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Old August 16th, 2007, 05:17 AM
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Lord_Shleepy Lord_Shleepy is offline
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Default Re: Random Events Mod: First Steps

I'm probably breaking some unwritten rule about the number of times that you can reply to your own message without being considered "a little odd".

However...

Two things keep happening:
1) When I try to make a "simple" change it turns into a
complicated change and takes 3 hours to finish.
2) I keep finding mistakes to correct/improvements to make.

So this is another minor update. I hope that the next one will be able to wait a few days while I work on some meaningful improvements. Here are the latest changes

Quote:

Version 0.02 (Aug 16, 2007)
---------------------------
1) Added: Added a variable to denote good events as opposed to bad events. Events flagged as "good" events will NOT be stopped by fate shrines/good luck.
2) Added: Ship_Gain_Supply Event: Ship's crew adapts local materials for use as supplies. NOTE: Unlike the "lose supplies" event this event cannot add ordnance because there is no way to check for overflow (and who knows what would happen if there was an overflow)
3) Fixed: Failed Coup event was not correctly logged into Execute_Event function.
Attached Files
File Type: zip 543638-Random Event Mod v0.2.zip (42.4 KB, 895 views)
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Old August 16th, 2007, 04:18 PM

DrewBlack DrewBlack is offline
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Default Re: Random Events Mod: First Steps

Hi

Does this work with the latest BM1.09?

Thanks
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Old August 17th, 2007, 02:24 AM
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Default Re: Random Events Mod: First Steps

You should be able to plug an event script into Balance Mod.

Quote:
Lord_Shleepy said:
I'm probably breaking some unwritten rule about the number of times that you can reply to your own message without being considered "a little odd".
If you are posting a new version with each one, nothing odd about it.
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