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Hired Escorts reimplemented as Hireable Vagabonds with mini-personalities #2152
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more chatter and some other extra stuff
"interesting" but somewhat generic pilot names
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Just a few quick comments here and there. I can't test without the templates.scavenger file atm.
disable = 2.4, -- prefer disablers | ||
-- some nice preferable escort outfits | ||
prefer = { | ||
[ "TeraCom Medusa Launcher"] = 6 , ["TeraCom Medusa Launcher"] = 2, |
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You're defining "TeraCom Medusa Launcher" twice.
dat/events/scavenger_event.lua
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if mem.allowbribe or (mem.natural and mem.bribe_rng < 0.95) then | ||
mem.bribe_prompt = fmt.f(bribe_prompt_list[rnd.rnd(1, #bribe_prompt_list)], {credits = fmt.credits(mem.bribe)}) | ||
mem.bribe_prompt_nearby = bribe_prompt_nearby_list[rnd.rnd(1, #bribe_prompt_nearby_list)] | ||
mem.bribe_paid = bribe_paid_list[rnd.rnd(1, #bribe_paid_list)] |
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bribe_prompt_list
, bribe_prompt_nearby
, and bribe_paid_list
is not actually defined anywhere...
dat/events/scavenger_event.lua
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elseif | ||
n == 2 and tk.yesno("", fmt.f(_("Are you sure you want to get rid of {name}? This cannot be undone."), edata)) | ||
then | ||
local k = #mem.persons |
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This k
is defined, but not actually used and shadowed by the k
in the for loop.
dat/scripts/pilotname/human.lua
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local fmt = require "format" | ||
|
||
-- For translation, just transliterate if necessary. | ||
local articles = { |
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Seems to have lots of unused code (likely from copy pasting at the beginning). Should be made minimum.
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I also pushed to the escorts
branch on this repo some minor fixes. You might want to pull them. They are basically warnings from luacheck, although there's still a lot left.
dat/scripts/equipopt/wrapper.lua
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@@ -13,4 +14,5 @@ equipopt.soromid = require 'equipopt.templates.soromid' | |||
equipopt.pirate = require 'equipopt.templates.pirate' | |||
equipopt.thurion = require 'equipopt.templates.thurion' | |||
equipopt.proteron = require 'equipopt.templates.proteron' | |||
equipopt.scavenger = require 'equipopt.templates.scavenger' |
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I don't think you committed the scavenger template.
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Shouldn't be needed, artifact from my other modding activity...
right file this time
minor fixes based on feedback
…into ThrosturX-escorts
…into ThrosturX-escorts
and tabs converted to 3 spaces
…into ThrosturX-escorts
This might be ready for merging, but I recommend perhaps revising my naming choices.
Summary:
"Hired Escorts" event forked & modified to make the escorts more like individuals, unlike the ships in your fleet who are more robotic, these guys have some chatter and a bunch of internal variables that make them feel more alive and playful. They talk less and less with time but every generated person has their own internal "chatter" variable determining their chance of idle chitchat. So the player can get fed up with a chatterbox and fire him, or whatever. It's interesting. Oh, and they cost a lot to maintain, so even though I let the player have 6 of them, they are a huge credit sink unless the player meticulously "trains" each one individually, or at least in small groups.
What they do:
I should note here that if they board an "Alive" bounty, the mission will be failed because the player can't board the target again.
What you can do with them:
Okay, hold on, what's a commander?
A commander is the escort that can buy a large ship, like a kestrel or a hawking. All the other escorts can fly destroyers or the Zebra, and smaller. There can only be one commander for balance reasons, otherwise it's ridiculous for sure. Maybe in the future the commander is more interesting, but for now sometimes it will drop leadership and recruit the players other escorts and do whatever the native AI tells it to do. This adds a little bit of mystery and playfulness to the escorts. (I should add here that my pirate escort commander caused me a lot of trouble!)
Anything else?
Yes, I'm probably forgetting something, but one thing to mention is that I gave the "transport" escorts an intrinsic outfit that makes their defenses much better but their weapons weaker, basically increasing the chances of them being disabled but not destroyed and decreasing the chances of them destroying an enemy ship. This is to provide a more interesting gameplay experience when your escorts are flying transport ships for some reason, since these escorts don't share their cargo space with the player. A thing to note though is of course that the escorts with more cargo space can plunder more commodities to sell at the next station.