From 92300162d970ee43c1745e91db1c7b1e0341d578 Mon Sep 17 00:00:00 2001 From: Wisp <1343347+wispborne@users.noreply.github.com> Date: Sat, 3 Feb 2024 09:52:05 -0800 Subject: [PATCH] Update data/ to 0.96a-RC6 --- data/campaign/abilities.csv | 7 +- data/campaign/bar_events.csv | 3 +- data/campaign/commodities.csv | 2 +- data/campaign/econ/algebbar.json | 2 +- data/campaign/econ/canaan.json | 3 +- data/campaign/econ/eos.json | 4 +- data/campaign/econ/kumarikandam.json | 2 +- data/campaign/industries.csv | 134 +- data/campaign/market_conditions.csv | 4 +- data/campaign/person_missions.csv | 7 +- data/campaign/pings.json | 12 + data/campaign/procgen/drop_groups.csv | 3 + .../procgen/salvage_entity_gen_data.csv | 6 +- data/campaign/rules.csv | 5283 +++++++++++++++-- data/campaign/special_items.csv | 50 +- data/campaign/submarkets.csv | 2 +- data/campaign/terrain.json | 8 +- data/characters/person_names.csv | 252 +- .../characters/skills/ballistic_mastery.skill | 1 + .../skills/coordinated_maneuvers.skill | 2 +- .../skills/cybernetic_augmentation.skill | 2 + data/characters/skills/damage_control.skill | 10 +- .../skills/electronic_warfare.skill | 2 + data/characters/skills/field_modulation.skill | 1 + data/characters/skills/gunnery_implants.skill | 3 +- data/characters/skills/hull_restoration.skill | 4 +- .../characters/skills/impact_mitigation.skill | 1 + .../skills/missile_specialization.skill | 1 + data/characters/skills/skill_data.csv | 44 +- .../characters/skills/systems_expertise.skill | 7 +- data/characters/skills/target_analysis.skill | 3 +- data/config/custom_entities.json | 70 +- data/config/settings.json | 141 +- data/config/sounds.json | 112 + data/config/tag_data.json | 4 +- data/hullmods/AuxiliaryThrusters.java | 16 +- data/hullmods/ECCMPackage.java | 9 +- data/hullmods/SafetyOverrides.java | 4 + data/hullmods/hull_mods.csv | 26 +- data/hulls/defender.ship | 2 +- data/hulls/gemini.ship | 2 +- data/hulls/grendel.ship | 390 ++ data/hulls/module_bastion_pd1.ship | 2 +- data/hulls/picket.ship | 2 +- data/hulls/ravelin.ship | 2 +- data/hulls/remnant_armour3.ship | 2 +- data/hulls/remnant_shield1.ship | 2 +- data/hulls/remnant_weapon_platform2.ship | 2 +- data/hulls/sentry.ship | 2 +- data/hulls/ship_data.csv | 3 +- data/hulls/shrike.ship | 3 +- data/hulls/skins/brawler_LG.skin | 2 +- data/hulls/skins/centurion_LG.skin | 2 +- data/hulls/sunder.ship | 8 +- data/scripts/world/systems/Duzahk.java | 5 + data/scripts/world/systems/Penelope.java | 5 + data/scripts/world/systems/TiaTaxet.java | 7 +- data/shipsystems/forgevats.system | 3 +- data/shipsystems/ship_systems.csv | 2 +- data/strings/descriptions.csv | 1326 +++-- data/strings/ship_names.json | 39 +- data/variants/apogee_Starting.variant | 2 +- data/variants/atlas_Standard.variant | 3 +- data/variants/brawler_LG_Elite.variant | 2 +- data/variants/brawler_Support.variant | 2 +- .../variants/buffalo/buffalo_Standard.variant | 4 +- .../buffalo/buffalo_d_Standard.variant | 4 +- .../buffalo/buffalo_hegemony_Standard.variant | 4 +- .../buffalo_luddic_church_Standard.variant | 4 +- .../buffalo/buffalo_pirates_Standard.variant | 3 +- .../buffalo_tritachyon_Standard.variant | 4 +- .../variants/buffalo2_Fighter_Support.variant | 7 +- .../centurion/centurion_LG_Assault.variant | 2 +- .../champion/champion_Assault.variant | 2 +- data/variants/condor_Support.variant | 2 +- ...ct_mothership_sensor_mast_Standard.variant | 4 +- .../derelict/guardian_Standard.variant | 2 +- .../derelict/rampart_Standard.variant | 2 +- data/variants/drover_Support.variant | 7 +- data/variants/eagle/eagle_Support.variant | 2 +- .../enforcer/enforcer_Balanced.variant | 2 +- data/variants/enforcer/enforcer_CS.variant | 2 +- .../variants/enforcer/enforcer_Escort.variant | 2 +- .../enforcer/enforcer_Tutorial.variant | 2 +- .../eradicator/eradicator_Overdriven.variant | 2 +- .../eradicator/eradicator_Support.variant | 4 +- .../eradicator_pirates_Overdriven.variant | 2 +- data/variants/falcon/falcon_Attack.variant | 3 +- data/variants/falcon/falcon_Escort.variant | 2 +- data/variants/falcon/falcon_xiv_Elite.variant | 4 +- data/variants/grendel_Assault.variant | 61 + data/variants/grendel_Support.variant | 51 + data/variants/gryphon/gryphon_DEM.variant | 2 +- data/variants/gryphon/gryphon_FS.variant | 2 +- .../hammerhead/hammerhead_DEM.variant | 2 +- .../hammerhead/hammerhead_Support.variant | 4 +- data/variants/heron_Attack1.variant | 2 +- data/variants/heron_Attack2.variant | 2 +- data/variants/hound/hound_Standard.variant | 3 +- data/variants/hound/hound_Starting.variant | 3 +- data/variants/hound/hound_d_Standard.variant | 3 +- .../hound/hound_d_pirates_Standard.variant | 3 +- .../hound/hound_hegemony_Standard.variant | 3 +- .../hound_luddic_church_Standard.variant | 3 +- data/variants/kite/kite_Standard.variant | 4 +- data/variants/kite/kite_Starting.variant | 4 +- data/variants/kite/kite_Support.variant | 4 +- .../kite/kite_luddic_path_Raider.variant | 4 +- .../variants/lasher/lasher_Overdriven.variant | 4 +- data/variants/lasher/lasher_PD.variant | 2 +- data/variants/lasher/lasher_Standard.variant | 7 +- data/variants/lasher/lasher_Starting.variant | 5 +- data/variants/lasher/lasher_d_CS.variant | 2 +- .../lasher_luddic_church_Standard.variant | 5 +- .../manticore_luddic_path_Strike.variant | 9 +- data/variants/mercury/mercury_FS.variant | 2 +- data/variants/mule/mule_Standard.variant | 3 +- data/variants/mule/mule_Starting.variant | 2 +- data/variants/mule/mule_d_Standard.variant | 7 +- .../mule/mule_d_pirates_Smuggler.variant | 2 +- .../mule/mule_d_pirates_Standard.variant | 2 +- data/variants/omen_PD.variant | 2 +- .../onslaught/onslaught_Standard.variant | 2 +- data/variants/prometheus2_Standard.variant | 2 +- .../remnant/scintilla_Support.variant | 4 +- data/variants/shepherd_Starting.variant | 4 +- data/variants/sunder/sunder_Support.variant | 2 +- data/variants/vigilance_Support2.variant | 2 +- .../wolf/wolf_d_pirates_Attack.variant | 3 +- data/weapons/amsrm.wpn | 3 + data/weapons/proj/dragon.proj | 4 +- data/weapons/proj/railgun_shot.proj | 2 +- data/weapons/weapon_data.csv | 44 +- .../factions/default_fleet_type_names.json | 11 + data/world/factions/default_ranks.json | 6 + data/world/factions/default_ship_roles.json | 2 + data/world/factions/hegemony.faction | 8 +- data/world/factions/luddic_church.faction | 2 +- data/world/factions/luddic_path.faction | 1 + data/world/factions/persean_league.faction | 12 +- data/world/factions/pirates.faction | 17 +- data/world/factions/player.faction | 8 + data/world/factions/remnants.faction | 6 +- data/world/factions/sindrian_diktat.faction | 4 +- data/world/factions/tritachyon.faction | 4 +- doxygen-awesome-css | 2 +- 146 files changed, 7151 insertions(+), 1365 deletions(-) create mode 100644 data/hulls/grendel.ship create mode 100644 data/variants/grendel_Assault.variant create mode 100644 data/variants/grendel_Support.variant diff --git a/data/campaign/abilities.csv b/data/campaign/abilities.csv index f57c08a626..cd4fcc3f64 100644 --- a/data/campaign/abilities.csv +++ b/data/campaign/abilities.csv @@ -4,11 +4,14 @@ Go Dark,go_dark,TOGGLE,"stealth+, burn-",0.1,,,,,TRUE,TRUE,,ui_go_dark_on,ui_go_ Active Sensor Burst,sensor_burst,DURATION,"stealth-, burn-, sensors+",0.2,,0.1,0.1,1,TRUE,TRUE,,ui_sensor_burst_on,,,world_sensor_burst_on,,,graphics/icons/abilities/sensor_burst.png,com.fs.starfarer.api.impl.campaign.abilities.SensorBurstAbility,com.fs.starfarer.api.impl.campaign.abilities.ai.SensorBurstAbilityAI,"Stop and increase detection range, fleet is more detectable.",300 Emergency Burn,emergency_burn,DURATION,"burn+, stealth-, sensors-",0.25,,0.7,0.25,1,TRUE,TRUE,1,ui_emergency_burn_on,ui_emergency_burn_off,ui_emergency_burn_loop,world_emergency_burn_on,world_emergency_burn_off,world_emergency_burn_loop,graphics/icons/abilities/emergency_burn.png,com.fs.starfarer.api.impl.campaign.abilities.EmergencyBurnAbility,com.fs.starfarer.api.impl.campaign.abilities.ai.EmergencyBurnAbilityAI,Briefly boost burn level at the cost of fuel and combat readiness.,400 Sustained Burn,sustained_burn,TOGGLE,"burn+, stealth-",0.05,,,0.05,,TRUE,TRUE,,ui_sustained_burn_on,ui_sustained_burn_off,ui_sustained_burn_loop,world_sustained_burn_on,world_sustained_burn_off,,graphics/icons/abilities/travel_drive.png,com.fs.starfarer.api.impl.campaign.abilities.SustainedBurnAbility,com.fs.starfarer.api.impl.campaign.abilities.ai.SustainedBurnAbilityAI,Boost burn level at the cost of acceleration and wind-up time.,500 -Interdiction Pulse,interdiction_pulse,DURATION,"burn-, stealth-,sensors+",0.3,,0.001,,1,TRUE,TRUE,,ui_interdict_on,ui_interdict_off,ui_interdict_loop,world_interdict_on,world_interdict_off,world_interdict_loop,graphics/icons/abilities/interdiction_pulse.png,com.fs.starfarer.api.impl.campaign.abilities.InterdictionPulseAbility,com.fs.starfarer.api.impl.campaign.abilities.ai.InterdictionPulseAbilityAI,Slow down another fleet heading towards the source of the pulse.,650 +Interdiction Pulse,interdiction_pulse,DURATION,"burn-, stealth-, sensors+",0.3,,0.001,,1,TRUE,TRUE,,ui_interdict_on,ui_interdict_off,ui_interdict_loop,world_interdict_on,world_interdict_off,world_interdict_loop,graphics/icons/abilities/interdiction_pulse.png,com.fs.starfarer.api.impl.campaign.abilities.InterdictionPulseAbility,com.fs.starfarer.api.impl.campaign.abilities.ai.InterdictionPulseAbilityAI,Slow down another fleet heading towards the source of the pulse.,650 ,,,,,,,,,,,,,,,,,,,,,, ,,,,,,,,,,,,,,,,,,,,,, Scavenge,scavenge,DURATION,,0,,0,0,0.2,TRUE,,,ui_scavenge_on,,,,,,graphics/icons/abilities/scavenge.png,com.fs.starfarer.api.impl.campaign.abilities.ScavengeAbility,,Pick through a debris field for anything of value.,600 Neutrino Detector,gravitic_scan,TOGGLE,"stealth-, sensors+",0.1,,,0.1,,,,,ui_neutrino_detector_on,ui_neutrino_detector_off,,,,,graphics/icons/abilities/neutrino_detector.png,com.fs.starfarer.api.impl.campaign.abilities.GraviticScanAbility,,Detect in-system entities at very long range; unreliable with false readings.,700 Transverse Jump,fracture_jump,DURATION,"stealth-, burn+",0.4,,0.001,0.1,0.5,,,,,,,jump_point_open,,,graphics/icons/abilities/direct_jump.png,com.fs.starfarer.api.impl.campaign.abilities.FractureJumpAbility,,"Jump into a system through a nascent gravity well, or directly into hyperspace.",800 Remote Survey,remote_survey,DURATION,"stealth-, burn-, sensors+",0.5,,0.1,0.1,,,,,ui_remote_survey_on,,,,,,graphics/icons/abilities/remote_survey.png,com.fs.starfarer.api.impl.campaign.abilities.RemoteSurveyAbility,,Do a preliminary survey on all nearby planets remotely.,900 -Distress Call,distress_call,DURATION,,0,,0,0,1,TRUE,,,ui_distress_call_on,,,,,,graphics/icons/abilities/distress_call.png,com.fs.starfarer.api.impl.campaign.abilities.DistressCallAbility,,Issue a distress call.,1000 \ No newline at end of file +Distress Call,distress_call,DURATION,,0,,0,0,1,TRUE,,,ui_distress_call_on,,,,,,graphics/icons/abilities/distress_call.png,com.fs.starfarer.api.impl.campaign.abilities.DistressCallAbility,,Issue a distress call.,1000 +,,,,,,,,,,,,,,,,,,,,,, +Reverse Polarity,reverse_polarity,TOGGLE,,0.05,,,0.05,,,,,ui_reverse_polarity_on,ui_reverse_polarity_off,ui_reverse_polarity_loop,world_reverse_polarity_on,world_reverse_polarity_off,,graphics/icons/abilities/reverse_polarity.png,com.fs.starfarer.api.impl.campaign.abilities.ReversePolarityToggle,,Adjust drive field to travel in the opposite direction in slipstreams.,640 +Generate Slipsurge,generate_slipsurge,DURATION,"burn-, stealth-, sensors-, disabled_by_interdict",0.2,,0.001,,1,,,,ui_slipsurge_on,ui_slipsurge_off,ui_slipsurge_loop,world_slipsurge_on,world_slipsurge_off,world_slipsurge_loop,graphics/icons/abilities/slipsurge.png,com.fs.starfarer.api.impl.campaign.abilities.GenerateSlipsurgeAbility,,Create a powerful short-lived slipstream useful for rapid travel.,990 \ No newline at end of file diff --git a/data/campaign/bar_events.csv b/data/campaign/bar_events.csv index 8078a2ca11..a05ca8db2d 100644 --- a/data/campaign/bar_events.csv +++ b/data/campaign/bar_events.csv @@ -20,4 +20,5 @@ hijack,,10,1,30,40,15,20,60,90,com.fs.starfarer.api.impl.campaign.missions.Hijac jabr,,10,1,30,40,15,20,60,90,com.fs.starfarer.api.impl.campaign.missions.JailbreakMission ddro,,10,1,30,40,15,20,60,90,com.fs.starfarer.api.impl.campaign.missions.DeadDropMission sitm,,1,1,30,40,15,20,60,90,com.fs.starfarer.api.impl.campaign.missions.BlueprintIntel -lpt,,10,1,30,40,15,20,60,90,com.fs.starfarer.api.impl.campaign.missions.LuddicPilgrimTransport \ No newline at end of file +lpt,,10,1,30,40,15,20,60,90,com.fs.starfarer.api.impl.campaign.missions.LuddicPilgrimTransport +locrlf,luddic_church,5,1,30,40,15,20,60,180,com.fs.starfarer.api.impl.campaign.missions.luddic.LostOutpostCrewReturnLuddicFind \ No newline at end of file diff --git a/data/campaign/commodities.csv b/data/campaign/commodities.csv index c29284216b..dee85369a8 100644 --- a/data/campaign/commodities.csv +++ b/data/campaign/commodities.csv @@ -1,6 +1,6 @@ name,id,demand class,base price,export value,price variability,utility,origin,tags,stack size,cargo space,icon,sound id,sound id drop,order,economyTier,econUnitOrigUnused,econUnit,baseRaidDanger,eU * base value,iconWidthMult,plugin,desc Supplies,supplies,supplies,100,250,3,1,,"military, expensive",1000,1,graphics/icons/cargo/supplies.png,ui_cargo_supplies,ui_cargo_supplies_drop,0.5,2.1,200,750,,75000,1,, -Fuel,fuel,fuel,25,750,3,1,,military,1000,0,graphics/icons/cargo/fuel.png,ui_cargo_fuel,ui_cargo_fuel_drop,0.75,2,500,1000,,25000,0.6,, +Fuel,fuel,fuel,25,750,3,1,,military,1000,0,graphics/icons/cargo/fuel.png,ui_cargo_fuel,ui_cargo_fuel_drop,0.75,2,500,1500,,37500,0.6,, Crew,crew,crew,50,0,3,1,,"crew, personnel",1000,0,graphics/icons/cargo/crew02.png,ui_cargo_crew,ui_cargo_crew_drop,0.8,3.1,200,500,,25000,0.6,, Marines,marines,marines,200,0,3,1,,"marines, military, personnel",1000,0,graphics/icons/cargo/marine.png,ui_cargo_marines,ui_cargo_marines_drop,0.9,3.4,200,100,,20000,0.6,, ,,,,,,,,,,,,,,,,,,,,,, diff --git a/data/campaign/econ/algebbar.json b/data/campaign/econ/algebbar.json index 3aecd8c17a..62f3265d13 100644 --- a/data/campaign/econ/algebbar.json +++ b/data/campaign/econ/algebbar.json @@ -7,7 +7,7 @@ "size":4, "startingConditions":[ #"cottage_industry", - #"luddic_majority", + "luddic_majority", "population_4", "no_atmosphere", "low_gravity", diff --git a/data/campaign/econ/canaan.json b/data/campaign/econ/canaan.json index 7a7a1a93c8..a24e342175 100644 --- a/data/campaign/econ/canaan.json +++ b/data/campaign/econ/canaan.json @@ -10,7 +10,7 @@ #"organics_complex", #"ore_complex", #"cottage_industry", - #"luddic_majority", + "luddic_majority", "population_7", #"regional_capital", "habitable", @@ -40,6 +40,7 @@ #"ore_complex", "population_5", #"rare_ore_moderate", + "luddic_majority", "ore_abundant", "thin_atmosphere", "extreme_weather", diff --git a/data/campaign/econ/eos.json b/data/campaign/econ/eos.json index a360615516..49fcfb4334 100644 --- a/data/campaign/econ/eos.json +++ b/data/campaign/econ/eos.json @@ -7,7 +7,7 @@ "size":7, "startingConditions":[ #"rural_polity", - #"luddic_majority", + "luddic_majority", #"cottage_industry", #"arid", "population_7", @@ -54,7 +54,7 @@ "size":5, "startingConditions":[ #"cottage_industry", - #"luddic_majority", + "luddic_majority", #"ore_complex", #"organics_complex", #"ice", diff --git a/data/campaign/econ/kumarikandam.json b/data/campaign/econ/kumarikandam.json index 5624bdcdfe..b18bca728a 100644 --- a/data/campaign/econ/kumarikandam.json +++ b/data/campaign/econ/kumarikandam.json @@ -19,7 +19,7 @@ "startingConditions":[ #"terran", #"alien_life", - #"luddic_majority", + "luddic_majority", "population_5", "habitable", "extreme_weather", diff --git a/data/campaign/industries.csv b/data/campaign/industries.csv index 87f201ac0a..d8894a1455 100644 --- a/data/campaign/industries.csv +++ b/data/campaign/industries.csv @@ -9,78 +9,78 @@ spaceport,Spaceport,10,15,,3,,megaport,"spaceport, important, structure",,graphi megaport,Megaport,60,150,,4,spaceport,,"spaceport, structure",,graphics/icons/industry/megaport.png,com.fs.starfarer.api.impl.campaign.econ.impl.Spaceport,"A vast starport where the stars can touch the dirt. Regimented lander gantries and armoured fuel tanks are laced together by access-roads and short-haul cargo trams feeding a sprawl of warehouse districts and logistics terminals, all making the colony vastly more accessible.",151,EXTREME lightindustry,Light Industry,45,90,,8,,,"lightindustry, industry, rural",,graphics/icons/industry/light_industry.png,com.fs.starfarer.api.impl.campaign.econ.impl.LightIndustry,Produces domestic and luxury goods. One of the few industries relatively unaffected by the Collapse due to its low-tech nature.,1400,MEDIUM heavyindustry,Heavy Industry,100,120,,12,,orbitalworks,"heavyindustry, uses_blueprints, industry, industrial",,graphics/icons/industry/heavy_industry.png,com.fs.starfarer.api.impl.campaign.econ.impl.HeavyIndustry,"Centralized manufacturing infrastructure for production of heavy industrial equipment, supplies, and weapons. Also capable of producing barely-spaceworthy starships; a nanoforge can be installed to improve production quality.",1600,HIGH -orbitalworks,Orbital Works,60,150,,12,heavyindustry,,"heavyindustry, uses_blueprints, industry, industrial",,graphics/icons/industry/orbital_works.png,com.fs.starfarer.api.impl.campaign.econ.impl.HeavyIndustry,"Centralized manufacturing infrastructure for production of heavy industrial equipment, supplies, and weapons. Also capable of producing barely-spaceworthy starships; a nanoforge can be installed to improve production quality. - +orbitalworks,Orbital Works,60,150,,12,heavyindustry,,"heavyindustry, uses_blueprints, industry, industrial",,graphics/icons/industry/orbital_works.png,com.fs.starfarer.api.impl.campaign.econ.impl.HeavyIndustry,"Centralized manufacturing infrastructure for production of heavy industrial equipment, supplies, and weapons. Also capable of producing barely-spaceworthy starships; a nanoforge can be installed to improve production quality. + Upgraded with an orbital component that further facilitates ship construction, resulting in fewer manufacturing defects.",1700,HIGH fuelprod,Fuel Production,90,120,,10,,,"fuelprod, industry, industrial",,graphics/icons/industry/fuel_production.png,com.fs.starfarer.api.impl.campaign.econ.impl.FuelProduction,"This facility produces starship fuel, the life-blood of interstellar civilization. Lacking Domain-tech components, fuel production is a laborious and slow process.",1800,HIGH #advfuelprod,Advanced Fuel Production,120,60,,5,fuelprod,,fuelprod,,graphics/icons/industry/advanced_fuel_production.png,com.fs.starfarer.api.impl.campaign.econ.impl.FuelProduction,"A massive Domain-tech facility produces starship fuel, the life-blood of interstellar civilization.",1900, commerce,Commerce,90,90,,3,,,"industry, urban",,graphics/icons/industry/commerce.png,com.fs.starfarer.api.impl.campaign.econ.impl.TradeCenter,"Regulations, grants, and infrastructure to encourage thriving independent trade. Greatly reduces the degree of direct control the administration has over the colony.",1950,MEDIUM -station_base,Orbital Station,,,,,,,"station, parent_item, important, structure",station,graphics/icons/industry/station_category.png,com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation,"A space station that is capable of supporting friendly fleets near $market and must be reduced before invasions or bombardment can be attempted. - +station_base,Orbital Station,,,,,,,"station, parent_item, important, structure",station,graphics/icons/industry/station_category.png,com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation,"A space station that is capable of supporting friendly fleets near $marketName and must be reduced before a bombardment can be attempted. + Several variations are available, with differences generally being in tactical approaches rather than overall strength.",2000, -orbitalstation,Orbital Station - Low Tech,50,90,,3,,battlestation,"station, sub_item, unraidable, structure","{ -radius:55, -variant:station1_Standard, -fleetName:Orbital Station, -}",graphics/icons/industry/orbital_station.png,com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation,"A low-tech space station, featuring heavy armor and medium firepower. - -Must be reduced before invasions or bombardment can be attempted.",2010, -battlestation,Battlestation - Low Tech,100,120,,4,orbitalstation,starfortress,"station, battlestation, unraidable, structure","{ -radius:65, -variant:station2_Standard, -fleetName:Battlestation, -}",graphics/icons/industry/battlestation.png,com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation,"A space station, augmented with a heavy bastion and point-defense citadels. - -Must be reduced before invasions or bombardment can be attempted.",2020, -starfortress,Star Fortress - Low Tech,200,180,,5,battlestation,,"station, starfortress, unraidable, structure","{ -radius:70, -variant:station3_Standard, -fleetName:Star Fortress -}",graphics/icons/industry/battlestation.png,com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation,"An up-armored battlestation, featuring Merlon-class defense drones and an extensive minefield. - -Must be reduced before invasions or bombardment can be attempted.",2030, -orbitalstation_mid,Orbital Station - Midline,50,90,,3,,battlestation_mid,"station, sub_item, unraidable, structure","{ -radius:55, -variant:station1_midline_Standard, -fleetName:Orbital Station, -}",graphics/icons/industry/orbital_station.png,com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation,"A midline space station, featuring heavy firepower on one side and rapid axial rotation. - -Must be reduced before invasions or bombardment can be attempted.",2040, -battlestation_mid,Battlestation - Midline,100,120,,4,orbitalstation_mid,starfortress_mid,"station, battlestation, unraidable, structure","{ -radius:65, -variant:station2_midline_Standard, -fleetName:Battlestation, -}",graphics/icons/industry/battlestation.png,com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation,"A space station, augmented with missile support modules. - -Must be reduced before invasions or bombardment can be attempted.",2050, -starfortress_mid,Star Fortress - Midline,200,180,,5,battlestation_mid,,"station, starfortress, unraidable, structure","{ -radius:70, -variant:station3_midline_Standard, -fleetName:Star Fortress -}",graphics/icons/industry/battlestation.png,com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation,"An up-armored battlestation, featuring Ravelin-class defense drones and an extensive minefield. - -Must be reduced before invasions or bombardment can be attempted.",2060, -orbitalstation_high,Orbital Station - High Tech,50,90,,3,,battlestation_high,"station, sub_item, unraidable, structure","{ -radius:55, -variant:station1_hightech_Standard, -fleetName:Orbital Station, -}",graphics/icons/industry/orbital_station.png,com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation,"A high-tech space station, featuring heavy rotating shields, a fighter complement, and medium firepower. - -Must be reduced before invasions or bombardment can be attempted.",2070, -battlestation_high,Battlestation - High Tech,100,120,,4,orbitalstation_high,starfortress_high,"station, battlestation, unraidable, structure","{ -radius:65, -variant:station2_hightech_Standard, -fleetName:Battlestation, -}",graphics/icons/industry/battlestation.png,com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation,"A space station, augmented with a defensive citadel featuring heavy firepower. - -Must be reduced before invasions or bombardment can be attempted.",2080, -starfortress_high,Star Fortress - High Tech,200,180,,5,battlestation_high,,"station, starfortress, unraidable, structure","{ -radius:70, -variant:station3_hightech_Standard, -fleetName:Star Fortress -}",graphics/icons/industry/battlestation.png,com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation,"An up-armored battlestation, featuring Gargoyle-class defense drones and long-range targeted mine teleporters. - -Must be reduced before invasions or bombardment can be attempted.",2090, +orbitalstation,Orbital Station - Low Tech,50,90,,3,,battlestation,"station, sub_item, unraidable, structure","{ +radius:55, +variant:station1_Standard, +fleetName:Orbital Station, +}",graphics/icons/industry/orbital_station.png,com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation,"A low-tech space station, featuring heavy armor and medium firepower. + +Must be reduced before a bombardment can be attempted.",2010, +battlestation,Battlestation - Low Tech,100,120,,4,orbitalstation,starfortress,"station, battlestation, unraidable, structure","{ +radius:65, +variant:station2_Standard, +fleetName:Battlestation, +}",graphics/icons/industry/battlestation.png,com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation,"A space station, augmented with a heavy bastion and point-defense citadels. + +Must be reduced before a bombardment can be attempted.",2020, +starfortress,Star Fortress - Low Tech,200,180,,5,battlestation,,"station, starfortress, unraidable, structure","{ +radius:70, +variant:station3_Standard, +fleetName:Star Fortress +}",graphics/icons/industry/battlestation.png,com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation,"An up-armored battlestation, featuring Merlon-class defense drones and an extensive minefield. + +Must be reduced before a bombardment can be attempted.",2030, +orbitalstation_mid,Orbital Station - Midline,50,90,,3,,battlestation_mid,"station, sub_item, unraidable, structure","{ +radius:55, +variant:station1_midline_Standard, +fleetName:Orbital Station, +}",graphics/icons/industry/orbital_station.png,com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation,"A midline space station, featuring heavy firepower on one side and rapid axial rotation. + +Must be reduced before a bombardment can be attempted.",2040, +battlestation_mid,Battlestation - Midline,100,120,,4,orbitalstation_mid,starfortress_mid,"station, battlestation, unraidable, structure","{ +radius:65, +variant:station2_midline_Standard, +fleetName:Battlestation, +}",graphics/icons/industry/battlestation.png,com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation,"A space station, augmented with missile support modules. + +Must be reduced before a bombardment can be attempted.",2050, +starfortress_mid,Star Fortress - Midline,200,180,,5,battlestation_mid,,"station, starfortress, unraidable, structure","{ +radius:70, +variant:station3_midline_Standard, +fleetName:Star Fortress +}",graphics/icons/industry/battlestation.png,com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation,"An up-armored battlestation, featuring Ravelin-class defense drones and an extensive minefield. + +Must be reduced before a bombardment can be attempted.",2060, +orbitalstation_high,Orbital Station - High Tech,50,90,,3,,battlestation_high,"station, sub_item, unraidable, structure","{ +radius:55, +variant:station1_hightech_Standard, +fleetName:Orbital Station, +}",graphics/icons/industry/orbital_station.png,com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation,"A high-tech space station, featuring heavy rotating shields, a fighter complement, and medium firepower. + +Must be reduced before a bombardment can be attempted.",2070, +battlestation_high,Battlestation - High Tech,100,120,,4,orbitalstation_high,starfortress_high,"station, battlestation, unraidable, structure","{ +radius:65, +variant:station2_hightech_Standard, +fleetName:Battlestation, +}",graphics/icons/industry/battlestation.png,com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation,"A space station, augmented with a defensive citadel featuring heavy firepower. + +Must be reduced before a bombardment can be attempted.",2080, +starfortress_high,Star Fortress - High Tech,200,180,,5,battlestation_high,,"station, starfortress, unraidable, structure","{ +radius:70, +variant:station3_hightech_Standard, +fleetName:Star Fortress +}",graphics/icons/industry/battlestation.png,com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation,"An up-armored battlestation, featuring Gargoyle-class defense drones and long-range targeted mine teleporters. + +Must be reduced before a bombardment can be attempted.",2090, grounddefenses,Ground Defenses,30,60,,2,,heavybatteries,"grounddefenses, unraidable, tactical_bombardment, structure",,graphics/icons/industry/ground_defenses.png,com.fs.starfarer.api.impl.campaign.econ.impl.GroundDefenses,"A dispersed, semi-autonomous network of small, hidden weapon installations which makes the prospect of a direct ground assault and even simple raids extremely costly to the attacker. Only overwhelming orbital bombardment or massively disproportionate active screening can suppress these defenses. ",2200, heavybatteries,Heavy Batteries,60,90,,3,grounddefenses,,"grounddefenses, unraidable, tactical_bombardment, structure",,graphics/icons/industry/heavy_batteries.png,com.fs.starfarer.api.impl.campaign.econ.impl.GroundDefenses,"Armoured subsurface batteries supplement a dispersed network of small, hidden weapon installations. Ground-based batteries are capable of truly awesome firepower, though it only manifests by making ground operations more difficult, as no starship captain would be foolish enough to get within their firing envelopes.",2300, patrolhq,Patrol HQ,60,60,,8,,militarybase,"patrol, unraidable, tactical_bombardment, structure",,graphics/icons/industry/patrol_hq.png,com.fs.starfarer.api.impl.campaign.econ.impl.MilitaryBase,"The requisite hangars, maintenance bays, command/control center, barracks, and logistics operations required to project force throughout a star system. Once established, militarized patrols will hunt pirates and protect friendly convoys.",2400, diff --git a/data/campaign/market_conditions.csv b/data/campaign/market_conditions.csv index f42175711e..1129a5d614 100644 --- a/data/campaign/market_conditions.csv +++ b/data/campaign/market_conditions.csv @@ -14,7 +14,7 @@ Decivilized Subpopulation,decivilized_subpop,,,com.fs.starfarer.api.impl.campaig Abandoned Station,abandoned_station,,TRUE,com.fs.starfarer.api.impl.campaign.econ.AbandonedStation,This station is abandoned.,graphics/icons/markets/abandoned.png,130 Cottage Industry,cottage_industry,,TRUE,com.fs.starfarer.api.impl.campaign.econ.CottageIndustry,"$market has a substantial base of low-technology, labour-intensive light industry. Increases demand for simple organic fuels and materials, provides an inefficient albeit charmingly hand-crafted supply of domestic goods.",graphics/icons/markets/cottage_industry.png,230 Outpost,outpost,,TRUE,com.fs.starfarer.api.impl.campaign.econ.Outpost,"$market is run much like a garrison or a large spaceship, with a rigid official command structure. This improves stability, but does require some personnel to see to internal security matters.",graphics/icons/markets/outpost.png,130 -Luddic Majority,luddic_majority,,TRUE,com.fs.starfarer.api.impl.campaign.econ.LuddicMajority,"Stability is improved if $market is controlled by a Luddic faction, otherwise it is reduced. The ascetic ethos of Luddic theology reduces demand for luxury goods.",graphics/icons/markets/luddic_majority.png,142 +Luddic Majority,luddic_majority,,TRUE,com.fs.starfarer.api.impl.campaign.econ.LuddicMajority,,graphics/icons/markets/luddic_majority.png,142 Stealth Minefields,stealth_minefields,,TRUE,com.fs.starfarer.api.impl.campaign.econ.StealthMinefields,A network of hidden mines provides $market security from meddlesome outsiders. Improves stability.,graphics/icons/markets/stealth_mines.png,510 Regional Capital,regional_capital,,TRUE,com.fs.starfarer.api.impl.campaign.econ.RegionalCapital,"A major center of administration, security, and logistics. Improves stability.",graphics/icons/markets/capital.png,500 Free Port,free_market,,TRUE,com.fs.starfarer.api.impl.campaign.econ.FreeMarket,"The local port authority imposes almost no regulation on what cargo is traded. Immigration controls are likewise relaxed, resulting in a greater in-flow of people, albeit sometimes of a more questionable character. This may cause other factions to view this colony with distrust.",graphics/icons/markets/free_port.png,141 @@ -74,6 +74,8 @@ Pirate Activity,pirate_activity,,TRUE,com.fs.starfarer.api.impl.campaign.intel.b The pirates most likely have a base somewhere relatively nearby.",graphics/icons/markets/pirate_activity.png,1300 Hostile Activity,hostile_activity,,TRUE,com.fs.starfarer.api.impl.campaign.intel.events.HostileActivity,,graphics/icons/markets/pirate_activity.png,1350 +Piracy Respite,piracy_respite,,TRUE,com.fs.starfarer.api.impl.campaign.econ.PiracyRespite,This colony is experiencing a respite from the depredations of piracy otherwise so common in the Sector.,graphics/icons/markets/respite40.png,1375 +Blockaded,blockaded,,TRUE,com.fs.starfarer.api.impl.campaign.econ.Blockaded,"The system that this colony is in is experiencing a blockade, and regular trade shipping is suffering from harassment or worse. The effects will continue until the blockading force leaves or is soundly defeated.",graphics/icons/markets/blockade.png,1385 Luddic Path Cells,pather_cells,,TRUE,com.fs.starfarer.api.impl.campaign.intel.bases.LuddicPathCells,,graphics/icons/markets/pather_cells.png,1400 ,,,,,,, # stand-alone conditions,,,,,,, diff --git a/data/campaign/person_missions.csv b/data/campaign/person_missions.csv index 747becc4c4..e9d2e9a5ad 100644 --- a/data/campaign/person_missions.csv +++ b/data/campaign/person_missions.csv @@ -37,12 +37,15 @@ seco,,,underworld,,,10,30,60,INHOSPITABLE,,,,,,graphics/icons/missions/security_ hijack,,,underworld,,,10,30,60,INHOSPITABLE,,,,,,,com.fs.starfarer.api.impl.campaign.missions.HijackingMission jabr,,,underworld,,,10,30,60,INHOSPITABLE,,,,,,graphics/icons/missions/jailbreak.png,com.fs.starfarer.api.impl.campaign.missions.JailbreakMission ddro,,,underworld,,,10,30,60,INHOSPITABLE,,,,,,graphics/icons/missions/dead_drop.png,com.fs.starfarer.api.impl.campaign.missions.DeadDropMission -sitm,,,underworld,,,10,30,60,FRIENDLY,,,,,,graphics/icons/missions/blueprint_location.png,com.fs.starfarer.api.impl.campaign.missions.BlueprintIntel +sitm,,,underworld,,,10,30,60,FAVORABLE,,,,,,graphics/icons/missions/blueprint_location.png,com.fs.starfarer.api.impl.campaign.missions.BlueprintIntel +rdsm,,,underworld,,non_repeatable,10,120,60,NEUTRAL,,,,,,graphics/icons/missions/data_retrieval_uw.png,com.fs.starfarer.api.impl.campaign.missions.RuinsDataSwapMission +rsom,,,underworld,,non_repeatable,10,120,60,NEUTRAL,,,,,,graphics/icons/missions/raid_smuggler_base.png,com.fs.starfarer.api.impl.campaign.missions.RaidSecretOutpostMission +locrlf,,luddic_church,trade,,non_repeatable,10,30,60,INHOSPITABLE,,,,,,graphics/icons/missions/lost_flock.png,com.fs.starfarer.api.impl.campaign.missions.luddic.LostOutpostCrewReturnLuddicFind soe,,,,,,,,,,,,,,,graphics/icons/missions/eventide.png,com.fs.starfarer.api.impl.campaign.missions.SwordOfEventide anh,,,,,,,,,,,,,,,graphics/icons/missions/anh.png,com.fs.starfarer.api.impl.campaign.missions.ANewHope affk,,,,,,,,,,,,,,,graphics/icons/missions/favor_for_kanta.png,com.fs.starfarer.api.impl.campaign.missions.AFavorForKanta -lpp,,,,,,,,,,,,,,,graphics/icons/missions/pilgrims_path.png,com.fs.starfarer.api.impl.campaign.missions.luddic.LuddicPilgrimsPath pk,,,,,,,,,,,,,,,graphics/icons/missions/planetkiller.png,com.fs.starfarer.api.impl.campaign.missions.RecoverAPlanetkiller sdtu,,,,,,,,,,,,,,,graphics/icons/missions/the_usurpers.png,com.fs.starfarer.api.impl.campaign.missions.askonia.TheUsurpers +lpp,,,,,,,,,,,,,,,graphics/icons/missions/pilgrims_path.png,com.fs.starfarer.api.impl.campaign.missions.luddic.LuddicPilgrimsPath lke,,,,,,,,,,,,,,,graphics/icons/missions/knight_errant.png,com.fs.starfarer.api.impl.campaign.missions.luddic.LuddicKnightErrant "# note: if person id, tagsAll, tagsAny, and tagsNotAny are all blank, the mission will not be offered by any contact without specific scripting to make it so (via BeginMission, etc). Otherwise, the mission may be offered by any contact that meets the conditions specified by these columns.",,,,,,,,,,,,,,,, \ No newline at end of file diff --git a/data/campaign/pings.json b/data/campaign/pings.json index b5692e66ff..9c1673e94c 100644 --- a/data/campaign/pings.json +++ b/data/campaign/pings.json @@ -136,6 +136,18 @@ "delay":0.33, }, + "slipsurge":{ + "color":[166,127,255,255], + "width":7, + "range":150, + "duration":1, + "alphaMult":1f, + "invert":true, + + "num":6, + "delay":0.33, + }, + "new_sensor_contact":{ "sounds":["detected_by_player"], "useFactionColor":true, diff --git a/data/campaign/procgen/drop_groups.csv b/data/campaign/procgen/drop_groups.csv index 1568f3ae39..a999b46f14 100644 --- a/data/campaign/procgen/drop_groups.csv +++ b/data/campaign/procgen/drop_groups.csv @@ -196,6 +196,9 @@ nothing,rare_tech,50% item_pristine_nanoforge,nanoforge_always,100 item_corrupted_nanoforge,nanoforge_always,100 ,, +item_synchrotron,rare_tech_mothership,10 +item_pristine_nanoforge,rare_tech_mothership,10 +item_catalytic_core,rare_tech_mothership,10 ,, item_synchrotron,rare_tech_low,10 item_pristine_nanoforge,rare_tech_low,3 diff --git a/data/campaign/procgen/salvage_entity_gen_data.csv b/data/campaign/procgen/salvage_entity_gen_data.csv index 1d2562037b..4842b4b4c1 100644 --- a/data/campaign/procgen/salvage_entity_gen_data.csv +++ b/data/campaign/procgen/salvage_entity_gen_data.csv @@ -7,8 +7,9 @@ extended:3x5000, rare_tech_low:2",derelict,0.5,0.5,21,30,,3,, derelict_mothership,1,3500,DISCOVERABLE,2200,5000,20000,,basic:75000,"ai_cores3:5, extended:5x15000, -rare_tech:1",derelict,1,1,45,60,,3,1,derelictMothership +rare_tech_mothership:1",derelict,1,1,45,60,,3,1,derelictMothership derelict_cryosleeper,0,3500,DISCOVERABLE,200,5000,20000,,,,derelict,1,1,20,20,,4,, +derelict_gatehauler,0,3500,DISCOVERABLE,200,20000,20000,,,,,,,,,,,, coronal_tap,0,3500,DISCOVERABLE,200,5000,20000,,,,omega,1,1,80,80,3,4,, ,,,,,,,,,,,,,,,,,, supply_cache,0,1700,DISCOVERABLE,200,,,no_debris,supply:8000,,,,,,,,,, @@ -53,6 +54,9 @@ ship_bp:1, package_bp:1",,,,,,,,, technology_cache,0,1200,DISCOVERABLE,200,,,no_debris,,,remnant,1,1,50,70,,3,, red_planet,0,,,,,,not_a_custom_entity,,,remnant,1,1,35,40,,3,, +limbo_mining_station,0,,,,,,not_a_custom_entity,machinery:10000,,derelict,0,1,35,50,,3,, +large_cache,0.5,2000,DISCOVERABLE,1200,,,no_debris,,,,,,,,,,, +limbo_wormhole_cache,0,,,,,,not_a_custom_entity,,,derelict,0.5,1,60,70,,4,, alpha_site_weapons_cache,0,1200,DISCOVERABLE,200,5000,15000,no_debris,,"omega_weapons_small:3-4, omega_weapons_medium:1-2,",remnant,1,1,30,30,2,2,, hidden_cache,0,0,DISCOVERABLE,,5000,15000,no_debris,,,,,,,,,,, diff --git a/data/campaign/rules.csv b/data/campaign/rules.csv index 0dde5f64c1..2bde4ebf56 100644 --- a/data/campaign/rules.csv +++ b/data/campaign/rules.csv @@ -194,15 +194,411 @@ PrintDescription 1 SetShortcut stellarShadeLeave ""ESCAPE""",,stellarShadeLeave:Leave, stellarShadeLeave,DialogOptionSelected,$option == stellarShadeLeave,DismissDialog,,, ,,,,,, +# Abyssal Lights,,,,,, +abyssalLightBegin,OpenInteractionDialog,$customType == abyssal_light score:1000,"ShowDefaultVisual +FireAll AbyssalLightOptions +$player.sawAbyssalLight = true","A cold light fills the viewscreen, stark against the utter darkness of the hyperspace abyss. It seems to pulse, shifting dimmer and then brighter, following no discernable pattern. It does not flicker like a flame, nor like a failing comms signal, but like... something at the edge of your consciousness. It is... + +You find you are able to anticipate the rhythm, more seen than heard, the dancing light filling your vision... + +A polite cough from your sensors officer brings you back to the present. ""$PlayerSirOrMadam?""",, +abyssalLightBeginAgain,OpenInteractionDialog,"$customType == abyssal_light score:1000 +$player.sawAbyssalLight","ShowDefaultVisual +AddTextSmall "" - Use an Active Sensor Burst to increase sensor range\n - Use an Interdiction Pulse to increase burn level\n - Lasts for a certain number of light-years traveled\n - Larger increase when used near the Abyssal Light"" highlight +FireAll AbyssalLightOptions","The cold light fills the viewscreen, stark against the abyss. The subtle pulse of the light begs for attention, but gives no promise of comfort. + +You give your head half a shake, centering your attention on your bridge officers to give your next order.",, +abyssalLight_whatOpt,AbyssalLightOptions,!