So, we talked about a solution. Extend the syntax of <ShipTable> and <ItemTable>. We propose something like the following as a solution (up for discussion of course)
Code: Select all
<ShipTable UNID="&myBMShips;"
criteria="+blackMarket; +populated"
levelFrequency="-vruc cur--"
chance="25"
>
<Ship count="1d3" class="&myBMEnforcer;" orders="guard" />
....
</ShipTable>
It is a simple and unobtrusive way of adding content to the vanilla game, something that is often asked about, on IRC and here on the forums. The syntax for ItemTables would be much the same. Inside the table we can have the same type of syntax we have in Ships and Items, that is, Groups, Tables, Lookups etc....
It is possible that some of the attributes are not required, or that some more are needed. Maybe it is a bad idea to piggyback off the `ShipTable` and `ItemTable` types, but it seemed the obvious place to start.
I hope we can have a good talk about how this could work, and that we can end up seeing it in game. It would be a great tool in the arsenal of modders, and would solve the old question of "how do i get item X and ship Y to appear at station Z".
I would also like to add another question to the list, something that is a bit related. "How do i get station X to appear in systems of type Y (or, in system Y) at locations of type Z (or, at location Z). It is another one of those questions that get asked a lot, and to which there are no solid answers. I imagine it can be solved with some of the topology syntax being applied to a similar construct as the one defined above. It would be very cool! Perhaps we can also devote some time to brainstorm on that.
I hope you don't mind all the rather large engine questions that have come up in the last couple of days George... I guess it is vacation time :)