking will never display timer properly after level 4 (but will work as described in the upgrade screen) up until level 8; i made icon sets from _4 to _8 containing same sprites to avoid UI confusion and inconsistencies and they're still sometimes buggy (using a lvl1 button on a lvl3 'base')
Raising artillery with a broken string may seem inconsistent with other upgrades but is visually and effectively consistent once upgraded.
Raising "weapons" or "drones" maxLevel to 10 produces desirable expected behaviour. Making a 10-level upgrade table was useless since i couldn't find the actual text fields' sizes and adjust them accordingly (and add extra two)
Raising "engines" to level 10 produces undesirable behaviour and reduces dodge to 0 on level 9.
etc...
I'm wondering about the commented passives, namely the ones that transport your crew if you destroy the ship; what would happen if I uncommented those? Where would I look for their assets?
Please shed some light on this or discuss potential research leads
//curious modder
I'm sure you all noticed that there is alot of commented out stuff in blueprints.xml that, when uncommented or built-upon still produce functional, desirable behaviour.
One such behaviour is raising the Teleporter max level from 3 to 5, result of which will be that lvl5 string upgrade will actually say "cloak 25 seconds" but will reduce time properly.
Raising cloaking or artillery requires new image assets to be made but works as expected; cloaking will never display timer properly after level 4 (but will work as described in the upgrade screen) up until level 8; i made icon sets from _4 to _8 containing same sprites to avoid UI confusion and inconsistencies and they're still sometimes buggy (using a lvl1 button on a lvl3 'base')
Raising artillery with a broken string may seem inconsistent with other upgrades but is visually and effectively consistent once upgraded.
Raising "weapons" or "drones" maxLevel to 10 produces desirable expected behaviour. Making a 10-level upgrade table was useless since i couldn't find the actual text fields' sizes and adjust them accordingly (and add extra two)
Raising "engines" to level 10 produces undesirable behaviour and reduces dodge to 0 on level 9.
etc...
I'm wondering about the commented passives, namely the ones that transport your crew if you destroy the ship; what would happen if I uncommented those? Where would I look for their assets?
Please shed some light on this or discuss potential research leads

//curious modder