$player.gotFirstAbyssalLightInfodump,,,"abyssalLight_what:""Sensors, what are we looking at?""", +abyssalLight_opsOpt,AbyssalLightOptions,"!$player.askedOpsChiefAboutAbyssalLight +$player.gotFirstAbyssalLightInfodump",,,"abyssalLight_askOps:""Ops. Is there a problem?""", +AbyssalLightLeave,AbyssalLightOptions,,,,defaultLeave:Leave, +abyssalLight_whatSel,DialogOptionSelected,$option == abyssalLight_what,,"""It's an abyssal light, $playerSirOrMadam."" + +Your sensors officer quickly realizes that this statement is as obvious as it is unilluminating. + +""And. We don't know exactly what it... is. There's fragmentary pre-Collapse data. Some academicians speculate that it might be a spontaneous buildup of dark energy, maybe, around a temporary hyperspace quasistructure, a sort of knot in higher dimensions that alters the physical effects of... whatever it is."" + +You catch your ops chief making the spacer hand-sign for 'all seals confirmed safe', a sort of ward against evil.",abyssalLight_what2:Continue, +abyssalLight_whatSel2,DialogOptionSelected,$option == abyssalLight_what2,"AddTextSmall "" - Use an Active Sensor Burst to increase sensor range\n - Use an Interdiction Pulse to increase burn level\n - Lasts for a certain number of light-years traveled\n - Larger increase when used near the Abyssal Light"" highlight +$player.gotFirstAbyssalLightInfodump = true +FireAll AbyssalLightOptions","""They're not known, um, to be dangerous,"" your sensors officer continues, tapping at the console. ""The drive field should keep us safe."" + +""It does appear to be highly unstable. They always are, and they're difficult to properly scan. I think if we tried an active scan or fired off an interdiction pulse it would collapse; the resulting discharge might allow us to chart local hyperspace topography.""",, +abyssalLightAskOps,DialogOptionSelected,$option == abyssalLight_askOps,$player.askedOpsChiefAboutAbyssalLight = true,"Your ops chief, normally unflappable, almost flinches. + +""$PlayerSirOrMadam. No, $playerSirOrMadam."" + +You let the silence linger, letting ops know that denial is not enough of an answer. + +""Captain."" Ops looks at you directly. ""It's said to be... bad luck to meddle with things this deep in hyperspace."" Ops stands up straighter, ""I've no technical opinion; I raise the point only as a matter of crew morale. Mere dockside superstition, I'm sure.""","abyssalLight_askOpsOutA:""Understood, I'll be mindful. Thank you chief."" +abyssalLight_askOpsOutB:""Such superstition has no place on my bridge, is that understood?""", +abyssalLightAskOpsOutA,DialogOptionSelected,$option == abyssalLight_askOpsOutA,"$player.ethosHumanitarian++ +FireAll AbyssalLightOptions","""$PlayerSirOrMadam,"" your ops chief says, then turns back to the main display, determined to make nothing more of it.",, +abyssalLightAskOpsOutB,DialogOptionSelected,$option == abyssalLight_askOpsOutB,"$player.ethosKnowledge++ +FireAll AbyssalLightOptions","""Understood, $playerSirOrMadam."" Your ops chief turns back to the main display, determined to make nothing more of it.",, +,,,,,, +# Rogue giant planet in abyssal space; turbulence in atmosphere,,,,,, +abyssalGasGiantTurbulence,OpenInteractionDialog,"$market.isPlanetConditionMarketOnly +$abyssalGasGiantTurbulence score:100","ShowDefaultVisual +$visited = true","Your $shipOrFleet approaches $entityName. + +The huge planet spins languidly below your $shipOrFleet, deep in a cryosleep of its own between the far-flung stars of the galaxy. Gravitational compression and the barest trickle of radioactive decay warm the interior well above the interstellar medium, feeding active weather systems which slowly churn across the cold face of the world. + +""$PlayerSirOrMadam, I-"" your sensors officer pulls up the live feed from a sensor subsuite. This gets the attention of Tactical. + +After a moment, even you can see it: a disruption, a gout of sudden turbulence like a dozen giant hurricanes turning over.","abyssalGasGiant_turb2:""Sensors, report.""", +abyssalGasGiantTurbulence2,DialogOptionSelected,$option == abyssalGasGiant_turb2,,"""Massive storm system. Sudden heat anomaly, um, relatively speaking. Some kind of upwelling,"" your sensors officer responds, rapid-fire. You know they don't like not having a clear answer. + +""Powering up gravimetrics. If there's something hiding under those clouds, that'll show it."" + +They tap at their console, calibrating a new subsuite of the $shipOrFleet sensor network. The minutes tick by as the systems self-adjust to the planet, the estimated accuracy of readings steadily rising on the shared display. The readout sharpens, clarifies, begins to map the mass-density of $entityName. + +At the same time, the anomaly subsides, leaving storm-cells the size of moons spinning through the atmosphere.",abyssalGasGiant_turb3:Continue, +abyssalGasGiantTurbulence3,DialogOptionSelected,$option == abyssalGasGiant_turb3,,"Sensors looks increasingly agitated, rapidly switching between sensor interfaces to collate telemetry. + +""Captain, I cannot ascertain the cause. A huge burst of energy was released into the atmosphere, an upwelling like... the mass readings don't show any unexpected structures or objects, natural or otherwise."" + +Tactical frowns, ever suspicious, and says ""This happens just when $shipOrFleet arrives? I don't like it.""","abyssalGasGiant_turb4:""All stations at ready. Sensors, call alert if there's any change."" +100:defaultLeave:""I don't like it either. Nav, get us out of here.""", +abyssalGasGiantTurbulence4,DialogOptionSelected,$option == abyssalGasGiant_turb4,"FireBest PrintHasSurveyDataTextIfSo +FireBest OtherPlanetInteractionText +FireAll PopulateOptions +FireBest PrintNearbySurveyHostilesTextIfSo","Your orders are acknowledged and carried out; your sensors officer keeps their team at high alert, and all others are at the ready. + +Below, $entityName spins complacently, its shadow-side occasionally lit with patches of lightning as titanic atmospheric currents do battle.",, +abyssalGasGiantTurbulenceRevisit,OpenInteractionDialog,"$market.isPlanetConditionMarketOnly +$abyssalGasGiantTurbulence score:100 +$visited","ShowDefaultVisual +FireBest PrintHasSurveyDataTextIfSo +FireBest OtherPlanetInteractionText +FireAll PopulateOptions +FireBest PrintNearbySurveyHostilesTextIfSo","Your $shipOrFleet approaches $entityName. + +Upon your return, your sensors officer is determined not to be caught off-guard again. The sensor net is set to high intensity and the gravimetric suite is loaded with the previously collected callibration data. + +There's no sign of unusual turbulence; just the crawl of atmospheric bands, lightning storms flickering where their edges meet like battling fleets in a far-off nebula.",, +,,,,,, +# Rogue planetoid in abyssal space; cleaned up mining OP,,,,,, +abyssalPlanetoidMiningOp,OpenInteractionDialog,"$market.isPlanetConditionMarketOnly +$abyssalPlanetoidMiningOp score:100","ShowDefaultVisual +$visited = true","Your $shipOrFleet approaches $entityName. + +A preliminary surface scan reveals certain inconsistencies in expected mass-densities for this category of planetoid. + +Your sensors officer orders additional sweeps, at higher power and resolution. A picture of the situation starts to come together: large deposits of useful elements have been extracted and the dig-sites, whether surface deposits or deep veins, have been carefully returned to something approximating their natural state. Shafts have been infilled, tailings spread evenly and packed over the extraction fields. + +Sensors consults with your operations chief, who did a stint in fringe mining earlier in their career. Ops looks grim.","abyssalPlanetoid_miningOp2:""What is it, chief?""", +abyssalPlanetoidMiningOp2,DialogOptionSelected,$option == abyssalPlanetoid_miningOp2,"FireBest PrintHasSurveyDataTextIfSo +FireBest OtherPlanetInteractionText +FireAll PopulateOptions +FireBest PrintNearbySurveyHostilesTextIfSo","""Don't look right, $playerSirOrMadam,"" Ops says, turning a weathered face to you. + +""Aye, could've been an indie miner or scav. Could've. But there's nothing- no temporary works, no pillaring, no tread tracks. Should be dead power cells and ration wrappers scattered like stars in the dark. Ain't nothing."" + +Ops scowls. ""No one cleans up like this, not even Tachy autominers. No profit in it. Especially not out here.""",, +abyssalPlanetoidMiningOpRevisit,OpenInteractionDialog,"$market.isPlanetConditionMarketOnly +$abyssalPlanetoidMiningOp score:100 +$visited","ShowDefaultVisual +FireBest PrintHasSurveyDataTextIfSo +FireBest OtherPlanetInteractionText +FireAll PopulateOptions +FireBest PrintNearbySurveyHostilesTextIfSo","Your $shipOrFleet approaches $entityName. + +The faint signs of a massive mining operation remain and are just as suspiciously neat as before, as tidy as a peninent Luddic rock-gardener. Sensor records do not show any significant changes since the last scan. ",, +,,,,,, +"# Ghost ship around rogue abyssal stellar entity +""AI cores"" variation",,,,,, +GS_AI_CORES_open,OpenInteractionDialog,"$tag:salvageable +$gsType == GS_AI_CORES score:1000 +!$explored","ShowDefaultVisual +PrintWreckDescription",Your $shipOrFleet approaches $aOrAn $nameInText.,"GS_AI_CORES_cont1:Explore +defaultLeave:Leave", +GS_AI_CORES_cont1Sel,DialogOptionSelected,$option == GS_AI_CORES_cont1,"$explored = true +UniqueEncounter setInteractedWith $gsType","The outside hull is oddly pristine, as if sent on a long journey fresh from the forge without personalized outfitting and customization. + +Your salvors breach the exterior and find a different story: crudely anchored power conduits and coolant tubes have been rigged haphazardly through the shafts and corridors of the ship. Safety doors are stuck open and hatches cut through to provide access to serpentine bundles of cable. It's not high-quality work; the occasional powered-down maintenance drone, stupid automatic things meant to assist human technicians, suggests the obvious culprits. + +Your salvors must make numerous cuts to clear access to core ship systems. It is not dangerous, merely inconvenient. It is near the true centerpoint of the hull volume that they find a trio of AI cores, two gammas and a beta from the looks of the casings. They are unpowered, the coolant congealed in its pipes.",GS_AI_CORES_cont2:Continue, +GS_AI_CORES_cont2Sel,DialogOptionSelected,$option == GS_AI_CORES_cont2,$salvageLeaveText = Leave 0,"What looked to be a valuable if legally problematic find is a bust, however: the AI cores are hollowed out, as if perfect spheres of nothingness appeared where once cybernetic superintelligence dwelled. + +The computer memory of the ship proper has no answers; it was overridden from the start and appears to be convinced that it's still in its forge-cradle.","salExplore:Assess the ship's salvage value +defaultLeave:Leave", +,,,,,, +"Abyssal ghost ships, ""Tri-Tachyon"" variation",,,,,, +GS_TRI_TACHYON_open,OpenInteractionDialog,"$tag:salvageable +$gsType == GS_TRI_TACHYON score:1000 +!$explored","ShowDefaultVisual +PrintWreckDescription",Your $shipOrFleet approaches $aOrAn $nameInText.,"GS_TRI_TACHYON_cont1:Explore +defaultLeave:Leave", +GS_TRI_TACHYON_cont1Sel,DialogOptionSelected,$option == GS_TRI_TACHYON_cont1,"$explored = true +UniqueEncounter setInteractedWith $gsType","Your salvors detect a very weak energy shield still active, despite main power loss. It is oddly fluctuating, as if tuned to a frequency which would be of no use in combat. + +It is a simple matter to disrupt and breach the shield with standard civilian EM probe-and-shield kit, and the salvors do so handily.",GS_TRI_TACHYON_cont2:Continue, +GS_TRI_TACHYON_cont2Sel,DialogOptionSelected,$option == GS_TRI_TACHYON_cont2,,"A search reveals that this is, or rather was, a Tri-Tachyon flagged vessel. + +The crew is dead. What's left of the young executive with lead authority over the operation is still in his luxuriously outfitted personal cabin; such incidents involving the untimely discharge of an engineering-grade plasma cutter are not unknown in poorly managed repair docks, but when they occur in a ship's executive suite, pointed questions are raised. + +The last survivor, suited against the apparent life support failure, is found near the jury-rigged power generator that was spliced into the ship's shield-grid. The suit's safeties were overridden and its atmo mix of oxygen reduced to zero. + +It would have been a painless slide into unconsciousness and, soon enough, death.",GS_TRI_TACHYON_cont3:Continue, +GS_TRI_TACHYON_cont3Sel,DialogOptionSelected,$option == GS_TRI_TACHYON_cont3,$salvageLeaveText = Leave 0,"""THEY FOLLOW"" was scraped onto the decking with a multitool. Low oxygen psychosis is not unheard of under such catastrophic conditions. + +What exactly it was this shield was supposed to keep out - or in - is unclear.","salExplore:Assess the ship's salvage value +defaultLeave:Leave", +,,,,,, +"Abyssal ghost ships, ""Adventurers"" variation",,,,,, +GS_ADVENTURERS_open,OpenInteractionDialog,"$tag:salvageable +$gsType == GS_ADVENTURERS score:1000 +!$explored","ShowDefaultVisual +PrintWreckDescription",Your $shipOrFleet approaches $aOrAn $nameInText.,"GS_ADVENTURERS_cont1:Explore +defaultLeave:Leave", +GS_ADVENTURERS_cont1Sel,DialogOptionSelected,$option == GS_ADVENTURERS_cont1,"$explored = true +UniqueEncounter setInteractedWith $gsType","Your salvors perform an orderly breach under the supervision of your ops chief, identifying and disabling several custom-rigged defensive measures.",GS_ADVENTURERS_cont2:Continue, +GS_ADVENTURERS_cont1SelBoom,DialogOptionSelected,"$option == GS_ADVENTURERS_cont1 +RollProbability 0.5","$explored = true +UniqueEncounter setInteractedWith $gsType +RemoveCommodity crew 1 +PlaySound hit_heavy","One salvor is overly hasty and skips a step in the measured protocols that made the reputation of your ops chief, earning themselves the working-end of a custom-rigged defensive measure hidden in the access panel to the cargo bay override.",GS_ADVENTURERS_contBoom:Continue, +GS_ADVENTURERS_contBoomSel,DialogOptionSelected,$option == GS_ADVENTURERS_contBoom,,"Your ops chief growls, bullying the remaining salvors into paranoid compliance. Several more explosives and panel overloads are disarmed before hull access is cleared.",GS_ADVENTURERS_cont2:Continue, +GS_ADVENTURERS_cont2Sel,DialogOptionSelected,$option == GS_ADVENTURERS_cont2,$salvageLeaveText = Leave 0,"This is a ship of mercenary-adventurers crewed by a colorful mix of distinct personalities from worlds representative of a broad swath of the Persean Sector. + +The captain was a former officer who found himself on the losing side of minor rebellion out of the Persean League. The pilot, a racer-turned-smuggler recovered from stim addiction. Former Diktat gone renegade, present at the massacre of... scion of an Eventide officer family, overbearing mother, disowned after... the engineer, the armorer, the navigator... all irrelevant details. You skim the report faster. + +You can't imagine how they managed to work together. It doesn't matter; they're all dead now.","salExplore:Assess the ship's salvage value +defaultLeave:Leave", ,,,,,, +"Abyssal ghost ships, ""Chartery of Opis"" variation",,,,,, +GS_OPIS_open,OpenInteractionDialog,"$tag:salvageable +$gsType == GS_OPIS score:1000 +!$explored","ShowDefaultVisual +PrintWreckDescription",Your $shipOrFleet approaches $aOrAn $nameInText.,"GS_OPIS_cont1:Explore +defaultLeave:Leave", +GS_OPIS_cont1Sel,DialogOptionSelected,$option == GS_OPIS_cont1,"$explored = true +UniqueEncounter setInteractedWith $gsType","You watch the salvage teams via vid-feed as their rig and attendant drone swarm approach the derelict. + +Details from long-range optical scans are confirmed: beneath a patina of space-weathering, the hull still bears a corporate registration and the crest of the Chartery of Opis, a polity annihilated during the Askonia Crisis of cycle 181.",GS_OPIS_cont2:Continue, +GS_OPIS_cont2Sel,DialogOptionSelected,$option == GS_OPIS_cont2,,"The only body found aboard is the former captain, sitting at his command console, desiccated eyes fixed ahead at the suffocating nothingness of deep space. + +Behind the CIC, in the armored computer center, there is a Tri-Tachyon manufactured AI core interface. Just sitting there unassuming out in the open, a perfectly casual commercial hardware installation. This dates the ship back further, to before the AI Wars. + +No core lies in the cradle, however. Perhaps it was taken when the ship was abandoned.",GS_OPIS_cont3:Continue, +GS_OPIS_cont3Sel,DialogOptionSelected,$option == GS_OPIS_cont3,$salvageLeaveText = Leave 0,"Your tech officer oversees an attempt to read the logs, to find some hint of what happened and why - but the memory banks have all been cleared by a repeating wipe program that continued until backup power faded. + +A full forensic-archeological investigation might reveal answers, but you have neither the time nor equipment for such indulgence.","salExplore:Assess the ship's salvage value +defaultLeave:Leave", ,,,,,, +"Abyssal ghost ships, ""Pirates"" variation",,,,,, +GS_PIRATES_open,OpenInteractionDialog,"$tag:salvageable +$gsType == GS_PIRATES score:1000 +!$explored","ShowDefaultVisual +PrintWreckDescription",Your $shipOrFleet approaches $aOrAn $nameInText.,"GS_PIRATES_cont1:Explore +defaultLeave:Leave", +GS_PIRATES_cont1Sel,DialogOptionSelected,$option == GS_PIRATES_cont1,"$explored = true +UniqueEncounter setInteractedWith $gsType","As your salvor teams breach the hull, they discover tell-tale signs of a pirate crew: prominently-displayed hand weapons, decor as bold and brutal as it is unsophisticated - skulls and blood-red predominate, and signs of lackadaisical maintenance performed on the less interesting ship systems. + +It is not a tomb-ship, however. + +By numbers, most of the crew appears to have escaped before leaving the hull derelict. A few unfortunate victims of personal violence appear to have been left behind in some kind of internal conflict, and the cycles were not kind as what remained as the life support systems slowly failed.",GS_PIRATES_cont2:Continue, +GS_PIRATES_cont2Sel,DialogOptionSelected,$option == GS_PIRATES_cont2,$salvageLeaveText = Leave 0,"A cursory trawl of what logs the senior officers bothered to keep suggests that this ship was part of a small pirate flotilla tracking a well-supplied independent expedition working its way through the outer fringe. That expedition spotted the pirates, then burned rapidly toward the Abyss. The pirates followed and soon lost their prey in the stultifying darkness. + +With supplies and fuel dwindling and no certainty of a 'hostile resupply', the pirate leadership began to argue, and then to scrap hulls while consolidating crew onto the remaining ships - at the barrel of a gun, as necessary. + +There wasn't quite enough room for everyone, it appears.","salExplore:Assess the ship's salvage value +defaultLeave:Leave", ,,,,,, ,,,,,, +# Stranded in deep space with no Transverse Jump,,,,,, +StrandedInDeepSpaceStart,StrandedInDeepSpace,,,"It can't be denied any longer. + +You're stuck in deep space near an obscure celestial object having foolishly jumped in before ensuring your $shipOrFleet could jump back out. + +The bridge officers are very carefully avoiding an outright panic, assigning makework maintenance duties and shutting down speculation. Still, you can't help but notice questioning glances - spacers will follow almost any order, but this is a serious blunder. + +Your navigation officer appears to be having a heated intra-ship comms discussion with your engineering chief. You catch key phrases, ""too dangerous"", ""theoretically impossible"", ""worked once"".","strandedInDeepSpace0:""Nav, report.""", +StrandedInDeepSpace0,DialogOptionSelected,$option == strandedInDeepSpace0,,"Navigation, deeply embarrassed to be caught mid-argument, salutes and explains. + +It appears that a senior technician on hyperdrive duty is insisting on speaking with you. They have some kind of crazy idea about getting back into hyperspace and have somehow convinced your chief engineer that it's viable.","strandedInDeepSpace1:""Meeting, now. My cabin.""", +StrandedInDeepSpace1,DialogOptionSelected,$option == strandedInDeepSpace1,,"Ancient and rad-scarred, the senior technician is senior indeed, likely having more space experience than any other crew or officer in your service. The old spacer produces a minimum viable salute. ""$PlayerSirOrMadam. All respect, but you've done a real dirt-boot screw-up putting the $shipOrFleet out in a nothing-nowhere gravwell."" + +Your navigation officer inhales to begin a reprimand, but the spacer burns ahead, ""Good news is I've seen it possible to jump direct to hyperspace. Risky, though,"" they say, looking down. ""Risky."" + +""But,"" a crooked smile appears, ""Better'n having to eat the officers, aye?""","strandedInDeepSpace2:""What is your proposal, senior technician?""", +StrandedInDeepSpace2,DialogOptionSelected,$option == strandedInDeepSpace2,"SetTextHighlights ""Transverse Jump""","The legendary smuggler captain who showed this trick to the senior tech made them promise never to tell a soul about it. But seeing as how she died some forty cycles previously, and given the current situation, the old spacer is willing to bend the spirit of the agreement slightly to get out of this mess. + +A modification to the hyperdrive field software will allow you to perform a kind of Transverse Jump directly to hyperspace from normal space. It's also useful for jumping through sub-viable jump-points which are inaccessible when making hyperjumps within Domain-approved parameters. + +Nav looks aghast and Engineering is shaking their head as they review the proposed modifications on a beaten-up TriPad.","strandedInDeepSpace3a:""Will it work?"" +strandedInDeepSpace3b:""What are the risks?"" +strandedInDeepSpace3c:""Make the modifications and prepare to jump.""", +StrandedInDeepSpace3a,DialogOptionSelected,$option == strandedInDeepSpace3a,RemoveOption strandedInDeepSpace3a,"Your navigation officer sighs, looking distraught. + +""Theoretically,"" they say, rubbing their eyes. + +""It's extremely unorthodox. This... this inverted resonance stacking notion,"" they poke at an arcane diagram which rotates along axes somewhat north of four dimensions, arcs and lines jittering with non-euclidean enthusiasm through the mere three-dimensional space of the holo. + +""It shouldn't work. The math appears to give the correct solution, but to get there...""",, +StrandedInDeepSpace3b,DialogOptionSelected,$option == strandedInDeepSpace3b,RemoveOption strandedInDeepSpace3b,"Your chief engineer stops shaking their head to answer. + +""Well. Our field generators weren't designed for this, but it should fall - just - within failure limits. We'll have to go to combat agrav, stow everything and everyone."" + +A sigh, as if giving up, then, ""If it doesn't work, we're all dead and it'll be so quick we won't even know it. If it works, it's going to hurt. Expect a significant hit to operational readiness. And we'll need repairs."" + +A thoughtful look, ""Of course, assuming it works, with the telemetry to calibrate from..."" + +Your navigation officer looks stricken at the thought.",, +StrandedInDeepSpace3c,DialogOptionSelected,$option == strandedInDeepSpace3c,"AddAbility fracture_jump +$makeTranverseJumpCostMoreCROnce = true","""$PlayerSirOrMadam,"" they all respond. The old spacer grins unevenly once more to your senior officers' frowns.",defaultLeave:Return to your command, ,,,,,, #dialogTopLevelMenuOptions,PopulateOptions,$menuState == fleetConvMain,,,"#demand:Demand... #offer:Offer... #ask about:Ask about... cutCommLink:Cut the comm link", +# wormhole cache,,,,,, +limboWormholeCacheBegin,BeginSalvage,$limboWormholeCache score:1000,,"With the automated defenses cleared, your salvors are free to crack open the enormous zero-G vaults of the cache. Power is provided to dead conduits, fused circuits replaced with temporary fittings, and the great doors persuaded to loosen their mechanical restraints. + +At first, it appears to be empty. A colossal tomb, never filled. Then probe-mounted radar starts to build a picture in your bridge display while suit lights pile their beams into the space, catching drifts of dust and gas set afloat by the re-opening. Spars gleam in the dark, revealing trifold radial symmetry. + +""$PlayerSirOrMadam,"" your tech officer says, attention fixed not on the suit cams or bridge display but on technical specs scrolling through a display already overfull with diagrams and documents. ""You have to see this.""",limbo_wormholeCacheBegin2:Continue, +limboWormholeCacheBegin2,DialogOptionSelected,$option == limbo_wormholeCacheBegin2,"$player.gotWormholeCalibrationData = true +AddTextSmall ""Acquired wormhole calibration data for nearby stable location"" highlight","It's old. Very old. But the queries sent by your salvors' interfacers are returning green. For the most part. + +""It's a wormhole anchor,"" your tech officer explains, excitement palpable. ""Loaded with calibration data, and fuel to power whatever it was going to do. This was prepped to deploy at the nearby, um, point of stability. The automation went into standby at some point, and... here it is.""","salPerform:Examine the find +100:defaultLeave:Just leave", +limboWormholeCacheBeginAgain,BeginSalvage,"$limboWormholeCache score:1000 +$player.gotWormholeCalibrationData",,"The enormous zero-G vaults of the cache lie open, its depths black with portent like a colossal tomb. + +The ancient wormhole anchor waits at its center, the flicker and caress of status queries returning green, mostly. It is still primed for use at the nearby stable location, but the shipment of transplutonics its automated systems were waiting for were never delivered.","salPerform:Examine the find +100:defaultLeave:Leave", +,,,,,, +# Ice giant which the Gate Hauler orbits,,,,,, +gh_namelessIceGiant,OpenInteractionDialog,"$market.isPlanetConditionMarketOnly +$gateHaulerIceGiant score:100","ShowDefaultVisual +FireBest PrintHasSurveyDataTextIfSo +FireBest OtherPlanetInteractionText +FireAll PopulateOptions +FireBest PrintNearbySurveyHostilesTextIfSo","Your $shipOrFleet approaches $entityName. + +The ice giant spins below your $shipOrFleet, lit only by the barest light of the galaxy, warmed only by the internal pressure of gravity and the barest flicker of atomic decay. Unlikely to form naturally in interstellar space, this planet must have been thrown from its home system by some cataclysmic interaction in aeons past. Adrift, it is doomed to shrink and cool toward the interstellar medium over billions of cycles.",, +,,,,,, +# Gate Hauler interactions,,,,,, +gateHaulerStart1,OpenInteractionDialog,"$gateHauler +!$explored +!$activated",ShowDefaultVisual,"Your $shipOrFleet approaches $entityName. + +It is a Leviathan from out of time, at once familiar from its many and varied depictions in the secondary culture of the post-Collapse Persean Sector. + +But to see it here in the proverbial flesh, it is the alien force of the Domain's power reified before you, looming like a blackened emperor slumped dead - but dreaming still - on a throne of stars. + +You feel the weight of history pressing upon your chest, a tone like a distant ringing. You are frozen for an unconscious moment as if your mind was held in the gaze of a god; and in the next instant it is nothing but the buzz of power conduits and low thrum of agrav within the drive bubble, usually relegated to a filter of unperception by your subconscious. + +You adjust your uniform and turn to your bridge officers.","gh_explore:Order salvage teams to perform an assessment +defaultLeave:Leave", +gateHaulerStart2,OpenInteractionDialog,"$gateHauler +$explored +!$activated",ShowDefaultVisual,"Your $shipOrFleet approaches $entityName. + +Before you is a Leviathan from out of time, at once familiar from to its many and varied depictions in the secondary culture of the post-Domain Persean Sector. You can feel the magisterial force upon you; your officers and crew are hushed, humbled and reverent, as if they have found themselves before the corpse of a thunderous and cruel god who once ruled the skies. To awaken it, to touch the divine, must fall somewhere between sacrilege and sanctification.","gh_activateCheck:Have your chief engineer review a plan to reactivate the Hauler +defaultLeave:Leave", +gh_exploreSel,DialogOptionSelected,$option == gh_explore,"$explored = true +GateHaulerCMD addIntel","It is no simple task to appraise a Gate Hauler, for the ship is truly massive. + +Your officers, however, have the tools, ancient datafiles, and a trained and ready crew. Known variants of Gate Hauler design are pulled up on a shared display to match to the example which looms over your $shipOrFleet. Your operations chief oversees the deployment of salvors to key points in coordination with targeted sensor sweeps. + +Meanwhile, your tech officer and chief engineer review the deep archive containing flight statistics on thousands of recorded Gate Hauler deployments in order to anticipate the results of in-transit damage and subsequent self-repair protocols.","gh_explore2:""Tell me what happened here.""", +gh_exploreSel2,DialogOptionSelected,$option == gh_explore2,,"Ops orders the salvors to prioritize a data connection, and it's soon online via ancient protocols. Walls of amber error codes glow in your tech officer's interface. + +You have part of an answer soon enough: The functioning of the Gate Hauler's enormous but primitive Alcubierre drive system was massively disrupted mid-transit. The ship's automation could not ascertain the cause of the discontinuity and so, to protect the literally astronomical value of its cargo, forced the ship into an automatic failsafe mode. + +Most of the remaining fuel was dumped and the rest used to slow into an orbit of the most accessible nearby mass concentration: this lonely ice giant. The maneuver took the better part of a century. + +Standard procedure would have the Domain send a well-supplied expedition of Gate engineers to reset the primary systems and send the Hauler back on its journey, albeit many hundreds of cycles behind schedule.","gh_explore3:""But no one showed up.""", +gh_exploreSel3a,DialogOptionSelected,$option == gh_explore3,,"The ancient records note that Gate Haulers would carry a standard complement of automated survey, extraction, and refining drones in the case of lost-contact. The documents seem to imply the ability to procure new sources of fuel and materials effectively at vast distances from the fail-safe point, though at the scale implied, this process would be inefficient at superluminal speeds even via hyperspace - assuming use of baseline Domain frontier technology. + +Your officers conclude that, typical to the Domain, the publically available descriptions seem to elide certain key technologies and capabilities. + +In any event, your survey turned up none of this - aside from the undeployed Gate itself, of course, held tight by the many-limbed face of the great starship.",gh_explore4:Continue, +gh_exploreSel3b,DialogOptionSelected,"$option == gh_explore3 +$player.gotWormholeCalibrationData",,"The ancient records note that Gate Haulers would carry a standard complement of automated survey, extraction, and refining drones in the case of lost-contact. The documents seem to imply the ability to procure new sources of fuel and materials effectively at vast distances from the fail-safe point, though at the scale implied, this process would be inefficient at superluminal speeds even via hyperspace - assuming use of baseline Domain frontier technology. + +You can only conclude that this particular self-recovery effort ended with the drone expedition sent to the Limbo system, and it was to use obscure Explorarium wormhole technology to resupply the Gate Hauler so that it could continue its mission. + +In any event, your search has turned up no additional technological treasures - aside from the undeployed Gate itself, of course, held tight in the many-limbed face of the great starship.",gh_explore4:Continue, +gh_exploreSel4,DialogOptionSelected,$option == gh_explore4,,"The details accumulate, each senior officer manipulating the shared display as reports are given. Finally, your chief engineer clears the holo back to a slowly rotating false-lit overview of the entire vast starship. They suppress a brief smile as they clear their throat. + +""$PlayerSirOrMadam."" A pause for anticipation, a rare indulgence by your habitually practical chief engineer. ""I have the pleasure to report that it is possible to re-activate the Gate Hauler. It could be targeted to a known system within the Persean Sector at your command."" + +It just needs transplutonics. A lot of transplutonics. Unlike familiar starship engines, the Gate Hauler doesn't use the standard Domain AM fuel package. Once a critical mass of transplutionics is achieved, the Gate Hauler will be able to operate for at least a thousand cycles with functionally unlimited range within the bounds of the Persean Sector.","gh_activateCheck:""Tell me how to turn this thing back on. I want numbers, chief."" +gh_activateRisk:""What are the risks of reactivation?"" +defaultLeave:Leave", +gh_activateRisksSel,DialogOptionSelected,$option == gh_activateRisk,RemoveOption gh_activateRisk,"""The Gate Haulers were built for reliability,"" your chief engineer explains. ""Every fail state reverts to a lower-energy safe mode; the backups of backups have backups. Even intentionally sabotaging a Hauler would involve extreme effort."" + +Your tech officer taps at a datapad with a vexed look, but raises no objection. + +A silence descends. There is no need to put it into words: the arrival of a Gate Hauler in the Persean Sector would be momentous.",, +gh_activateCheckSel,DialogOptionSelected,$option == gh_activateCheck,"GateHaulerCMD printCost +FireAll GateHaulerActivation","Your chief engineer starts nodding and tapping at their TriPad, mumbling over technical figures. + +An interactive display appears in your executive interface, and with a few manipulations, the chief has a materials schedule prepared for your review.",, +GateHaulerActivationActivate,GateHaulerActivation,,,,"gh_activate:""Proceed with activation.""", +GateHaulerActivationNotEnough,GateHaulerActivation,!GateHaulerCMD canActivate,SetEnabled gh_activate false,,, +GateHaulerActivationLeave,GateHaulerActivation,,,,defaultLeave:Leave, +gh_activateSel,DialogOptionSelected,$option == gh_activate,"$activated = true +$activating = true 1 +GateHaulerCMD removeActivationCosts +GateHaulerCMD activate","Your operations chief oversees the transfer of transplutonics. Streams of cargo drones feed the unimaginably huge bulk of the Hauler; it seems strange that so little can move so much so far. + +With only a little coaxing, the Gate Hauler's automation churns into something like machine-awareness; sensors reports power surges throughout the hull as ancient conduits and machines self-test - some failing. Long-dormant self-repair drones begin to seethe like vermin. + +And, slowly, your $shipOrFleet's various sensors feel the growing power of the machine. Magnetic fields shudder, neutrinos begin to spill forth in earnest from reactions deep in the mass of the beast; gravitic fluctuations from the warp-pylons flutter, and your own drive bubble compensates. + +It will take about a day, engineering reports, and then the Gate Hauler will be ready to receive navigational input.",defaultLeave:Leave, +,,,,,, +gateHaulerStart3,OpenInteractionDialog,"$gateHauler +$explored +$activated +$activating score:100",ShowDefaultVisual,"Your $shipOrFleet approaches $entityName. + +Energy surges throughout the vast hull as ancient conduits and machines self-test - some failing. Long-dormant self-repair drones seethe like vermin. + +Your sensors officer's console lights up with incoming reports. Magnetic fields shudder and stabilize through test patterns, a growing stream - a river, a torrent - of neutrinos spill from reactions deep in the mass of the beast. Your $shipOrFleet's drive bubble compensates for gravitic fluctuations as space-time is tested. + +The Gate Hauler is still awakening.",defaultLeave:Leave, +gateHaulerStart4,OpenInteractionDialog,"$gateHauler +$explored +$activated +!$inTransit +!