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gates-awakened's Issues

badass SFX and VFX

Meso: Is make the custom vfx the gate lighting up, not the fleet. And sync that to the sound, and keep the vfx and sound for the fleet itself when it goes through mundane.

[BUG] Cannot save during second quest

https://fractalsoftworks.com/forum/index.php?topic=16562.msg276092#msg276092

Unsure why, but upon interacting with the second bar event and gaining the location of the gate code cache, my save game seems to be corrupted(cannot save after that, gives a 'fatal null' error, but thankfully I can reload and simply avoid that bar event)
This leaves me rather unable to actually play through the rest of the mod. Currently using nexrelin, varya's sector, and every 9.1 faction mod.

Edit: This 'fatal null' error still occurs if I just open the bar(don't have to click on the event). Also if I go and fly to the cache after accepting the mission (and not saving), and pick up the gate codes, afterwards I can save as normal. Weird.

Make the gate quests more difficult

Suggested by Avanitia

Oh btw, may want to spawn a fleet or something to fight you - currently it's very easy to get these gates on.

WispToday at 2:52 PM
Hmmm strange, thanks a ton for the report and ideas.

AvanitiaToday at 2:54 PM
Only actual issue in completing the mission was Remnant fleet that spawned because of Ruthless Sector ๐Ÿ˜†

WispToday at 2:54 PM
I never intended to make the missions challenging tbh

AvanitiaToday at 2:55 PM
It would make sense that this person would go after you at least - you know the thing they do

Create new gates!!!

Player finds hardware that lets them detect interstellar Gate Haulers and direct them to their location.

  • Random event that a Hauler is passing by, player has 30-60 days to get to a Stable Location and signal the Hauler to go there.
  • When Hauler arrives, if factions are nearby they send a fleet. Either way, there is a significant Derelict defense also.
  • Once dust has settled, player is able to activate the gate because it is already programmed with an activation code but was turned off during transit.

Also the number of these events will be limited, player can edit a setting file if they want more/fewer

Wiki: recommend using memoryapi because rules.csv interaction

Thaago

Hey Wisp, one bit of info which supports using a MemoryAPI as the 'single source of truth' (a concept I'm a big fan of) for quests: Global.getSector().getMemoryWithoutUpdate() is the same MemoryAPI as can be accessed via Rules.csv - both in a custom script via memoryMap.get(Memkeys.GLOBAL), or in the rules itself using $Global.name (for simple condition testing or variable setting as a condition/result of a rule)

This seems to me to be a slightly superior method when integrating rules.csv with standalone scripts. Thoughts?

Allow gates to be deactivated so codes can be reused

Probably only after second mission is complete.
Include the gates from the first mission? I think yes, then you have four gates you can move around at will.

Probably need to add a resource cost so players don't keep 3 active, then activate one as needed, use it, then deactivate it behind them in order to be able to always use any gate they see. Although that would deactivate the destination gate, so they'd end up with a gate far away to deactivate...so I guess that problem solves itself.

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