Because this happens, it seems to me that the game engine has prepared that information. Does this also mean that the system definition to use is decided from the table in the <Node>?
The only way that I can figure that Eridani knows whether Groombridge, Lalande or 5 Indi is at the other side of the gate is because the information exists.
So this:
Code: Select all
<Node ID="C1">
<System level="1" variant="commonwealth">
<Table>
<Item chance="30" name="Groombridge" UNID="&ssEarthSpaceStandard;"/>
<Item chance="40" name="Lalande" UNID="&ssEarthSpaceRedDwarf;"/>
<Item chance="30" name="5 Indi" UNID="&ssEarthSpaceAsteroids;"/>
</Table>
</System>
<StarGates>
<StarGate Name="Inbound" DestID="Prev" DestGate="Outbound"/>
<StarGate Name="Outbound" DestID="C3" DestGate="Inbound"/>
</StarGates>
</Node>
(C1, Groombridge, &ssEarthSpaceStandard;, level 1)
This information has to be there when Eridani is created, otherwise the stargate label would be incorrect in the Eridani system.
How much information is really available? Does variant get saved? Does the level?
But most importantly: Why can't we access this information from scripts?