$deploying","ShowDefaultVisual +FireBest GHCheckCanDeploy","Your $shipOrFleet approaches $entityName. + +The titanic ship lays potent before you, ancient but powerful drive fields thrumming through the membrane of spacetime. You can almost feel it through the agrav's self-correction, the drone of a god-machine. Almost. + +Once provided with a destination, the Gate Hauler will travel through normal space - a Gate cannot be moved through hyperspace. The Hauler will travel faster than lightspeed, thankfully, due to its venerable Alcubierre drive. Indeed, the Hauler will quickly accelerate to an apparent normal-space speed which your $shipOrFleet cannot match with its relatively tiny in-system drives. The journey will still take quite some time, due to travelling significantly slower than standard hyperspace permits. + +After it has arrived at the target destination, you may give the order to deploy the Gate to an unoccupied stable location.","gh_selectDestination:Select a destination for the Gate Hauler +gh_deployGate:Initiate Gate deployment +defaultLeave:Leave", +GHCheckCanDeploy,GHCheckCanDeploy,!GateHaulerCMD canDeploy,"SetEnabled gh_deployGate false +SetTooltip gh_deployGate ""Requires a stable location in the system.""",,, +gateHaulerStart5,OpenInteractionDialog,"$gateHauler +$explored +$activated +$inTransit",ShowDefaultVisual,"Your $shipOrFleet approaches $entityName. + +While in transit, what's left of the electronic brain - distributed, multiply redundant, well-shielded - is utterly focused on its goal. There is no realistic prospect of stopping the gargantuan ship or, indeed, of keeping up with it for much longer as it picks up speed.",defaultLeave:Leave, +gh_selectDestinationSel,DialogOptionSelected,$option == gh_selectDestination,GateHaulerCMD selectDestination,,, +gh_deployGateSel,DialogOptionSelected,$option == gh_deployGate,"Highlight ""DEPLOY?""","The Gate Hauler rests in space, a potent mass jealously cradling its legendary cargo. It awaits final confirmation to deploy the Gate. + +As it happens, the go-code requests telemetry from the Gate Hauler's launch as a pass-key. After several tense seconds, the re-launch telemetry appears to be accepted as valid input, and executive access is granted to your command console. + +Functionality is limited: Gate deployment can only be targeted broadly at a star system or roughly equivalent celestial structure. The Hauler's programming allows for no fine control and will select its own stable location. The process is irreversible and the order can not be countermanded once given. After deployment, the Gate Hauler will automatically dismantle itself, presumably to become feedstock for the next glorious expansion of the Domain's frontier. + +A single word blinks on your command interface. DEPLOY?","gh_deployConfirm:DEPLOY +defaultLeave:Disconnect and leave", +gh_deployConfirmSel,DialogOptionSelected,$option == gh_deployConfirm,GateHaulerCMD deploy,"You give the command. + +The Leviathan awakens from its slumber one last time to perform the purpose for which it was built an aeon ago. Astride history, you feel its flow shift inexorably beneath you.",defaultLeave:Leave, +,,,,,, +,,,,,, ,,,,,, ,,,,,, # survey interactions,,,,,, @@ -568,7 +964,7 @@ OR ""Hi, I'd like to add you to my professional network on TriLink.""",, greetingTTHostileWeaker,OpenCommLink,"$faction.id == tritachyon $entity.isHostile -$entity.relativeStrength < 0",$entity.ignorePlayerCommRequests = true 1,"""Attention. Your vessel has been scanned and identified as hostile to the Tri-Tachyon corporation. Further attempts at aggression will be recorded."" +$entity.relativeStrength < 0",$entity.ignorePlayerCommRequests = true 1,"""Attention. Your vessel has been scanned and identified as hostile to the Tri-Tachyon Corporation. Further attempts at aggression will be recorded."" OR ""Any attempt to hinder or damage this Tri-Tachyon owned and operated vessel will result in legal consequences."" The Tri-Tachyon $personRank looks nervous. ""Trust me, these people don't mess around, you really ought to leave me alone.""",cutCommLink:Cut the comm link, greetingTTHostileWeakerDefiant,OpenCommLink,"$faction.id == tritachyon @@ -577,11 +973,11 @@ $entity.relativeStrength < 0 $entity.weakerThanPlayerButHolding",$entity.ignorePlayerCommRequests = true 1,"The Tri-Tachyon $personRank looks grim but defiant. ""Corporate regulation 313.33, section A, states that combat-capable vessels must defend themselves in a vigorous manner at all times,"" $heOrShe says.",cutCommLink:Cut the comm link, greetingTTHostileStronger,OpenCommLink,"$faction.id == tritachyon $entity.isHostile -$entity.relativeStrength >= 0",$entity.ignorePlayerCommRequests = true 1,"""Attention. Your vessel has been scanned and identified as hostile to the Tri-Tachyon corporation. Prepare for annihilation."" +$entity.relativeStrength >= 0",$entity.ignorePlayerCommRequests = true 1,"""Attention. Your vessel has been scanned and identified as hostile to the Tri-Tachyon Corporation. Prepare for annihilation."" OR -""On behalf of the Tri-Tachyon corporation I would like to thank you for providing this opportunity to prove the superiority of our branded line of space defense products."" +""On behalf of the Tri-Tachyon Corporation I would like to thank you for providing this opportunity to prove the superiority of our branded line of space defense products."" OR -""On behalf of the Tri-Tachyon corporation it is my duty to inform you that this engagement will be recorded. As a presumed belligerent engaged in destruction of wholly owned Company property, you automatically refuse all rights to distribution and profit-sharing."" The Tri-Tachyon $personRank grins and cuts the comm-link.",cutCommLink:Cut the comm link, +""On behalf of the Tri-Tachyon Corporation it is my duty to inform you that this engagement will be recorded. As a presumed belligerent engaged in destruction of wholly owned Company property, you automatically refuse all rights to distribution and profit-sharing."" The Tri-Tachyon $personRank grins and cuts the comm-link.",cutCommLink:Cut the comm link, greetingTTNeutral,OpenCommLink,"$faction.id == tritachyon $faction.neutralToPlayer","$menuState = fleetConvMain 0 FireAll PopulateOptions","""On behalf of the Tri-Tachyon corporation it is my pleasure to inform you that your $shipOrFleet has been scanned and its tactical loadout evaluated. Please maintain your distance and have a nice day."" @@ -968,7 +1364,7 @@ $faction.id == pirates $market.id == umbra score:100","AddText ""Pirate vessels dock alongside equally battered warships sprayed with the revolutionary slogans of the Antis. The offloading bays mix the metallic tang of vacuum with strained life support and unwashed humanity. Cargo is inspected - and occasionally expropriated - by Section-leaders flanked by guards eyeing down the offloading spacer crew."" marketFlavorTextColor",,, flavorTextMarketCryosanctum,TradePanelFlavorText,"$global.tradePanelMode == MARKET $market.ind:cryosanctum == true score:100 -$stability > 3","AddText ""The cavernous landing bays dwarf the few starcraft docked; sensors detect EM whispers from echelons of hidden, sleeping autoturrets, suggesting firepower far in excess of that necessary to ensure the good behaviour of the few merchants, mercenaries, and rich eccentrics visiting the cryosanctum. An official meets offloading captains, extending the standard catalogue of cryosleep packages before escorting them to the visitors lounge."" marketFlavorTextColor",,, +$stability > 3","AddText ""The cavernous landing bays dwarf the few starcraft docked; sensors detect EM whispers from echelons of hidden, sleeping autoturrets, suggesting firepower far in excess of that necessary to ensure the good behavior of the few merchants, mercenaries, and rich eccentrics visiting the cryosanctum. An official meets offloading captains, extending the standard catalogue of cryosleep packages before escorting them to the visitors lounge."" marketFlavorTextColor",,, flavorTextMarketDecivilized,TradePanelFlavorText,"$global.tradePanelMode == MARKET $market.mc:decivilized == true score:1000 $marketSize <= 3","AddText ""You land at a location arranged via coded transmission. At first all seems quiet, but eventually figures in camo-suits, bearing weapons, emerge from hidden passages. They are suspicious and their manner terse. After some reassurances, a trade manifest is accepted and negotiations allowed to begin."" marketFlavorTextColor",,, @@ -1453,7 +1849,7 @@ FireAll PopulateOptions","After a short wait, your connection request is accepte ""Comms open, state your request."" OR -The comms resolve to show $rank $personLastName sitting stiffly. +The comms resolve to show $Post $personLastName sitting stiffly. ""Channel clear, go ahead."",",, convDefaultGreetingFaithful,PickGreeting,"!$contact_printedFirstReturnGreeting @@ -1515,7 +1911,7 @@ $voice == official","$contact_printedFirstReturnGreeting = true 0 ShowPersonVisual FireAll PopulateOptions","After a short wait, your connection request is accepted. -""This is $post $personName. How may I be of service?""",, +""This is $Post $personName. How may I be of service?""",, convDefaultGreetingBusiness,PickGreeting,"!$contact_printedFirstReturnGreeting $voice == business","$contact_printedFirstReturnGreeting = true 0 ShowPersonVisual @@ -1536,6 +1932,33 @@ FireAll PopulateOptions","After a short wait, your connection request is accepte ""Why, what a delicious little $shipOrFleet you have there captain. What brings you to my humble orbit?""",, convDefaultGreeting2,PickGreeting,$contact_printedFirstReturnGreeting,"ShowPersonVisual FireAll PopulateOptions","""Anything else I can do for you?""",,"# this will fire when talking to same person again without leaving the station, but that seems fine" +convDefaultGreeting2aristo,PickGreeting,"$contact_printedFirstReturnGreeting +$voice == aristo","ShowPersonVisual +FireAll PopulateOptions","""Yes? I expect there's something more you need, isn't there.""",, +convDefaultGreeting2official,PickGreeting,"$contact_printedFirstReturnGreeting +$voice == official","ShowPersonVisual +FireAll PopulateOptions","""$PlayerSirOrMadam, yes."" $HeOrShe gives you a glance. ""What else do you require?""",, +convDefaultGreeting2business,PickGreeting,"$contact_printedFirstReturnGreeting +$voice == business","ShowPersonVisual +FireAll PopulateOptions","""Yes, what is it? I should be charging by the minute.""",, +convDefaultGreeting2villain,PickGreeting,"$contact_printedFirstReturnGreeting +$voice == villain","ShowPersonVisual +FireAll PopulateOptions","""Oh, you've returned? And so soon; I dare not ask.""",, +convDefaultGreeting2soldier,PickGreeting,"$contact_printedFirstReturnGreeting +$voice == soldier","ShowPersonVisual +FireAll PopulateOptions","""Acknowledged. This is $personLastName,"" $heOrShe barks. ""Go ahead.""",, +convDefaultGreeting2faithful,PickGreeting,"$contact_printedFirstReturnGreeting +$voice == faithful","ShowPersonVisual +FireAll PopulateOptions","""Good day, again,"" $heOrShe says. ""Pray tell your purpose.""",, +convDefaultGreeting2pather,PickGreeting,"$contact_printedFirstReturnGreeting +$voice == pather","ShowPersonVisual +FireAll PopulateOptions","""Your path returns,"" $heOrShe says. ""Pray tell your purpose.""",, +convDefaultGreeting2spacer,PickGreeting,"$contact_printedFirstReturnGreeting +$voice == spacer","ShowPersonVisual +FireAll PopulateOptions","""Hail again, $personLastName. What's your need?""",, +convDefaultGreeting2scientist,PickGreeting,"$contact_printedFirstReturnGreeting +$voice == scientist","ShowPersonVisual +FireAll PopulateOptions","""You again?"" $HeOrShe gives you a quick glance. ""Yes, yes, I'm here. What is it now?""",, convDefaultGreetingActive,PickGreetingActive,,"ShowPersonVisual FireAll PopulateOptions","""Hello? Uh, you know, never mind. Wrong comms ID.""",, addMHubOption,PopulateOptions,"$isPerson @@ -2192,6 +2615,11 @@ sal_surveyShipDetails,ShowSalvageEntityDetails,$customType == derelict_survey_sh FireBest DerelictPrintExtraInfo",The ancient Domain-era automated survey ship has been ravaged by centuries of exposure to charged particles and high velocity impacts of interstellar dust. Some systems still appear to be nominally active.,, sal_mothershipDetails,ShowSalvageEntityDetails,$customType == derelict_mothership,"ShowDefaultVisual FireBest DerelictPrintExtraInfo","The vast bulk of the automated exploration mothership is burned and battered by centuries of service to the Domain, a drifting forgotten hulk, though sensors indicate that some systems are still nominally active.",, +sal_limboMiningStation,ShowSalvageEntityDetails,$limboMiningStation,ShowDefaultVisual,"The form matches the general pattern of Domain-era mining station designs, but with absolutely no provisions made for human occupation. No hab ring, no life support module, no shuttle receiving bays. + +Instead, inactive drone rigs cluster around the ring-trusses. Ore receiving bays lay dark; an agglomeration of zero-G fabricators sprouts from the central spire over the tiers of darkened hangars and warehouses. + +Despite the darkened exterior, sensors reports a mix of minor energy readings and the gentle ticking of particles which suggest a stock of concentrated transplutonics.",, sal_derelictDefConstructionInfo,DerelictPrintExtraInfo,$global.defeatedDerelictStr >= 50,,"Sensor returns indicate unusually short-lived charged particles near the derelict. Density distribution in the internal structure has also changed from patterns extrapolated from your previous encounters with Domain-era exploration vessels, as if internal masses have been removed or intentionally redistributed.",, sal_wreckDetails,ShowSalvageEntityDetails,$customType == wreck,"ShowDefaultVisual PrintWreckDescription",,, @@ -2283,6 +2711,8 @@ pods_stabilizeDisableDidAlready,CargoPodsOptionsUpdate,"!$inHyperspace $stabilized $daysLeft > 300","SetEnabled podsStabilize false SetTooltip podsStabilize ""The pods are already in a fairly stable orbit and further efforts will not yield meaningful results.""",,, +pods_stabilizeTempLoc,CargoPodsOptionsUpdate,$player.locTag:temporary_location score:100,"SetEnabled podsStabilize false +SetTooltip podsStabilize ""You're unlikely to be able to find the current area of space in the future, and stabilizing the cargo pods makes little sense.""",,, pods_break,CargoPodsOptions,"$locked !$canUnlock",,,0:podsBreak:Blast the locks open, pods_unlock,CargoPodsOptions,"$locked @@ -2351,10 +2781,7 @@ lppHookResponseTroll,LPPHookResponses,,,,"lpp_hookTroll:""I'm a strong supporter lppHookResponseNope,LPPHookResponses,,,,"lpp_hookNope:""Not interested. Bye."" ",# nope lppHookNope,DialogOptionSelected,$option == lpp_hookNope,"EndConversation DO_NOT_FIRE $option = shrineDoLeave 0 -FireBest DialogOptionSelected - -#$option = lpp_hookCurateStart 0 -#FireBest DialogOptionSelected","Their mouth shuts, attack-routine shunting to another approach pattern in response to your spoiling feint, then opens again. +FireBest DialogOptionSelected","Their mouth shuts, attack-routine shunting to another approach pattern in response to your spoiling feint, then opens again. ""If-"" they begin, but you've already turned away. ",, @@ -2440,8 +2867,7 @@ $saidAgnostic","$player.luddicAttitudeAgnostic++ $player.luddicAttitudeLPPHookDone = true",,, lppHookCurateStart,DialogOptionSelected,$option == lpp_hookCurateStart,"BeginConversation shrine_curate FireBest LPPHookCurateIntro",As if on cue - or perhaps because they were hovering nearby the whole time - the curate of the shrine steps up to you and the novice.,, -lppHookCurateStartIntroA,LPPHookCurateIntro,$do_contrition,"BeginConversation shrine_curate -FireAll LPPHookCurateIntroResponses","""That's quite enough, my child,"" they say with iron concealed beneath soft words, ""Perhaps you should undertake a prayer of contrition in the chapel while I speak with the captain."" +lppHookCurateStartIntroA,LPPHookCurateIntro,$do_contrition,FireAll LPPHookCurateIntroResponses,"""That's quite enough, my child,"" they say with iron concealed beneath soft words, ""Perhaps you should undertake a prayer of contrition in the chapel while I speak with the captain."" Abashed, the novice bows and flees. The curate turns to you, face worn with lines of more than just patience.",, lppHookCurateStartIntroB,LPPHookCurateIntro,,FireAll LPPHookCurateIntroResponses,"""Ah, the blessed faith of the young,"" the curate dismisses the novice with a nod. ""Forthright and, I'm afraid, tactless."" @@ -2544,7 +2970,7 @@ FireBest LPPHookCurateShrineCoordsIntro","""Might you indeed,"" the curate says ""Some unbelievers, I am told, have inadvertently found their faith while walking the Pilgrim's Path."" $HeOrShe shrugs coyly, ""Providence works in ways most mysterious.""",, lppHookCuratePilgrimage,DialogOptionSelected,$option == lpp_hookCuratePilgrimage,"$didShrineJobInfo = true -FireBest LPPHookCurateShrineCoordsIntro","The curate lets a broad smile appear. ""Then let me first to welcome you on your first step on the Pilgrim's Path. You will experience wonders both beautiful and terrible, great and small, of human and natural aspects of Creation."" +FireBest LPPHookCurateShrineCoordsIntro","The curate lets a broad smile appear. ""Then let me be first to welcome you on your first step on the Pilgrim's Path. You will experience wonders both beautiful and terrible, great and small, of human and natural aspects of Creation."" ""Some unbelievers, I am told, have inadvertently found their faith while walking the Pilgrim's Path."" $HeOrShe shrugs, ""Providence works in ways mysterious to us.""",, lppHookCurateCredits2,LPPHookCurateShrineCoordsIntro,!$didShrineJobInfo,"$didShrineJobInfo = true @@ -2621,6 +3047,7 @@ lppHookCurateCottonKill2b,DialogOptionSelected,$option == lpp_hookCurateCottonKi ""If it pleases you,"" the curate does not meet your eyes, ""I shall attend to the other pilgrims now.""",lpp_hookCurateSeeya:Say your good-byes and leave, ,,,,,, lppHookCurateSeeya,DialogOptionSelected,$option == lpp_hookCurateSeeya,"EndConversation DO_NOT_FIRE +FireAll LPPShrineVisitXP $option = shrineDoLeave 0 FireBest DialogOptionSelected",,, lppHookShrineLeave,DialogOptionSelected,"$option == shrineDoLeave @@ -2825,11 +3252,12 @@ lppGileadShrineVisit2,DialogOptionSelected,$option == lpp_gileadShrineVisit2,Sho Dispassionate Knights of Ludd watch as attendants shuttle you through a cordoned path in an arc through a final grove of mighty sequoia-analogs atop the promontory at the terminus of the ridge - it is a temple, struts and spars intertwined with the trees. Golden sunlight filters through heavy branches, and as the breeze lifts a whispering chorus of foliage, you catch an earthy scent over the mass of humanity surrounding you.",lpp_gileadShrineVisit3:Approach the shrine, lppGileadShrineVisit3,DialogOptionSelected,$option == lpp_gileadShrineVisit3,"ShrineCMD setVisited FireAll LPPShrineVisitXP -$global.lpp_visitedShrineGilead = true FireBest LPPGileadShrineVisit3BookCheck","You have only a brief moment before the high altar of living wood. Small tokens and offerings are piled high amongst low, cheap candles.",, -lppGileadShrineVisit3bookCheck1,LPPGileadShrineVisit3BookCheck,$player.gotBookOfLuddFromCotton,$player.leftCottonBookInGilead = true,,"lpp_gileadShrineCottonBook:Offer Brother Cotton's copy of the Book of Ludd +lppGileadShrineVisit3bookCheck1,LPPGileadShrineVisit3BookCheck,"$player.gotBookOfLuddFromCotton +!$player.leftCottonBookInGilead",$player.leftCottonBookInGilead = true,,"lpp_gileadShrineCottonBook:Offer Brother Cotton's copy of the Book of Ludd lpp_gileadShrineVisit4:Continue", lppGileadShrineVisit3bookCheck2,LPPGileadShrineVisit3BookCheck,!$player.gotBookOfLuddFromCotton,,,lpp_gileadShrineVisit4:Continue, +lppGileadShrineVisit3bookCheck3,LPPGileadShrineVisit3BookCheck,$player.leftCottonBookInGilead,,,lpp_gileadShrineVisit4:Continue, lppGileadShrineVisit4BookOffer,DialogOptionSelected,$option == lpp_gileadShrineCottonBook,$player.luddicAttitudePather++,"Thinking quickly, you place Brother Cotton's small book on the pile of offerings. It settles into the scrimshaw, trinkets, and cheap photo-prints like it belongs there.",lpp_gileadShrineVisit4:Continue, lppGileadShrineVisit4,DialogOptionSelected,$option == lpp_gileadShrineVisit4,"ShrineCMD setVisited FireAll LPPShrineVisitXP","And in a moment, it passes. @@ -2845,7 +3273,7 @@ lppGileadShrineStartHubTextA0,LPPGileadShrineStartHubA,$market.lpp_finishPilgrim ""I am blessed, captain $PlayerName,"" the attendant says, ""to invite you to complete the Pilgrim's Path on this day.""","lpp_gileadPilgrimageEnd1:Continue lpp_gileadPilgrimageEndHowKnow:""How do you know of this?""", -lppGileadPilgrimageEndHowKnow,DialogOptionSelected,$option == lpp_gileadPilgrimageEndHowKnow,,"""The faithful must know keep watch for what is coming,"" the attendant says with a strange look, then almost - but not quite - smiles. +lppGileadPilgrimageEndHowKnow,DialogOptionSelected,$option == lpp_gileadPilgrimageEndHowKnow,,"""The faithful must know to keep watch for what is coming,"" the attendant says with a strange look, then almost - but not quite - smiles. ""I mean not to sound so arcane; it is merely that our Church has endured hard times, and may yet again.""","lpp_gileadPilgrimageEnd1:Continue lpp_gileadPilgrimageEndHowKnow2:""You think hard times will come?""", @@ -3017,7 +3445,7 @@ FireAll LPPEndingJaspisHub","She smiles sardonically. ""You have met the Knights ""I should not speak so broadly however. There is one who was sent to me to serve for his noviceship. He is the one I want you to find.""",, lppJaspisBaird1,DialogOptionSelected,$option == lpp_jaspisRemindBaird,"$askedJaspis++ 0 $askedBaird = true 0 -FireAll LPPEndingJaspisHub","""Do you insult or laud me, I wonder,"" she says. ""Anahita Baird is a powerful woman, intelligent and proud. She also makes herself habit of knocking upon the doors of demons."" She sits back, cradling her tea cup. +FireAll LPPEndingJaspisHub","""Do you insult or laud me, I wonder,"" she says. ""Anahita Baird is a powerful woman, intelligent and proud. She also makes herself habit of knocking upon the doors of demons."" She sits back, cradling her teacup. ""Or I should say, rather, she sends others to knock in her place."" The Archcurate waves a hand dismissively, ""I hold not your work for her against your character. If I may return your Janus-faced compliment: what you have done for Baird may even prove more your suitability for what is in my mind.""",, lppJaspisWhatDo,DialogOptionSelected,$option == lpp_jaspisWhatDo,"$askedJaspis++ 0 @@ -3417,6 +3845,7 @@ FireAll LPPVolturnCurateResponses2SD","""This,"" she indicates the decrepit shri lppVolturnCurateSDaccepted,DialogOptionSelected,$option == lpp_volturnCurateSDaccepted,"$didAcceptSass = true 0 FireAll LPPVolturnCurateResponses2SD","""There's a suggestion,"" she says with false cheer. ""We could put one of those holo portraits of Andrada right... here,"" she waves a hand at the center of the shrine. ""Really focus our prayers, do some good.""",, lppVolturnCurateSDstubborn,DialogOptionSelected,$option == lpp_volturnCurateSDstubborn,"$didStubborn = true 0 +$player.heardRumorsAboutCruor = true FireAll LPPVolturnCurateResponses2SD","""I will consider your position once I can put that same question to those of my flock that were sent to Cruor,"" she says. ""Until you can give them back,"" her eyes are bright with tears, ""I will do as I do.""",, @@ -3455,6 +3884,7 @@ FireAll LPPVolturnCurateResponses2","""No. Not at all."" She gives you a look of Her gaze turns to the weapons, ""I admit, there has been... contact. Each day is a test. I pray we do not stray too far from Ludd.""",, lppVolturnCurateTroublingShrine,DialogOptionSelected,$option == lpp_volturnCurateTroubleShrine,"$commentedOnWeapons = true 0 $canLeave = true 0 +$player.heardRumorsAboutCruor = true FireAll LPPVolturnCurateResponses2","""The book does tell us 'Blessed are the peacemakers', yet,"" the curate looks at you with hard eyes, ""Peace does not make itself."" ""Ludd was no war-maker, but Ludd knew when to fight. By self-sacrifice, by martyrdom, did not Ludd deliver victory?"" @@ -3869,32 +4299,32 @@ lppJangalaVisitOptionCheckMission,PopulateOptions,"$market.id == jangala $menuState == main $global.lpp_inProgress !$global.lpp_missionCompleted -!$global.lpp_didJangalaProtest -!$justVisitedShrine",,,3:lpp_jangalaVisitStart:Take a shuttle to visit the Luddic shrine,# started mission to visit shrines +!$justVisitedShrine",,,3:lpp_jangalaVisitStart:Take a shuttle to visit the Luddic shrine,"# started mission to visit shrines +# protest status irrelevant" lppJangalaVisitOptionCheckRevisit,PopulateOptions,"$market.id == jangala $menuState == main -!$global.lpp_inProgress $global.lpp_missionCompleted -!$global.lpp_didJangalaProtest -!$justVisitedShrine",,,3:lpp_jangalaVisitStart:Take a shuttle to visit the Luddic shrine,# finished mission to visit shrines +!$justVisitedShrine",,,3:lpp_jangalaVisitStart:Take a shuttle to visit the Luddic shrine,"# finished mission to visit shrines +# protest status irrelevant" lppJangalaVisitOptionCheckProtest,PopulateOptions,"$market.id == jangala $menuState == main !$global.lpp_inProgress !$global.lpp_missionCompleted $global.lpp_didJangalaProtest -!$justVisitedShrine",,,3:lpp_jangalaVisitStart:Take a shuttle to visit the Luddic shrine,"# Saw protest, haven't started mission OR completed mission" -lppJangalaVisitOptionCheckProtest2,PopulateOptions,"$market.id == jangala +!$justVisitedShrine",,,3:lpp_jangalaVisitStart:Take a shuttle to visit the Luddic shrine,"# didn't start mission at all +# saw protest" +#lppJangalaVisitOptionCheckProtest2,PopulateOptions,"$market.id == jangala $menuState == main $global.lpp_inProgress !$global.lpp_missionCompleted $global.lpp_didJangalaProtest -!$justVisitedShrine",,,3:lpp_jangalaVisitStart:Take a shuttle to visit the Luddic shrine,"# Saw protest, mission in progress" +!$justVisitedShrine",,,3:lpp_jangalaVisitStart:Take a shuttle to visit the Luddic shrine,# mission in progress lppJangalaVisitAgain,DialogOptionSelected,"$option == lpp_jangalaVisitStart -$didFirstVisit","ShowLargePlanet +$market.didFirstShrineVisit","ShowLargePlanet ShrineCMD playMusic","Your shuttle descends toward verdant continents crowned by lethargically churning storm systems. The orbital burn lasers flicker from the spark of Jangala station, invisible until they cut lines of plasma through the atmosphere. You pass through blinding cloud cover, the light taking on a sickly hue of green. Your viewport is streaked with marching droplets of spore-laden water as the shuttle slows to drop softly onto the landing pad nearly lost in the overgrowth of Jangalan foliage.",lpp_JangalaEnter1:Enter the shrine complex, -lppJangalaFirstVisit1,DialogOptionSelected,$option == lpp_jangalaVisitStart,"$didFirstVisit = true +lppJangalaFirstVisit1,DialogOptionSelected,$option == lpp_jangalaVisitStart,"$market.didFirstShrineVisit = true ShowLargePlanet ShrineCMD playMusic","The verdant continents of Jangala sprawl beneath you, crowned by huge weather systems churning lethargic and magisterial. @@ -3915,11 +4345,9 @@ lppJangalaFirstVisit3,DialogOptionSelected,$option == lpp_JangalaFirstVisit3,,"Y You pop a standard dose of antixenols and re-examine the quality of your breathing mask as the access tunnel takes a moment to perform a self-cleaning cycle on exposed surfaces. The air feels no different, yet. Maybe a little warmer, a little heavier with moisture.",lpp_JangalaEnter1:Enter the shrine complex, -lppJangalaShrineDesc1,DialogOptionSelected,$option == lpp_JangalaEnter1,ShowImageVisual luddic_shrine,"The reception lounge is filled with parties of Luddic pilgrims in traditional handweave led by subcurates in ritual hand-washing. A glance upward reveals the true cleansing: a battery of air-purification units caught in a tangle of murmuring ducts. - -Foliage presses itself almost sensually against the outer viewports, letting in only dim light. The plant life seems to twitch, liquids oozing over the panes from cracks in bladders and tubules, leaving rivulets cutting across flaking encrustations. Between the zeal of the foliage and hand-crafted charm of Luddic engineering, the place feels distinctly worrisome compared to the environmental containment you are accustomed to.",lpp_jangalaShrineDesc2:Continue, +lppJangalaShrineDesc1,DialogOptionSelected,$option == lpp_JangalaEnter1,ShowImageVisual luddic_shrine, ,lpp_jangalaShrineDesc2:Continue, lppJangalaShrineDesc2Revisit,DialogOptionSelected,"$option == lpp_jangalaShrineDesc2 -$global.lpp_visitedShrineJangala",FireAll LPPJangalaAttendantResponses,"One of the shrine's attendants instantly recognizes that you're not one of the usual pilgrims and intercepts you, making remarkable speed despite wearing awkward-looking novice's robes. +$global.lpp_visitedShrineJangala",,"One of the shrine's attendants instantly recognizes that you're not one of the usual pilgrims and intercepts you, making remarkable speed despite wearing awkward-looking novice's robes. The attendant smiles piously, hands held together. ""How might we assist you?""","lpp_jangalaShrineVisitAgain:""I'd like to visit the shrine."" lpp_jangalaShrineVisitAgainOutside:""I wish to visit the shrine. Outside."" @@ -3933,7 +4361,7 @@ The attendant creates what must be intended to be a reassuring smile. ""How migh lppJangalaAttendantRespC,LPPJangalaAttendantResponses,,,,lpp_jangalaattendantVisit:Visit the shrine, lppJangalaAttendantRespA,LPPJangalaAttendantResponses,!$entity.lppShrineSaidBadPlace,,,"lpp_jangalaShrineDifficult:""This seems like a... difficult place to maintain a shrine.""", lppJangalaAttendantRespB,LPPJangalaAttendantResponses,!$entity.lppShrineSaidBadPlace,,,"lpp_jangalaShrineTerrible:""This seems like a terrible place to put a shrine.""", -lppJangalaAttendantRespD,LPPJangalaAttendantResponses,,,,lpp_jangalaShrineLeave:Leave, +lppJangalaAttendantRespD,LPPJangalaAttendantResponses,,,,lpp_jangalaShrineLeaveNoHook:Leave, lppJangalaShrineDifficult,DialogOptionSelected,$option == lpp_jangalaShrineDifficult,$entity.lppShrineSaidBadPlace = true,"""Bringing oneself before the sacred is not a matter of convenience,"" the attendant says serenely. ""That we must travail so to worship here confers upon the act an extraordinary sense of self-reflection, I believe.""","lpp_jangalaattendantFoolish:""That seems foolish."" lpp_jangalaattendantUnprotected:""I hear some pilgrims go outside unprotected."" lpp_jangalaattendantVisit:""I would like to visit the shrine.""", @@ -3945,7 +4373,7 @@ lppJangalaAttendantFoolish,DialogOptionSelected,$option == lpp_jangalaattendantF ""And do you know what Ludd said next?,"" they ask, rhetorically, ""'Let faith be your armor; let walls of devotion build you a citadel, and there we shall be always in spiritual union.'"" The attendant seems satisfied with the unassailability of this statement, and wishing to hurry you along before things get more awkward, adds ""Is there anything else I may assist you with?""","lpp_jangalaattendantVisit:""I'd like to visit the shrine."" -lpp_jangalaShrineLeave:Leave", +lpp_jangalaShrineLeaveNoHook:Leave", lppJangalaattendantUnprotected,DialogOptionSelected,$option == lpp_jangalaattendantUnprotected,,"""Yes, that is true."" The attendant cools a little, questioning your motives. ""We try to discourage, ah, sightseers. It disturbs the worship, you see.""","lpp_jangalaattendantVisitOutside:""I am no sightseer, but I do want to undertake this experience."" lpp_jangalaattendantVisitOutsideB:""I am no sightseer. I wish to test my faith."" lpp_jangalaattendantVisit:""Don't worry, I have no intention of going out there.""", @@ -3953,11 +4381,13 @@ lppJangalaattendantVisit,DialogOptionSelected,$option == lpp_jangalaattendantVis The attendant starts to shuffle you along into a group of devotees.","lpp_jangalaVisitShrine:Continue lpp_jangalaattendantVisitOutside:""I mean the outside. The real shrine."" -lpp_jangalaShrineLeave:Leave instead", +lpp_jangalaShrineLeaveNoHook:Leave instead", lppJangalaattendantVisitOutside,DialogOptionSelected,$option == lpp_jangalaattendantVisitOutside,"$option = lpp_jangalaattendantOutsideChoice 0 FireBest DialogOptionSelected","The attendant looks you over skeptically. -""You are sure of this? You desire this with full knowledge of what exposure to Jangala entails?"" The attendant brings your attention to a row of pamphlets in a tasteful wooden stand displaying what, at a glance, appear to be a selection of truly unholy skin conditions.",, +""You are sure of this? You desire this with full knowledge of what exposure to Jangala entails?"" + +The attendant brings your attention to a row of pamphlets in a tasteful wooden stand displaying what, at a glance, appear to be a selection of truly unholy skin conditions.",, lppJangalaattendantVisitOutsideB,DialogOptionSelected,$option == lpp_jangalaattendantVisitOutsideB,"$option = lpp_jangalaattendantOutsideChoice 0 FireBest DialogOptionSelected","The attendant looks at you with new respect. @@ -3981,7 +4411,7 @@ lppJangalaVisitShrine2,DialogOptionSelected,$option == lpp_jangalaVisitShrine2," FireAll LPPShrineVisitXP","At their feet, more forms come into focus; covered by a quilt of mosses and mycelium, or whatever alien equivalent, which obscures the feet of the statues. Bones. Or are they fallen branches and overgrown rocks? The final wish for some terminally-devoted fanatics, or your imagination set loose? The green churns not quite imperceptibly in the course of the minutes you watch, all-consuming, ferociously regenerative, a cycle of life that could be born of Earth or an alien world.",lpp_jangalaShrineLeave:Return to the reception hall, -lppJangalaShrineVisitAgain,DialogOptionSelected,$option == lpp_jangalaShrineVisitAgain,ShowImageVisual jangala_shrine,"You are led past heavy curtains which mute the murmur of pilgrims and shut out all artificial light. Pilgrims kneel in the shrine-chamber, silhouetted before the glowing panes to without lit by that sickly yellow-green cloudcover. +lppJangalaShrineVisitAgain,DialogOptionSelected,$option == lpp_jangalaShrineVisitAgain,ShowImageVisual jangala_shrine,"You are led past heavy curtains which mute the murmur of pilgrims and shut out all artificial light. Pilgrims kneel in the shrine-chamber, silhouetted before the glowing panes to without lit by that sickly yellow-green cloud cover. Beyond, you see the statue garden. The forms blister with growths, crawling with tendrils, sprouting fruiting bodies of xenolife. Among them are pilgrims, exposed in only light robes. Easily overtaken by the overgrowth. At their feet, covered by a quilt of mosses and mycelium or alien equivalents, are bones. Or are they fallen branches, overgrown rocks? The final wish for terminally-devoted fanatics, or your imagination? @@ -4032,7 +4462,9 @@ The green churns not quite imperceptibly in the course of your stay, all-consumi lppJangalaShrineLeave,DialogOptionSelected,$option == lpp_jangalaShrineLeave,"ShowImageVisual luddic_shrine $option = lpp_hookStart 0 FireBest DialogOptionSelected","You make your way toward the landing pads, past pilgrims queuing for the charity cafeteria, regrouping before or after visiting the shrine, and otherwise stowing their humble possessions.",, -,,,,,, +lppJangalaShrineLeaveNoHook,DialogOptionSelected,$option == lpp_jangalaShrineLeaveNoHook,"ShowDefaultVisual +FireAll PopulateOptions +ShrineCMD endMusic","You make your way toward the landing pads, past pilgrims queuing for the charity cafeteria, regrouping before or after visiting the shrine, and otherwise stowing their humble possessions.",, # Hesperus shrine,,,,,, lppHesperusShrineOption,PopulateOptions,"$market.id == hesperus $market.tag:luddic_shrine @@ -4323,7 +4755,7 @@ $global.lpp_deniedHesperusShrineAccess !$global.lpp_visitedShrineHesperus","AddBarEvent lpp_hesperusShrine_barEvent ""Find someone bribable in local traffic control"" ""A motley crowd of distinctly non-Luddic spacer officers drink and talk. They can't all be honest traders. One of them might know how to sneak a shuttle past traffic control...""",,, lppHesperusBarEventSel,DialogOptionSelected,$option == lpp_hesperusShrine_barEvent,"SetTextHighlights 2,000 DoCanAffordCheck 2000 lpp_hesperusShrineSneakBribe false","You work your way through the spacers, buying drinks and talking shop. Dropping some good-natured but pointed complaints about the humorless Church-operated customs regime gets you on the right path, and soon enough you find yourself in a smoky escape shaft behind the bar talking to a tech in the local port bureaucracy.",lpp_hesperusShrine_barEvent2:Feel out the possibility of a bribe, -lppHesperusBarEventSel2,DialogOptionSelected,$option == lpp_hesperusShrine_barEvent2,,"""People like us, just gotta keep our heads down. Pray in public, yeah, live your own life on the quiet, you know?"" +lppHesperusBarEventSel2,DialogOptionSelected,$option == lpp_hesperusShrine_barEvent2,"Highlight ""2,000""","""People like us, just gotta keep our heads down. Pray in public, yeah, live your own life on the quiet, you know?"" They take a drag from a black market drug stick. ""Say what you will about the Excubitor Orbis, at least he takes mercy and forgiveness as seriously as he takes all those other 'knightly virtues'."" @@ -4649,8 +5081,7 @@ lkeChalcedonAdminIgnore,PickGreeting,"$market.id == chalcedon $global.lke_inProgress $postId == administrator $lke_ignorePlayer",,"The comm-link flickers, but fails to connect. It seems like you're being ignored, for now.",, -# LKE Chalcedon VIP hostile,,"# $faction.rel == VENGEFUL -# $faction.relValue <= -0.99",,,, +# LKE Chalcedon VIP hostile,,,,,, lkeChalcedonGreetJangalaCrush,LKEChalcedonVIPStart,"$global.jangalaProtestIncident score:3 !$market.lke_liedWithSP",$madAtPC = true 0,"""Blessed..."" $heOrShe goes silent, mouth open, and blinks. ""$PlayerName."" @@ -5320,8 +5751,7 @@ $market.talkingAtBar",,"Sedge stands, suddenly, a look of concern on his face. ""I was told he worked for a time, then bought passage to Mazalot,"" he says. ""I hope they see what I saw, too. That he is unfit.""",lke_sedgeEnd1:Continue, lkeSedgeEnd1,DialogOptionSelected,$option == lke_sedgeEnd1,"EndConversation DO_NOT_FIRE ShowDefaultVisual -FireAll LKESedgeShootOptions -#ShowImageVisual luddicbar","You would swear that Sedge is upset. +FireAll LKESedgeShootOptions","You would swear that Sedge is upset. ""No more questions,"" he spits. ""We are done."" @@ -5787,27 +6217,32 @@ LKEmazalotAskQMPath2b,DialogOptionSelected,$option == lke_mazalotAskPathQM2b,Fir LKEmazalotAskAdministrator0,PopulateOptions,"$market.lke_searchForBornanew2 $market.id == mazalot $postId == administrator +$id == dardan_kato !$askedBornanew $market.buggedVIPsAboutBornanew < 4 !$player.metDardanKato",$player.metDardanKato = true,"$HeOrShe is paying more attention to a datapad than the comms. ""Perhaps we can resolve this quickly?""",, LKEmazalotAskAdministrator1,PopulateOptions,"$market.lke_searchForBornanew2 $market.id == mazalot $postId == administrator +$id == dardan_kato !$askedBornanew $market.buggedVIPsAboutBornanew < 4",,,"lke_mazalotAskBornanew:""I'm looking for a man called Jethro Bornanew.""", LKEmazalotAskAdministrator2,PopulateOptions,"$market.lke_searchForBornanew2 $market.id == mazalot $postId == administrator +$id == dardan_kato !