Closed Kil10naire closed 5 months ago
Mwuahaha
My thoughts: 1: Unless @captaincobbs can think of a way to do this, then I don't think it's possible. There's no accessible variable (that I know of) which records the time since Warning issued, age of Warning, etc. In general, it's impossible to force the game to remember things if it doesn't already. 2: What is the luxury quest? In general choosing rewards is impossible--the Vody one only works because it's technically selecting among 4 altogether different quests (all of which have the same goal), but that collapses if there are other choices. It's also a huge pain. 3: Hmm...I think in some cases this may have already happened. Are there still quests that are not set up this way? That should be pretty doable to fix. 4: I don't think this is moddable, but it also might be intended behavior. I think "Blackmail" simply forces the victim to say "yes" to the next diplomatic demand they are given (from the Blackmailer), not necessarily only to stop hacking. I may be remembering wrong, however. It's been a really long time since I Blackmailed anyone or was Blackmailed. 5-6: This sounds like Awakening stuff? If so, the solution is to disable Awakening.
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Yeah I don't think the diplo thing will work with multiple cascading constructibles, since they won't auto-trigger. In theory one could set up a system where there are 10 different ones called like "Declare War in X turns", but then the player would have to actually click on it every single turn (which, in addition to being QoL cancer would screw them over if they missed one). Otherwise, the "effect" of the 1-turn lag on the timer wouldn't trigger.
OK this miiiight be doable after all. I just figured out how to track the duration since Prepare for War, so referencing that (newly created) variable may make this possible. Likely still a pain to do, but in theory should no longer be entirely impossible.
Done.
Earlier Light contacted me regarding creating issues for various things in the mod, and since he didn't want to spam issues on the GitHub, I somehow let myself get scapegoated into doing it in his stead. Hopefully if I misconstrue his original points, he shows up to correct me and facilitates the discussion.
Since I also don't want to spam the GitHub, I decided to include all of the ones I wrote down in one big issue. If that's an issue (lol) regarding delegation of duties and marking of progress, unlucky.
The new Warning -> Prepare for War -> Declare War chain is somewhat awkward to use due to there being no visible timer. A rudimentary and potentially cluttering solution proposed involving several different versions of "Declare War". "Declare War (5) Turns", "Declare War (4) Turns" "Declare War (3) Turns", etc. All of them, save for the turn-accurate one being grayed out, thus acting as a makeshift timer that can be easily kept track of. An alternative solution could be to make the Declaration of War automatic, so there's no extra work on the user's end.
Luxury Quest Reward Change. Regarding various Quest Rewards that grant a flat amount of a random luxury, the change proposed is to let the player choose their reward. Or, failing that, let them choose from a selection of different rewards, a-la the Vodyani Quest Reward that lets you select luxuries from a category, which basically does the same thing. Failing that, have them act like the Scavenger Capstone skill, where you get a luxury resource that you have used in System Development.
Quest Law Requirements. Regarding various Faction Quests wherein you are required to enact X+(Y) laws of a certain party. The change proposed is to have them be a flat amount of laws, so they are less of a micro/knowledge check. Good players are just going to unequip their laws right before they get the quest step, whereas newer players won't know to do that.
A Penumbra bug, likely vanilla. The situation: You attack an enemy fleet and then the faction requests you stop attacking their fleets, at the same time one of your hacks gets traced and you are afflicted by the "Blackmail" penalty. In this situation, with both pop ups active, the "stop attacking our fleets" prompt is un-deniable because the game treats it as such due to the "stop hacking me" prompt being un-deniable. However, if you accept the "stop hacking me" penalty, you are once again able to deny the "stop attacking our fleets" request.
There were probably more but I was spacing out at the time. Also I'm leaving it untagged because I don't remember the etiquette on how I'm supposed to tag things, other than to remove "Needs Documentation".