Posted by: nightraven1901
« on: September 08, 2017, 01:43:10 PM »Corey, my thanks for a wonderfully detailed response delivered in exceptional time! I'm actually watching your LP as we chat, so you're really doing the work today. Keeping me entertained across multiple fronts sir, for which you shall have my sincerest thanks. Cheers mate!
Point 1: I figured the game engine would make this hard. I've done some very minor mod work in the past; I understand that the game just likes being written in a way that makes our lives as modders tougher. That said, you seem to have everything under control here. Exceptional.
Point 2: Ah, I see. It wouldn't exactly count as a design priority now, so I appreciate that it hasn't been your current focus. That said, if that's the end plan, then this problem should melt away about ten seconds after implementation. Excellent.
Point 3: Ahhhh, I see. I wasn't aware you were using the storyline system to implement the fleets; that'd pretty much preclude my idea. That said, while fine control is likely impossible, an on-off switch may still be feasible (Apologies; haven't actually ripped open EaW myself before so I'm half-aware of how this is working) possibly by excluding the entire code block relating to their spawn? Only really thinking of it for the eternal quest for broadness of appeal; people like options after all; and several people I've spoken to don't like the idea of random fleets popping into existence to mess up your well-laid plans. That said, if it isn't feasible, it simply isn't feasible.
Cheers for you work and reply mate. You're doing a sweet job!
Point 1: I figured the game engine would make this hard. I've done some very minor mod work in the past; I understand that the game just likes being written in a way that makes our lives as modders tougher. That said, you seem to have everything under control here. Exceptional.
Point 2: Ah, I see. It wouldn't exactly count as a design priority now, so I appreciate that it hasn't been your current focus. That said, if that's the end plan, then this problem should melt away about ten seconds after implementation. Excellent.
Point 3: Ahhhh, I see. I wasn't aware you were using the storyline system to implement the fleets; that'd pretty much preclude my idea. That said, while fine control is likely impossible, an on-off switch may still be feasible (Apologies; haven't actually ripped open EaW myself before so I'm half-aware of how this is working) possibly by excluding the entire code block relating to their spawn? Only really thinking of it for the eternal quest for broadness of appeal; people like options after all; and several people I've spoken to don't like the idea of random fleets popping into existence to mess up your well-laid plans. That said, if it isn't feasible, it simply isn't feasible.
Cheers for you work and reply mate. You're doing a sweet job!