$askedPath $market.buggedVIPsAboutBornanew < 4",,,"lke_mazalotAskPath:""I'm looking for whoever is in charge of the Luddic Path around here.""", LKEmazalotAskAdminChurch,PopulateOptions,"$market.lke_searchForBornanew2 $market.id == mazalot $postId == administrator +$id == dardan_kato $market.lke_askedPMChurch #$market.lke_wontTellLied",,,"lke_mazAdminTellChurch:""I'm on a mission on behalf of an archcurate of the Church of Galactic Redemption.""", LKEmazalotAskAdministrator3,PopulateOptions,"$market.lke_searchForBornanew2 $market.id == mazalot $postId == administrator +$id == dardan_kato $player.gotYaribayCredentials",,,"lke_mazDKTellAboutYaribay:""I'm working for Horus Yaribay. Of gens Yaribay. You know them?""", LKEmazDKTellAboutYaribay,DialogOptionSelected,$option == lke_mazDKTellAboutYaribay,,"Suddenly, you have his full attention. ""Yes, obviously."" @@ -5823,7 +6258,7 @@ He takes a minute to settle down. ""Oh, thank you,"" he wipes away a tear, ""I needed that. What a shift it's been- and then, ah, such patriotism! - Yaribay you said?"" He shakes his head, ""What a gift. I shall thank them for this excellent jape.""",lke_mazDKYaribayEnd:Continue, LKEmazDKYaribayConcession,DialogOptionSelected,$option == lke_mazDKYaribayConcession,,"""Somehow,"" Dardan Kato says, ""I am not prepared to have some Yariaby slug ooze around my volume on a vague suggestion of concessions. I have enough problems without the meddling of some debutante.""",lke_mazDKYaribayEnd:Continue, -LKEmazDKYaribayYouTell,DialogOptionSelected,$option == lke_mazDKYaribayYouTell,,"""Ha!"" Dardan Kato's laugh is mirthless. ""By gens Kato accounts, Yaribay owes us a lot more than 'one', and I'm not going to provide one of their minions with an opening based solely on... on what? The good name of gens Yaribay?""",lke_mazDKYaribayEnd:Continue, +LKEmazDKYaribayYouTell,DialogOptionSelected,$option == lke_mazDKYaribayYouTell,,"""Ha!"" Dardan Kato's laugh is mirthless. ""By Gens Kato accounts, Yaribay owes us a lot more than 'one', and I'm not going to provide one of their minions with an opening based solely on... on what? The good name of gens Yaribay?""",lke_mazDKYaribayEnd:Continue, LKEmazDKYaribayEnd,DialogOptionSelected,$option == lke_mazDKYaribayEnd,"$player.ethosLiar++ $player.abusedYaribayCred++ AdjustRepActivePerson INHOSPITABLE -4 @@ -6303,7 +6738,7 @@ LKEvirensWhyKillSedge,DialogOptionSelected,$option == lke_virensWhyKillSedge,"$a FireAll LKEvirensAskWhyKillSedge","Virens meets your eyes, ""Though you are my guest here, and perhaps because you are my guest, I feel that I must demand an answer from you."" ""So I ask you this, $playerName. Why did you kill him?""",, -LKEvirensAskWhyKillSedgeTruOpts,LKEvirensAskWhyKillSedge,,,,"lke_virensKillSedgeKilledMe:""He would have killed me without hestitation, given the chance."" +LKEvirensAskWhyKillSedgeTruOpts,LKEvirensAskWhyKillSedge,,,,"lke_virensKillSedgeKilledMe:""He would have killed me without hesitation, given the chance."" lke_virensKillSedgeDidntLike:""I didn't like him. That's why."" lke_virensKillSedgeTea:""He drank my tea. It was my. Tea."" lke_virensKillSedgeAntiAntiTech:""His anti-technological terrorism is a threat to the future of the Persean Sector."" @@ -6472,7 +6907,7 @@ lke_virensWhyKillSedgeOut:Speak of other things", LKEvirensAskSedgeAlly,DialogOptionSelected,$option == lke_virensAskSedgeAlly,"$askedWhySedgeAlly = true 0 RemoveOption lke_virensAskSedgeAlly","""You use this word 'ally'. It is, I think, too strong a word for what was between he and I."" -Virens switches his tea cup to his other hand, ""Nor shall I deny the association, not once or thrice. The Path can be a twisted thing, captain, and ever am I surprised by the company with whom I walk."" +Virens switches his teacup to his other hand, ""Nor shall I deny the association, not once or thrice. The Path can be a twisted thing, captain, and ever am I surprised by the company with whom I walk."" ""I apologize for nothing but for providing you with an unsatisfactory answer."" He pours more tea, ""My wife always said I was a middling host.""",, LKEvirensLookingBornanew,DialogOptionSelected,$option == lke_virensLookingBornanew,,"""Yes,"" Virens pauses, studying you. ""I know."" @@ -6707,10 +7142,10 @@ $removedCuffs = true 0 $wasNice++","The guard moves to Virens, holds the cuffs, and gives a nod to the guard watching through the surveillance feed. A remote command unlocks the cuffs. The guard pulls the cuffs away. Virens wrists are deeply bruised. He rubs them, eyes still fixed on you.",, -lkeVirensRaidTeaDrinkCuffed,DialogOptionSelected,$option == lke_virensRaidTeaDrink,FireAll LKEvirensRaidOptions,"He uses the cuffs to shove one tea cup toward you, and takes the other in his hands and lifts it, a splash escaping onto the table.",, +lkeVirensRaidTeaDrinkCuffed,DialogOptionSelected,$option == lke_virensRaidTeaDrink,FireAll LKEvirensRaidOptions,"He uses the cuffs to shove one teacup toward you, and takes the other in his hands and lifts it, a splash escaping onto the table.",, lkeVirensRaidTeaDrinkUncuffed,DialogOptionSelected,"$option == lke_virensRaidTeaDrink $removedCuffs ","$option = lke_virensRaidTeaDrinkOut 0 -FireBest DialogOptionSelected","Virens picks up his tea cup. His grip is unsteady, and he splashes some tea onto his hand and the table.",, +FireBest DialogOptionSelected","Virens picks up his teacup. His grip is unsteady, and he splashes some tea onto his hand and the table.",, lkeVirensRaidTeaDrinkOut,DialogOptionSelected,$option == lke_virensRaidTeaDrinkOut,,He blows on the tea and takes a sip. ,, lkeVirensRaidTeaDrinkSip,DialogOptionSelected,$option == lke_virensRaidDrinkTea,RemoveOption lke_virensRaidDrinkTea,"The tea is very hot, and not very good. Some concoction of genmod yeasts grown in a vat spinning around some Persean world or other. @@ -6802,7 +7237,7 @@ LKEvirensRaidJethroForAPather,DialogOptionSelected,$option == lke_virensRaidJeth LKEvirensRaidJethroFree3b,DialogOptionSelected,"$option == lke_virensRaidJethroFree3 $global.lkeLiedToVirens",,,lke_virensRaidJethroLie2:Leave, LKEvirensRaidJethroLie2,DialogOptionSelected,$option == lke_virensRaidJethroLie2,,"""Wait!"" Virens tries to stand, ""We had a deal.""","lke_virensRaidJethroLie2a:Shoot him -lke_virensRaidJethroLie2d:""You're going free... into the custody of the MUA. Guard, take Virens to a shuttle."" +lke_virensRaidJethroLieMUA:""You're going free... into the custody of the MUA. Guard, take Virens to a shuttle."" lke_virensRaidJethroLie2c:Reconsider your lie", LKEvirensRaidJethroLie2a,DialogOptionSelected,$option == lke_virensRaidJethroLie2a,"$player.ethosRuthless++ $global.shotVirens = true @@ -6935,7 +7370,7 @@ $saidStuff > 2 $global.gatesActive",,,"lke_jethroAngels:""Wait- what was that about the 'song of angels'?""", LKEjethroAngels,DialogOptionSelected,$option == lke_jethroAngels,,"""Oh, um."" He looks at you to see if you're really asking this, now. You are. -""There are... writings around Ludd. From the early disciplines, recorded later. They tend to be heavily, ah, corrected in accordance with the Church's rulings in accordance with Ludd's wishes. Or what is known of them. Others, unofficial copies, have been created by con-artists and heretics to prove their own schemes and cults. These, the Knights purge. Some are kept as examples. For teaching; heretic-finding."" +""There are... writings around Ludd. From the early disciplines, recorded later. They tend to be heavily, ah, corrected toward the Church's rulings in accordance with Ludd's wishes. Or what is known of them. Others, unofficial copies, have been created by con-artists and heretics to prove their own schemes and cults. These, the Knights purge. Some are kept as examples. For teaching; heretic-finding."" He shakes his head, ""Anyway. The song of angels.""",lke_jethroAngels2:Continue, LKEjethroAngels2,DialogOptionSelected,$option == lke_jethroAngels2,FireAll LKEjethroAngelsTalk,"""To put it crudely, in some accounts it is said that God spoke to the Prophet Ludd through... through singing only Ludd could hear.""",, @@ -7402,14 +7837,12 @@ FireBest DialogOptionSelected","Bornanew puts his hands together and nods his he Blind to his response, Jaspis begins to address him, ""The balance of power is changed; both I and the Faith's future have need of you...""",, LKEendingWrapup2,DialogOptionSelected,$option == lke_endingWrapup2,"HideSecondPerson -EndConversation -ShowDefaultVisual AddCredits 50000 unset $global.lke_foundBornanew Call $lke_ref doCleanup $global.lke_completed = true Call $global.lke_ref updateStage -FireAll PopulateOptions","The soft-spoken secretary, Degory, produces an incongruous datapad from her robes and conducts the transfer of the Archcurate's payment to your accounts. She then passes you off to the grim-faced Knight Ailanthus to escort you to your waiting shuttle. +EndConversation NO_CONTINUE","The soft-spoken secretary, Degory, produces an incongruous datapad from her robes and conducts the transfer of the Archcurate's payment to your accounts. She then summons the grim-faced Knight Ailanthus to escort you to your waiting shuttle. Your return to orbit is uneventful.",, ,,,,,, @@ -7452,6 +7885,11 @@ Commission personCanGiveCommission cmsn_resignCommissionOpt,PopulateOptions,"$isPerson Commission personCanGiveCommission Commission hasFactionCommission",,,"20:cmsn_resignCommission:""I'd like to resign my $faction commission""", +cmsn_hasLeagueMembership,DialogOptionSelected,"$option == cmsn_resignCommission +$faction.id == persean +$player.isLeagueMember score:1000",SetEnabled cmsn_resignCommission false,"""Well,"" $Rank $personLastName looks at you for a long moment. ""That might be difficult."" + +""Due to the fact that you hold primary executive authority over a polity which itself holds a form of membership status in the Persean League, you cannot resign your commission until that status is revoked. In fact,"" $heOrShe twitches subtly, apparently performing an infonet query, ""It would be illegal, barring certain extreme conditions.""",, cmsn_lolNo,DialogOptionSelected,"$option == cmsn_askCommission $faction.isHostile score:100","SetEnabled cmsn_askCommission false FireBest CMSNTextRejectHostile",,, @@ -7542,8 +7980,12 @@ CMSNResignConfirmed_hegemony,CMSNResignConfirmed,$faction.id == hegemony,,"""I s CMSNResignCancelled_hegemony,CMSNResignCancelled,$faction.id == hegemony,,"""A good decision. Despite what dissident agitprop may claim, the Hegemony does not ask blind obedience. It takes courage to first question then choose to reaffirm a commitment. We can use people like you in this troubled age.""",, ,,,,,, # Tritachyon commission,,,,,, -CMSNTextRejectHostile_tritachyon,CMSNTextRejectHostile,$faction.id == tritachyon,,"""I'm surprised you initiated comms at all because not a few high-level directors have put personal bounties on a verified holo of your destruction. Not all enmity can be bought off, it seems. A bit of free advice: E-burn from this volume immediately.""",, -CMSNTextHasOther_tritachyon,CMSNTextHasOther,$faction.id == tritachyon,,"""You're already commissioned by $theOtherCommissionFaction. Due to the nature of the standard Tri-Tachyon non-compete agreement, you would be required to resign that commission before you could sign on with Tri-Tachyon. Please return when your outstanding obligations are dissolved.""",, +CMSNTextRejectHostile_tritachyon,CMSNTextRejectHostile,$faction.id == tritachyon,,"""I'm surprised you initiated comms,"" $heOrShe says, taken aback. ""More than a handful of high-level directors have put personal bounties on a verified holo of your destruction."" + +""A bit of free advice: get your ugly face off my comm-link and e-burn away from here immediately.""",, +CMSNTextHasOther_tritachyon,CMSNTextHasOther,$faction.id == tritachyon,,"""You're already commissioned by $theOtherCommissionFaction,"" the $post says crisply. + +""Due to the nature of the standard Tri-Tachyon non-compete agreement, you would be required to resign that commission before you could sign on with Tri-Tachyon. Please return when your outstanding obligations are dissolved.""",, CMSNTextUnsuited_tritachyon,CMSNTextUnsuited,$faction.id == tritachyon,,"""I'm afraid that our human capital department reports that you simply don't meet the standards we expect from commissioned contractors at this time.""",, CMSNTextSuitedPart1_tritachyon,CMSNTextSuitedPart1,$faction.id == tritachyon,,"""Hmm, yes, your resume is impressive. Our human capital department has been watching you for some time now. @@ -7595,10 +8037,10 @@ Accepting a commission into our glorious movement is a serious matter. You must Now it is technically possible to resign the Diktat commission, but this would reveal a deep betrayal of sacred loyalty. I pledged my blood to the Lion, and I would expect the same from you.",, CMSNTextSuitedPart2_sindrian_diktat,CMSNTextSuitedPart2,$faction.id == sindrian_diktat,,"""Are you worthy? Will you pledge your life to the Sindrian Diktat?""",, -CMSNTextWelcomePart1_sindrian_diktat,CMSNTextWelcomePart1,$faction.id == sindrian_diktat,,"""Glory to the Lion of Sindria! You will be forged in conflict for a new age!""",, -CMSNTextWelcomePart2_sindrian_diktat,CMSNTextWelcomePart2,$faction.id == sindrian_diktat,,"""Diktat party membership is automatic upon acceptance of commission, of course. The relevant ideological holo links will be forwarded to your TriPad. +CMSNTextWelcomePart1_sindrian_diktat,CMSNTextWelcomePart1,$faction.id == sindrian_diktat,,"""Glory to the Lion of Sindria! You will be forged anew in the great conflict of this new age of Andradan supremacy!""",, +CMSNTextWelcomePart2_sindrian_diktat,CMSNTextWelcomePart2,$faction.id == sindrian_diktat,,"""Andradan Diktat party membership is required and automatic upon acceptance of commission, of course. Your dues will be waived in light of your service to the Movement. I'll have the relevant ideological holo links forwarded to your TriPad for study."" -Is there anything else you need?""",, +""Is there anything else you need?""",, CMSNTextChangeMind_sindrian_diktat,CMSNTextChangeMind,$faction.id == sindrian_diktat,,"""Indeed, not all are strong enough to uphold the values of the Sindrian Diktat. We are warriors, you know, fighting for an age of renewed glory for the human race. The strong will be forged in this final conflict while the dross is swept aside, mere dust in the great river of history. If you are fit for service, all that remains is your choice of which side you will ultimately take. Think on that.""",, @@ -8059,6 +8501,7 @@ FireAll Stable_AddBuildOptions",,100:SL_Leave:Leave, stable_buildRelayOpt,Stable_AddBuildOptions,,,,10:SL_buildRelay:Construct a makeshift comm relay, stable_buildArrayOpt,Stable_AddBuildOptions,,,,20:SL_buildArray:Construct a makeshift sensor array, stable_buildBuoyOpt,Stable_AddBuildOptions,,,,30:SL_buildBuoy:Construct a makeshift nav buoy, +stable_deployWormholeOpt,Stable_AddBuildOptions,Objectives hasWormholeAnchor,,,40:SL_wormhole:Deploy a wormhole anchor, stable_leaveOpt,Stable_AddBuildOptions,,"SetShortcut SL_Leave ""ESCAPE""",,100:SL_Leave:Leave, stable_leave,DialogOptionSelected,$option == SL_Leave,DismissDialog,,, stable_buildRelay,DialogOptionSelected,$option == SL_buildRelay,"$slBuildType = comm_relay_makeshift 0 @@ -8075,8 +8518,22 @@ SL_cancelBuild:Never mind", stable_confirmOptsCant,Stable_BuildConfirmOptions,!Objectives canBuild $slBuildType,SetEnabled SL_buildProceed false,,"SL_buildProceed:Proceed SL_cancelBuild:Never mind", stable_cancelBuild,DialogOptionSelected,$option == SL_cancelBuild,FireAll Stable_AddBuildOptions,,, -stable_buidlProceed,DialogOptionSelected,$option == SL_buildProceed,"Objectives build $slBuildType +stable_buildProceed,DialogOptionSelected,$option == SL_buildProceed,"Objectives build $slBuildType DismissDialog",,, +stabel_buildWormhole,DialogOptionSelected,$option == SL_wormhole,"Objectives printCost wormhole +FireBest WormholeInstabilityInfo +FireBest Stable_CheckCanBuildWormhole","Planting a wormhole anchor into a new stable location in spacetime to form an active terminus requires channelling a steady and significant stream of energy. A starship hyperdrive synced to the anchor will facilitate the process, though it requires a significant stock of AM fuel.","SL_select:Select wormhole anchor +SL_cancelBuild:Never mind", +WormholeInstabilityInfoNormal,WormholeInstabilityInfo,,,"According to the embedded documentation, a newly-deployed wormhole anchor requires many months to fully calibrate the nascent wormhole to its new position in spacetime. Attempting to traverse the wormhole early consistently results in unambiguous disaster.",, +WormholeInstabilityInfoCalibrated,WormholeInstabilityInfo,"$limboStableLocation +$player.gotWormholeCalibrationData",,"According to the embedded documentation, a newly-deployed wormhole anchor will generally require many months to fully calibrate the nascent wormhole with its new position in spacetime. Attempting to traverse the wormhole early consistently results in unambiguous disaster and forms of particles of particular interest to theoretical physicists. + +In this case, however, the work has already been done: the calibration data from the cache you discovered will allow this wormhole anchor to stabilize itself almost immediately.",, +Stable_CheckCanBuildWormhole,Stable_CheckCanBuildWormhole,!Objectives canBuild wormhole,SetEnabled SL_select false,,, +SL_selectAnchorSel,DialogOptionSelected,$option == SL_select,Objectives selectWormholeAnchor,,, +WormholeDeploymentFinished,WormholeDeploymentFinished,,"SetShortcut SL_Leave ""ESCAPE""","A look of relief passes over your nav officer as control over the hyperdrive is returned; a quick status query checks out green on all subsystems. + +The wormhole anchor has been successfully deployed.",100:SL_Leave:Leave, ,,,,,, # campaign objective interactions,,,,,, cob_openDialog,OpenInteractionDialog,$tag:objective,"ShowDefaultVisual @@ -8241,7 +8698,7 @@ buyHTDataNeverMind:Never mind", buyHTDataConfirmSel,DialogOptionSelected,$option == buyHTDataConfirm,"AddCredits -$ht_dataCost $entity.boughtHTData = true 60 HT_CMD getScavengerData -FireAll PopulateOptions","The $post nods approval as your payment is transfered, and immediately executes the datastream to transfer the agreed-upon hyperspace and slipstream data.",, +FireAll PopulateOptions","The $post nods approval as your payment is transferred, and immediately executes the datastream to transfer the agreed-upon hyperspace and slipstream data.",, buyHTDataConfirmSelSpacer,DialogOptionSelected,"$option == buyHTDataConfirm $voice == spacer","AddCredits -$ht_dataCost $entity.boughtHTData = true 60 @@ -8581,7 +9038,7 @@ $market.isPlanetConditionMarketOnly $market.mc:ruins_scattered !$market.ruinsExplored $tag:gas_giant","$salvageSpecId = ruins_scattered -FireBest DisableRuinsExploreIfNeeded","Scattered, sinking buoyant platforms dot the clouds of $planet, perchance holding lost caches of valuable materials.",5:salExplore:Explore the ruins, +FireBest DisableRuinsExploreIfNeeded","Scattered, sinking buoyant platforms dot the clouds of $marketName, perchance holding lost caches of valuable materials.",5:salExplore:Explore the ruins, salRuinsGG_widespread,PopulateOptions,"$market.isSurveyed $market.isPlanetConditionMarketOnly $market.mc:ruins_widespread @@ -8778,12 +9235,25 @@ $doneFirstVisit",SetShortcut defaultLeave ESCAPE,"As you approach the stark whit ""I have to go."" The lieutenant sighs. ""Between you and me, these academy-types? Always asking questions, not following directions, and disagreeing with absolutely anything anyone says. I hope you resolve this mess soon.""",100:defaultLeave:Leave, # meeting the lieutenant on Coatl,,,,,, gaMeetHegLieutenantOnCoatl,AddBarEvents,"$market.id == coatl -!$player.metTseenKe","AddBarEvent coatlOfficer_barEvent ""Take the lieutenant up on that offer of a pint"" ""At the bar you see the lieutenant you met at the Galatia Academy. You recall that he offered to buy you a pint if you ever made it to Coatl.""",,, -gaMeetHegLieutenantOnCoatlSel,DialogOptionSelected,$option == coatlOfficer_barEvent,"$player.metTseenKe = true +!$player.metTseenKe +$global.metTseenKeDuringTutorial","AddBarEvent coatlOfficer_barEvent ""Take the lieutenant up on that offer of a pint"" ""At the bar you see the lieutenant you met at the Galatia Academy. You recall that he offered to buy you a pint if you ever made it to Coatl.""",,, +gaMeetHegLieutenantOnCoatlB,AddBarEvents,"$market.id == coatl +!$player.metTseenKe","AddBarEvent coatlOfficer_barEvent ""Talk to the lieutenant who called out about Galatia"" ""From the bar a Hegemony lieutenant gives a friendly wave and calls out something about the incident in the Galatia System.""",,, +gaMeetHegLieutenantOnCoatlSel,DialogOptionSelected,"$option == coatlOfficer_barEvent +$global.metTseenKeDuringTutorial","$player.metTseenKe = true +AddGAOfficerToCoatl +AddPotentialContact heg_ga_officer","You start to introduce yourself, but before you get two words out Lieutenant Tseen Ke interrupts, ""Captain $playerName! Of course, how could I forget? What an operation,"" he rolls his eyes in mock-exasperation - dealing with academicians, right? + +He buys you that pint - and a couple more - as he relieves those memories. ""We got 'im, you know,"" he says, ""Kallichore. That's his name. Was the boss of the academy who approved that mad science experiment, almost doomed everyone in the system, can you believe that?""","coatlOfficer_barEvent1:Just smile and nod +coatlOfficer_barEvent2:""You're right. Totally irresponsible."" +coatlOfficer_barEvent3:""Maybe the risk was worth it.""", +gaMeetHegLieutenantOnCoatlSelB,DialogOptionSelected,$option == coatlOfficer_barEvent,"$player.metTseenKe = true AddGAOfficerToCoatl -AddPotentialContact heg_ga_officer","You start to introduce yourself, but before you can get two words out Lieutenant Tseen Ke interrupts you, ""Captain $playerName! Of course, how could I forget? What an operation,"" he rolls his eyes in mock-exasperation - dealing with academicians, right? +AddPotentialContact heg_ga_officer","You start to introduce yourself, but before you can get out two words the lieutenant interrupts, ""Captain $playerName! Of course, how could I forget? What an operation,"" he rolls his eyes in mock-exasperation. -He buys you that pint - and a couple more - as he relieves those memories. ""We got 'im, you know,"" he says, ""Kallichore. That's his name. Was the boss of the academy who okayed that mad science experiment, almost doomed everyone in the system, can you believe that?""","coatlOfficer_barEvent1:Just smile and nod +""I'm Caliban Tseen Ke. I was on the Galatia Academy station arresting the irresponsible parties,"" he lets out a laugh, ""while you cleaned up the mess those eggheads made of the jump-points."" + +He buys you a pint - and a couple more - as he relieves those memories. ""We got 'im, you know,"" he says, ""Kallichore. That's his name. Was the boss of the academy who approved that mad science experiment. Almost doomed everyone in the system, can you believe that?""","coatlOfficer_barEvent1:Just smile and nod coatlOfficer_barEvent2:""You're right. Totally irresponsible."" coatlOfficer_barEvent3:""Maybe the risk was worth it.""", gaMeetHegLtCoatl1,DialogOptionSelected,$option == coatlOfficer_barEvent1,"$option = coatlOfficer_barEvent4 0 @@ -8965,19 +9435,19 @@ The provost's tone seems to suggest that you've answered her question incorrectl She turns away, to her desk console, and activates some display which casts cool light over her face. ""After you have time to properly consider my offer, contact my assistant, Academician Sebestyen. Someone will give you his comms ID."" She taps at her console. ""Good day, captain.""",gaMeetingEnd:Leave, -gaMeetingEnd,DialogOptionSelected,$option == gaMeetingEnd,"EndConversation DO_NOT_FIRE -FireAll PopulateOptions -ShowDefaultVisual",,, +gaMeetingEnd,DialogOptionSelected,$option == gaMeetingEnd,EndConversation NO_CONTINUE,"An academy agent quietly escorts you back to the landing promenade. You get the impression that they've been ordered not to ask you questions despite their obvious curiosity. + +A party of new inductees led by another agent gawk up at the station structure, at you, and at the passing academicians who, serious-faced, appear to be entirely consumed by an esoteric debate.",, ,,,,,, "# Provost Anahita Baird conversation; note special code to show options/end it, otherwise shows market menu when you leave ??? special code doesn't seem needed any more; I removed it, let's see if it breaks... -Alex It broke -Alex",,,,,, bairdGreetingGoAway,PickGreeting,"$id == baird score:100 -!$global.bairdWillTalk score:100",ShowPersonVisual,"After a short wait, your connection request is accepted by an automated responder. +!$global.bairdWillTalk score:100",,"After a short wait, your connection request is accepted by an automated responder. ""You've reached the offices of Provost Anahita Baird. To secure a number in the appointment queue, please inquire with your administrative contact. This call will be terminated in three seconds."" -The machine is true to its word.",100:cutCommLink:Cut the comm link, +The machine is true to its word.",100:cutCommLinkNoText:Cut the comm link, bairdDefaultGreeting,PickGreeting,"$id == baird score:100 $global.bairdWillTalk score:100","ShowPersonVisual FireAll PopulateOptions","Your connection is accepted immediately. An assistant appears, and they seem to recognize you without the need for introduction. ""Just a moment $PlayerSirOrMadam, the Provost will be with you shortly."" @@ -8985,12 +9455,6 @@ FireAll PopulateOptions","Your connection is accepted immediately. An assistant After a short wait, the comms open to Provost Baird in her office. She takes just a moment to finish with some work on another holoscreen then turns to you. ""Ah, $playerName. What brings you to me at this hour?""",, -# bairdOptionMissionInquiry,PopulateOptions,$isPerson,,,0:cutCommLink:Inquire about special missions., -bairdConvEnd,DialogOptionSelected,"$option == cutCommLink -$global.bairdWillTalk -$id == baird score:1000","ShowDefaultVisual -EndConversation DO_NOT_FIRE -FireAll PopulateOptions",You cut the comm link.,, # Baird introduction conversation,,,,,, bairdIntroGreeting,PickGreeting,"$id == baird score:100 $global.bairdWantsToTalk score:2000",,"Your connection is accepted immediately. A junior assistant appears, and they seem to recognize you without the need for introduction. ""Just a moment $PlayerSirOrMadam $playerName,"" and the display flicks to a holding pattern displaying the crest of the Galatia Academy. @@ -9058,8 +9522,16 @@ She pauses for a moment, considering, before continuing in a tone colder than be bairdIntro_morality:""I'm not willing to sacrifice all sense of morality for your 'future'."" bairdIntro_safeguard:""I'm willing to do whatever it takes to safeguard the future."" bairdIntro_whatIf:""And what if I don't want to help you?""", -bairdIntro_moralitySel,DialogOptionSelected,$option == bairdIntro_morality,$player.ethosHumanitarian,"""Of course not."" She puts on a smile that isn't entirely friendly. ""And I would never ask it of you. This is exactly why I want to give you so much leeway- so you can do this your way. The right way. You've shown that it works; I cannot deny the evidence in front of my eyes.""",bairdIntro_continueToWhat:Continue, -bairdIntro_safeguardSel,DialogOptionSelected,$option == bairdIntro_safeguard,$player.ethosRuthless,"""Of course you are."" She smiles, and you almost believe it. ""That's why I asked you to help: the ability to set your feelings aside and view the situation objectively. You know what it takes to lead and to prevail. I've seen it.""",bairdIntro_continueToWhat:Continue, +bairdIntro_moralitySel,DialogOptionSelected,$option == bairdIntro_morality,$player.ethosHumanitarian,"""Of course not."" + +She puts on a smile that isn't entirely friendly. + +""And I would never ask it of you. This is exactly why I want to give you so much leeway- so you can do this your way. The right way. You've shown that it works; I cannot deny the evidence in front of my eyes.""",bairdIntro_continueToWhat:Continue, +bairdIntro_safeguardSel,DialogOptionSelected,$option == bairdIntro_safeguard,$player.ethosRuthless,"""Of course you are."" + +She smiles, and you almost believe it. + +""That's why I asked you to help: the ability to set your feelings aside and view the situation objectively. You know what it takes to lead and to prevail. I've seen it.""",bairdIntro_continueToWhat:Continue, bairdIntro_whatIfSel,DialogOptionSelected,$option == bairdIntro_whatIf,,"""Ah, the skeptic; of course. As an intellectual, I respect that you don't simply accept my demands due to my authority. I wouldn't have called you here if I wanted an obsequious minion to leap at my every request. I already have those."" ""To your question: you would miss out on the opportunity of your life."" @@ -9136,9 +9608,7 @@ $bairdIntro_archive",,,bairdIntro_outro1:Continue, bairdIntro_outro1,DialogOptionSelected,$option == bairdIntro_outro1,AddStoryPoints 1,"""Find the Kallichore Archive. Find Scylla Coureuse. Once you have accomplished both of these missions, the project can proceed to the next phase."" Baird smiles, ""And that's when things get exciting.""","bairdIntro_outro2:""So that's all?"" bairdIntro_project:""So what is 'the project'?""", bairdIntro_outroProject,DialogOptionSelected,$option == bairdIntro_project,,"Baird's smile does not reach her eyes. ""You'll see.""",bairdIntro_outro2:Continue, -bairdIntro_outro2,DialogOptionSelected,$option == bairdIntro_outro2,"EndConversation DO_NOT_FIRE -FireAll PopulateOptions -ShowDefaultVisual","She turns to her desk display and starts inputting a command sequence, done with you for now. +bairdIntro_outro2,DialogOptionSelected,$option == bairdIntro_outro2,EndConversation NO_CONTINUE,"She turns to her desk display and starts inputting a command sequence, done with you for now. ""Good day, captain,"" she says without looking up, ""You may check in with me via comms for additional analysis as the operation develops, though I expect you to use your initiative."" @@ -9146,7 +9616,7 @@ ShowDefaultVisual","She turns to her desk display and starts inputting a command You feel the subtle movement of air as the doors open silently behind you. Mirror-masked guards flank a junior agent who waits to escort you back to your shuttle.",, ,,,,,, -# The Kallichore Archive story mission,,,,,, +# The Kallichore Archive gaKA,,,,,, # Arroyo conversation,,,,,, gaKAArroyoGreeting,PickGreeting,"$id == arroyo $gaKA_contact score:1000","ShowPersonVisual @@ -9401,8 +9871,7 @@ You order Gargoyle confined to quarters well away from the bridge, and for your ""Captain,"" your tactical officer calls for your attention, ""Hegemony fleet incoming."" Time to go.",gaKA_gargoyleOrderShuttle2:Continue, -gaKAGargoyle2OrderAShuttleSel2,DialogOptionSelected,$option == gaKA_gargoyleOrderShuttle2,"EndConversation NO_CONTINUE -#DismissDialog",,, +gaKAGargoyle2OrderAShuttleSel2,DialogOptionSelected,$option == gaKA_gargoyleOrderShuttle2,EndConversation NO_CONTINUE,,, # Conversation with patrol that intercepts you after you leave Magec,,,,,, gaKAPatrolEncounter,BeginFleetEncounter,"$gaKA_patrol score:1000 !$gaKA_encounteredAlready @@ -9421,7 +9890,7 @@ gaKA_patrolRefuse:""I do not accept those terms, $rank."" gaKA_patrolLie:Weasel your way out of this with an extravagant lie gaKA_patrolCut:You don't have time for this, cut the comms gaKA_patrolWeapons:Power up weapons", -gaKAPatrolWarrant,DialogOptionSelected,$option == gaKA_patrolWarrant,"SetStoryOption gaKA_patrolLie general ""Convinced Hegemony patrol you're not involved the Tech Ministry hack""","The Hegemony $ranks eyes widen. ""You are in no position to make demands, captain,"" $heOrShe says in barely-suppressed rage. ""You will power down all systems and submit to seizure, inspection. And now arrest."" +gaKAPatrolWarrant,DialogOptionSelected,$option == gaKA_patrolWarrant,"SetStoryOption gaKA_patrolLie general ""Convinced Hegemony patrol you're not involved the Tech Ministry hack""","The Hegemony $rank's eyes widen. ""You are in no position to make demands, captain,"" $heOrShe says in barely-suppressed rage. ""You will power down all systems and submit to seizure, inspection. And now arrest."" $HisOrHer eyes narrow, ""Surrender now and I might consider leniency. Unless even a hint of insubordination escapes from your traitor's mouth.""","gaKA_patrolRefuse2:""I must insist upon a legal warrant."" gaKA_patrolLie:Weasel your way out of this with an extravagant lie @@ -9616,12 +10085,9 @@ GAKARayanArroyo_expensesSel,DialogOptionSelected,$option == gaKA_arroyoExpenses, He raises a gold-ringed finger, ""Don't tell me a single word. It's Gargoyle. I know very well that I don't want to know what that absurd vandal is planning. I'll pay the bills that show up, that's the deal."" He grimaces, ""And I'll forward my invoice to Provost Baird so that ivory-tower puppetmaster can appreciate how much she's wringing me for."" -""Now get off my comms."" He terminates the connection.",cutCommLinkNoText:Continue, -"# Gargoyle, not-in-mission greeting",,,,,, -GargoyleDefaultGreeting,PickGreeting,$id == gargoyle score:20,"ShowPersonVisual -FireAll PopulateOptions","You enter the ID, hand hovering over a glowing 'confirm' sigil. Your comms officer nods, ready to respond to whatever surprises Gargoyle thinks would be amusing to send through the link this time. +""Now get off my comms."" -The display resolves from a mesmerizing fractal battleground to a familiar face grinning impishly at you. ""Ah, $playerFirstName! Are you back to find something interesting to do? I've got all sorts of wonderful ideas.""",, +He terminates the connection.",cutCommLinkNoText:Continue, "# Talk to Gargoyle after asked to get hack device, but haven't done it",,,,,, GAKAGargoyleGreeting_GET_HACK_HARDWARE,PickGreeting,"$id == gargoyle Call $global.gaKA_ref updateData @@ -9680,7 +10146,7 @@ $global.gaKA_missionCompleted $askedAboutBaird !$askedAboutCavin $entity.id == station_galatia_academy",,,"gaKA_courAskAbtCavin:""Your friend Cavin doesn't seem like the type that would ever work for Baird.""", -gaKACoureuseZalOpt,PopulateOptions,"$id == coureus +gaKACoureuseZalOpt,PopulateOptions,"$id == coureuse $player.metZal $global.gaKA_missionCompleted !$askedAboutZal @@ -10157,7 +10623,7 @@ gaFCFikenhildCavinHubResponse5,FikenhildCavinHub,!$siyavongDidInterrupt ,,," gaFC_fikenhildCavinE:Just act extremely conspicuous for anyone watching", gaFCFikenhildCavinA,DialogOptionSelected,$option == gaFC_fikenhildCavinA,"$global.gaFC_knowFinlaysName = true -$global.gaFC_beingConspicuous++","Cavins considers you for a moment. ""So you're not working with him huh?"" He slaps the commsplate, ""Hear that, vat-pig? Not Fleet. You lose."" +$global.gaFC_beingConspicuous++","Cavin considers you for a moment. ""So you're not working with him huh?"" He slaps the commsplate, ""Hear that, vat-pig? Not Fleet. You lose."" He turns back to you. ""Uh... let'see, it was Finlay. Agent Finlay something. He tried to appeal to my 'patriotism as a citizen of the League' and flashed his FleetInt ID at me. Ha! What a soulless minion of orthodoxy."" @@ -10381,7 +10847,8 @@ FireBest DialogOptionSelected","""I am Finlay Siyavong, though you have made it ""But we have a more important matter to discuss, don't we $playerName.""",, GAFCSiyavongFikenhildHub,DialogOptionSelected,$option == gaFC_fikenhildSiyavongHub,FireAll GAFCSiyavongFikenhildHubOptions,,, GAFCSiyavongFikenhildHub1,GAFCSiyavongFikenhildHubOptions,!$askedWhatDoYouDo ,,,"gaFC_fikenhildSiyavongWhatDo:""What is it exactly that you do?""", -GAFCSiyavongFikenhildHub2,GAFCSiyavongFikenhildHubOptions,!$tookYouLongEnough,,,"gaFC_fikenhildSiyavongLongEnough:""It took you long enough to contact me.""", +GAFCSiyavongFikenhildHub2,GAFCSiyavongFikenhildHubOptions,"!$tookYouLongEnough +$global.gaFC_beingConspicuous >= 3",,,"gaFC_fikenhildSiyavongLongEnough:""It took you long enough to contact me.""", GAFCSiyavongFikenhildHub3,GAFCSiyavongFikenhildHubOptions,,,,"gaFC_fikenhildSiyavongWhereScylla:""Where is Scylla Coureuse?""", GAFCSiyavongFikenhildWhatDo,DialogOptionSelected,$option == gaFC_fikenhildSiyavongWhatDo,"$askedWhatDoYouDo = true $option = gaFC_fikenhildSiyavongHub 0 @@ -10548,7 +11015,7 @@ With a few key presses and a wave, the component icon explodes out into somethin gaFCProbe1Investigation3,DialogOptionSelected,$option == gaFC_probe1Investigation3,"$global.gaFC_probesDone++ DespawnEntity","You make it clear that, however fascinating, you're more interested in where it is directing its signals. -The tech blinks rapidly, as if this was hardly a consideration. ""Um. It's not precisely a question of 'where' when we're speaking of hyperspace... "" You give a withering look which prompts what your underlings refer to behind your back as an 'executive summary'. +The tech blinks, as if this was hardly a consideration. ""Um. It's not precisely a question of 'where' when we're speaking of hyperspace... "" You give a withering look which prompts what your underlings refer to behind your back as an 'executive summary'. ""...Ah, what I mean to say is, we'll need to interface with a couple more probes like this to be able to pinpoint the transmission target with hyperspectral... that is, we need to find two more probes. Then we'll know. $PlayerSirOrMadam."" @@ -10709,7 +11176,8 @@ gaFCIsirahMercEncounter,BeginFleetEncounter,"$gaFC_isirahMerc score:1000 !