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Post by Deleted on Feb 13, 2017 15:16:11 GMT -5
Has this been covered already?
While choosing a starting ship, it would be nice to see what the specs are for it. How much cargo space is there? Exactly what weapons have been mounted? What is the size of the power plant? Is the carpeting in the captain's cabin scotch guarded? Showing these stats would be very helpful in making a choice. Right now I go, "That one looks kinda cool. I'll take it."
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Post by grävling on Feb 13, 2017 15:33:26 GMT -5
Will happen when the 'configure ship' button at startup does something other than saying 'configure will happen soon'.
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Post by Cory Trese on Feb 13, 2017 15:36:24 GMT -5
That button will be for players who want to swap out individual components during character creation.
I'm working on getting more stuff displayed on the screen. There is a lot of detail on there now, but not enough.
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Post by Deleted on Feb 13, 2017 15:53:53 GMT -5
Cool. Figured something would happen sooner or later. I just want it now, that's all.
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Post by Cory Trese on Feb 13, 2017 15:55:46 GMT -5
Roger that. This one will take some shortcuts to work around. The problem is that the "ship" as a concept is very complex, it is made up of many different data models merged together with code. In the Template editor, we're not connected to a saved game, and we don't have the data to make a ship. We have a "digital ticket" that we can give to a saved game to cause it to create a particular type of ship, but we don't know the exact details of the ship -- just what is written on the ticket. I was trying to solve this this naive way (trying to get it to read the ship data) but I'm going to use the ST RPG shortcut -- that game has the same problem. I'll just extra a detailed ship report from a saved game featuring each ship and then copy and paste that data back into the game's code. It has the risk of going out of date but it is affordable
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