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<SystemSpawner>
<NodeIDOverride="SE">
<Table>
;here we have the standard tables
</Table>
;here is what I propose, adding a systemParts that specifies modifications to a node
<SystemParts>
;the sun
<Sun>
&Sunstation;
</Sun>
;ability to add planets, asteroids, and environment
<Planet Distance="" angle= "" type="SomeUNID"/>
<Asteroids table="tableUNID" />
<Environment>
<Nebula radius="one number or range" PercentCoverage=""/>
<RadiationCloud distance="" Angle=""/>
<ImageBackground resource="UNID" backgroundPlane=""/>
</Environment>
</SystemParts>
;here is the factional part of the spawner, it allows for the addition and subtraction of sovereigns in the system
;0 strength means it does not show
<Factions>
<sovereign="&svCommonwealth;" strength="" [strength is an arbitrary number and a WIP]>
<Sovereign="&svSettlers;" strength="0">
</Factions>
</Node>
</SystemSpawner>
I feel that this syntax is much easier to work with than the existing syntax, and easier to use when modifying systems.
However, after an IRC discussion, several things came up:
1. It is a meshing of node and systems into one xml type.
Here are a few issues with creating a system from scratch through code:
1. Orbit lines do not show
2. Cannot create nebula or radiation clouds
Although this is not a comprehensive answer, modders definitely need to be able to modify random systems through code for the creation of unique adventures. Are there any thoughts as to how to make this work?