$encounteredAlready","$encounteredAlready = true FleetDesc HailPlayer",,, -gaFCIsirahMercGreeting,OpenCommLink,$entity.gaFC_isirahMerc score:1000,FireAll GAFCIsirahMercHubOptions,"The comms open. +gaFCIsirahMercGreeting,OpenCommLink,$entity.gaFC_isirahMerc score:1000,"Call $entity.gaFC_ref makeUnimportant +FireAll GAFCIsirahMercHubOptions","The comms open. ""Captain $playerName,"" the mercenary captain speaks flatly, hands steepled before $himOrHer. ""You have information which my employer would like you to share with them. Exclusively."" @@ -10763,7 +11231,9 @@ FireAll GAFCIsirahMercHubOptions","""My employer."" The merc crosses $hisOrHer a gaFCIsirahMercGetNothing,DialogOptionSelected,$option == gaFC_isirahMercGetNothing,"MakeOtherFleetImportant gaFA false $noDeal = true MakeOtherFleetGoAway true -$entity.ignorePlayerCommRequests = true","After your reply, the mercenary sits unmoving for a full ten seconds. Then $heOrShe closes $hisOrHer eyes and nods $hisOrHer head. ""I see."" +$entity.ignorePlayerCommRequests = true","After your reply, the mercenary sits unmoving for a full ten seconds. + +Then $heOrShe closes $hisOrHer eyes and nods $hisOrHer head. ""I see."" The merc opens $hisOrHer eyes again, and looks at you again, unblinking. ""How disappointing. Good shift, captain.""","gaFC_isirahMercGetNothing2:""That's it? You're just going to leave?"" cutCommLink:Cut the comm link", @@ -11246,7 +11716,7 @@ gaFCLaicailleVisit7,DialogOptionSelected,$option == gaFC_laicailleVisit7,"#ShowD #ShowSecondPerson coureuse","You pass the datapad to Coureuse, and she takes it to a chair set at a workstation a few meters away, activating a privacy field that dulls the sound and blurs her image.","gaFC_laicailleVisit8:Wait gaFC_laicailleVisit8b:Look around", gaFCLaicailleVisit8,DialogOptionSelected,$option == gaFC_laicailleVisit8,"$option = gaFC_laicailleVisit9 0 -FireBest DialogOptionSelected","You hear muffled speech, Baird's tone unmistakable. The indistinct outline of Coureuse is still, listening. Then, when Baird's speech ends, it slumps in the chair as if all will had been drained away.",, +FireBest DialogOptionSelected","You hear muffled speech, Baird's tone is unmistakable. The indistinct outline of Coureuse is still, listening. Then, when Baird's speech ends, it slumps in the chair as if all will had been drained away.",, gaFCLaicailleVisit8b,DialogOptionSelected,$option == gaFC_laicailleVisit8b,"$option = gaFC_laicailleVisit9 0 FireBest DialogOptionSelected","You turn to examine the workshop: racks of sub-AI processing cores sleep in coolant cradles, festooned with wires. An agrav-equipped overhead winch holds a machine casing in safety locks above a macroassembler with its modular components exposed. The workbench nearby holds several multipurpose engineering arms hovering over some device, its innards arranged like an exploded engineering diagram.",, gaFCLaicailleVisit9,DialogOptionSelected,$option == gaFC_laicailleVisit9,,"A couple minutes later, the privacy field collapses and Coureuse emerges. She looks tired. @@ -11419,7 +11889,7 @@ postGAFCretiredArchon2,DialogOptionSelected,$option == postGAFC_retiredArchon2,, postGAFCretiredArchon1b,DialogOptionSelected,$option == postGAFC_retiredArchon1b,,"""No,"" $heOrShe smiles bitterly. ""I don't think so. Consider yourself lucky that you've been largely overlooked by Kazeron and the Hannans for your role in all of this."" ""I think you would do well not to contact me about this subject again, captain.""",cutCommLink:Cut the comm link, -,,,,,, +# New Archon at Laicaille,,,,,, postGAFCNewArchon,PopulateOptions,"$tag:replacement_archon $postId == baseCommander $market.id == laicaille_habitat @@ -11428,15 +11898,15 @@ postGAFCNewArchon1,DialogOptionSelected,$option == postGAFC_newArchonAsk1,#$aske ""You see, the local rabble couldn't maintain order and my family - gens Hannan - has invested tremendously into the industries this backwater mining camp feeds. It was decided that someone responsible ought to look after things directly."" $HeOrShe sighs, crossing $hisOrHer arms, ""Lucky me.""","postGAFC_newArchonAsk2:""If you don't like it here, why don't you resign?"" cutCommLink:Cut the comm link", -postGAFCNewArchon2,DialogOptionSelected,$option == postGAFC_newArchonAsk2,,"$PersonName looks down at you, ""I'm sure someone of your station wouldn't understand, captain. I'm from the Hannan line. I bear obligations,"" $heOrShe says this word with a particular emphasis; noblesse oblige. +postGAFCNewArchon2,DialogOptionSelected,$option == postGAFC_newArchonAsk2,,"$PersonName looks down at you, ""I'm sure someone of your station wouldn't understand, captain. I'm of the Hannan line. I bear obligations,"" $heOrShe says this word with a particular emphasis, a particular noblesse oblige. -""I shall do my time, as the family demands, and then it is agreed that I shall take up a more fitting office. Perhaps as vice-minister of something or other. An admiralship perhaps?"" $HeOrShe smiles, ""That would only be the beginning, of course. Unlike some of my cousins, I have ambitions; and to fulfill ambitions we must sacrifice- thus."" $PersonName spreads $hisOrHer hands, indicating Laicaille Habitat. ","postGAFC_newArchonAsk3:""This must be terrible for you. Thank you for your service."" +""I shall do my time, as the gens demands, and then it is agreed that I shall take up a more fitting office. Perhaps as vice-minister of something or other. An admiralship perhaps?"" $HeOrShe smiles, ""That would only be the beginning, of course. Unlike many of my dear cousins, I have greater ambitions; and to fulfill ambitions we must sacrifice- thus."" $PersonName spreads $hisOrHer hands, indicating Laicaille Habitat. ","postGAFC_newArchonAsk3:""This must be terrible for you. Thank you for your service."" cutCommLink:""Interesting. Well, keep up the good work."" (leave)", -postGAFCNewArchon3,DialogOptionSelected,$option == postGAFC_newArchonAsk3,,"""Indeed."" $heOrShe looks away wistfully, ""I am counting the days 'til I might return to a center of culture and wealth."" +postGAFCNewArchon3,DialogOptionSelected,$option == postGAFC_newArchonAsk3,,"""Indeed."" $heOrShe looks toward the proverbial horizon wistfully, ""I am counting the days 'til I might return to a center of culture and wealth."" ""Anyway, there's supposed to be some kind of work for me to do around here. Appearances must be maintained, am I not right? Your visit was very diverting, thank you captain.""",cutCommLink:Cut the comm link, ,,,,,, -# Project Ziggurat,,,,,, +# Project Ziggurat gaPZ,,,,,, gaPZIntro,OpenInteractionDialog,"$id == station_galatia_academy !$global.defeatedZiggurat !$global.gaPZ_scannedZiggurat @@ -11455,9 +11925,7 @@ gaPZIntro1,DialogOptionSelected,$option == gaPZ_introCont1,BeginConversation seb You manage to close the comms link with unusually little small-talk from Sebestyen.",gaPZ_introCont2:Continue, gaPZIntro2,DialogOptionSelected,$option == gaPZ_introCont2,"EndConversation DO_NOT_FIRE $gaPZ_showMeetBairdOption = true -FireBest GAPostOpen -#ShowDefaultVisual -#FireAll PopulateOptions",,, +FireBest GAPostOpen",,, gaPZIntroMeetBairdOption,PopulateOptions,"$id == station_galatia_academy $gaPZ_showMeetBairdOption",,,gaPZ_meetBaird:Inform the agent that the Provost is expecting you for a meeting, gaPZIntro3,DialogOptionSelected,$option == gaPZ_meetBaird,unset $gaPZ_showMeetBairdOption,"""Oh?"" The junior academy agent raises their eyebrows at you, making a show of believing your statement while checking their datapad. @@ -11723,7 +12191,7 @@ A personnel file overlays your comms-link, displaying details of the life and em ""Not an ideal employee, mmm,"" says $name, reading the file. ""Insubordination. Sloppy infosec. Failure to consistently engage with company morale programs,"" $heOrShe glances back at you, gauging your interest. ""But that's not what you're looking for, is it, captain. You want to find her. I am correct, yes?"" -The file scrolls by quickly, manipulated by a combination of the administrators hands flying over a virtual interface and subtle use of cyberaugs.",gaPZ_adminAstraia5:Continue, +The file scrolls by quickly, manipulated by a combination of the administrator's hands flying over a virtual interface and subtle use of cyberaugs.",gaPZ_adminAstraia5:Continue, gaPZ_adminAstraia5,DialogOptionSelected,$option == gaPZ_adminAstraia5,"Highlight ""Hamatsu""","""Judging by the credits transfers from 'unknown source', I would suppose that employee 379490509 was contracting on the side for a black project from elsewhere in the Company. Not one of mine. Hm."" This seems to annoy the administrator. ""If I had to guess, that's why she resigned so suddenly and- oh, look at this."" A noisy holo from a navigation sat pops up showing a weathered Venture-class hull. ""It's called the 'Hamatsu'. Surveys, scavenging, ... other jobs. Astraia booked the entire ship and requested some kind of modification installed."" The administrator is frowning now, an unusual expression for $himOrHer. ""No details. I'll have to have a word with the portmaster for allowing this to proceed without filing a copy with the Company.""",gaPZ_adminAstraia6:Continue, @@ -11742,7 +12210,8 @@ gaPZKnightEncounter,BeginFleetEncounter,"$gaPZ_rogueKnight score:1000 !$gaPZ_encounteredAlready Call $global.gaPZ_ref updateData","$gaPZ_encounteredAlready = true FleetDesc -HailPlayer",,, +HailPlayer +MakeOtherFleetImportant false",,, gaPZKnightOpenComm,OpenCommLink,"$entity.gaPZ_rogueKnight score:1000 !$entity.ignorePlayerCommRequests Call $global.gaPZ_ref updateData","$entity.ignorePlayerCommRequests = true @@ -11773,7 +12242,7 @@ MakeOtherFleetNonHostile gaPZ true MakeOtherFleetGoAway true Call $entity.gaPZ_ref makeUnimportant","A console chimes, and the rogue knight looks almost surprised, and definitely a little disappointed. ""You have... chosen,"" $heOrShe says haltingly, ""But I am still not sure if the path in your heart truly leads toward the Path, or if this is the deceit of a coward who will give anything to save their own miserable life from judgment."" -The knight looks stoic once more, ""It is not for me to decide now if your soul can be redeemed- it is not for any of us. But the worldly concern of your Path? That is a burden chosen by Brother Cotton. Find him. If the light of Ludd truly illuminates the Path before you, you will know how."" $HeOrShe looks away, annoyed, ""Then you can be his problem."" +The Knight looks stoic once more, ""It is not for me to decide now if your soul can be redeemed- it is not for any of us. But the worldly concern of your Path? That is a burden chosen by Brother Cotton. Find him. If the light of Ludd truly illuminates the Path before you, you will know how."" $HeOrShe looks away, annoyed, ""Then you can be his problem."" With that, the rogue knight snaps the comms-line dark. $HisOrHer face hangs in the air for just a moment as a bluish afterimage before fading to nothing.",cutCommLinkNoText:Continue, # talk to Callisto,,,,,, @@ -12038,7 +12507,7 @@ gaPZ_return1d,DialogOptionSelected,$option == gaPZ_return1d,"$option = gaPZ_retu FireBest DialogOptionSelected",,, gaPZ_return1b,DialogOptionSelected,$option == gaPZ_return1b,"$option = gaPZ_return1c 0 FireBest DialogOptionSelected",,, -gaPZ_return1c,DialogOptionSelected,$option == gaPZ_return1c,,"Baird continues, ""It is the anomalous device within that interests me - and, of course, these 'motes' that it appears to create. We've taken thorough scans and will be able to create experimental variations before long. Coureuse has been reviewing sensor data, let me have her explain.""",gaPZ_return2:Continue, +gaPZ_return1c,DialogOptionSelected,$option == gaPZ_return1c,,"Baird continues, ""It is the anomalous device within that interests me - and, of course, these 'motes' that it appears to create. We've taken thorough scans and will be able to create experimental variations before long. Coureuse has been reviewing sensor data, I shall have her explain.""",gaPZ_return2:Continue, gaPZ_return2,DialogOptionSelected,$option == gaPZ_return2,ShowSecondPerson coureuse,"The provost taps at her desk console, and the comm display splits to display Scylla Coureuse. ""Provost, yes? ... Oh! Captain $playerName. Of course, you just arrived."" Coureuse seems flustered. @@ -12057,7 +12526,7 @@ gaPZ_return4,DialogOptionSelected,$option == gaPZ_return4,,"Coureuse looks impre ""Analysis... the implications of what we're detecting - I mean, with the instruments we have - we'll need to construct new ones. What we're seeing is unprecedented in terms of even state-of-the-art Domain-era technology."" Coureuse looks away, thinking for just a moment, ""Uh. Publicly acknowledged technology, anyway."" -She turns back to the display, summoning a recording of the mote-swarm, ""And the apparent 'flocking' behaviour... though that word implies volition, which we're not even sure is-""",gaPZ_return5:Continue, +She turns back to the display, summoning a recording of the mote-swarm, ""And the apparent 'flocking' behavior... though that word implies volition, which we're not even sure is-""",gaPZ_return5:Continue, gaPZ_return5,DialogOptionSelected,$option == gaPZ_return5,AdjustRepPerson coureuse COOPERATIVE 5,"Baird raises a hand to stop the words tumbling from Coureuse. ""That's enough. I understand, Scylla. Your team has a lot of work to do, and we shall ask Gargoyle to trace what information-exchange Tomas Kallichore made with Tri-Tachyon specific to applications within this Project Ziggurat."" Coureuse nods. ""I'll, we'll get back to it."" @@ -12560,7 +13029,7 @@ ZigguratCMD updateData",$entity.ignorePlayerCommRequests = true,"The Diktat $ran $HeOrShe lifts a datapad from out of view and begins reading. -""From the office of the Chief High Inspector, the Sindrian Diktat would like to acknowledge that your previous encounter with our special self-defense forces over the matter of a, hmm, starship expropriation order was, ah... "" $heOrShe looks away, speaking ""The officer in question acted rashly, without clarifying their orders with central command. The Sindrian Diktat considers the incident to be the rogue action of a deep-cover terrorist sympathizer whose goal was to undermine the authority and glory of our leader, Supreme Executor Admiral Andrada.""",gaPZ_diktatSecondCont:Continue, +""From the office of the Chief High Inspector, the Sindrian Diktat would like to acknowledge that your previous encounter with our special self-defense forces over the matter of a, hmm, starship expropriation order was, ah... "" $heOrShe looks away, speaking ""The officer in question acted rashly, without clarifying their orders with High Command. The Sindrian Diktat considers the incident to be the rogue action of a deep-cover terrorist sympathizer whose goal was to undermine the authority and glory of our leader, Supreme Executor Admiral Andrada.""",gaPZ_diktatSecondCont:Continue, gaPZ_diktatSecondCont,DialogOptionSelected,$option == gaPZ_diktatSecondCont,"MakeOtherFleetNonHostile gaPZ true MakeOtherFleetImportant gaPZ false MakeOtherFleetGoAway true","The Diktat $rank looks back up at you. @@ -12701,7 +13170,7 @@ gaPZ_cottonNoFollow,DialogOptionSelected,$option == gaPZ_cottonNoFollow,BarCMD s ,,,,,, "# DEV test options, especially for GA",,,,,, gaDevMenuOption,PopulateOptions,"$id == station_galatia_academy -$global.isDevMode",SetOptionColor gaDev_optionsMenu gray,,200:gaDev_optionsMenu:>> (dev) mission testing menu, +$global.isDevMode",SetOptionColor gaDev_optionsMenu gray,,200:gaDev_optionsMenu:>> (dev) GA test options, gaDevMenuOptionOpen,DialogOptionSelected,$option == gaDev_optionsMenu,FireAll DEVTestMenuOptions,,, gaDevMenuOptionClose,DEVTestMenuOptions,,SetOptionColor gaDev_optionsMenuClose gray,,500:gaDev_optionsMenuClose:Return, gaDevMenuOptionClose2,DialogOptionSelected,$option == gaDev_optionsMenuClose,FireAll PopulateOptions,,, @@ -12897,7 +13366,8 @@ gaATGgetScannerMoreOptionEnd,DialogOptionSelected,$option == gaATG_getScannerMor gaATGcontactYaribayStart,PickGreeting,"$id == horus_yaribay score:1000 $global.gaATG_goTalkToYaribay score:1000 !$player.gotYaribayCredentials","ShowPersonVisual -unset $global.gaATG_goTalkToYaribay","""Yes, do I know you?"" Horus Yaribay asks impatiently, his attention clearly elsewhere. ""Have we business?""",gaATG_contactYaribay1:Explain that you are acting as Provost Baird's representative, +unset $global.gaATG_goTalkToYaribay +$player.metHorusYaribay = true","""Yes, do I know you?"" Horus Yaribay asks impatiently, his attention clearly elsewhere. ""Have we business?""",gaATG_contactYaribay1:Explain that you are acting as Provost Baird's representative, gaATGcontactYaribay1,DialogOptionSelected,$option == gaATG_contactYaribay1,,"""Provost... ah. Oh."" His face falls, ""This must be about... I mean, tell me, whatever is this about?"" You've got his attention now.","gaATG_contactYaribay2a:""I need diplomatic credentials from you. I need to talk to Hegemon Daud."" @@ -13064,8 +13534,7 @@ FireBest DialogOptionSelected","""But of course I am,"" he says, intent. ""I tak ""This has been a valuable conversation to me."" He picks up his datapad and taps it on his console conclusively.",, gaATGsiyavongQuestioning8d,DialogOptionSelected,$option == gaATG_siyavongQuestioning8e,"$option = gaATG_siyavongQuestioningEnd 0 FireBest DialogOptionSelected","He looks genuinely perplexed. ""Um, how interesting. Not a life philosophy I myself adhere to, of course, but there are many ways in the world. I suppose."" He looks down at his datapad awkwardly. ""That, ah, is everything then. So.""",, -gaATGsiyavongQuestioningEnd,DialogOptionSelected,$option == gaATG_siyavongQuestioningEnd,"#ShowDefaultVisual -#EndConversation DO_NOT_FIRE","""A good day to you captain,"" Siyavong says, ""And what is it you people say? 'Burn bright', yes."" +gaATGsiyavongQuestioningEnd,DialogOptionSelected,$option == gaATG_siyavongQuestioningEnd,,"""A good day to you captain,"" Siyavong says, ""And what is it you people say? 'Burn bright', yes."" He terminates the commlink.",cutCommLink:Cut the comm link, ,,,,,, @@ -13102,7 +13571,7 @@ Call $global.gaATG_ref updateStage","Before you know it, you have a time, a plac The officer-secretary did not take time to explain the purpose of meeting at this odd venue.",cutCommLink:Cut the comm link, ,,,,,, # gaATG Baikal Daud,,,,,, -gaATGdaudMeetingOption,PopulateOptions,"$id == chicomoztoc score:1000 +gaATGdaudMeetingOption,PopulateOptions,"$market.id == chicomoztoc score:1000 $global.gaATG_goToDaudMeeting score:1000 $menuState == main",,,2:gaATG_daudMeeting1:Shuttle to the naval shipyard to meet the High Hegemon, gaATGdaudMeeting1,DialogOptionSelected,$option == gaATG_daudMeeting1,"ShowImageVisual cargo_loading @@ -13111,7 +13580,7 @@ unset $global.gaATG_goToDaudMeeting","Your shuttle approaches the naval shipyard A Hegemony patrol pings your shuttle as the superstructure of the naval dockyard grows like the ribs of some genemod leviathan. The visitor passkey satisfies the patrol's inquiry, and they maneuver toward the next transport on approach. The landing bay still bears the faded logo of Bhilai Astra Group, a Domain-era manufacturer of heavy weapons and a key supplier to the 200th Legion. It looks like a post-Collapse fragment of the corporation has taken over this asset and now contracts exclusively to the Hegemony Navy.",gaATG_daudMeeting2:Dock at the shipyard, -gaATGdaudMeeting2,DialogOptionSelected,$option == gaATG_daudMeeting2,ShowImageVisual cargo_loading,"The bay is crowded with transports, military and civilian. Some high-roller has even landed a shimmering O-type Kite, much to the annoyance of the ground crews. A young ensign checks your pass with their datapad then leads you and your bodyguards past the crowd of civilian officials and media drones. +gaATGdaudMeeting2,DialogOptionSelected,$option == gaATG_daudMeeting2,ShowImageVisual cargo_loading,"The bay is crowded with transports, military and civilian. Some high-roller has even landed a shimmering S-type Kite, much to the annoyance of the ground crews. A young ensign checks your pass with their datapad then leads you and your bodyguards past the crowd of civilian officials and media drones. You arrive at a checkpoint still setting up for civilian access. The ensign indicates your guards, ""They will have to wait here. And, ah, captain, $playerSirOrMadam. You will have to leave your sidearm with the armorer.""",gaATG_daudMeeting3:Hand over your sidearm, gaATGdaudMeeting3,DialogOptionSelected,$option == gaATG_daudMeeting3,FireBest GAATGdaudMeetingFirearm,"The armorer hands it to another man, not in uniform. You look him over: military bearing, subtle cybernetic augments, combat-rated civilian clothes. @@ -13153,17 +13622,32 @@ Daud taps his datapad, activating a privacy field that dulls the ambient murmur ""How's Provost Anahita Baird's project going?"" he asks, ""Bridged any Gates?""","gaATG_daudMeeting9a:""That's what I wanted to talk to you about."" gaATG_daudMeeting9b:""Working on it."" gaATG_daudMeeting9:""No, not yet.""", +gaATGdaudMeeting8a,DialogOptionSelected,$option == gaATG_daudMeeting8a,,"His voice holds a deep authority, however, and though you've heard it in holo-casts, with just a few words in-person you can feel why - and how - he leads the Hegemony. + +Daud taps his datapad, activating a privacy field that dulls the ambient murmur of the shipyard's ventilation. + +""Ground rules,"" he says. ""There's nothing to discuss about your pet colonial project. We're not here for that."" + +""Let's talk about Provost Baird,"" he says, lightening his tone only the barest detectable quantum. ""Bridged any Gates yet?""","gaATG_daudMeeting9a:""That's what I wanted to talk to you about."" +gaATG_daudMeeting9b:""Working on it."" +gaATG_daudMeeting9:""No, not yet."" +gaATG_daudMeeting9c:""While we're here, maybe we can revisit our terms...""", gaATGdaudMeeting9a,DialogOptionSelected,$option == gaATG_daudMeeting9a,"$option = gaATG_daudMeeting9 0 FireBest DialogOptionSelected",,, gaATGdaudMeeting9b,DialogOptionSelected,$option == gaATG_daudMeeting9b,"$option = gaATG_daudMeeting9 0 FireBest DialogOptionSelected",,, +gaATGdaudMeeting9c,DialogOptionSelected,$option == gaATG_daudMeeting9c,,"He ignores you, lifting a bottle of spirits from out of a small box - baijiu from Eventide. It looks expensive. + +""This is for the newest member of the Hegemony Navy. Eagle-class. After I crack this over hull 0451, it will become the 'Enduring Hope'. How's that for a name?"" He pauses, waiting for your answer.","gaATG_daudMeeting10a:""I like it. Looks toward something better."" +gaATG_daudMeeting10b:""Not really my style."" +gaATG_daudMeeting10c:""I don't know. Were you expecting a poet?"" +gaATG_daudMeeting10d:""Laying it on a bit thick, isn't it?""", gaATGdaudMeeting9,DialogOptionSelected,$option == gaATG_daudMeeting9,,"""I know,"" he says, and lifts a bottle of spirits from out of a small box - baijiu from Eventide. It looks expensive. ""This is for the newest member of the Hegemony Navy. Eagle-class. After I crack this over hull 0451, it will become the 'Enduring Hope'. How's that for a name?"" He pauses, waiting for your answer.","gaATG_daudMeeting10a:""I like it. Looks toward something better."" gaATG_daudMeeting10b:""Not really my style."" gaATG_daudMeeting10c:""I don't know. Were you expecting a poet?"" -gaATG_daudMeeting10d:""Laying it on a bit thick, isn't it?"" -", +gaATG_daudMeeting10d:""Laying it on a bit thick, isn't it?""", gaATGdaudMeeting10a,DialogOptionSelected,"$option == gaATG_daudMeeting10a $player.ethosHumanitarian++",,"Daud raises an eyebrow. ""Huh. Didn't expect an idealist."" @@ -13250,10 +13734,12 @@ FireBest DialogOptionSelected","""Of course he does. Gens Yaribay is only a mino Daud smiles coolly, ""But I will take the 'good word' of Baird's knee-breaker under advisement.""",, gaATGdaudMeetingHubD1,DialogOptionSelected,$option == gaATG_daudMeetingHubD1,"$askedD = true 0 +$player.botheredDaudAboutTariffs = true $answered++ $option = gaATG_daudMeetingHub 0 FireBest DialogOptionSelected","""Take it to the complaints department,"" Daud pops a thumb at the Eagle-class cruiser behind him.",, gaATGdaudMeetingHubD2,DialogOptionSelected,$option == gaATG_daudMeetingHubD2,"$askedD2 = true 0 +$player.botheredDaudAboutFleet = true $answered++ $option = gaATG_daudMeetingHub 0 AdjustRepActivePerson SUSPICIOUS -1 @@ -13261,6 +13747,7 @@ FireBest DialogOptionSelected","Daud smirks, shaking his head. ""Is 'measuring up' really what's important right now?"" he says, not asks.",, gaATGdaudMeetingHubE1,DialogOptionSelected,$option == gaATG_daudMeetingHubE1,"$askedE = true 0 +$player.botheredDaudAboutInspections = true $answered++ $option = gaATG_daudMeetingHub 0 FireBest DialogOptionSelected","""Not negotiable,"" Daud says icily. ""You've been out there. You've seen what happened - twice. It won't happen again.""",, @@ -13272,14 +13759,14 @@ As if on cue, the High Hegemon's small entourage returns with a babble of worrie Security Chief Rivas looms, corralling you from the gantry utility room and back through the security checkpoints to your shuttle.",, ,,,,,, -,,,,,, "# Scan Encounter, Hegemony # start point from Gate OR fleet",,,,,, gaATGhegGateOpenDialog,OpenInteractionDialog,"$tag:gate $GAATGhegemonyScanFleet score:1000 $global.canScanGates -$global.gaATG_inProgress -!$gateScanned",,"A silent ring of adamantine material, derelict of a former age. +!$gateScanned +Call $global.gaATG_ref updateData +$gaATG_stage != GO_TO_MAGEC_GATE",,"A silent ring of adamantine material, derelict of a former age. You query the status of the Gate scanning package and your sensors officer gives you a quick head-shake. Their station interface is spotted with amber warning messages. @@ -13389,7 +13876,7 @@ $GAATGttScanGate score:1000 $global.canScanGates !$gateScanned Call $global.gaATG_ref updateData -$lke_stage != GO_TO_MAGEC_GATE",,"A silent ring of adamantine material, derelict of a former age. +$gaATG_stage != GO_TO_MAGEC_GATE",,"A silent ring of adamantine material, derelict of a former age. Your sensors officer calls for your attention. ""Captain, there's some kind of hyperwave interference coming from the nearby Tri-Tachyon fleet. Our scanner can't make a lock while they're... doing whatever they're doing.""",100:defaultLeave:Leave, gaATGttScanFleet,BeginFleetEncounter,"!$encounteredAlready @@ -13483,7 +13970,8 @@ gaATGluddicScanGate,OpenInteractionDialog,"$tag:gate $GAATGluddicScanGate score:1000 $global.canScanGates !$gateScanned -$global.gaATG_inProgress",,"A silent ring of adamantine material, derelict of a former age. +Call $global.gaATG_ref updateData +$gaATG_stage != GO_TO_MAGEC_GATE",,"A silent ring of adamantine material, derelict of a former age. You use your command interface to query the status of the Gate scanning instrument package. The target-finder hangs as it tries to lock on to the anomaly at the center of the Gate's ring. ABORT, RETRY, FAIL? it asks in bold amber letters. @@ -13621,7 +14109,8 @@ gaATGpirateScanGate,OpenInteractionDialog,"$tag:gate $GAATGpirateScanGate score:1000 $global.canScanGates !$gateScanned -$global.gaATG_inProgress",,"A silent ring of adamantine material, derelict of a former age. +Call $global.gaATG_ref updateData +$gaATG_stage != GO_TO_MAGEC_GATE",,"A silent ring of adamantine material, derelict of a former age. You query the status of the Gate scanning package and your sensors officer gives you a quick head-shake. Their station interface is spotted with amber warning messages. @@ -13652,7 +14141,7 @@ EndConversation NO_CONTINUE","You order the credits transferred and note their a gaATGpirateScanReason,DialogOptionSelected,$option == gaATG_pirateScanReason,,"The pirate looks confused and possibly a little upset. ""Wha?"" $heOrShe says through another bite from an emergency combat ration bar.","gaATG_pirateScanReason2:""I come to do science and pursue applications for new discoveries."" -gaATG_piratePay:Pay the bribe +gaATG_pirateScanPay:Pay the bribe gaATG_pirateScanThreaten1:""Why pay when I can blast your fleet into dust?"" cutCommLink:""I was just leaving. Enjoy your Gate.""", gaATGpirateScanReason2,DialogOptionSelected,$option == gaATG_pirateScanReason2,"SetStoryOption gaATG_pirateScanReason3 general ""Convinced Pirate to let you scan a Gate they laid claim to""","""Just don't yer be doing that without buying me a drink first, ha-ha-ha,"" the pirate turns to laugh at $hisOrHer crew, who obediently join in. @@ -13682,10 +14171,9 @@ Call $global.gaATG_ref clearedPirateGate ShowDefaultVisual EndConversation NO_CONTINUE","""Yer'll get it now!"" the pirate shouts, and turns to $hisOrHer crew ""Make for combat!"" -The link flickers and terminates as the pirate's electronic warfare matrix comes online.",#cutCommLink:Cut the comm link, +The link flickers and terminates as the pirate's electronic warfare matrix comes online.",, ,,,,,, -gaATGpirateFleetDefeated,GAATGpirateScanFleetDefeated,,"# call an action in GAAtTheGates to clear the gate, I suppose. -Call $global.gaATG_ref clearedPirateGate",,, +gaATGpirateFleetDefeated,GAATGpirateScanFleetDefeated,,Call $global.gaATG_ref clearedPirateGate,,, ,,,,,, # Derelict gate scanning ship,,,,,, #gaATGgateScanDerelict,,$gateScanDerelict score:1000,,,, @@ -14220,7 +14708,7 @@ $global.gaATG_findingLoke = true Call $global.gaATG_ref updateStage $global.bairdWillTalk = true","You have an angle, at least, dubious though it may be: Brother Livewell Cotton. Epiphany. The clone of Onesimos Loke. -A pirate captain, tattooed with skulls and festooned with bandoleers shoves past you mumbling about boot-lickers. Your guards tense, but relax as the pirate and their entourage proceed. They're posturing, not looking for a fight. Despite Kanta - or Cydonia - poisoning your reputation with the pirates at-large, they won't dare stand in your way while you carry out the will of Warlord Kanta.",#defaultLeave:Leave, +A pirate captain, tattooed with skulls and festooned with bandoleers shoves past you mumbling about boot-lickers. Your guards tense, but relax as the pirate and their entourage proceed. They're posturing, not looking for a fight. Despite Kanta - or Cydonia - poisoning your reputation with the pirates at-large, they won't dare stand in your way while you carry out the will of Warlord Kanta.",, ,,,,,, # just raid Kanta's Den for Zal,,,,,, gaATGraidKantasDenOptionA,PopulateOptions,"$market.id == kantas_den @@ -14283,7 +14771,8 @@ $entity.relativeStrength >= 0 !$entity.hasMarket $global.gaATG_workingForKanta #Call $global.gaATG_ref updateData",,,gaVIP_informPirate:Inform the pirate that you are working for the Warlord Kanta, -gaATGWorkingForKanta1,DialogOptionSelected,$option == gaVIP_informPirate,,"You hold up your hand, interrupting the pirate captain mid-threat. This seems to catch $himOrHer off guard. +gaATGWorkingForKanta1,DialogOptionSelected,"$option == gaVIP_informPirate +$global.gaATG_workingForKanta",,"You hold up your hand, interrupting the pirate captain mid-threat. This seems to catch $himOrHer off guard. You use the moment to calmly explain that you have personally been given a mission by Warlord Kanta to return her pet Loke-clone to her. It would be in their best interests if they did everything possible to facilitate the success of your mission. Imagine what Kanta would think if she heard you had been distracted from carrying out her will.",gaVIP_informPirate2:Continue, gaATGWorkingForKanta2,DialogOptionSelected,$option == gaVIP_informPirate2,"MakeOtherFleetNonHostile gaATG true @@ -14448,8 +14937,7 @@ gaATGAskEpiphanyBarPrompt,AddBarEvents,"$market.id == epiphany $market.gaATG_findingLoke !$setUpCottonMeeting !$askedBarCotton","AddBarEvent gaATGEpiphany_barEvent ""Ask around about Brother Cotton"" ""You could try asking if anyone knows anything about Brother Cotton.""",,, -gaATGAskEpiphanyBarStart,DialogOptionSelected,$option == gaATGEpiphany_barEvent,"$askedBarCotton = true -#FireAll GAFCAskLaicailleBar1Options","You begin with the time-honored conversation-starter of buying strangers a round 'to celebrate a good haul'. +gaATGAskEpiphanyBarStart,DialogOptionSelected,$option == gaATGEpiphany_barEvent,$askedBarCotton = true,"You begin with the time-honored conversation-starter of buying strangers a round 'to celebrate a good haul'. It is a hard sell here; off-worlders drink their vices furtively to maintain a thin veneer of Luddic deniability. You focus instead on the unbelieving Epiphany natives who regularly work with starfarers. Casually inquiring about import-export business opportunities, understood by all to be a roundabout pitch for a smuggling job, you ask, by the way, have you heard of a 'Brother Cotton'? @@ -14627,7 +15115,7 @@ FireAll GAATGmeetCottonTeaHub","""If the Loke-thing started less than human, Kan Brother Cotton takes another slow sip of tea, ""She is a malfunction of the machinery of the Hegemony; an obsolete hazard to be cleared away like the stealth-mines she's wrapped around her fortress.""",, gaATGmeetCottonClone,DialogOptionSelected,$option == gaATG_meetCottonClone,"$askedClone = true 0 -FireAll GAATGmeetCottonTeaHub","""What now sits on Kanta's throne of blood and gold is abject to the teachings of blessed Ludd,"" he taps his fingers on his tea cup. ""Though a warrior cannot be ignorant of his enemies, I confess that I am not inclined to gaze too deeply into that monstrous abyss. Shall I debate an AI core, shall I ponder its heart? No, because it has no heart, no soul. It is a thing."" +FireAll GAATGmeetCottonTeaHub","""What now sits on Kanta's throne of blood and gold is abject to the teachings of blessed Ludd,"" he taps his fingers on his teacup. ""Though a warrior cannot be ignorant of his enemies, I confess that I am not inclined to gaze too deeply into that monstrous abyss. Shall I debate an AI core, shall I ponder its heart? No, because it has no heart, no soul. It is a thing."" ""Kanta wants her abomination. This is all I need to know."" Cotton meets your eyes, ""And you will be the one to give the abomination back to her.""",, gaATGmeetCottonClone2,DialogOptionSelected,$option == gaATG_meetCottonClone2,,"""Yes,"" he says, his eyes unblinking. ""It has no path here. Its presence is raising questions which ought not be asked. So you will take it from my people and go.""","gaATG_meetCottonExpected:""This is unexpected.""", @@ -15074,10 +15562,10 @@ $mh_count > 1",,"""So those sound nice. Interested in anything?""",, asebAddMhubCloseOption,AddMHCloseOption,$id == sebestyen score:1000,"SetShortcut mh_close ""ESCAPE""",,"1000:mh_close:""Not right now.""", asebAddMhubCloseOptionNothing,AddMHCloseOption,"$id == sebestyen score:1000 $mh_count <= 0","SetShortcut mh_close ""ESCAPE""",,"1000:mh_close:""Maybe next time.""", -asebConvEnd,DialogOptionSelected,"$id == sebestyen score:1000 +#asebConvEnd,DialogOptionSelected,"$id == sebestyen score:1000 $option == cutCommLink","ShowDefaultVisual EndConversation DO_NOT_FIRE -FireAll PopulateOptions",You cut the comm link.,, +FireAll PopulateOptions",You cut the comm link.,,# redundant asebMissionDeclineGeneric,DialogOptionSelected,$option == aseb_decline,"unset $aseb_givePlayerNeutrinoDetector Call $mHub returnToList","He looks a bit crestfallen, but makes an effort to put on a smile. ""Do let me know if you change your mind!"" OR @@ -15150,7 +15638,7 @@ $global.gaATG_missionCompleted score:2000",,"""Ah,"" says Sebestyen. You can tel ,,,,,, # GA Missions - Sebestyen,,,,,, # Data retrieval from planetary ruins,,,,,, -gaDataBlurb,gaData_blurb,,,"""The $gaData_department department has turned up records of a data cache on $gaData_planetName in the $gaData_systemName system; they just need someone to go find it and transmit the contents back to the Academy.""",, +gaDataBlurb,gaData_blurb,,,"""The $gaData_department team has turned up records of a data cache on $gaData_planetName in the $gaData_systemName system; they just need someone to go find it and transmit the contents back to the Academy.""",, gaDataOfferOption,gaData_option,,,,gaData_start:Ask about data retrieval from the ruins on $gaData_planetName, gaDataMissionTextBasicOrPirates,DialogOptionSelected,"$option == gaData_start $gaData_variation == BASIC","$missionId = gaData @@ -15260,7 +15748,7 @@ MakeOtherFleetGoAway true","You signal your comms officer to transmit a copy of You hit the end transmission button a little harder than necessary before the pirate finishes speaking.",cutCommLink:Continue, gaDataGiveDataNegotiate1,DialogOptionSelected,$option == gaData_sellData,"$option = gaData_sellCoords 0 FireBest DialogOptionSelected",,, -gaDataGiveDataNegotiate2,DialogOptionSelected,$option == gaData_sellCoords,SetTextHighlights $gaData_piratePayment,"You explain to the pirate captain that some compensation is required. After all, you travelled all the way out here to provide them with $transmitNoun - good, honest work. $HeOrShe is obviously a practical $manOrWoman of business who knows how to negotiate a beneficial deal for all involved. +gaDataGiveDataNegotiate2,DialogOptionSelected,$option == gaData_sellCoords,SetTextHighlights $gaData_piratePayment,"You explain to the pirate captain that some compensation is required. After all, you traveled all the way out here to provide them with $transmitNoun - good, honest work. $HeOrShe is obviously a practical $manOrWoman of business who knows how to negotiate a beneficial deal for all involved. After some back and forth, threats and flattery, and not a few lies and boasts, the pirate captain proposes a 'fair compensation' of $gaData_piratePayment credits.","gaData_acceptOffer:Accept gaData_rejectOffer:Decline, power up weapons", @@ -15294,13 +15782,13 @@ You stick to your story, creating believable details on the fly, and manage to t ""I, yes, ... you!,"" the pirate captain gestures angrily at some underling, ""Get the fuel and supplies transferred NOW."" $HeOrShe turns back to the display, sulking ""Please, just don’t tell the boss about this.""","cutCommLink:""I won't, I promise.""", ,,,,,, # retrieve artifact from derelict mission,,,,,, -gaDABlurb,gaDA_blurb,,,"""The $gaDA_department department has requested retrieval of an object of scientific interest from a derelict ship near $gaDA_starName.""",, +gaDABlurb,gaDA_blurb,,,"""The $gaDA_department team has requested retrieval of an object of scientific interest from a derelict ship near $gaDA_starName.""",, gaDAOfferOption,gaDA_option,,,,gaDA_start:Ask about the scientific object retrieval mission, gaDAMissionTextBasic,DialogOptionSelected,"$option == gaDA_start $gaDA_notRemnants","$missionId = gaDA SetTextHighlights $gaDA_dist $gaDA_reward $aseb_givePlayerNeutrinoDetector = true 0 -Call $global.gaDA_ref showMap ""Target: $gaDA_systemName""","""The $gaDA_department department needs you to pop on over to the $gaDA_systemName, that’s $gaDA_dist light-years away, to retrieve, um,"" he squints at a datapad, ""'$gaDA_widget' from a derelict ship."" +Call $global.gaDA_ref showMap ""Target: $gaDA_systemName""","""The $gaDA_department team needs you to pop on over to the $gaDA_systemName, that’s $gaDA_dist light-years away, to retrieve, um,"" he squints at a datapad, ""'$gaDA_widget' from a derelict ship."" ""I guess it’s in the ship? Or maybe the cargo? It says here they have a pretty good idea of exactly where it is within the hull itself, anyway. This should be simple, right?"" @@ -15319,11 +15807,11 @@ gaDAMissionReturn,PickGreeting,"$gaDA_returnHere score:1000 Call $global.gaDA_ref updateData FireBest ASEBMissionReturn","ShowPersonVisual $global.gaDA_returnedWidget = true -Call $global.gaDA_ref updateStage","""Oh, you found that thing the $gaDA_department department was so worried about, um- '$gaDA_widget', of course."" $HeOrShe rolls $hisOrHer eyes, ""You wouldn't believe how bothersome they've been about it. This is wonderful, I'll get your payment transferred immediately."" +Call $global.gaDA_ref updateStage","""Oh, you found that thing the $gaDA_department Department was so worried about, um- '$gaDA_widget', of course."" $HeOrShe rolls $hisOrHer eyes, ""You wouldn't believe how bothersome they've been about it. This is wonderful, I'll get your payment