Betelgeuse wrote:(shpSetData gPlayerSip attrib value) is very unlikely due to attrib are not saved they are brought from the xml when the game is loaded.
(plySetPlayerShip plyShipUNID) hmm well we have some problems to solve before adding ships to the game. Like all ships are nearly the same.
Exactly! That'd be the desired course of development if I was asked... ships are really the same, while there should be an array from very small, very fast ships to very large ones; but it should be possible to play them all and beat most of the opponents with any of them - but using different approaches. (brute force vs. wits and reflexes)
Small ships would be limited in power department, so they wouldn't be able to get the strongest weapons or shields around; but, they would be very agile and fast, in fact, propulsion devices should have their maxSpeed value dependent on ship's size/mass. That way you could get speeds north of 40 for small ships with propulsion devices which don't draw much power; whereas even pteracnium megadrive wouldn't be able to make aquila cruiser faster than, say, 15.
Smaller ships should also be disproportionally harder to hit, I'm not sure how the collision code works though. The idea is that a small ships just can't install crazy stuff like Taikon-200 deflector with ion field upgrade,

but they shouldn't even need that, when they can just dodge bullets. While really large ships (which would look great now with 40 faces) should need mammoth-sized shields to cope with everything that will hit them easily due to their size and their lack of maneuverability.
As for shpSetData - I know the values aren't saved, but that's why I said 'next version'. It's up to George of course, whether he wants to change it or not, these are just suggestions from my viewpoint as a modder.
Betelgeuse wrote:
randomSystemName: returns a random name from a pool, this will never pick the same name twice in a given game
Hmm, I believe this can be done already. You'd make a list of all random names. Then you would pick a random one. Then you would enum through that list and create a new list using lnkAppend, where you would add all the elements except the one you just extracted. That should work (in theory). You could even make a global lambda function out of it...
Betelgeuse wrote:gameStart: a function in the xml that the player can overwrite, must be called after the first system and player and playership are all defined
Hmm, OnCreate on playership class doesn't work?