That is a solution that generates more problem than those it solves. For example any signal logic gets broken and the player needs to re assign it from start.
Oof, that sounds like an epic hack. I'll look at that because I'm curious, it might be possible to find a file that represents a patrol vessel, and swap it in with the entity id of a newly created vessel, but my suspicions are that: nothing will happen without a reload It will crash the game
I've done it manually, it works on-the-fly. Occasionally fails to load one file, just retry and it will work. I haven't tried it with active ai controlled entities though.
Thing I would like a lot: Request_Update_LCD(entityId, screenId, pstring) triggers Event_OK, Event_Error in order to get the screenId, I would recommend an event_ScreenContentChanged(entityId, screenId, content) update the contents of an LCD
Request Adjust PlayerInfoSet so include a list of "KnownTechnologies" I'd like to be able to mess with the levelling system, e.g. "you learn how to assemble jet thrusters by disassembling jet thrusters, not just by being level 12 and spending upgrade poitns"
Though something like this might be nice to have, it makes things complicated. in a survival game. It gives RPG profile with potential grinding. For Empyrion implementing something similar , changes the whole player leveling experience system. It might be a headache to code plus in the future there might be a bunch of players asking it to change again to something else. Empyrion on the other hand lacks of long term purpose, yet. It is still in Alpha and I expect this long term purpose to be the game's whole universe where the player explores planets. It is not supposed to be another Skyrim. If you ask me I would like to see it become like Skyrim in terms of longevity. A game that people would love to play again and again in the years, having new/different things to do every time. Grinding though shouldn't be its main purpose. Randomness should. I better play an adventure/survival with RPG elements than an RPG/survival with strong grinding elements. For me grinding should be a "side gain", like in the past we used to have the various high score systems in many games. And I don't consider achievements as high score. Achievements exist in Empyrion in the form of PDA guide.
I'll write it down just in case. But the devs have it already on mind since quite some time to redo the whole tech tree and skill/leveling. Because the current is rather a simple thing to have at least something. We have to wait for it though.
Oh now that would be nice Use request_ConsoleCommand to use remoteex to use aimanager to do really fun things like Usage: When a player take out the core of a POI a timer is started, at the end of the timer an alien Armada spawns near the player.
As far as I know that should work already. We just talked about it, but I had no time to check it myself. Have you tried it?
With Alpha 7.2 the following Mod changes are implemented: - Event Global Structure List: List ID’s of docked ships - Player Set Origin/Faction - Request Entities --> fixed duplicates - Request Entities --> more types (like drones) - Fix Bug: http://empyriononline.com/threads/api-bugs.10252/#post-161702 The example project is already updated.
I haven't looked at remoteex since about a year ago when it was first secretly added to the game. Back then all I could get it to do was teleport a player then bug out the server and require a server restart. And I'm a little bit behind, since I'm no longer a server admin I haven't been keeping up with the latest in console commands. I didn't recognize aimanager so I misunderstood that post.
I tried it several different ways It does not work. I can give you a code sample to demonstrate that if you'd like
Ok I tested it. It works partially There are still bugs that need to be fixed, but here an example how it (should) work: Example over Player: remoteex cl=xyz sector Akua (replace xyz with your player client ID) Every command with cl is not working properly tight now and even causing trouble Example over Playfield: remoteex pf=13012 destroy 26035 remoteex pf=13012 regenerate 34 13012 is the Playfield Proccess ID. The other number is the entity ID of the ship/poi
I told them about that bug a year ago Nothing happened, you tell them about that bug and they fix it right away. Maybe I should post bug reports to Jascha from now on.