transferred immediately."" OR Academician $personLastName glances between the two datapads he's holding, one in each hand. -""Captain, you have no idea how worried the $gaDA_department department was about this whatever-it-is,"" $heOrShe considers for a moment, ""'$gaDA_widget'. They'll be absolutely delighted when I let them know you found it!"" +""Captain, you have no idea how worried $gaDA_department was about this, um."" He considers for a moment, ""'$gaDA_widget', that's what it was! They'll be absolutely delighted when I let them know you found it!"" ""First though, I'll let the finance office know to release your payment."" ",contact_pickAnotherGreeting:Continue, # derelict interactions,,,,,, @@ -15536,12 +16024,12 @@ MakeOtherFleetGoAway true EndConversation ShowDefaultVisual",,, # scan celestial object mission,,,,,, -gaCOBlurb,gaCO_blurb,,,"""A team in $gaCO_department would like a special instrument package run on $gaCO_celestialObjectNameWithTypeShort in the $gaCO_starName system.""",, +gaCOBlurb,gaCO_blurb,,,"""A team from $gaCO_department would like a special instrument package run on $gaCO_celestialObjectNameWithTypeShort in the $gaCO_starName system.""",, gaCOOfferOption,gaCO_option,,,,gaCO_start:Ask about the $gaCO_celestialObjectType scan, gaCOMissionTextBasic,DialogOptionSelected,"$option == gaCO_start $gaCO_variation != PULSAR","$missionId = gaCO SetTextHighlights $gaCO_dist $gaCO_reward -Call $global.gaCO_ref showMap ""Target: $gaCO_systemName""","""They just want you to run um, a standard orbital approach pre-coded into the instrument package put together by $gaCO_department. Just enter a standard orbit of $gaCO_celestialObjectNameWithTypeLong in the $gaCO_starName system, about $gaCO_dist light-years away, and it'll take care of the rest when you activate it. When the scan is complete, it'll send out its own hyperwave pulse that'll release the honorarium of $gaCO_reward credits to your account."" +Call $global.gaCO_ref showMap ""Target: $gaCO_systemName""","""They just want you to run um, a standard orbital approach pre-coded into the instrument package put together by the $gaCO_department Department. Just enter a standard orbit of $gaCO_celestialObjectNameWithTypeLong in the $gaCO_starName system, about $gaCO_dist light-years away, and it'll take care of the rest when you activate it. When the scan is complete, it'll send out its own hyperwave pulse that'll release the honorarium of $gaCO_reward credits to your account."" ""Easy, right?"" $HeOrShe smiles brightly, ""You barely have to do anything.""","aseb_accept:Accept aseb_decline:Decline", @@ -15549,7 +16037,7 @@ gaCOMissionTextBasicSlipUp,DialogOptionSelected,"$option == gaCO_start $gaCO_variation != PULSAR $gaCO_slipUp","$missionId = gaCO SetTextHighlights $gaCO_dist $gaCO_reward -Call $global.gaCO_ref showMap ""Target: $gaCO_systemName""","""They just want you to run the, um. It's a standard orbital approach pre-coded into the instrument package put together by the $gaCO_department. You just have it pass a course to your navigation system. Just enter a standard orbit of $gaCO_celestialObjectNameWithTypeLong in the $gaCO_starName system, about $gaCO_dist light-years away, and the gadget will take care of the rest. It'll send out its own hyperwave pulse to signal completion, and that'll release the honorarium of $gaCO_reward credits to your account."" +Call $global.gaCO_ref showMap ""Target: $gaCO_systemName""","""They just want you to run the, um. It's a standard orbital approach pre-coded into the instrument package put together by the $gaCO_department Department. You just have it pass a course to your navigation system. Just enter a standard orbit of $gaCO_celestialObjectNameWithTypeLong in the $gaCO_starName system, about $gaCO_dist light-years away, and the gadget will take care of the rest. It'll send out its own hyperwave pulse to signal completion, and that'll release the honorarium of $gaCO_reward credits to your account."" ""Easy, right?"" $HeOrShe smiles brightly, ""I'm sure it'll go much better than the last expedition.""","aseb_accept:Accept aseb_decline:Decline @@ -15679,7 +16167,7 @@ gaCOEjectAfter2,DialogOptionSelected,$option == gaCO_ejectAfterCont1,,"""It is a You cut the comms, roll your eyes, and consider your next move.",cutCommLinkNoText:Continue, ,,,,,, # GA retrieve instrument package from probe mission,,,,,, -gaProbeBlurb,gaProbe_blurb,,,"""The $gaProbe_department needs the instrument package from a probe recovered from $gaProbe_starName and returned to the Academy for analysis.""",, +gaProbeBlurb,gaProbe_blurb,,,"""The $gaProbe_department team needs the instrument package from a probe recovered from $gaProbe_starName and returned to the Academy for analysis.""",, gaProbeOfferOption,gaProbe_option,,,,gaProbe_start:Ask about the instrument package recovery, gaProbeMissionTextBasic1,DialogOptionSelected,$option == gaProbe_start,"$missionId = gaProbe SetTextHighlights $gaProbe_reward @@ -15695,7 +16183,7 @@ SetTextHighlights $gaProbe_dist $gaProbe_reward $aseb_givePlayerNeutrinoDetector = true 0 Call $global.gaProbe_ref showMap ""Target: $gaProbe_systemName""","""So."" You generally expect a pleading look at the end of the spiel, not the start. -""You're a professional. A space captain. Highly skilled! Leadership, command, initiative! These are all essential, because it's dangerous out there. Even if, uh. Well, the $gaProbe_department needs the instrument package from a probe sent to the $gaProbe_starName system recovered. It's $gaProbe_dist light-years away. And I know what you're thinking, you're not a packet-minder who fetches packages."" +""You're a professional. A space captain. Highly skilled! Leadership, command, initiative! These are all essential, because it's dangerous out there. Even if, uh. Well, $gaProbe_department needs the instrument package from a probe sent to the $gaProbe_starName system recovered. It's $gaProbe_dist light-years away. And I know what you're thinking, you're not a packet-minder who fetches packages."" ""But this is science!"" Sebestyen slams his datapad down, surprising himself. ""It's important! It can save the Sector from a fall into, into, some kind of new dark age!"" @@ -15771,7 +16259,7 @@ gaProbeMissionReturn,PickGreeting,"$gaProbe_returnHere score:1000 Call $global.gaProbe_ref updateData $gaProbe_variation != IT_BLEW_UP $gaProbe_variation != PACKAGE_MISSING -FireBest ASEBMissionReturn",ShowPersonVisual,"""Wonderful! I've just confirmed that the $gaProbe_department has received the instrument package and they're, oh. Um. I mean, they are very... happy? And um, they wanted me to... thank you for ensuring that it is almost completely intact."" +FireBest ASEBMissionReturn",ShowPersonVisual,"""Wonderful! I've just confirmed that the $gaProbe_department team has received the instrument package and they're, oh. Um. I mean, they are very... happy? And um, they wanted me to... thank you for ensuring that it is almost completely intact."" Sebestyen has that look of trying to avoid telling the full story here. Probably best to let him off the hook with this one. He clears his throat to fill the growing silence as you maintain a strictly professional expression. ""I've confirmed with the finance office and your payment should be released now."" OR @@ -16241,7 +16729,7 @@ gaOpPlanetRogueAICont2,DialogOptionSelected,$option == gaOp_rogueCont2,,"A hasti Attached surveillance records and systems logs seem to bear out this bizarre claim.",gaOp_rogueCont3:Continue, gaOpPlanetRogueAIProject0,GAOpUpdateBizarreProject,$gaOp_bizarreProject == 0,"$gaOp_bizarreProjectStr = ""constructing a small spacecraft, fit to carry a single AI core via hyperspace to parts unknown""",,, -gaOpPlanetRogueAIProject1,GAOpUpdateBizarreProject,$gaOp_bizarreProject == 1,"$gaOp_bizarreProjectStr = ""a series of seemingly arbitrary human behaviour experiments- the subjects are the outpost's staff, forced to participate by the AI's total control over all habitat systems""",,, +gaOpPlanetRogueAIProject1,GAOpUpdateBizarreProject,$gaOp_bizarreProject == 1,"$gaOp_bizarreProjectStr = ""a series of seemingly arbitrary human behavior experiments- the subjects are the outpost's staff, forced to participate by the AI's total control over all habitat systems""",,, gaOpPlanetRogueAIProject2,GAOpUpdateBizarreProject,$gaOp_bizarreProject == 2,"$gaOp_bizarreProjectStr = ""constructing some kind of bizarre transmitter which operates on no principles known to the research staff""",,, gaOpPlanetRogueAIProject3,GAOpUpdateBizarreProject,$gaOp_bizarreProject == 3,"$gaOp_bizarreProjectStr = ""staging a series of elaborate, tedious dramas authored by the AI core itself. The research staff is forced to participate due to the AI's total control of all habitat systems""",,, gaOpPlanetRogueAIProject4,GAOpUpdateBizarreProject,$gaOp_bizarreProject == 4,"$gaOp_bizarreProjectStr = ""cataloguing anomalous neutrino emissions from numerous points within the Persean Sector volume; they can't be from human or even known natural sources according to the latest sector-wide surveys""",,, @@ -16576,7 +17064,7 @@ DoCanAffordCheck $gaBA_cost gaBA_acceptPirate false FireBest GABACheckCanThreatenPirate FireBest GABACheckHostilesNearbyPirate","The pirate $personLastName is taken aback, ""Why captain, perhaps you're new to how things are done around here. We all have an angle- what's yours?"" $HeOrShe puts a finger to $hisOrHer chin in pretended contemplation, ""A no-nonsense, straight-shooter, come to carry out the deal by the letter. You'll see the Sector put right in no time!"" -$HeOrShe gives a mocking look, and sighs. ""Just this once, perhaps. $gaBA_costNormal credits will do. And it's because I admire your idealism"" +$HeOrShe gives a mocking look, and sighs. ""Just this once, perhaps. $gaBA_costNormal credits will do. And it's because I admire your idealism."" You suspect $heOrShe doesn't. Before you can respond, $heOrShe claps $hisOrHer hands and addresses you full-on once more: ""Accept my revised offer captain, or leave us both disappointed.""","gaBA_acceptPirate:Accept and pay the original ransom of $gaBA_costNormal credits cutCommLinkNoText:Decline and cut the comm link @@ -16625,11 +17113,16 @@ FireBest ASEBMissionReturn","ShowPersonVisual $global.gaBA_completed = true Call $global.gaBA_ref updateStage","Sebestyen points excitedly at a datapad in his hand, ""Captain! I've just got word from Logistics that your crew has delivered the $gaBA_item - intact! They're going to be so excited in $gaBA_department, they never expected to get it back.""",contact_pickAnotherGreeting:Continue, "# failed mission, owe credits to GA",,,,,, -gaBAMissionReturnPlayerOwes,PickGreeting,"$global.gaBA_playerOwes score:1000 -$player.credits >= $global.gaBA_failedCredits","RemoveCommodity credits $global.gaBA_failedCredits +gaBAMissionReturnPlayerOwes,PickGreeting,"$id == sebestyen score:1000 +$global.gaBA_playerOwes score:100 +$player.credits >= $global.gaBA_failedCredits","ShowPersonVisual +SetTextHighlights $global.gaBA_failedItem +RemoveCommodity credits $global.gaBA_failedCredits unset $global.gaBA_playerOwes unset $global.gaBA_failedItem -unset $global.gaBA_failedCredits","""Ah, uh, captain."" Sebestyen stammers awkwardly at you for a moment. ""The, um, bursar's office contacted me. And um, they're taking back the credits allocated to you for the purchase payment for the $global.gaBA_failedItem. They tell me that the situation has been resolved by... alternative means?""",contact_pickAnotherGreeting:Continue, +unset $global.gaBA_failedCredits","""Ah, uh, captain."" Sebestyen stammers awkwardly at you for a moment. + +""The, um, bursar's office contacted me. And um, they're taking back the credits allocated to you for the purchase payment for the $global.gaBA_failedItem. They tell me that the situation has been resolved by... alternative means?""",contact_pickAnotherGreeting:Continue, # failed mission by giving item to pirates/Pathers/tri-tach,,,,,, GABAHandedOverItemFailedMission,GABAHandedOverItemFailMission,,"$global.gaBA_failed = true Call $global.gaBA_ref updateStage",,, @@ -16746,13 +17239,13 @@ MakeOtherFleetImportant gaBA false","""Ah. Well then."" The Tri-Tach captain dis You close the channel, then dismiss the notification on your TriPad without reading it.",cutCommLinkNoText:Continue, ,,,,,, # GA - ransom researcher,,,,,, -gaRRBlurbPirate,gaRR_blurb,$gaRR_variation == PIRATE,,"""A key academician from the $gaRR_department department was, um, kidnapped while performing research by pirates based out of $gaRR_marketName and, well, we need someone to retrieve them now that a ransom has been negotiated."" +gaRRBlurbPirate,gaRR_blurb,$gaRR_variation == PIRATE,,"""A key academician from $gaRR_department was, um, kidnapped while performing research by pirates based out of $gaRR_marketName and, well, we need someone to retrieve them now that a ransom has been negotiated."" ",, gaRROfferOptionPirate,gaRR_option,$gaRR_variation == PIRATE,,,gaRR_start:Ask about the kidnapped researcher, -gaRRBlurbChurch,gaRR_blurb,$gaRR_variation == CHURCH,,"""A key academician from the $gaRR_department department was, um, imprisoned by the Luddic Church on $gaRR_marketName for performing... research. We need someone to pay the, uh, tithe so they can be released.""",, +gaRRBlurbChurch,gaRR_blurb,$gaRR_variation == CHURCH,,"""A key academician from $gaRR_department was, um, imprisoned by the Luddic Church on $gaRR_marketName for performing... research. We need someone to pay the, uh, tithe so they can be released.""",, gaRROfferOptionChurch,gaRR_option,$gaRR_variation == CHURCH,,,gaRR_start:Ask about the imprisoned researcher, gaRRMissionTextPirate,DialogOptionSelected,"$option == gaRR_start -$gaRR_variation == PIRATE",$missionId = gaRR,"""Um, what happened is Academician $gaRR_researcherName from the $gaRR_department department was on a research mission outside the core worlds and was... kidnapped by pirates."" +$gaRR_variation == PIRATE",$missionId = gaRR,"""Um, what happened is Academician $gaRR_researcherName from $gaRR_department was on a research mission outside the core worlds and was... kidnapped by pirates."" ""It's so dangerous out there"", Sebestyen looks upset at the thought, ""pirates, space battles, cannibals, meteorites..."" he shudders. ""Just awful, awful.""","gaRR_cannibals:""Cannibals?"" gaRR_briefing1:""Pirates?""", @@ -16775,7 +17268,7 @@ gaRRMissionTextPirate3,DialogOptionSelected,"$option == gaRR_briefing3 $gaRR_variation == PIRATE","Call $global.gaRR_ref showMap ""Target: $gaRR_marketName""","Academician Sebestyen looks up, apparently reassured by this. ""So you'll do it?""","gaRR_accept:Accept aseb_decline:Decline", gaRRMissionTextChurch,DialogOptionSelected,"$option == gaRR_start -$gaRR_variation == CHURCH",$missionId = gaRR,"""Well uh, what happened is Academician $gaRR_researcherName from the $gaRR_department department was on a research mission, possibly near volumes patrolled by the Luddic- I mean, the Church of Galactic Redemption and was kidna- er, interred by the Knights of Ludd."" +$gaRR_variation == CHURCH",$missionId = gaRR,"""Well uh, what happened is Academician $gaRR_researcherName from $gaRR_department was on a research mission, possibly near volumes patrolled by the Luddic- I mean, the Church of Galactic Redemption and was kidna- er, interred by the Knights of Ludd."" ""They're, um."" Sebestyen ponders for a moment, ""Enthusiastic about enforcing certain prescripts. Between you and me, their understanding of theory is a bit loose at best, so there can be... misunderstandings. We- that is, the $gaRR_department department - was assured that the project was cleared by the exarch liaison who runs a shrine here on the Academy Station.""",gaRR_briefing1:Continue, gaRRMissionTextChurch1,DialogOptionSelected,"$option == gaRR_briefing1 @@ -16801,39 +17294,46 @@ FireBest DialogOptionSelected",,, # talking to contact for researcher ransom - Knight of Ludd version,,,,,, gaRRChurchGreeting,PickGreeting,"$gaRR_contact score:1000 Call $global.gaRR_ref updateData -$gaRR_variation == CHURCH",ShowPersonVisual,"The comms open on a Knight of Ludd bearing the handweave and wooden sigil of a knight-captain. ""Blessings of Ludd be upon you,"" $heOrShe says, looking you over with obvious suspicion. $HeOrShe nonetheless maintains a civil tone. +$gaRR_variation == CHURCH","ShowPersonVisual +FireAll MostLuddicEthosRefresh","The comms open on a Knight of Ludd bearing the handweave and wooden sigil of a knight-captain. ""Blessings of Ludd be upon you,"" $heOrShe says, looking you over with obvious suspicion. $HeOrShe nonetheless maintains a civil tone. ""How may I serve, $playerBrotherOrSister?""","gaRR_churchAsk:Ask about a certain prisoner associated with the Galatia Academy cutCommLink:Cut the comm link", -gaRRChurchGreeting1,DialogOptionSelected,$option == gaRR_churchAsk,ShowPersonVisual,"""Ah, you're from the Academy. Or not quite- they hired you, is that right?"" $HeOrShe gives you just a glance, ""It is."" +gaRRChurchGreeting1,DialogOptionSelected,$option == gaRR_churchAsk,,"""Ah, you're from the Academy. Or not quite- they hired you, is that right?"" $HeOrShe gives you just a glance, ""It is."" ""First, I would like to assure you that the individual on whose behalf you are petitioning the Knights has been treated well, though considering their crimes, has been confined to a guest dormitory and had technological privileges... limited."" The Knight flips a page in some kind of real-paper notebook, reading. ""I see here that this academician was caught with a number of... devices, 'research equipment', they say. These devices have been destroyed."" $HeOrShe looks up to see how you react, then nods to $himOrHerself.",gaRR_churchCont1:Continue, +gaRRChurchGreeting1faithful,DialogOptionSelected,"$option == gaRR_churchAsk +$player.luddicFaithfulOrChurchCom",,"""You're here on behalf of the Academy. You, who appear to wish to count yourself among the Faithful."" $HeOrShe does not look impressed. ""You walk a treacherous Path, $playerBrotherOrSister."" + +$HisOrHer eyes turn down toward some kind of real-paper notebook, ""Accept now my assurance you that the individual on whose behalf you are petitioning the Knights has been treated well. Though considering their crimes, has been confined to a guest dormitory and had technological privileges... limited."" + +The Knight flips a page, eyes scanning the text. ""I see here that this academician was caught with a number of devices, 'research equipment', they claim. These devices have been destroyed."" $HeOrShe looks up to see how you react, then nods to $himOrHerself.",gaRR_churchCont1:Continue, gaRRChurchGreeting2,DialogOptionSelected,$option == gaRR_churchCont1,"SetStoryOption gaRR_negotiateChurch general ""Talked Knight of Ludd into releasing researcher without a ransom"" -DoCanAffordCheck $gaRR_costNormal gaRR_acceptChurch false","""We understand the need for stable relations between our respective institutions,"" $heOrShe says, ""and the mother Church has emphasized this point very precisely to our order. Therefore the system's archimandrite-general has agreed to waive the usual procedures in place of a generous donation to the Church."" +DoCanAffordCheck $gaRR_costNormal gaRR_acceptChurch false","""We understand the need for stable relations between our respective institutions,"" $heOrShe says, ""and the mother Church has emphasized this point very precisely to our order. Excubitor Orbis Oak has agreed to waive the usual procedures in place of a generous donation to the Church."" ""I trust you have brought the Academy's silver?"" $HeOrShe gives just the hint of a wry smile.","gaRR_acceptChurch:Pay $gaRR_costNormal credits for the academician's release gaRR_negotiateChurch:Negotiate to avoid paying cutCommLink:Cut the comm link", gaRRChurchAccept1,DialogOptionSelected,$option == gaRR_acceptChurch,"RemoveCommodity credits $gaRR_costNormal $global.gaRR_needToReturn = true -Call $global.gaRR_ref updateStage","The knight-captain nods. ""You may transfer the credits to the port exchanger. Just tell them the sum is to be delivered to the Knights."" +Call $global.gaRR_ref updateStage","The $post nods. ""You may transfer the credits to the port exchanger. Just tell them the sum is to be delivered to the Knights of Ludd."" You nod, and motion for your logistics officer to take care of the transaction. ""Which leaves us with your wayward academician,"" $heOrShe sighs. ""We shall have them escorted to the outsiders' concourse immediately for your pick-up.""",gaRR_acceptChurch1:Continue, gaRRChurchAccept2,DialogOptionSelected,$option == gaRR_acceptChurch1,,"The Knight claps $hisOrHer notebook shut. ""-Which concludes our business,"" $heOrShe says, and pauses as if considering $hisOrHer words. -""I will pray for you, captain. And please, ask the Academy to be more... considerate. May the stars guide you.""",gaRR_acceptChurch2:Continue, -gaRRChurchAccept3,DialogOptionSelected,$option == gaRR_acceptChurch2,#Call $global.gaRR_ref showResearcher,"You dispatch a shuttle to pick up the released academician, who is in good health. Once on-board and away from the brooding Knights of Ludd, they complain bitterly about lost data- ""Those fanatics smashed my new TriPad. Simply barbaric! And it can't be my imagination, but I suspect that they hardly bathe down there."" +""I will pray for you, captain. And please, prevail upon the Academy to be more... considerate. Providence guide you.""",gaRR_acceptChurch2:Continue, +gaRRChurchAccept3,DialogOptionSelected,$option == gaRR_acceptChurch2,#Call $global.gaRR_ref showResearcher,"You dispatch a shuttle to pick up the released academician. Once on-board, they appear in good health and once away from the brooding Knights of Ludd, complain bitterly about lost data- ""Those fanatics smashed my new TriPad. Simply barbaric! And it can't be my imagination, but I suspect that they hardly bathe down there."" You nod politely and motion for your security chief to escort the academician to their quarters so you can avoid them on the long trip back to the Galatia Academy.",gaRR_acceptChurch3:Continue, gaRRChurchAccept4,DialogOptionSelected,$option == gaRR_acceptChurch3,"ShowDefaultVisual EndConversation NO_CONTINUE",,, gaRRChurchBluff,DialogOptionSelected,$option == gaRR_negotiateChurch,,"""$BrotherOrSister,"" you begin, a touch of the cadence of a concourse-preacher you once heard coming to you as if from nowhere, ""I feel like you don't fully approve of what is happening here."" -Before the Knight can object to you prying into business not your own, you raise a hand to gently stop $himOrHer. You explain that you understand that it is not your place to ask why they are in this position, but as a fellow member of the faith, you empathize with the moral struggle of having to answer to both the institution and one's own God-given conscience . +Before the Knight can object to you prying into business not your own, you raise a hand to gently stop $himOrHer. You explain that you understand that it is not your place to ask why they are in this position, but as a fellow member of the faith, you empathize with the moral struggle of having to answer to both the institution and one's own God-given conscience. You speak softly, building rapport with Knight $personLastName, who is nodding now. Truly, you explain, it is tragic that tawdry worldly affairs tarnish the beautiful spiritual journey mapped out by the prophet Ludd - but such is the fallen world.",gaRR_negotiateChurch1:Continue, gaRRChurchBluff1,DialogOptionSelected,$option == gaRR_negotiateChurch1,,"""That's just the thing, $playerFirstName. I- that is, we- anyone, really, is caught between higher ideals, the transcendent glory that drives us to rise above all of-"" a violent hand motion ""-this! ... And the spiritual compromise required to exercise even a measure of power in this world. With the office comes power to do some good, I realize, but."" $HeOrShe sighs deeply, looking off to the side. @@ -16951,7 +17451,7 @@ gaRRMissionReturn,PickGreeting,"$gaRR_returnHere score:1000 Call $global.gaRR_ref updateData FireBest ASEBMissionReturn","ShowPersonVisual $global.gaRR_completed = true -Call $global.gaRR_ref updateStage","""Oh, captain! The $gaRR_department department wanted me to give you their thanks for returning academician- uh, well, you won't remember the name, but they're all very pleased to get back to work on the- uh, well, I shouldn't really say."" +Call $global.gaRR_ref updateStage","""Oh, captain! The $gaRR_department Department wanted me to give you their thanks for returning academician- uh, well, you won't remember the name, but they're all very pleased to get back to work on the- uh, well, I shouldn't really say."" Sebestyen looks nervously around, then clears his throat. ""Trust me, they're very pleased. And it's due to you. Good job!""",contact_pickAnotherGreeting:Continue, "# failed gaRR mission, owe credits to GA",,,,,, @@ -17023,7 +17523,7 @@ gaTJStandardPlanetInteraction,GATJPlanetInteraction,,FireBest GATJAdjustOptions, defaultLeave:Leave", gaTJPlanetContact,DialogOptionSelected,$option == gaTJ_contact,Call $global.gaTJ_ref showResearcher,"Almost immediately a worried face appears, dripping sweat. ""Stars beyond,"" $gaTJ_heOrShe exclaims, ""You actually came! I am Academician $gaTJ_researcherName and I'm ready to leave. Right now."" -$gaTJ_HeOrShe laughs, sounding just a little unhinged, ""It's been- rads and ruin, a long long time. I've pulled a copy of all the base archives, and,"" $gaTJ_heOrShe grins and holds up a small datachip, ""The little secret Baird wants so badly. The EMP is about to go off, so don't panic when you detect it. I've hidden a shuttle in a shielded bay and I'll meet you in orbit soon. Just remember- "" +$gaTJ_HeOrShe laughs, sounding just a little unhinged, ""It's been - rads and ruin, a long long time. I've pulled a copy of all the base archives, and,"" $gaTJ_heOrShe grins and holds up a small datachip, ""The little secret Baird wants so badly. The EMP is about to go off, so don't panic when you detect it. I've hidden a shuttle in a shielded bay and I'll meet you in orbit soon. Just remember- "" A frantic alarm sounds behind $gaTJ_himOrHer. The researcher looks over $gaTJ_hisOrHer shoulder, ""Ludd's hells-"" @@ -17032,7 +17532,7 @@ gaTJPlanetContact2,DialogOptionSelected,$option == gaTJ_contact2,ShowDefaultVisu ""There!"" shouts your tactical officer. -The bridge display zooms in to a small energy source that just made low orbit- a tiny cargo shuttle without even a closed cockpit. Visual scans can just make out a suited figure riding on its light chassis, weak thrusters pushing a course toward intercept.",gaTJ_contact3:Continue, +The bridge display zooms in to a small energy source that just made low orbit - a tiny cargo shuttle without even a closed cockpit. Visual scans can just make out a suited figure riding on its light chassis, weak thrusters pushing a course toward intercept.",gaTJ_contact3:Continue, gaTJPlanetContact3,DialogOptionSelected,$option == gaTJ_contact3,"Call $global.gaTJ_ref showResearcher SetTextHighlights ""Transverse Jump"" $global.gaTJ_needToReturn = true @@ -17040,7 +17540,7 @@ Call $global.gaTJ_ref updateStage FireBest gaTJ_planetContact4response","A space ops team ushers the freed academician into a debriefing chamber. ""Captain,"" $gaTJ_heOrShe says with panic in $gaTJ_hisOrHer eyes, ""There's no time. They got a signal out before the comms went down. I've got this,"" $gaTJ_heOrShe fumbles with a pouch on $gaTJ_hisOrHer vacuum rig, pulling out the datachip from earlier. ""It's a software patch. Roots and modifies hyperdrive field software. Then, on command, you can engage Transverse Jump. Jump from normal to hyperspace,"" a manic gleam comes into $gaTJ_researcherName's eyes, ""Anywhere.""",, -gaTJPlanetContact4response1,gaTJ_planetContact4response,$player.ability:fracture_jump,"SetTextHighlights ""Transverse Jump""",,"gaTJ_haveTJ:""No need. I already know Transverse Jump.""", +gaTJPlanetContact4response1,gaTJ_planetContact4response,$player.ability:fracture_jump,"SetTextHighlights ""Transverse Jump""",,"gaTJ_haveTJ:""No need. I already know how to do that.""", gaTJPlanetContact4response2,gaTJ_planetContact4response,,,,"gaTJ_takeChip:Take the datachip gaTJ_NN:""That won't be necessary."" ", @@ -17110,7 +17610,7 @@ FireBest OtherPlanetInteractionText FireAll PopulateOptions FireBest PrintNearbySurveyHostilesTextIfSo AddText ""An instrument package orbiting this planet is sending a weak transmission promising a cash reward for its return to the Galatia Academy.""",,gaIntro2_retrieval2:Order the data core retrieved,# in case you want to immediately change your mind -gaIntro2start2,DialogOptionSelected,$option == gaIntro2_start2,"Highlight ""18,000""","Your sensors officer activates the audio output: a garbled loop, wailing in and out of coherence. A recorded voice? +gaIntro2start2,DialogOptionSelected,$option == gaIntro2_start2,"Highlight ""Galatia Academy"" ""18,000""","Your sensors officer activates the audio output: a garbled loop, wailing in and out of coherence. A recorded voice? ""The transmitter must be damaged. But with a little work,"" a hint of pride enters their voice, ""There."" @@ -17170,18 +17670,20 @@ Elek's voice deepens with practiced gravitas, ""Not after what happened...""","g gaIntro2_returnElekStillReward:""So is there still a reward?"" gaIntro2_returnElekDumpIt:""Is there a reward or should I dump this data core into this gas giant we're orbiting?"" ", -gaIntro2returnElekWhat1,DialogOptionSelected,$option == gaIntro2_returnElekWhat1,,"Elek leans back, slipping into his professorial role. ""The provost - Kallichore that is - quite overstepped the bounds of his office, in my opinion. The Hegemony agreed and the crackdown was dramatic: oppression and tyranny run rampant in the halls of enlightenment, troopers stomping down the corridors of our fine academy!"" Elek is working himself up. +gaIntro2returnElekWhat1,DialogOptionSelected,$option == gaIntro2_returnElekWhat1,,"Elek leans back, slipping into his professorial role. ""The provost - Kallichore that is - quite overstepped the bounds of his office, in my opinion. The Hegemony agreed cracked down rather dramatically. Oppression and tyranny ran rampant in the halls of enlightenment! Troopers stomping down the corridors of our fine academy, can you believe!"" -""Now I'm a mere specialist in the planetary sciences, some would say preeminent in my field, so of course I had nothing to do with Kallichore's jump-point experiments. But."" He pauses, taking a moment to look up to the heavens. +""Now, I'm a mere specialist in the planetary sciences - some would say preeminent in my field - so of course I had nothing to do with Kallichore's jump-point experiments. But."" He pauses, taking a moment to look up to the heavens. -""I had my suspicions. Particularly of those of my colleagues who wouldn't hesitate to breach the ethos we uphold as members of this academy. And that's exactly what I told the Hegemony officer who interrogated me! The thick-headed brute said he'd review my list of names, but from my point of observation I would speculate that he quite ignored my insight. It is as stars tossed in the mud, I tell you! I present the gift of knowledge and-"" ",gaIntro2_returnElekWhat2:Continue, +""I had my suspicions. Particularly of those amongst my colleagues who wouldn't hesitate to breach the ethos we uphold as members of this academy. And that's exactly what I told the Hegemony officer who interrogated me! The thick-headed brute said he'd review my list of names, but per my observations I speculate that he quite ignored my insight. It is as stars tossed in the mud, I tell you! I present the gift of knowledge and-"" ",gaIntro2_returnElekWhat2:Continue, gaIntro2returnElekWhat2,DialogOptionSelected,$option == gaIntro2_returnElekWhat2,,"Elek rambles away, giving you no clear answers about what happened. -Instead, Academician Elek seems to have a list of complaints against his colleagues, the Hegemony officers who didn't cooperate in Elek's efforts to sell out his colleagues, and against both the previous and current provost, neither of whom holds - or held - a correct appreciation of 'The Academy'. +Instead, Academician Elek seems to have a list of complaints against his colleagues, the Hegemony officers who didn't cooperate in Elek's efforts to sell out his colleagues, and against both the previous and current provost, neither of whom holds - or held - a correct appreciation for 'The Academy'. You sigh, and use your captain-voice to pry a few words into a pause as Elek is finally forced to take a breath.","gaIntro2_returnElekStillReward:""Let us discuss the reward."" gaIntro2_returnElekDumpIt:""Is there a reward or do I dump this data core into the gas giant we're orbiting?", -gaIntro2returnElekStillReward,DialogOptionSelected,$option == gaIntro2_returnElekStillReward,,"""Oh."" Elek looks at you blankly for a moment. ""I suppose there is that. Hmm, I don't recall that particular account being frozen. Have your secretary or whomever send the data core to the Planetology Department, if you would be so kind.""",gaIntro2_returnElekReward:Send the data core over, +gaIntro2returnElekStillReward,DialogOptionSelected,$option == gaIntro2_returnElekStillReward,,"""Oh."" Elek looks at you blankly for a moment. + +""I suppose there is that. Hmm, I don't recall that particular account being frozen. Have your secretary or whomever send the data core to the Planetology Department, if you would be so kind.""",gaIntro2_returnElekReward:Send the data core over, gaIntro2returnElekDumpIt,DialogOptionSelected,$option == gaIntro2_returnElekDumpIt,,"The edge in your voice seems to shake the academician. ""Oh."" Elek looks at you blankly for a moment. ""Please! Don't do that, the data is very valuable. Which, um, I suppose there is a reward. That account wasn't frozen, after all. Have your secretary or whatever send the datacore to the Planetology Department, if you would be so kind.""",gaIntro2_returnElekReward:Send the data core over, @@ -17230,7 +17732,7 @@ gaIntro2returnSeb4,DialogOptionSelected,$option == gaIntro2_returnSeb4,,"""I, uh ""It's important that I be aware of the sensitivities of individuals within the academy, of course. And without. And how they might feel about... well, Academician Elek. He might be described by some - not me, of course - as having an, um."" Sebestyn reaches for a dark place within his psyche to find the words, then says ""An off-putting manner.""","gaIntro2_returnSeb5:""Off-putting? That's it?""", -gaIntro2returnSeb5,DialogOptionSelected,$option == gaIntro2_returnSeb5,,"""I mean."" Sebestyen looks troubled. ""Yes? Of course the individuals who feel, um, off-put don't see it as a small issue at all, which complicates the liaising between the uh, departments in question.""","gaIntro2_returnSeb6:I'm sorry that Elek makes your job more difficult."" +gaIntro2returnSeb5,DialogOptionSelected,$option == gaIntro2_returnSeb5,,"""I mean."" Sebestyen looks troubled. ""Yes? Of course the individuals who feel, um, off-put don't see it as a small issue at all, which complicates the liaising between the uh, departments in question.""","gaIntro2_returnSeb6:""I'm sorry that Elek makes your job more difficult."" gaIntro2_returnSeb7:""How much do you hate Elek?"" gaIntro2_returnSeb2:""So how about that reward?"" ", @@ -17761,7 +18263,6 @@ $global.soe_completed = true Call $global.soe_ref updateStage ShowDefaultVisual FireBest MarketPostOpen",Your shuttle rejoins your $shipOrFleet above $entityName.,, -,,,,,, soeDuelPrepDone,DialogOptionSelected,$option == soe_duelPrepDone,"EndConversation DO_NOT_FIRE ShowImageVisual eventide","Dressed in dueling gear and wielding Neriene's sword, you are led to one end of a columned loggia that seems to hang over the valley below. @@ -18533,6 +19034,10 @@ OR cpmOfferOption,cpm_option,,,,cpm_start:Ask about becoming a supplier of $cpm_commodityName, cpmBlurbBar,cpm_blurbBar,,,A $cpm_manOrWoman in a business suit sits in a private booth thoughtfully perusing a top-line TriPad alongside a bottle of something expensive.,, cpmOfferOptionBar,cpm_optionBar,,,,cpm_startBar:Approach the thoughtful-looking business$cpm_manOrWoman in the private booth, +cpmBlurbBarPirate,cpm_blurbBar,$faction.id == pirates,,A $cpm_manOrWoman in a private booth thoughtfully peruses a top-line TriPad alongside a bottle of something expensive. Definitely a rich smuggler.,, +cpmOfferOptionBarPirate,cpm_optionBar,$faction.id == pirates,,,cpm_startBar:Approach the thoughtful-looking smuggler in the private booth, +cpmBlurbBarPather,cpm_blurbBar,$faction.id == luddic_path,,A $cpm_manOrWoman in a private booth thoughtfully peruses a top-line TriPad alongside a bottle of something expensive. Definitely a rich smuggler.,, +cpmOfferOptionBarPather,cpm_optionBar,$faction.id == luddic_path,,,cpm_startBar:Approach the thoughtful-looking smuggler in the private booth, cpmOfferTextBar,DialogOptionSelected,$option == cpm_startBar,$missionId = cpm,"You approach the private booth, doing your best to look both important and well-connected. It seems to work; the $cpm_manOrWoman looks up from $hisOrHer TriPad and motions for you to join $himOrHer. ""Captain $playerName. Please, sit."" $heOrShe gives a small smile at catching you off-guard, and pours a tiny glass of something decadent from the bottle. ""I've heard so much about your accomplishments. It's all very enterprising. Bravo."" @@ -18851,8 +19356,8 @@ You quickly review the contents and estimate that you'd need around $extr_marine contact_decline:Decline", extrOfferTextBar2,DialogOptionSelected,"$option == extr_startBar $extr_variation == PIRATE_BASE","$missionId = extr -SetTextHighlightColors h $extr_factionColor h -Highlight $extr_reward ""pirates"" $extr_marines +SetTextHighlightColors $extr_factionColor h h +Highlight ""pirates"" $extr_reward $extr_marines Call $extr_ref showMap ""Target: $extr_marketName""","The $manOrWoman sits in the dark at a table with no drink. $HeOrShe is dressed as a common tech, but speaks as though $heOrShe holds, or has held, command. ""Captain $playerName,"" $heOrShe says. ""One of our top agents infiltrated the retinue of a pirate warlord $extr_marketOnOrAt $extr_marketName. They have been apprehended. Extraction by any means is now our mission objective, though political considerations make use of the flagged navy in this operation... awkward. Our offer to you is $extr_reward credits for successful return of our agent."" @@ -18863,7 +19368,7 @@ You quickly review the contents and estimate that around $extr_marines marines a contact_declineBarNoContinue:Decline", extrOfferTextContact2,DialogOptionSelected,"$option == extr_start $extr_variation == PIRATE_BASE","$missionId = extr -SetTextHighlightColors h $extr_factionColor h +SetTextHighlightColors $extr_factionColor h h Highlight pirate $extr_reward $extr_marines Call $extr_ref showMap ""Target: $extr_marketName""","""One of our agents infiltrated the retinue of a pirate warlord $extr_marketOnOrAt $extr_marketName. We know that they have been apprehended. Extraction by any means necessary is now our mission objective, and I believe you are best suited to could carry out this mission."" $HeOrShe sighs, ""We cannot use the flagged navy in this operation due to... politics. So we come to you. Retrieve the agent and we will pay you $extr_reward credits."" @@ -19013,7 +19518,9 @@ mcbBlurbBar,mcb_blurbBar,,,A military officer is holding court at one of the nic mcbOfferOptionBar,mcb_optionBar,,,,mcb_startBar:Talk to the $mcb_manOrWoman from the military offering bounties, mcbOfferTextContact,DialogOptionSelected,$option == mcb_start,"$missionId = mcb $option = mcb_showOptions 0 -FireBest DialogOptionSelected","""We've got a few options here."" $Post $personLastName pulls up a shared display with a table of intel reports. ""We've got operation time coming up on a HK flotilla that'll handle whatever you don't, so it's really your pick of the bunch. What sort of job do you think you can handle?""",, +FireBest DialogOptionSelected","""We've got a few options here,"" $post $personLastName says, pulling up a shared display with a table of intel reports. + +""We've got an op timeslot coming up for an HK squadron that'll handle whatever you don't, so it's really your pick of the bunch. What sort of job do you think you can handle?""",, mcbOfferTextBar,DialogOptionSelected,$option == mcb_startBar,"$missionId = mcb $option = mcb_showOptionsBar 0 FireBest DialogOptionSelected","You approach and the $rank $personLastName gives you a perfunctory nod. ""Captain,"" $heOrShe says, all business. @@ -19174,35 +19681,1157 @@ $PersonName swipes the holo away and pulls up a sector map, ""We've set $bcb_tar ""I'm arranging this as a favor for my friend, and my friend has agreed to pay whoever takes the job $bcb_reward credits. Time to complete is $bcb_days days. Can you take care of it?""",, ,,,,,, -# Luddic Pilgrim Transport mission,,,,,,# bar mission only -lptBlurbBar1,lpt_blurbBar,$lpt_wealth == rich,,A $lpt_manOrWoman in finely made Luddic pilgrimage robes seems to be speaking to various ship captains.,, -lptOfferOptionBar1,lpt_optionBar,$lpt_wealth == rich,,,lpt_startBarRich:Approach the pilgrim wearing fine Luddic robes, -lptBlurbBar2,lpt_blurbBar,,,A $manOrWoman in the ragged robes of a Luddic pilgrim seems to be approaching ship captains only to be turned away.,, -lptOfferOptionBar2,lpt_optionBar,,,,lpt_startBarPoor:Approach the Luddic pilgrim wearing ragged robes, -lptOfferTextBarRich,DialogOptionSelected,$option == lpt_startBarRich,"$missionId = lpt -SetTextHighlights $lpt_entityName $lpt_reward $lpt_dist -Call $lpt_ref showMap ""Destination: $lpt_entityName""","You approach the pilgrim, who smiles and puts $lpt_hisOrHer hands together. From $lpt_hisOrHer confident disposition and quality clothing it is clear that $lpt_heOrShe comes from wealth somewhat at odds with Ludd's ascetic reputation. +# LOCR - Lost Outpost Crew Return missions,,,,,, +LOCRblockFirstSurvey,PopulateOptions,$locr_blockFirstSurvey,"RemoveOption surveyPerform +unset $locr_blockFirstSurvey",,,# block first instance of survey option in order to direct player attention to the event. +# LOCRM - Miners variant,,,,,, +LOCRMremoveBecauseColony,MarketPostDock,"$locr_miners +$market.isPlayerOwned","unset $locr_miners +Highlight ""flagged for your attention""","Amid the low-priority updates you receive upon entering the colonial datasphere, a minor report is flagged for your attention.",locrm_removeBecauseColony2:View the report, +LOCRMremoveBecauseColony2,DialogOptionSelected,$option == locrm_removeBecauseColony2,"AddTextSmall ""Lost miners rescued"" highlight +$menuState = main 0 +FireAll PopulateOptions","A small crew of miners, abandoned by their exploration company, was been rescued from the surface of $name. + +Left without pay, they sold the remains of their survey and survival equipment for basic necessities, and now haunt the landing facilities to seek work as crew on newly arriving ships. + +Colonial MuniSec is monitoring the situation.",, +LOCRMstart,PopulateOptions,"$locr_miners +!