![]() ![]() Normal Rock ships simply use the default messages, in-game. There are unused textLists for Rock-specific messages for destroying the ship (ROCK_FIGHT_DESTROYED) and killing the crew without destroying the ship (ROCK_FIGHT_CREWDEAD). (Source: Original TCRF research) events_rock.xml ROCK_SHIPĪ standard rock ship fight event. The environment type is still 'asteroid'. Outcome 2: Despite some fancy flying, the pirate catches up to you before you can leave the asteroid field. The environment type should be changed from 'asteroid' to nothing, here. Outcome 1: Your pilot succeeds in getting your ship out of the asteroid field without damage. This is an eventList, with two possible outcomes: This choice requires a level 2 piloting system, and continues with PIRATE_ASTEROID_PILOTING (see below). (Piloting) Attempt to maneuver out of the asteroid field before engaging the pirate. However, there is also commented-out blue option, which would have allowed the player to attempt to escape from the asteroid field before fighting the pirate:Ģ. This event simply spawns a hostile pirate ship in an asteroid field, only giving the option to "Turn and fight". PIRATE_ASTEROID A pirate ship was lying in wait inside this asteroid field. This gives a high-level 'standard' reward. ![]() Outcome 4: You scan the ship and detect no life signs. This gives another crewmember, as well as a high-level 'standard' reward. You give them a rundown of your mission and prepare to jump. Selecting either of the choices will give:īefore you can get a word in, the second ex-slave burst through the portal asking where they should be stationed. This part of the event gives a single crewmember. The first soldier comes on board asking, "Thanks for the timely rescue. Outcome 3: You find two Federation soldiers locked in the cargo hold. The first one has a comment above it which says "TO DO - This causes a crash if you hit ACCEPT when there are too many crewmembers.". However, there are two more commented-out events in the eventList. If the player refuses, and then manages to kill the crew of the pirate ship without destroying the ship, one of two events will be randomly chosen from the eventList DEAD_CREW_SLAVER, both of which give the player a crewmember and standard reward. ![]() This is the event which has an "especially well-armed pirate ship" approach and demand one of the player's crewmembers. (Source: Original TCRF research) events_pirate.xml PIRATE_SLAVER This will also yield a high-level 'scrap_only' reward. You quickly pick him up and prepare to jump before the station can question your methods. Once there he simply melts it down into scrap. Apparently its lack of heat signatures renders it hidden from the satellite's targeting sensors. The Lanius simply jumps out of the airlock towards the satellite. Your Lanius crewman appears to have a solution. Selecting the option will give the following: However, there is also a seventh, commented-out option, requiring a Lanius crewmember:ħ. Normally, upon selecting ' Promise to help ', the player will be given one choice, with five additional potential blue choices. This event is the one in which the satellite defense system of a small space station has gone haywire, with the station requesting your help in fixing or disabling it. Simplifying just as a random precaution." This is still present, commented out, with a developer comment explaining the reason for this: "There has been two sightings of odd events at the end of the nebula sectors. ![]() However, it was originally going to do so, choosing a random event from the standard 'NEBULA' eventList. The event for arriving at a sector's Long-Range Beacon which is inside a nebula does not load another event, unlike the event for arriving at a Long-Range Beacon which is not in a nebula. ![]()
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