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Scenario Escape updates #2080

Merged
merged 1 commit into from
May 3, 2024
Merged

Scenario Escape updates #2080

merged 1 commit into from
May 3, 2024

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Xansta
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@Xansta Xansta commented May 2, 2024

  • Switch to using EE's max health system instead of the max health system I wrote before EE's max health system was implemented.
  • Save some sensor data from one ship to the next in the last phase of the scenario so that all the previously scanned ships are still scanned.
  • Switch to using the place station utility.
  • Divide configuration settings between enemy ship strength and more general circumstantial difficulty (Murphy).
  • Add science database entries for stations, the ships Cruiser and Repulse.
  • Simplify update loop by removing substitution logic for the independent transport, Kraylor transport, and ship health plots.
  • End mission with clear message on the main screen when first player ship is destroyed.
  • Refactor randomized junkyard ship positions into a more readable form.
  • Adjust asteroid placement function to also support visual asteroids.
  • Add station report to station communications information.
  • Add prompt and response diversity to missile restocking.
  • Fix station knowledge of nearby stations and the goods they might have.
  • Add another hint to the players on the engineering console while they are in their first ship.
  • Simplify the list of messages sent out by the junkyard dog.
  • End the scenario with a clear message on the main screen in case of a victory.

Switch to using EE's max health system instead of the max health system I wrote before EE's max health system was implemented.
Save some sensor data from one ship to the next in the last phase of the scenario so that all the previously scanned ships are still scanned.
Switch to using the place station utility.
Divide configuration settings between enemy ship strength and more general circumstantial difficulty (Murphy).
Add science database entries for stations, the ships Cruiser and Repulse.
Simplify update loop by removing substitution logic for the independent transpire, Kraylor transport, and ship health plots.
End mission with clear message on the main screen when first player ship is destroyed.
Refactor randomized junkyard ship positions into a more readable form.
Adjust asteroid placement function to also support visual asteroids.
Add station report to station comms information.
Ad prompt and response diversity to missile restocking.
Fix station knowledge of nearby stations and the goods they might have.
Add another hint to the players on the engineering console while they are in their first ship.
Simplify the list of messages sent out by the junkyard dog.
End the scenario with a clear message on the main screen in case of a victory.
@daid daid merged commit 26b9886 into daid:master May 3, 2024
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Tsht pushed a commit to Tsht/EmptyEpsilon that referenced this pull request Oct 12, 2024
Switch to using EE's max health system instead of the max health system I wrote before EE's max health system was implemented.
Save some sensor data from one ship to the next in the last phase of the scenario so that all the previously scanned ships are still scanned.
Switch to using the place station utility.
Divide configuration settings between enemy ship strength and more general circumstantial difficulty (Murphy).
Add science database entries for stations, the ships Cruiser and Repulse.
Simplify update loop by removing substitution logic for the independent transpire, Kraylor transport, and ship health plots.
End mission with clear message on the main screen when first player ship is destroyed.
Refactor randomized junkyard ship positions into a more readable form.
Adjust asteroid placement function to also support visual asteroids.
Add station report to station comms information.
Ad prompt and response diversity to missile restocking.
Fix station knowledge of nearby stations and the goods they might have.
Add another hint to the players on the engineering console while they are in their first ship.
Simplify the list of messages sent out by the junkyard dog.
End the scenario with a clear message on the main screen in case of a victory.
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2 participants