$global.locr_minersDiscovered",$global.locr_minersDiscovered= true,"Upon entering orbit, your comms officer reports ""$PlayerSirOrMadam, we're getting a signal. Point of origin from structure on the surface."" + +Sensors takes over the report, ""Scan shows a small power source, several light planetary craft, and robotic drill rigs. Temporary structures. Mining survey?""",, +LOCRMstartAgain,PopulateOptions,"$locr_miners +$global.locr_minersDiscovered +!$market.isPlayerOwned",,"Your comms officer reports that the signal from the surface is still active. Sensors indicate that the mining survey site is largely intact, a cluster of temporary structures with a significant power source, light planetary craft, and robotic drill rigs.",, +LOCRMstartOption,PopulateOptions,"$locr_miners +!$market.isPlayerOwned",,,locrm_contact0:Hail the signal coming from the surface, +LOCRMcontact0,DialogOptionSelected,$option == locrm_contact0,"BeginConversation locr_miners_contact +$option = locrm_contact1 0 +FireBest DialogOptionSelected","After a couple of false starts, the comms protocols settle down to establish a fitful connection.",, +LOCRMcontact1,DialogOptionSelected,$option == locrm_contact1,,"""Calling $shipOrFleet in orbit- a connection! Glorious stars!"" Relief washes over the $manOrWoman's face. + +""Signal clear. Are you the commander of the $shipOrFleet in orbit? We're miners, or we were. There was an accident, our main rig blew. Then the company pulled out, they left us here to die!"" + +$HeOrShe grimaces in anger and frustration, ""The bloodsuckers said a return trip 'wasn't in the contract' if we couldn't produce. Will you help us return to the core?""",locrm_contact2:Continue, +LOCRMcontact2,DialogOptionSelected,$option == locrm_contact2,"$contacted = true +Highlight ""136 crew berths"" ""12 units of heavy machinery"" +FireAll LOCRMhubOptions","After a moment of hesitation, $personName quickly adds ""We've got skilled techs, and operators. Lots of spacefaring experience. We'd be happy to crew for the passage home."" + +$HeOrShe uploads a workcrew manifest displaying relevant skills. It would require 136 crew berths to transport the miners. + +""And, um."" $HeOrShe looks around $hisOrHer temporary shelter. ""There's equipment. At least 12 units of heavy machinery could be recovered. The company just left it behind, so why not take it?""",, +LOCRMcontact1again,DialogOptionSelected,"$option == locrm_contact1 +$contacted","$option = locrm_contact2 +FireBest DialogOptionSelected","""Captain!"" The miner $post looks hopeful, but concerned. ""I ask you once again, will you help us return to the core? Although our life support is rated for multiple cycles, it's extremely boring out here."" $HeOrShe crosses $hisOrHer arms. ""And we're not getting paid.""",, +LOCRMcontact1againPromise,DialogOptionSelected,"$option == locrm_contact1 +$contacted +$promisedWillReturn","$option = locrm_contact2 +FireBest DialogOptionSelected","""Captain!"" The miner $post looks hopeful. ""You came back! Are you ready to help us return to the core worlds? Although our life support is rated for multiple cycles, it's extremely boring out here."" $HeOrShe crosses $hisOrHer arms. ""And we're not getting paid.""",, +LOCRMcontact1againIonStorm,DialogOptionSelected,"$option == locrm_contact1 +$contacted +$saidIonStorm","$option = locrm_contact2 +FireBest DialogOptionSelected","""Captain,"" the miner $post looks hesitant. ""You've returned. I trust the... ion storm... was not too disruptive? I ask you once more, will you help us? Although our life support is rated for multiple cycles, it's extremely boring out here."" $HeOrShe crosses $hisOrHer arms. ""And we're not getting paid.""",, +LOCRMcontact2again,DialogOptionSelected,"$option == locrm_contact2 +$contacted","Highlight ""136 crew berths"" ""12 units of heavy machinery"" +FireAll LOCRMhubOptions","Per the records already transmitted to you, it will require 136 crew berths to transport these miners. They also offered to recover 12 units of heavy machinery from the worksite.",, +#LOCRMhubOptPayment,LOCRMhubOptions,!$askedAboutPayment,,,"locrm_askPayment:""It's a long way to the core. With the cost of fuel and supplies...""", +LOCRMhubOptWhatMining,LOCRMhubOptions,!$askedMining,,,"locrm_askWhatMining:""What were you mining? Was there a survey?""", +LOCRMhubOptWhoLeftYou,LOCRMhubOptions,!$askedWhoLeftYou,,,"locrm_askWhoLeftYou:""Who left you here? What company?""", +LOCRMhubOptMyColony,LOCRMhubOptions,,,,"locrm_myColony:""I can take you to my own colony. I could use honest workers.""", +LOCRMhubOptTransport,LOCRMhubOptions,,,,locrm_offerTransport:Offer to transport the miners back to civilization, +#LOCRMhubOptContactSomeone,LOCRMhubOptions,,,,"locrm_contactSomeone:""I can't transport you, but I can relay a message to the hypercomm network...""", +LOCRMhubOptLeavePromise,LOCRMhubOptions,,,,"locrm_leavePromise:""I can't transport you now, but I promise I'll be back.""", +LOCRMhubOptBreakingUp,LOCRMhubOptions,!$saidIonStorm,,,"locrm_leaveLie:""Um. Ion storm! Comms uh, breaking up...""", +LOCRMhubOptBreakingUpAgain,LOCRMhubOptions,$saidIonStorm,,,"locrm_leaveLie:""Um. It's another ion storm! Comms uh, breaking up...""", +LOCRMhubOptNoCanDo,LOCRMhubOptions,,"SetShortcut cutCommLink ""ESCAPE""",,"cutCommLink:""Sorry, I have urgent business to attend to.""", +LOCRMofferTransportCrewCheck,LOCRMhubOptions,$player.crewRoom < 136,"SetEnabled locrm_myColony false +SetTooltip locrm_myColony ""You don't have enough crew accomodations to transport the miners. ($player.crewRoomStr of 136 required)"" +SetTooltipHighlights locrm_myColony $player.crewRoomStr 136 +SetTooltipHighlightColors locrm_myColony highlight bad +SetEnabled locrm_offerTransport false +SetTooltip locrm_offerTransport ""You don't have enough crew accomodations to transport the miners. ($player.crewRoomStr of 136 required)"" +SetTooltipHighlights locrm_offerTransport $player.crewRoomStr 136 +SetTooltipHighlightColors locrm_offerTransport highlight bad",,, +LOCRMofferTransportColonyCheck,LOCRMhubOptions,$player.numColonies == 0,"SetEnabled locrm_myColony false +SetTooltip locrm_myColony ""Requires that you have at least one colony.""",,, +LOCRMleaveLie,DialogOptionSelected,$option == locrm_leaveLie,"$saidIonStorm = true +EndConversation NO_CONTINUE","""That's strange,"" $heOrShe says. ""We don't detect-"" + +You snap the comms off.",, +LOCRMleavePromise,DialogOptionSelected,$option == locrm_leavePromise,"$promisedWillReturn = true +EndConversation NO_CONTINUE","""We've got plenty of supplies, so if we don't die of boredom, we'll be waiting."" $HeOrShe sighs and closes the comm-link.",, +LOCRMaskPayment,DialogOptionSelected,$option == locrm_askPayment,"Highlight ""136 crew berths"" ""Heavy Machinery"" ""12 units"" +$askedAboutPayment = true +FireAll LOCRMhubOptions","$HeOrShe suppressing some emotion and, after a moment of hesitation, hastily speaks, ""We've got skilled techs, and operators. Lots of spacefaring experience. We'd be... happy to work as crew for the passage home."" + +The miners' leader uploads a passenger manifest displaying relevant skill-sets. It will require 136 crew berths to transport these miners. + +""And, um."" $HeOrShe looks around the temporary shelter $heOrShe is occupying. ""There's equipment. Heavy Machinery, at least 12 units that could be salvaged. The Company just left it behind, so why not take it?""",, +LOCRMaskWhoLeftYou,DialogOptionSelected,$option == locrm_askWhoLeftYou,$askedWhoLeftYou = true,"The question makes $personName uncomfortable. + +""I know I spoke in anger, captain. But in these times... lots of miners are looking for work, and the hiring agents, they talk to each other."" + +$HeOrShe frowns, ""I don't want a reputation as... difficult.""","locrm_askWhoLeftYouB:""You do what you need to do to make a living, I understand."" +locrm_askWhoLeftYouA:""That's a good attitude, you have to accept your place in the world."" +locrm_askWhoLeftYouC:""That's outrageous! They left you to die out here!""", +LOCRMaskWhoLeftYouA,DialogOptionSelected,$option == locrm_askWhoLeftYouA,"$player.ethosOrder++ +$option = locrm_askWhoLeftYouBack 0 +FireBest DialogOptionSelected",,, +LOCRMaskWhoLeftYouB,DialogOptionSelected,$option == locrm_askWhoLeftYouB,"$player.ethosMercenary++ +$option = locrm_askWhoLeftYouBack 0 +FireBest DialogOptionSelected",,, +LOCRMaskWhoLeftYouC,DialogOptionSelected,$option == locrm_askWhoLeftYouC,"$player.ethosHumanitarian++ +$option = locrm_askWhoLeftYouBack 0 +FireBest DialogOptionSelected",,, +LOCRMaskWhoLeftYouBack,DialogOptionSelected,$option == locrm_askWhoLeftYouBack,FireAll LOCRMhubOptions,"""Gotta get by,"" $heOrShe shrugs. ""But first, we need to get back to the core worlds. If... you could help us.""",, +LOCRMsurveyOre,DialogOptionSelected,"$option == locrm_askWhatMining +$market.mc:ore_ultrarich","Highlight ""ultra-rich ore"" +$askedMining = true +FireAll LOCRMhubOptions","""Aye,this place is a real find!"" $HeOrShe speaks with obvious pride. + +""By the Domain standard rating these are classified as ultra-rich ore deposits."" + +""With a proper mine site, and equipment, and... well, you could feed refineries across half the core. Unfortunately the bloodsuckers took off with the full survey data, but if you ran your own, you'd see for yourself what a bounty we've got here. All yours, as far as I'm concerned.""",, +LOCRMsurveyVolatiles,DialogOptionSelected,"$option == locrm_askWhatMining +$market.mc:volatiles_plentiful","Highlight ""ultra-rich volatiles"" +$askedMining = true +FireAll LOCRMhubOptions","""Aye,this place is a real find!"" $HeOrShe speaks with obvious pride. + +""By the Domain standard rating these are classified as ultra-rich volatiles deposits."" + +""With a proper extraction operation you could feed half the fuel production of the core! Imagine. Unfortunately the bloodsuckers took off with the full survey data, but if you ran your own, you'd see for yourself what a bounty you've got here. And it's all yours, as far as I'm concerned.""",, +LOCRMsurveyOrganics,DialogOptionSelected,"$option == locrm_askWhatMining +$market.mc:organics_plentiful","Highlight ""ultra-rich organics"" +$askedMining = true +FireAll LOCRMhubOptions","""Aye,this place is a real find!"" $HeOrShe speaks with obvious pride. + +""By the Domain standard rating these are classified as ultra-rich organics deposits."" + +""Set down a drill-rig almost anywhere and you'll hit high-purity take! Unfortunately the bloodsuckers took off with the full survey data, but if you ran your own, you'd see for yourself what a bounty you've got here. And it's all yours, as far as I'm concerned.""",, +LOCRMsurveyRareOre,DialogOptionSelected,"$option == locrm_askWhatMining +$market.mc:rare_ore_ultrarich","Highlight ""ultra-rich rare ore"" +$askedMining = true +FireAll LOCRMhubOptions","""Aye,this place is a real find!"" $HeOrShe speaks with obvious pride. + +""By the Domain standard rating these are classified as ultra-rich rare ore deposits."" + +""With a proper operation, you could feed half the refineries of the core worlds. Unfortunately the bloodsuckers took off with the full survey data, but if you ran your own, you'd see for yourself what a bounty you've got here. All yours, as far as I'm concerned.""",, +#LOCRMofferHypercomm,DialogOptionSelected,$option == locrm_contactSomeone,,"""If that's what we can get, then that'll have to do."" The miner crew-boss frowns. + +""We'll have to take on serious debt to entice a freelancer to shuttle us home. Not sure who'll loan a hundred or so unemployed miners the credits for it, but we'll try.""",, +LOCRMofferMyColony,DialogOptionSelected,$option == locrm_myColony,"AdjustRepPerson locr_miners_contact FRIENDLY 20 +$player.locr_minersToPlayerColony = true","""Truly?"" The miner $post grins. ""If you've got paying jobs we'd be fools not to take them."" + +""I'll get everyone organized down here, and have the heavy machinery packed up for you within a shift! Ah, it'll be good to get back to work.""",locrm_offerTransport2:Continue, +LOCRMofferTransport,DialogOptionSelected,$option == locrm_offerTransport,"AdjustRepPerson locr_miners_contact FRIENDLY 20 +$player.locr_minersOnBoard = true","""Splendid."" The miner $post grins. + +""I'll get everyone organized down here, and have the heavy machinery packed up for you within a shift! Ah, it'll be good to get back to work.""",locrm_offerTransport2:Continue, +LOCRMofferTransport2,DialogOptionSelected,$option == locrm_offerTransport2,"AddCommodity crew 136 +AddCommodity heavy_machinery 12 +unset $entity.locr_miners +EndConversation NO_CONTINUE","You have your officers make arrangements. The miners, eager to escape from the monotony of their temporary worksite, board your $shipOrFleet along with all the general-purpose heavy equipment that could be recovered.",, +LOCRMoffloadMiners,MarketPostDock,"$player.locr_minersOnBoard +$marketSize > 3 +$player.crew > 136","Highlight ""offloading the miners you rescued""",You've arrived at a colony suitable for offloading the miners you rescued from the fringe survey site.,"locrm_offloadMiners2:Shuttle the rescued miners to $name +locrm_offloadMiners2no:Not yet", +,DialogOptionSelected,$option == locrm_offloadMiners2,"AddCommodity crew -105 +AddXP 5000 +AdjustRep independent FRIENDLY 1 +unset $player.locr_minersOnBoard +$menuState = main 0 +FireAll PopulateOptions","As promised, you offload the abandoned mining crew you rescued from the fringe. They smile and give thanks to you and your officers as they leave. -""Blessed day. Captain, I presume?"" $lpt_heOrShe says. ""I wish to arrange transport for myself and my party to the shrine of $lpt_entityName in the $lpt_systemName. I can, of course, provide payment. Would $lpt_reward credits be worth a journey of $lpt_dist lightyears?""","contact_acceptBar:Accept -contact_declineBarNoContinue:Decline", -lptOfferTextBarPoor,DialogOptionSelected,$option == lpt_startBarPoor,"$missionId = lpt -SetTextHighlights $lpt_entityName -Call $lpt_ref showMap ""Destination: $lpt_entityName""","You approach the pilgrim. Finally seeing someone who looks like they want to talk, $lpt_heOrShe produces a crooked smile and puts $lpt_hisOrHer calloused hands together. +Nearly a third of the crew choose to stay on, forgoing the usual signing bonus. It seems that they are finding spacefaring - and regular wages - to their taste.",, +LOCRMoffloadMiners2no,DialogOptionSelected,$option == locrm_offloadMiners2no,"$menuState = main 0 +FireAll PopulateOptions",,, +LOCRMoffloadMinersOwnColony,MarketPostDock,"$player.locr_minersToPlayerColony +$market.isPlayerOwned +$player.crew > 136","Highlight ""suitable for resettlement of the rescued miners""",You've arrived at a colony under your administration suitable for resettlement of the rescued miners.,"locrm_offloadMinersOwnColony2:Shuttle the rescued miners to $name +locrm_offloadMiners2no:Not yet", +LOCRMoffloadMinersOwnColony2,DialogOptionSelected,$option == locrm_offloadMinersOwnColony2,"AddCommodity crew -105 +AddXP 5000 +unset $player.locr_minersToPlayerColony +$menuState = main 0 +FireAll PopulateOptions","As promised, you offload the mining crew you rescued from the fringe survey site. They smile and give thanks to you and your officers as they leave to find gainful employment in your colony. With recommendations based on work ethic and good behavior, it is likely they will do well here. -""May Ludd bless you, $playerSirOrMadam,"" $lpt_heOrShe says, bowing. ""I beg of you for passage for myself and a small party to the shrine of $lpt_entityName. We are but poor pilgrims and cannot pay, so we beg this as charity from you."" +Nearly a third of the crew choose to stay on your rolls, forgoing the usual signing bonus. It appears that they find the adventure of spacefaring to their taste.",, +,,,,,, +,,,,,, +# LOCRU - Utopia variant,,,,,,# Cut content -dgb +#LOCRUstart,PopulateOptions,"$locr_utopia +!$global.locr_utopiaDiscovered",$global.locr_utopiaDiscovered= true,"Upon entering orbit, your comms officer reports ""$PlayerSirOrMadam, we're getting a signal. Point of origin from structure on the surface."" -""Perhaps you are already traveling to the $lpt_systemName? The shrine would be but a short detour."" $lpt_HeOrShe looks up at you hopefully. ""We will cause no trouble, and will pray for Providence to bless you with prosperity and health.""","contact_acceptBar:Accept -contact_declineBarNoContinue:Decline", -lptPostAccept,ContactPostAccept,$missionId == lpt,"#AddTextSmall ""Luddic pilgrims boarded $shipOrFleet"" highlight","You have your purser make arrangements, with instructions to keep the pilgrims from interfering in $shipOrFleet operations.",, +Sensors takes over the report, ""Scan indicates a cluster of habitats built around a central structure, active power sources. Looks like damage to part of the complex, some kind of explosion in one of the habitats.""",, +#LOCRUstartAgain,PopulateOptions,"$locr_utopia +$global.locr_utopiaDiscovered",,Your comms officer reports that the comm signal from the surface is still active. Sensors indicate radioactive debris and the impact site of a small space vessel; emergency shelters with active power are arrayed nearby.,, +#LOCRUstartOption,PopulateOptions,$locr_utopia,RemoveOption surveyPerform,,locru_contact0:Connect comms to the signal from the surface, +#LOCRUcontact0,DialogOptionSelected,$option == locru_contact0,"BeginConversation locr_utopia_contact +$option = locru_contact1 0 +FireBest DialogOptionSelected","The image fuzzes, freezes, then comes back to life through a crackle of audio glitching. They must be using some kind of jury-rigged transmitter.",, +#LOCRUcontact1,DialogOptionSelected,$option == locru_contact1,,"""-eet in orbit, calling the- oh, line open. Hello fleet in orbit, do you read?"" + +""Our supplies are running low and we need rescue. I repeat-""",100:cutCommLink:Cut the comm link, ,,,,,, -# LPT arrived at destination,,,,,, -LPTcheckCompletionBeholder,BeholderShrineMainOptions,"$id == beholder_station -$lpt_target","Call $lpt_ref updateData -$player.hasTransportedPilgrims++ -$lpt_completed = true 0 -$option = lpt_deliverNonMarketContinue2 0 +# LOCRP - Pirate variant,,,,,, +LOCRPremoveBecauseColony,MarketPostDock,"$locr_pirate +$market.isPlayerOwned","unset $locr_pirate +Highlight ""flagged for your attention""","Amid the low-priority updates you receive upon entering the colonial datasphere, a minor report is flagged for your attention.",locrp_removeBecauseColony2:View the report, +LOCRPremoveBecauseColony2,DialogOptionSelected,$option == locrp_removeBecauseColony2,"AddTextSmall ""Marooned pirates rescued"" highlight +$menuState = main 0 +FireAll PopulateOptions","A small crew of stranded pirates was rescued from emergency shelters near a wrecked spacecraft in a remote province on the surface of $name. + +Standing bounties on those pirates with sufficiently concerning criminal records have been distributed to the rescuers. The rest have been released to haunt the landing facilities and seek work as crew on newly arriving ships. + +Colonial MuniSec is monitoring the situation.",, +LOCRPstart,PopulateOptions,"$locr_pirate +!$global.locr_pirateDiscovered +!$market.isPlayerOwned","$global.locr_pirateDiscovered = true +FireAll MostLuddicEthosRefresh","Upon entering orbit, your comms officer reports ""$PlayerSirOrMadam, we're getting a signal. Point of origin from a wreck on the surface."" + +Sensors takes over the report, ""Scan indicates debris spread and... a crater. Looks hot; radioactive. Disabled ship hull nearby. Looks like they got hit from orbit. And... survivors. Nearby, in emergency shelters.""",, +LOCRPstartAgain,PopulateOptions,"$locr_pirate +$global.locr_pirateDiscovered +!$market.isPlayerOwned",FireAll MostLuddicEthosRefresh,"Your comms officer reports that the communication signal from the surface is still active. + +Sensors indicate the radioactive crater as well as a disabled ship remain. Emergency shelters with an active power source are set up nearby.",, +LOCRPstartOption,PopulateOptions,"$locr_pirate +!$market.isPlayerOwned",,,locrp_contact0:Connect comms to the signal from the surface, +LOCRPcontact0,DialogOptionSelected,$option == locrp_contact0,"BeginConversation locr_pirate_contact +$option = locrp_contact1 0 FireBest DialogOptionSelected",,, -LPTcheckCompletionBeholder2,DialogOptionSelected,$option == lpt_deliverNonMarketContinue2,,,lpt_deliverNonMarketContinue:Continue, +LOCRPcontact1,DialogOptionSelected,$option == locrp_contact1,"$metAlready = true +FireAll LOCRPhubOptions","""-ta sky if you don't answer, and burn Fenius to the bone! Rads and..."" The $manOrWoman's face resolves mid-curse, and freezes in shock. + +""It worked! I told ya,"" $heOrShe shouts to someone behind them, ""It's a $shipOrFleet burnin' above, a real one!"" + +$HeOrShe turns back, ""You gotta get us off this rock! We're running low on supplies, and before long we'll have to be growing our own food in the dirt like.. like mud-loving Luddies!""",, +LOCRPcontact1again,DialogOptionSelected,"$option == locrp_contact1 +$metAlready",FireAll LOCRPhubOptions,"""Captain $playerName, my good friend!"" The pirate puts on $hisOrHer best smile. ""We're so glad you've come back. Perhaps you've considered ah, transporting us off this rock?""",, +LOCRPcontact1againTransport,DialogOptionSelected,"$option == locrp_contact1 +$metAlready +$madeFirstTransportOffer",FireAll LOCRPhubOptions,"""Captain $playerName, my good friend!"" The pirate puts on $hisOrHer best smile. ""We're so glad you've come back. Perhaps you've had time to reconsider ah, transporting us off this rock?""",, +LOCRPhubAskWhyHere,LOCRPhubOptions,!$askedWhyHere,,,"locrp_whyAreYouHere:""What are you doing on this... rock?""", +LOCRPhubAskArePirate,LOCRPhubOptions,!$askedArePirates,,,"locrp_areYouPirates:""Are you pirates?""", +LOCRPhubAskFenius,LOCRPhubOptions,"$askedWhyHere +!$askedFenius +!$player.knowsAboutFenius",,,"locrp_whoIsFenius:""So who's this Fenius?""", +LOCRPhubAskMarlowe,LOCRPhubOptions,"$askedFenius +!$askedMarlowe +!$player.knowsAboutMarlowe",,,"locrp_whoIsMarlowe:""So who's this Marlowe?""", +LOCRPhubLuddicCorrection,LOCRPhubOptions,"!$didLuddicCorrection +$player.luddicAttitudeFaithfulOrPather",,,"locrp_luddicCorrection:""It's 'Luddic Faithful', not 'Luddie.""", +LOCRPhubAskTreasure,LOCRPhubOptions,"$askedMarlowe +!$askedTreasure",,,"locrp_askTreasure:""Tell me about Old Marlowe's treasure.""", +#LOCRPhubOfferForFenius,LOCRPhubOptions,"$askedFenius +$player.knowsAboutFenius +$askedTreasure +!$player.madeDealToFindFenius",,,"locrp_offerForFenius:""I'll help you... if you help me find Fenius. I want that treasure.""", +LOCRPhubOfferToPrison,LOCRPhubOptions,"$askedWhyHere +!$didPrisonOffer +$askedFenius",,,locrp_offerToPrison:Offer to transport them... to prison, +LOCRPhubOfferToPrison2,LOCRPhubOptions,$didPrisonOffer,,,"locrp_offerToPrison2:""About going to prison? I'm telling you, not asking.""", +LOCRPhubOfferToPirate,LOCRPhubOptions,"$askedWhyHere +$askedFenius",,,locrp_offerToPirate:Offer to transport them to a pirate world, +LOCRPhubOfferToPirateLie,LOCRPhubOptions,"$askedWhyHere +$askedFenius",,,locrp_offerToPirateLie:Offer to transport them to a pirate world (lie), +LOCRPhubOfferToColony,LOCRPhubOptions,"$askedWhyHere +$askedFenius",,,locrp_offerWork:Offer them a place in your own fleet, +LOCRPhubCutComms,LOCRPhubOptions,,,,100:cutCommLink:Cut the comm link, +LOCRPwhyAreYouHere,DialogOptionSelected,$option == locrp_whyAreYouHere,"$askedWhyHere = true +FireAll LOCRPhubOptions","""The rad-blasted betrayer Fenius left us here! Told us he knew where Old Marlowe buried a stash. Stash o' lies, more like,"" $heOrShe spits voluminously, and hatefully. + +""Took all the ships and what little loot... er, cargo, that is. Legitimate salvage and digging equipment! That's us, legitimate salvors done in by a bad lot and left here to die in the dirt. Like, like Luddie worms!"" + +The $manOrWoman looks pained, ""It's no way for a spacer to die, down here. Take us up, captain. We'll be good to ya.""",, +LOCRPwhoIsFenius,DialogOptionSelected,$option == locrp_whoIsFenius,"$askedFenius = true +$player.knowsAboutFenius = true","""Ah, Ormon Fenius. Fenius the Outcast, he's called. The slimiest piece of trash that ever oozed from the mud of..."" + +$HeOrShe pauses, thoughtfully. ""Come to think of it, I dunno where he's from. Somewhere awful where everyone lies, cheats, and steals from one another, probably."" + +At this, $heOrShe looks around, ""'Course there's properly done lying, cheating, and stealing. Quite acceptable, using one's own wits to win a prize through clever work,"" $heOrShe thumps $hisOrHer chest, ""That's my trade, it is! Cleverness and craft. Not like Fenius."" ","locrp_whoIsFenius2:""Not at all, I'm sure.""", +LOCRPwhoIsFenius2,DialogOptionSelected,$option == locrp_whoIsFenius2,FireAll LOCRPhubOptions,"""Fenius, why he'll lie, cheat, and steal for anything, from anyone. The man has no honor! And, and,"" the pirate is getting worked up, standing to shout, ""He's no fun!"" + +No fun. The worst of crimes. + +The pirate sits, calming down. ""He let us land so we could get Marlowe's stash, then blasted our ships from orbit and took off. One reactor went critical, the other... well, just failed. But the previous, ah, owner of my ship thought to have survival equipment. So here we are.""",, +LOCRPwhoIsMarlowe,DialogOptionSelected,$option == locrp_whoIsMarlowe,$askedMarlowe = true,"""Ah, Old Marlowe!"" The pirate gets almost misty eyed, ""Now there was a pirate. He could drink! Oh, how he drank. And fight! Bloodthirsty, he was, would shoot you in the front, back, side - any direction he could get. Whatever it took to win."" + +""Well, he weren't exactly a nice man. And when he gambled, he cheated. Oh, how he cheated! A sight to see, I tell you. Anyway, eventually he cheated the wrong mark and,"" $heOrShe makes a gun-shape with $hisOrHer hand and motions firing it, making a wet noise. $HeOrShe uses the other hand to indicate a generous volume of splatter from the exit wound, if you're interpreting the body language correctly.","locrp_whoIsMarlowe2:Continue +locrp_whoIsMarlowe2a:""Yuck.""", +LOCRPwhoIsMarlowe2a,DialogOptionSelected,$option == locrp_whoIsMarlowe2a,"AdjustRepActivePerson FRIENDLY 1 +$option = locrp_whoIsMarlowe2 0 +FireBest DialogOptionSelected","The pirate grins, glad for an appreciative audience.",, +LOCRPwhoIsMarlowe2,DialogOptionSelected,$option == locrp_whoIsMarlowe2,FireAll LOCRPhubOptions,"""Marlowe was rich, see. Big rich, real rich. But no one's found his stash. Thought we might 'cause I was stupid enough to trust Fenius, despite his reputation..."" + +$HeOrShe slumps down, now that the excitement of Marlowe's story is over. ""So here we are.""",, +LOCRPofferForFenius,DialogOptionSelected,$option == locrp_offerForFenius,$player.madeDealToFindFenius = true,"The pirate looks at you for a long moment. + +""Can't promise I can find him, can't promise he really knows where Marlowe's loot is. Fenius is a slippery worm, he is."" + +""But if you get me and my crew off this rock and into a nice safe pirate port, then I'll help you. I'll help you 'cause I could use some revenging on Fenius,"" $heOrShe curls $hisOrHer hands into fists and knocks them together. ""We'll find him, then you can wring him for information and wring him hard.""","locrp_offerTransport:""Then it's a deal."" +locrp_offerForFeniusB:""I'll deal with Fenius as I see fit."" +locrp_offerForFeniusC:""How do I know I can trust you?"" +locrp_offerTransportMaybe:""I'll think about it.""", +LOCRPofferForFeniusB,DialogOptionSelected,$option == locrp_offerForFeniusB,RemoveOption locrp_offerForFeniusB,"""'Course you will, captain, 'course you will."" The pirate nods obediently. ""But I know Fenius, and he ain't spilling the truth unless you make it hurt. Just helping you with my knowledge, I am. I know my place.""",, +LOCRPofferForFeniusC,DialogOptionSelected,$option == locrp_offerForFeniusC,RemoveOption locrp_offerForFeniusC,"""Can't,"" $heOrShe shrugs. ""But you've got me, an honest pirate, at the bottom of a big ol' gravwell, so I've not got much to negotiate with.""",, +LOCRPofferForFeniusD,DialogOptionSelected,$option == locrp_offerTransportMaybe,"unset $player.madeDealToFindFenius +FireAll LOCRPhubOptions","""As you will, captain, as you will. """,, +LOCRPnotLuddies,DialogOptionSelected,$option == locrp_luddicCorrection,"$didLuddicCorrection = true +FireAll LOCRPhubOptions","""Aye, surely,"" the pirate leader backtracks nervously. ""I read you green and clear, 'Luddic faithful'."" + +The $manOrWoman nods enthusiastically, ""Can't say I haven't prayed a bit meself from time to time,"" then over $hisOrHer shoulder ""Isn't that right? You saw me prayin' that time."" + +The pirate turns back to you, ""We all agree, um, my fellow $playerBrotherOrSister. Now, can you take us aboard? We're good spacers, can work our way.""",, +LOCRPareYouPirates,DialogOptionSelected,$option == locrp_areYouPirates,$askedArePirates = true,"""No!"" $HeOrShe shouts defensively. ""No no, never... "" $heOrShe appears to be trying to gauge your reaction through the fits of the poor comm link. + +""...Yes. Maybe? A little, from time to time, perhaps. Desperate times, these are, aren't they? We think of ourselves more as rogues of the fringe. Corsairs, if you will. Good, honest folk driven to low means to make ends meet. Sounds better when you say it like that, don't it?"" + +""And even if we are pirates, know that I'm being honest with ya. Counts for something, don't it?"" ","locrp_areYouPiratesHonest:""So you're... honest pirates."" +locrp_areYouPiratesAre:""So you're pirates."" +locrp_areYouPiratesNot:""So you're not pirates.""", +LOCRPareYouPiratesHonest,DialogOptionSelected,$option == locrp_areYouPiratesHonest,"AdjustRepPerson locr_pirate_contact FRIENDLY 5 +$areHonestPirates = true +FireAll LOCRPhubOptions","""Surely we are, captain!"" $HeOrShe grins.",, +LOCRPareYouPiratesAre,DialogOptionSelected,$option == locrp_areYouPiratesAre,FireAll LOCRPhubOptions,"""Well,"" $heOrShe draws this out, leaning back. + +""If you're demanding only the strictest sort of definition, why then I suppose we couldn't rightly object to that choice nomenclature on the, what's it, empirical grounds, now could we.""",, +LOCRPareYouPiratesNot,DialogOptionSelected,$option == locrp_areYouPiratesNot,"$pretendingNotPirates = true +FireAll LOCRPhubOptions","""I didn't say we weren't, but..."" $heOrShe pauses a moment, in furious thought, before deciding that you're constructing a fiction for $himOrHer to play along with. For whose benefit? Your own crew, perhaps. + +""Aye. Aye, that's right. Not pirates, as you will."" The pirate nods emphatically, and gives a wink.",, +LOCRPaskTreasure,DialogOptionSelected,$option == locrp_askTreasure,"$askedTreasure = true +FireAll LOCRPhubOptions","""Treasure? Oh, Old Marlowe's stash?"" The pirate snorts dismissively. ""Weren't no thing. Not here, anyway."" + +""We come out all this way, the rad-addled betrayer claiming all the while he knows where Marlowe left his riches, this very planet. We go down to the spot with our diggers ready and have a look and then, and then!"" $HeOrShe claps $hisOrHer hands together with a smack. + +""Gunned in the back, we are! Hit from orbit with our shields down."" The pirate waves an arm around, ""Reactor breach on the one ship, blew half away the other. Real mess, had to scrub bits of my mates off my vac suit, I did.""",locrp_askTreasure2:Continue, +#LOCRPaskTreasure2,DialogOptionSelected,$option == locrp_askTreasure2,FireAll LOCRPhubOptions,"""Gloomy fellow, got a robot arm. Outcast Fenius, he calls himself."" The pirate rolls $hisOrHer eyes, ""Real life of the party, that one.""",, +LOCRPofferToPrison,DialogOptionSelected,$option == locrp_offerToPrison,"$didPrisonOffer = true +FireAll LOCRPhubOptions","The pirate barks a laugh, then stops suddenly. + +""You serious?"" $HeOrShe shakes $hisOrHer head, ""No, no. We're free spirits, you see. In prison, our uh human essence wouldn't have a chance to, uh, flourish."" + +""Better to be stuck on a rock then stuck IN a rock with a Heggie watching you at all your personal businesses, right? That's what I think.""",, +LOCRPofferToPrison2,DialogOptionSelected,$option == locrp_offerToPrison2,FireAll LOCRPraidMarineCheck,"Understanding crosses the pirates face, and $hisOrHer expression closes, hostile. + +""Yeah? You and what army.""","locrp_raidStart:""This one."" (prepare a raid) +locrp_raidCancel:""Mind your tone. I'm the one with warships in orbit.""", +LOCRPraidCheck,LOCRPraidMarineCheck,$player.marines < 3,"SetEnabled locrp_raidStart false +SetTooltip locrp_raidStart ""You don't have enough marines to take on the pirates. ($player.marines of 3 required)"" +SetTooltipHighlights locrp_raidStart ""$player.marines of 3"" +SetTooltipHighlightColors locrp_raidStart highlight bad",,, +LOCRPofferToPrisonRaidCancel,DialogOptionSelected,$option == locrp_raidCancel,FireAll LOCRPhubOptions,"$HeOrShe raises $hisOrHer hands, ""Not me making threats, captain. We're just honest folk looking for a way home.""",, +LOCRPofferToPirate,DialogOptionSelected,$option == locrp_offerToPirate,"$option = locrp_offerTransport 0 +FireBest DialogOptionSelected",,, +LOCRPofferToPirateLie,DialogOptionSelected,$option == locrp_offerToPirateLie,"$player.liedToStrandedPirates = true +$option = locrp_offerTransport 0 +FireBest DialogOptionSelected",,, +LOCRPofferWork,DialogOptionSelected,$option == locrp_offerWork,"$option = locrp_offerTransport 0 +$player.offeredLostPiratesWork = true +FireBest DialogOptionSelected","""Eh,"" $HeOrShe rubs $hisOrHer chin. ""Beats sitting on this rock 'til we turn blue.""",, +LOCRPofferWorkLuddic,DialogOptionSelected,"$option == locrp_offerTransport +$didLuddicCorrection +!