Just keep pushing me and I'll work faster.

error which wouldn't let the game start.Cannot create system IocrymSpace: No station created.
No idea why it wasn't working. I was testing everything in 1.9 alpha 1, which worked fine, it wasn't until I tried it in alpha 4 that it threw the angry text at me. Fixed now.error which wouldn't let the game start.
Looks like the &stSvalbard2Encounter; station is annoying the game somehow. Commenting out this station in the SystemType "&ssIocrymSpace;" lets the game start but this means the second encounter isn't being created. I got around this by using 'sysCreateStation' in the debug screen when I got to Iocrym space and the encounter worked fine.
A random guess, because I haven't looked at the code, is to use <On(Global?)PlayerEnteredSystem> to create the encounter instead. Dunno.
Yep. Definitely a typo!Typo. maybe. Not sure on this one.
Ranx.xml
&stRanxFortressMeeting;
<DockScreens>
Pane <Meeting6>
Line 499
a true
->
true
Not sure about this one. I'll have to look into it more.Not sure if it is intentional but the Cosmicwind autons will automatically attack the friendly Ranx ships. Sovereign/wingman stuff maybe?
Apparently 'eerie' is more formal..better use it then!Optional. According to a quick web search both are acceptable spelling but I've always known it as 'eerie'.
eery
->
eerie
Impressive sleuthing. Yeah it's unintentional. There should only have been one StargateOutbound table lookup.There were two stargates in the Receptus system which led to Corvus. Both worked but this may be unintentional.
I think it's because the Deimos' are ordered to escort the friendly Ranx, so the Britannia think the Deimos are friendly too. Maybe order them to follow? But then the Deimos won't attack.The mission to destroy the guards of the prisoner convoy didn't go very well. The Britannia wingmen wouldn't 'break and attack' the Deimos ships, just stayed in formation. They seemed to go after other ships initially but it was over too soon to get much info. More sovereign/wingman stuff maybe?
It seems that the playership needs a 'level' tag before it works with the ship broker. The Wolfen was set to level="5" but the others were not. For some reason your ship doesn't become available in the ship broker after you sell it though.There is something wonky with ship broking at Point Juno at game start. The EI500 and Sapphire are worthless but the Wolfen gives a half million credits as a rebate when buying a Minotaur or Cent/X. Not sure what's happening there.
Yes, realistically the player would have a mechanist or biotech ship but that would mean introducing more VOTG images and code. George has kindly let me use Plasmaphore images/code but I think this would be pushing the boundaries. Also, the player would not be able to repair/modify their ship. Let's just assume the player traded back his old ship or something.Assuming the player did come back after 5 years with the Ancient Races, the player should be more powerful than the armament they are given. I suggest level 11/12 equipment from Part 2. This would make it mildly more realistic. Otherwise, you could say that you have "traded" in your ship to prevent too much suspicion. You then get to choose from one of Commonwealth's top single pilot ships.
This is a good idea. I've made training optional.The practice run at the beginning of the game doesn't make sense. You would be an incredible pilot by the time you came back since you were fighting even more deadly enemies. And whenever I die, repeating this initial stage can be tedious, especially destroying the targets. The player should have the option to not do target practice.