$didLuddicCorrectionFollowup",$didLuddicCorrectionFollowup = true,"""Seeing as how you're all, ah, a Luddic Faithful. And with respect, $playerBrotherOrSister - and I ask only on behalf of a handful of my less spiritually illuminated comrades - would we have to be doing praying all official like? And living piously or whatnot?""","locrp_luddicPray:""Yes, I will require that you live in accordance with Luddic principles."" +locrp_luddicNo:""No, my crew is free to practice their own beliefs. Or lack thereof.""", +LOCRPofferWorkLuddicPrayA,DialogOptionSelected,"$option == locrp_luddicPray +$player.mostLuddicEthosFaithful","$player.makingLostPiratesActLuddic = true +$player.luddicAttitudeFaithful++ +$option = locrp_offerTransport 0 +FireBest DialogOptionSelected","$HeOrShe lets out a long sigh. ""Well, then we'll be on blessed good behavior like a pack of curates then, we will.""",,# treat this as doubling down on whatever Luddic inclination the PC is following most -dgb +LOCRPofferWorkLuddicPrayB,DialogOptionSelected,"$option == locrp_luddicPray +$player.mostLuddicEthosPather","$player.makingLostPiratesActLuddic = true +$player.luddicAttitudePather++ +$option = locrp_offerTransport 0 +FireBest DialogOptionSelected","$HeOrShe lets out a long sigh. ""Well, then we'll be on blessed good behavior like a pack of curates then, we will.""",, +LOCRPofferWorkLuddicPrayC,DialogOptionSelected,$option == locrp_luddicPray,"$player.makingLostPiratesActLuddic = true +$option = locrp_offerTransport 0 +FireBest DialogOptionSelected","$HeOrShe lets out a long sigh. ""Well, then we'll be on blessed good behavior like a pack of curates then, we will.""",,# fallback +LOCRPofferWorkLuddicNo,DialogOptionSelected,$option == locrp_luddicNo,"$option = locrp_offerTransport 0 +FireBest DialogOptionSelected","""Glad to hear it!"" $HeOrShe lets out a sigh of relief, ""Very forward-thinking you are, and uh, blessing of good ol' Ludd on you and what-like.""",, +LOCRPofferTransportSpace,DialogOptionSelected,$option == locrp_offerTransport,"$madeFirstTransportOffer = true +Highlight ""54 crew berths"" +FireAll LOCRPtransportHub","""If you're offering transport, you are... we'd need 54 crew berths to take what's left of the gang. Though if we're just countin' real flesh-and-blood arms and legs, they'd only count for forty or so,"" the pirate laughs grimly. + +""We're experienced crew, spacers one and all that can work our way home. You'll not have a more loyal pack of rogues!""",, +LOCRPofferWorkSpace,DialogOptionSelected,"$option == locrp_offerTransport +$player.offeredLostPiratesWork","$madeFirstTransportOffer = true +Highlight ""54 crew berths"" +FireAll LOCRPtransportHub","""If you're offering work, you are... we'd need 54 crew berths to take what's left of the gang. Though if we're just countin' real flesh-and-blood arms and legs, they'd only count for forty or so,"" the pirate laughs grimly. + +""We're experienced crew, spacers one and all. You'll not have a more loyal pack of rogues!""",, +LOCRPtransportHubShuttlesLie,LOCRPtransportHub,$player.liedToStrandedPirates,,,"locrp_transportLie:""Yes, yes... I'll send shuttles down to pick you up."" (prepare the brig)", +LOCRPtransportHubShuttles,LOCRPtransportHub,!$player.liedToStrandedPirates,,,"locrp_transportShuttle:""Good. I'll have shuttles sent down.""", +LOCRPtransportHubNoRoom,LOCRPtransportHub,!$player.liedToStrandedPirates,,,"locrp_transportNoRoom:""Unfortunately, I don't have enough room.""", +LOCRPtransportHubReconsider,LOCRPtransportHub,,,,"locrp_transportReconsider:""I'm reconsidering my options.""", +LOCRPofferTransportCheckA,LOCRPtransportHub,$player.crewRoom < 54,"SetEnabled locrp_transportShuttle false +SetTooltip locrp_transportShuttle ""You don't have enough crew accomodations to transport the miners. ($player.crewRoomStr of 54 required)"" +SetTooltipHighlights locrp_transportShuttle $player.crewRoomStr 54 +SetTooltipHighlightColors locrp_transportShuttle highlight bad +SetEnabled locrp_transportNoRoom true",,, +LOCRPofferTransportCheckB,LOCRPtransportHub,$player.crewRoom > 53,SetEnabled locrp_transportNoRoom false,,, +LOCRPofferTransportCheckC,LOCRPtransportHub,,"SetTooltip locrm_transportLie ""By packing the pirates into the brig, makeshift or otherwise, they won't take up valuable crew berths.""",,, +LOCRPtransportLie,DialogOptionSelected,$option == locrp_transportLie,"AddTextSmall ""Took marooned pirate crew prisoner"" +$player.ethosOrder++ +$player.ethosLiar++ +unset $entity.locr_pirate +AdjustRepPerson locr_pirate_contact VENGEFUL -30 +EndConversation NO_CONTINUE +$player.locr_piratesOnBoardPrisoners = true","You send shuttles down - and have marines ready to escort the pirates to the brig for safekeeping. + +Through a security feed, you watch as the shocked pirates step aboard your $shipOrFleet only to be restrained and escorted, shouting and cursing, to overcrowded cells. + +Their trip back to the core worlds won't be pleasant or comfortable, but they won't take up any valuable crew berths. + +Next step: find a figure of sufficient authority to reward you with a collective bounty for this mass arrest.",, +LOCRPtransportShuttle,DialogOptionSelected,$option == locrp_transportShuttle,"unset $entity.locr_pirate +EndConversation NO_CONTINUE +AddCommodity crew 54 +$player.locr_piratesOnBoard = true","You order shuttles sent to retrieve the pirates. + +The former pirates are distributed widely among work crews and their communications tagged by your security chief. A close watch will be kept to ensure there's no mutinous scheme afoot, and that the pirates do indeed work their fare back to an appropriate spaceport.",, +LOCRPtransportShuttleWork,DialogOptionSelected,"$option == locrp_transportShuttle +$player.offeredLostPiratesWork","unset $entity.locr_pirate +EndConversation NO_CONTINUE +AddCommodity crew 54 +AddXP 2500 +$player.locr_piratesOnBoardForWork = true","You order shuttles sent to retrieve the pirates. + +The former pirates are distributed widely among work crews and their communications tagged by your security officer. A close watch will be kept to ensure they are integrated into your $shipOrFleet and aren't planning to run any mutinous schemes. + +After the first shift, your security officer reports that although the pirates are not adapting to their circumstances without incident, they seem genuinely enthusiastic about the prospect of food, pay, and interesting work.",, +LOCRPtransportNoRoom,DialogOptionSelected,$option == locrp_transportNoRoom,FireAll LOCRPhubOptions,"""Oh. Um."" The pirate smiles nervously, ""Perhaps you'll salvage something, maybe let someone know, or... make some room?"" $heOrShe asks hopefully. + +""That last one- just a joke! Nothing like a joke to pass the long days. Long... long, days,"" $heOrShe trails off.",, +LOCRPtransportReconsider,DialogOptionSelected,$option == locrp_transportReconsider,"unset $player.liedToStrandedPirates +unset $player.offeredLostPiratesWork +FireAll LOCRPhubOptions","""Oh. Um."" The pirate smiles nervously, ""Don't let me get in the way of a good think, captain. You've got us at the bottom of a gravwell, we're at your mercy.""",, +,,,,,, +# LOCRP raid for prisoners,,,,,, +#LOCRPraidOption,PopulateOptions,"$market.id == mazalot +$market.lke_contactVirens +$menuState == main +#Call $lke_ref updateData",#FireBest LKEvirensRaidCheckHostilesNearby,,2:lke_virensRaidStart:Prepare a raid on Virens' compounds to extract Jethro Bornanew, +LOCRPraidStart,DialogOptionSelected,$option == locrp_raidStart,"$entity.raidDifficulty = 3 0 +$entity.raidGoBackTrigger = LOCRPraidCancel 0 +$entity.raidContinueTrigger = LOCRPraidFinishedB 0 +$entity.raidRestrictToTrigger = LOCRPraidFinishedA 0 +AddRaidObjective genericIcon ""Capture the marooned pirates"" MINIMAL 3 LOCRPraidFinishedA true +ShowImageVisual raid_prepare","You convene your officers to plan a raid to capture the pirates so that they might be brought to justice and, it is safe to assume, result in an appropriate bounty payout. + +The pirates are few in number and woefully undersupplied.",mktRaidNonMarket:Continue, +LOCRPraidFinishedA,LOCRPraidFinishedA,,,"Your officers were conservative in planning, crafting an imaginative tactical scenario which assumed the pirates possess all sorts of armaments and preparation which, in the end, they did not: anti-armor capability, a drone recon network, sentry turrets, field fortifications, and finally an EW-proof ghost gun ambush. + +In the end, the operation is a simple matter of cutting the lights then punching through flimsy shelter walls to stun-round those few pirates with live firearms detected and flagged by the marines' personal combat radar. + +They missed the hand-made bomb, however.",, +LOCRPraidFinishedB,LOCRPraidFinishedB,,"AddTextSmall ""Took pirate prisoners"" highlight +$player.locr_piratesOnBoardPrisoners = true +AdjustRepPerson locr_pirate_contact VENGEFUL -20 +unset $entity.locr_pirate +EndConversation DO_NOT_FIRE +FireAll PopulateOptions","The pirate leader is justifiably defeated-looking, ashamed at being taken so easily despite the circumstances. + +The pirates are removed to the $shipOrFleet brigs, packed closer than even the minimal comforts of the lowest crewmember's berth.",, +LOCRPraidCancel,LOCRPraidCancel,,"EndConversation DO_NOT_FIRE +FireAll PopulateOptions +#ShowPersonVisual +#FireAll LOCRPhubOptions","You call for a halt to the raid and consider your options. + +If nothing else, the pirate leader must be sweating in the e-shelter down on the surface. Wondering what you're planning, waiting for the flash and bang of a hostile breach.",, +# LOCRP return pirates,,,,,, +LOCRPoffloadPirates,MarketPostDock,"$player.locr_piratesOnBoard +$marketSize > 3 +$faction.id == pirates +$player.crew > 54","Highlight ""offload the formerly marooned pirates""",You've arrived at a suitably lawless starport to offload the formerly marooned pirates you rescued. ,"locrp_offloadPirates2:Shuttle the marooned pirates to $name +locrp_offloadPiratesNo:No, tell them it'll be the next stop at a suitable port.", +LOCRPoffloadPiratesNext,MarketPostDock,"$player.locr_piratesOnBoard +$player.locrp_toldNextPort +$marketSize > 3 +$faction.id == pirates +$player.crew > 54","unset $player.locrp_toldNextPort +Highlight ""offload the formerly marooned pirates""",You've arrived at the next suitably lawless starport to offload the formerly marooned pirates you rescued.,locrp_offloadPirates2:Shuttle the marooned pirates to $name,"# could expand on this, but it's a bit of a rabbit hole -dgb" +LOCRPoffloadPiratesNo,DialogOptionSelected,$option == locrp_offloadPiratesNo,"$player.locrp_toldNextPort = true +$menuState = main 0 +FireAll PopulateOptions","There's grumbling from the pirates, but they accept your promise that the next port will be their last stop.",, +LOCRPoffloadPirates2,DialogOptionSelected,$option == locrp_offloadPirates2,"AddCommodity crew -47 +AddXP 5000 +unset $player.locr_piratesOnBoard +$menuState = main 0 +FireAll PopulateOptions","The pirate crew cheers as they are off-boarded, shouting boasts and singing an off-color song about the variety of substances they plan to abuse. Others, grim-faced, mutter grisly plans to revenge themselves upon Fenius and his crew. + +A handful of pirates wish to remain in your employment, offering to forgo the usual signing bonus due to your generosity. Those who have approval from both your security chief and their section leaders are allowed to remain.",, +LOCRPoffloadPiratesLuddic,MarketPostDock,"$player.locr_piratesOnBoard +$marketSize > 3 +$faction.id == pirates +$player.crew > 54 +$player.makingLostPiratesActLuddic","Highlight ""offload the formerly marooned pirates""","You've arrived at a suitably lawless starport to offload the formerly marooned pirates you rescued. They are eager to go, as they've found that Luddic discipline is a poor fit for their swashbuckling lifestyle.",locrp_offloadPiratesLuddic2:Shuttle the pirates to $name, +LOCRPoffloadPiratesLuddic2,DialogOptionSelected,$option == locrp_offloadPiratesLuddic2,"AddCommodity crew -53 +AddXP 5000 +unset $player.locr_piratesOnBoard +$menuState = main 0 +FireAll PopulateOptions","Once they're a safe distance from the ramps of the shuttles, the pirates cheer in relief from the discipline you imposed, shouting and singing about the various substances they plan to abuse. Others mutter grisly plans to revenge themselves upon Fenius and his crew. + +A single member of the pirates, having become quite taken with Luddism, wishes to remain in your employment. They forgo the usual signing bonus due to your charity and, with approval from both your security chief and their section leader, are allowed to remain.",, +LOCRPoffloadPiratesToPrisonA,PopulateOptions,"$isPerson +$player.locr_piratesOnBoardPrisoners +$personFaction.id != pirates +$postId == portmaster +RepGTE $faction.id SUSPICIOUS",,,locrp_imprisonPirates:Inquire about turning a crew of pirates over to official custody, +LOCRPoffloadPiratesToPrisonB,PopulateOptions,"$isPerson +$player.locr_piratesOnBoardPrisoners +$personFaction.id != pirates +$postId == stationCommander +RepGTE $faction.id SUSPICIOUS",,,locrp_imprisonPirates:Inquire about turning a crew of pirates over to official custody, +LOCRPoffloadPiratesToPrisonC,PopulateOptions,"$isPerson +$player.locr_piratesOnBoardPrisoners +$personFaction.id != pirates +$postId == baseCommander +RepGTE $faction.id SUSPICIOUS",,,locrp_imprisonPirates:Inquire about turning a crew of pirates over to official custody, +LOCRPoffloadPiratesToPrisonD,PopulateOptions,"$isPerson +$player.locr_piratesOnBoardPrisoners +$personFaction.id != pirates +$postId == administrator +RepGTE $faction.id SUSPICIOUS",,,locrp_imprisonPirates:Inquire about turning a crew of pirates over to official custody, +LOCRPimprisonPirates,DialogOptionSelected,$option == locrp_imprisonPirates,,"""Just what I need, more pirates to dispose of,"" $Post $personLastName says with a frown. ""I trust you have some kind of evidence for their crimes? No, don't answer that. I'll have a subordinate handle the whole mess."" + +$HeOrShe has you wait as your comms are transferred to a security officer.",locrp_imprisonPirates2:Continue, +LOCRPimprisonPiratesFaithful,DialogOptionSelected,"$option == locrp_imprisonPirates +$voice == faithful",,"""Ah, yet another pack of spacer criminals, sinners one and all."" $Post $personLastName says with a frown. ""Ludd forgive me, but I am thankful that I am not required to display saintly mercy in such matters. I'll have a subordinate handle the mess."" + +$HeOrShe has you wait as your comms are transferred to a security officer.",locrp_imprisonPirates2:Continue, +LOCRPimprisonPiratesPather,DialogOptionSelected,"$option == locrp_imprisonPirates +$voice == pather",,"""You bring me a pack of desperate sinners, captain. Just what am I to do with them?"" $Post $personLastName's frown slowly evaporates. ""With hammer and sword, I'm sure we'll think of something appropriate. I'll have a subordinate handle the whole mess."" + +$HeOrShe has you wait as your comms are transferred to a security officer.",locrp_imprisonPirates2:Continue, +LOCRPimprisonPiratesAristo,DialogOptionSelected,"$option == locrp_imprisonPirates +$voice == aristo",,"""Oh, delightful; another disgusting herd of space trash come to smear grime on everything they don't steal."" $Post $personLastName frowns dramatically, ""Well, we know how to treat the criminal element here, trust me on that. I'll have my subordinate handle the mess."" + +$HeOrShe has you wait as your comms are transferred to a security officer.",locrp_imprisonPirates2:Continue, +LOCRPimprisonPiratesBusiness,DialogOptionSelected,"$option == locrp_imprisonPirates +$voice == business",,"""Pirates, you say?"" $Post $personLastName considers the matter with a frown. ""It is a small thing, but removing this lot from the spaceways should increase profitiability by a fraction of a percent, and every percent counts. I'll transfer you to someone who can make the correct arrangements."" + +$HeOrShe has you wait as your comms are forwarded to a security officer.",locrp_imprisonPirates2:Continue, +LOCRPimprisonPiratesScientist,DialogOptionSelected,"$option == locrp_imprisonPirates +$voice == scientist",,"""Pirates? How... inefficient,"" $Post $personLastName says, distracted. ""I'm sure I have someone who can handle them for you."" + +$HeOrShe has you wait as your comms are transferred to a security officer.",locrp_imprisonPirates2:Continue, +LOCRPimprisonPiratesVillain,DialogOptionSelected,"$option == locrp_imprisonPirates +$voice == villain",,"""You're just handling me a crew of pirates?"" $Post $personLastName smiles wickedly. ""Don't you worry, captain, I know how to take care of these sorts of things. Don't you worry one little bit. I'll have a subordinate, ah, handle the matter."" $HeOrShe winks, suggesting some secretive means that you don't quite follow. + +Before you can inquire, $heOrShe has your comms transferred to a security officer bearing a blank face and a dramatic scar.",locrp_imprisonPirates2:Continue, +LOCRPimprisonPiratesSpacer,DialogOptionSelected,"$option == locrp_imprisonPirates +$voice == spacer",,"""Eh, it's a shame to see a good crew gone bad,"" $Post $personLastName says with a frown. ""Well, send 'em over and I'll have someone process the lot."" + +$HeOrShe has your comms transferred to a security officer who makes the arrangements.",locrp_imprisonPirates2:Continue, +LOCRPimprisonPiratesSoldier,DialogOptionSelected,"$option == locrp_imprisonPirates +$voice == soldier",,"""Pirates,"" $Post $personLastName says with a vicious frown. ""Chaos and insubordination follow piracy. Always, captain. Always."" $HeOrShe taps $hisOrHer comms interface, ""I'll have a subordinate handle the matter."" + +Your comms are swiftly transferred to a security officer who makes the arrangements.",locrp_imprisonPirates2:Continue, +LOCRPimprisonPirates2,DialogOptionSelected,$option == locrp_imprisonPirates2,"unset $player.locr_piratesOnBoardPrisoners +AddCommodity credits 2000 +AddXP 3000 +EndConversation NO_CONTINUE","You assign your own subordinate in turn to coordinate the transfer of the pirates, their spirits much diminished by the time spent in your brig, to the local authorities. + +The local bureaucracy alternates between impatient and bored with the entire proceeding. + +Nonetheless, you manage to rid yourself of the entire crew in exchange for a modest reward. A not insignificant number of these individuals have criminal records, and a subset of those crimes fall under the jurisdiction of interfactional anti-piracy agreements which include a protocol to automatically pay out standing bounties.",, +,,,,,, +# LOCRL - Luddic variant,,,,,, +LOCRLremoveBecauseColonyA,MarketPostDock,"$locr_luddic +!$locrl_contacted +$market.isPlayerOwned","Highlight ""flagged for your attention""","Amid the low-priority updates you receive upon entering the colonial datasphere, a minor report is flagged for your attention.",locrl_removeBecauseColonyA:View the report, +LOCRLremoveBecauseColonyB,MarketPostDock,"$locr_luddic +$locrl_contacted +$market.isPlayerOwned","Highlight ""flagged for your attention""","Amid the low-priority updates you receive upon entering the colonial datasphere, a minor report is flagged for your attention.",locrl_removeBecauseColonyB:View the report, +LOCRLremoveBecauseColonyA2,DialogOptionSelected,$option == locrl_removeBecauseColonyA,"unset $locr_luddic +AddTextSmall ""Luddic heretics rescued"" highlight +$menuState = main 0 +FireAll PopulateOptions","A small community of heretical Luddics was rescued from a remote village on the surface of $name. + +Rescuers describe the Luddics as repentant and half-starved, their agricultural efforts having failed due to poor preparation. They now seem intent upon rejoining the Church of Galactic Redeption. Given basic necessities by your administration, they have been released to haunt the landing facilities, seeking work as crew or charity transport back to the core worlds. + +Colonial MuniSec will monitor the group for radical Pather activity.",, +LOCRLremoveBecauseColonyB2,DialogOptionSelected,$option == locrl_removeBecauseColonyB,"unset $locr_luddic +unset $entity.locrl_contacted +AddTextSmall ""Luddic heretics rescued"" highlight +$menuState = main 0 +FireAll PopulateOptions","The community of heretical Luddics living in a remote village on the surface of $name has been rescued by a local emergency response team. + +The Luddics are described as repentant and half-starved due to their failing agricultural efforts and now seem intent upon rejoining the Church of Galactic Redeption. Given basic necessities by your administration, they have been released to haunt the landing facilities, seeking work as crew or charitable transport back to the core worlds. + +Colonial MuniSec will monitor the group for radical Pather activity.",, +,,,,,, +LOCRLdevMenuOption,PopulateOptions,"$global.isDevMode +$locr_luddic",SetOptionColor lcDev_optionsMenu gray,,200:lcDev_optionsMenu:>> (dev) Luddic testing menu, +LOCRLstart,PopulateOptions,"$locr_luddic +!$global.locr_luddicDiscovered","$global.locr_luddicDiscovered = true +FireAll MostLuddicEthosRefresh","Your comms officer calls for your attention, ""$PlayerSirOrMadam, we're getting a comms request from the surface. It's a weak signal."" + +Sensors takes over the report, ""Picking up a small power source, large central structure. Earthworks. Not military; some kind of... art? Ceremonial? Underground habitation, and... fields. An attempt at farming."" + +""There's no colony here on the charts, $playerSirOrMadam. Not pre or post-Collapse.""",, +LOCRLstartAgain,PopulateOptions,"$locr_luddic +$global.locr_luddicDiscovered +!$entity.locrl_contacted +!$didLOCRLdescription","$didLOCRLdescription = true 0 +FireAll MostLuddicEthosRefresh","Your comms officer reports that the comms signal from the surface is still active. + +Your sensors officer confirms that there is still some kind of unregistered colony site, complete with decorative earthworks, underground habitation, and a feeble attempt at agriculture.",, +LOCRLstartAgainContacted,PopulateOptions,"$locr_luddic +$global.locr_luddicDiscovered +$entity.locrl_contacted +!$didLOCRLdescription","$didLOCRLdescription = true 0 +FireAll MostLuddicEthosRefresh",Your comms officer reports the comms signal from the rogue Luddic sect on the surface is still active.,, +LOCRLstartOption,PopulateOptions,"$locr_luddic +!$market.isPlayerOwned",,,locrl_contact0:Connect comms to the signal from the surface, +LOCRLcontact0,DialogOptionSelected,$option == locrl_contact0,"BeginConversation locr_luddic_contact +$option = locrl_contact1 0 +FireBest DialogOptionSelected",,, +LOCRLcontact1,DialogOptionSelected,$option == locrl_contact1,"$entity.locrl_contacted = true +FireAll LOCRLhub","""-llo? Oh, oh blessings of Ludd! Thank Providence you're receiving! We are a community of, of faithful settlers who were... led astray from the true Church of Galactic Redemption."" + +$HeOrShe clasps $hisOrHer hands together. ""We wish now to repent, and to return, and beg the holy Church for forgiveness.""",, +LOCRLcontact1again,DialogOptionSelected,"$option == locrl_contact1 +$entity.locrl_contacted",FireAll LOCRLhub,"With a crackle, the comms sync into a working connection. + +""Blessing of Ludd, you have returned!"" $PersonRank $personLastName clasps $hisOrHer hands together in thanks. + +""This penance we suffer is harsh and hungry, $playerSirOrMadam. We beg of you, will you do us the charity of transporting to a world of the Church so that we may repent our heresy?""",, +LOCRLFmissionFound,LOCRLhub,"$global.locrlf_inProgress +!$didLOCRLFmissionAcknowledgement","$global.locrlf_foundHeretics = true +$didLOCRLFmissionAcknowledgement = true +AddText ""It appears that you have found the Church's lost heretics."" +Call $global.locrlf_ref updateStage",,, +LOCRLFmissionFoundOpt,LOCRLhub,"$global.locrlf_inProgress +!$saidLookingFor",,,"locrlf_sayLookingFor:""An agent of the Church hired me to find you.""", +#LOCRLaskWhatDoingOptLie,LOCRLhub,"!$global.locrlf_inProgress +!$askedWhatDoing +!$saidLookingFor",,,"locrlf_sayLookingFor:""What are you doing on the fringe?"" (conceal your mission to find them)", +LOCRLFmissionBringNews,LOCRLhub,"$saidLookingFor +!$saidBringNewsMission +!$player.mostLuddicEthosPather",,,"locrlf_bringNews:""I shall bring word of you to my contact, to the Church.""", +LOCRLFmissionBringNewsMaybe,LOCRLhub,"$saidLookingFor +!$saidBringNewsMission +$player.mostLuddicEthosPather","SetTooltip locrlf_bringNewsPath ""Why should the Church claim new recruits ripe for the light of the Luddic Path?"" +SetTooltipHighlights locrlf_bringNewsPath ""Luddic Path"" +SetTooltipHighlightColors locrlf_bringNewsPath luddic_path",,"locrlf_bringNewsPath:""I could bring word of you to my contact, to the Church...""", +LOCRLaskWhatDoingOpt,LOCRLhub,"!$global.locrlf_inProgress +!$askedWhatDoing",,,"locrl_askWhatDoing:""What are you doing out on the fringe?""", +LOCRLsayLuddicOpt,LOCRLhub,"$askedWhatDoing +!$committedToPathTransport +$player.mostLuddicEthosPather","SetTooltip locrl_sayPather ""Perhaps these heretics' faith may be turned to a truer path; the Luddic Path"" +SetTooltipHighlights locrl_sayPather ""Luddic Path"" +SetTooltipHighlightColors locrl_sayPather luddic_path",,"locrl_sayPather:""How can you crawl back to the Church when there is a Path more righteous?""", +LOCRLsayChurchOpt,LOCRLhub,"$askedWhatDoing +!$saidStrayedFromChurch +$player.luddicFaithfulOrChurchCom","SetTooltip locrl_sayChurch ""Perhaps these souls can be saved by returning them to the embrace of the Church of Galactic Redemption"" +SetTooltipHighlights locrl_sayChurch ""Church of Galactic Redemption"" +SetTooltipHighlightColors locrl_sayChurch luddic_church",,"locrl_sayChurch:""You have strayed far, $brotherOrSister, but the Church is rich in mercy""", +#LOCRLsayKnightsOpt,LOCRLhub,"$askedWhatDoing +!$saidStrayedFromChurch +$player.luddicFaithfulOrChurchCom","SetTooltip locrl_sayChurch ""Perhaps these souls can be saved by returning them to the embrace of the Church of Galactic Redemption""",,"locrl_sayChurch:""You have strayed far, $brotherOrSister, but the Church is rich in mercy""", +#LOCRLsayAtheistOpt,LOCRLhub,"$askedWhatDoing +$player.luddicAttitudeCynicalOrAtheistic +!$saidAtheist",,,"locrl_sayAtheist:""Material concerns appear to have shifted your outlook quite dramatically.""", +LOCRLhubAskHowManyOpt,LOCRLhub,"$askedWhatDoing +!$askedHowMany",,,"locrl_askHowMany:""How many of you need transport?""", +LOCRLhubAskPaymentOpt,LOCRLhub,"$askedWhatDoing +!$askedPayment",,,"locrl_askPayment:""Can you pay for passage?""", +LOCRLhubOfferTransportOpt,LOCRLhub,"$askedHowMany +!$committedToChurchTransport +!$committedToPathTransport",,,locrl_offerTransport:Offer to transport them to a Luddic Church world, +LOCRLhubOfferTransportChurchOpt,LOCRLhub,"$askedHowMany +$committedToChurchTransport",,,"locrl_offerTransportChurch:Transport them to a Luddic Church world, for forgiveness", +#LOCRLhubOfferTransportKnightsOpt,LOCRLhub,"$askedHowMany +$committedToChurchTransport",,,"locrl_offerTransportKnights:Transport them to the Luddic Knights, for judgment", +LOCRLhubOfferTransportPathOpt,LOCRLhub,"$askedHowMany +$committedToPathTransport",,,"locrl_offerTransportPath:Transport them to the Luddic Path, to start anew", +#LOCRLhubOwnColonyOpt,LOCRLhub,"$askedHowMany +$player.luddicAttitudeFaithfulOrPather +$player.numColonies > 0",,,locrl_offerTransportColony:Offer to transport them to your own colony,# maybe -dgb +LOCRLhubOfferTransportCheckOpt,LOCRLhub,$player.crewRoom < 198,"SetEnabled locrl_offerTransport false +SetTooltip locrl_offerTransport ""You do not have room for an additional 198 crew."" +SetTooltipHighlights locrl_offerTransport 198 +SetTooltipHighlightColors locrl_offerTransport highlight bad +SetEnabled locrl_offerTransportChurch false +SetTooltip locrl_offerTransportChurch ""You do not have room for an additional 198 crew."" +SetTooltipHighlights locrl_offerTransportChurch 198 +SetTooltipHighlightColors locrl_offerTransportChurch highlight bad +SetEnabled locrl_offerTransportKnights false +SetTooltip locrl_offerTransportKnights ""You do not have room for an additional 198 crew."" +SetTooltipHighlights locrl_offerTransportKnights 198 +SetTooltipHighlightColors locrl_offerTransportKnights highlight bad +SetEnabled locrl_offerTransportPath false +SetTooltip locrl_offerTransportPath ""You do not have room for an additional 198 crew."" +SetTooltipHighlights locrl_offerTransportPath 198 +SetTooltipHighlightColors locrl_offerTransportPath highlight bad +SetEnabled locrl_offerTransportColony false +SetTooltip locrl_offerTransportColony ""You do not have room for an additional 198 crew."" +SetTooltipHighlights locrl_offerTransportColony 198 +SetTooltipHighlightColors locrl_offerTransportColony highlight bad",,, +LOCRLFhubLeaveThemMission,LOCRLhub,$saidBringNewsMission,"SetShortcut locrlf_justLeave ""ESCAPE""",,cutCommLinkNoText:Leave them for the Church to deal with., +LOCRLhubCutCommsOpt,LOCRLhub,!$saidBringNewsMission,,,cutCommLinkNoText:Make an excuse and cut the comms, +LOCRLaskWhatDoing,DialogOptionSelected,$option == locrl_askWhatDoing,$askedWhatDoing = true,"""We were followers of, a, a..."" + +Realizing that $heOrShe is falling over $hisOrHer words, $heOrShe takes a moment to collect $himOrHerself, and begins again. + +""We believed a new revelation had been given, like that revealed unto Ludd. Our false prophet claimed to hear a choir of angels, and the song told him that a great cleansing would fall upon the Sector. A war between angels and demons to end the world. Any who did not follow our exodus would be destroyed by the wrath of God.""",locrl_askWhatDoing2:Continue, +LOCRLaskWhatDoing2,DialogOptionSelected,$option == locrl_askWhatDoing2,"FireAll LOCRLjudgerOptions +FireAll LOCRLjudgeAddTooltips","""So we followed him, a handful of hundreds, to this place."" + +""Though this world is rich, it was not... it is no paradise. And the demands of our false prophet became... bizarre. Unreasonable. Unpious. He grew wroth at any questioning, claiming the angels commanded him, and then. Um."" + +""There was an accident."" $PersonRank $PersonName looks aside, avoiding the gaze of the comms, ""He is... I pray that his restless spirit might find a peace now which it did not know in life.""",, +LOCRLFsayLookingFor,DialogOptionSelected,$option == locrlf_sayLookingFor,"$saidLookingFor = true +$askedWhatDoing = true +FireAll LOCRLjudgerOptions +FireAll LOCRLjudgeAddTooltips","""Oh, I... I see."" $HisOrHer contenance shifts between relief and worry. ""The Church, they- we are repentant! I swear it, even before you arrived."" + +""The false prophet who, who seduced us - his proclamations became bizarre. Unreasonable. Unpious. He grew wroth at any questioning, claiming the angels commanded him, and then. Um."" + +""There was an accident."" $PersonRank $PersonName looks aside, avoiding the gaze of the comms, ""He is... I pray that his restless spirit might find a peace now which it did not know in life.""",, +LOCRLjudgeOptionA,LOCRLjudgerOptions,,,,"locrl_judgeOptA:""I see. That is an unfortunate course of events.""", +LOCRLjudgeOptionB,LOCRLjudgerOptions,$player.luddicFaithfulOrChurchCom,,,"locrl_judgeOptB:""I'm afraid that this all sounds like brazen heresy.""", +LOCRLjudgeOptionC,LOCRLjudgerOptions,$player.mostLuddicEthosCynical,,,"locrl_judgeOptC:""So you rubes got tricked until someone did the sensible thing and murdered the conman.""", +LOCRLjudgeOptionD,LOCRLjudgerOptions,$player.mostLuddicEthosPather,,,"locrl_judgeOptD:""You're far from the true Path. Thank Ludd what had to be done was done.""", +LOCRLjudgeOptionE,LOCRLjudgerOptions,$player.mostLuddicEthosAtheistic,,,"locrl_judgeOptE:""I take no pleasure in observing that your faith blinded you.""", +LOCRLjudgeOptionF,LOCRLjudgerOptions,#$player.ethosRuthless > 0,,,"locrl_judgeOptF:""It's a good thing someone finally stood up and murdered the scum, eh?""", +LOCRLjudgeOptionLast,LOCRLjudgeAddTooltips,,"SetTooltip locrl_judgeOptB ""Judge, or forgive. What would Ludd do?"" +SetTooltip locrl_judgeOptC ""Typical Luddie fools. No common sense at all."" +SetTooltip locrl_judgeOptD ""The true Luddic Path would never have allowed them to stray."" +SetTooltipHighlights locrl_judgeOptD ""Luddic Path"" +SetTooltipHighlightColors locrl_judgeOptD luddic_path +SetTooltip locrl_judgeOptE ""Maybe a little pleasure. It feels good to be right. $HeOrShe doesn't need to know that."" +SetTooltip locrl_judgeOptF ""It always comes down to relying on someone willing to pull a trigger, doesn't it.""",,, +LOCRLjudgeResponseA,DialogOptionSelected,$option == locrl_judgeOptA,FireAll LOCRLhub,"$PersonRank $personLastName bows slightly, hands clasped. ""Yes. Our poor fortune is punishment for our foolishness, and faithlessness.""",, +LOCRLjudgeResponseB,DialogOptionSelected,$option == locrl_judgeOptB,"$player.luddicAttitudeFaithful++ +FireAll LOCRLhub","$PersonRank $personLastName looks only more defeated by your words. + +""It is true,"" $heOrShe chokes out, not quite a sob. ""We have been punished for our faithlessness.""",, +LOCRLjudgeResponseC,DialogOptionSelected,$option == locrl_judgeOptC,"$player.luddicAttitudeCynical++ +FireAll LOCRLhub","$PersonRank $personLastName bristles at your words, but represses $hisOrHer instict to react with anger. + +""We were fools, yes,"" $heOrShe says, eyes downcast. ""But it was... it was an accident. A terrible accident, nothing more."" + +$HisOrHer voice cracks with desperation, clinging to an agreed-upon truth.",, +LOCRLjudgeResponseD,DialogOptionSelected,$option == locrl_judgeOptD,"$player.luddicAttitudePather++ +FireAll LOCRLhub","$PersonRank $personLastName shifts uncomfortably at your words. + +""It was an accident. A terrible accident, nothing more."" $HisOrHer voice cracks with desperation, clinging to an agreed-upon truth. ""We're not murderers! We seek only the peace of Ludd. And, and to atone.""",, +LOCRLjudgeResponseE,DialogOptionSelected,$option == locrl_judgeOptE,"$player.luddicAttitudeAtheistic++ +FireAll LOCRLhub","""Pride!"" The word bursts from $PersonRank $personLastName. + +""It was pride that blinded us. A false revelation made us feel above all others, blessed with special knowledge. Had we but kept the true faith..."" + +$HeOrShe shakes $hisOrHer head. ""We have been punished for straying from the Church and seek now to repent.""",, +LOCRLjudgeResponseF,DialogOptionSelected,$option == locrl_judgeOptF,"$player.ethosRuthless++ +FireAll LOCRLhub","$PersonRank $personLastName looks horrified. ""We're not... no... it was an accident! A terrible accident, nothing more."" + +$HisOrHer voice cracks with desperation, clinging to an agreed-upon truth. + +""We seek only the peace of Ludd. And, and to atone.""",, +LOCRLFbringNews1,DialogOptionSelected,$option == locrlf_bringNews,"$saidBringNewsMission = true +RemoveOption locrlf_bringNews +RemoveOption locrlf_bringNewsPath +FireBest LOCRLFbringNews1patherCheck","""For that, ah, we would be most blessed and thankful to you. We shall pray for forgiveness,"" $heOrShe says solemnly, ""And await the judgment of the Church."" + +$PersonName looks like $heOrShe badly wants to ask you something, and is considering if $heOrShe should.","locrlf_bringNewsRespPather:""Know that I follow the Path. It may well lead not where the Church preaches."" +locrlf_bringNewsRespA:""You have a question?"" +locrlf_bringNewsRespB:""The Church will tend to its flock."" +locrlf_bringNewsRespC:""I don't know what the Church intends, if that is what you wanted to ask.""", +LOCRLFbringNews1path,DialogOptionSelected,$option == locrlf_bringNewsPath,"$saidBringNewsMission = true +RemoveOption locrlf_bringNews +RemoveOption locrlf_bringNewsPath +FireBest LOCRLFbringNews1patherCheck","""The Church! Yes for that, ah, we would be most blessed and thankful to you. We shall pray for forgiveness,"" $heOrShe says solemnly, ""And await the mercy of the Church."" + +$PersonName looks like $heOrShe badly wants to ask you something, and is considering if $heOrShe should.","locrlf_bringNewsRespPather:""Know that I follow the Path. It may well lead not where the Church preaches."" +locrlf_bringNewsRespA:""You have a question?"" +locrlf_bringNewsRespB:""The Church will tend to its flock."" +locrlf_bringNewsRespC:""I don't know what the Church intends, if that is what you wish to ask.""", +LOCRLFbringNews1respA,DialogOptionSelected,$option == locrlf_bringNewsRespA,FireBest LOCRLFbringNews1patherCheck,"""Do you know what is intended for us?"" $HeOrShe looks at you fearfully, ""Will the Knight Inquisitors be sent?""","locrlf_bringNewsRespPather:""Know that I follow the Path. It may well lead not where the Church preaches."" +locrlf_bringNewsRespAA:""Truly, I don't know what the Church intends."" +locrlf_bringNewsRespB:""The Church will tend to its flock."" +locrlf_bringNewsRespAC:""I could only assume so. Heresy is a serious crime.""", +LOCRLFbringNews1patherCheck,LOCRLFbringNews1patherCheck,!$player.mostLuddicEthosPather,RemoveOption locrlf_bringNewsRespPather,,, +LOCRLFbringNewsRespPather,DialogOptionSelected,$option == locrlf_bringNewsRespPather,"$player.luddicAttitudePather++ +$option = locrlf_bringNewsRespAA 0 +FireBest DialogOptionSelected","""I... I see, $playerSirOrMadam.""",, +LOCRLFbringNews1respA-A,DialogOptionSelected,$option == locrlf_bringNewsRespAA,FireAll LOCRLhub,"$HeOrShe bows with uneasy acceptance, hands held together.",, +LOCRLFbringNews1respA-C,DialogOptionSelected,$option == locrlf_bringNewsRespAC,FireAll LOCRLhub,"$HeOrShe bows with fearful acceptance, hands held together. Not quite shaking.",, +LOCRLFbringNews1respB,DialogOptionSelected,$option == locrlf_bringNewsRespB,FireAll LOCRLhub,"$HeOrShe bows in acceptance, hands held together.",, +LOCRLFbringNews1respC,DialogOptionSelected,$option == locrlf_bringNewsRespC,FireAll LOCRLhub,"$HeOrShe bows in acceptance, embarrassed that you saw $hisOrHer intent so easily.",, +LOCRLsayPather,DialogOptionSelected,$option == locrl_sayPather,,"""The..."" $heOrShe hesitates before saying the words. ""The Path."" + +""You represent the Luddic Path?"" $heOrShe blinks, rubbing $hisOrHer eyes. ""They have a... strong reputation. Despite what the Church says, it seems like the Path is everywhere."" + +""Um,"" $PersonRank $personLastName looks to you nervously. ""Do I understand correctly your... offer?""","locrl_sayPatherYes:""Yes, I will take you to the Path. There you will discover true faith."" +locrl_sayPatherNo:""No, we're just discussing faith. Just words.""", +LOCRLsayPatherYes,DialogOptionSelected,$option == locrl_sayPatherYes,"$committedToPathTransport = true +FireAll LOCRLhub","Grim-faced, $heOrShe clasps $hisOrHer hands and bows in submission. + +""Anything to free us of this false paradise.""",, +LOCRLsayPatherNo,DialogOptionSelected,$option == locrl_sayPatherNo,FireAll LOCRLhub,"$HeOrShe sputters, ""Of course. Just words. I didn't mean to imply..."" + +$HeOrShe clears $hisOrHer throat nervously, letting $hisOrHer words trail off.",, +LOCRLsayChurch,DialogOptionSelected,$option == locrl_sayChurch,"$saidStrayedFromChurch = true +$committedToChurchTransport = true +FireAll LOCRLhub","You explain that although you have no spiritual or secular power within the Church of Galactic Redemption, you could perhaps provide transport to a place where they could atone for their heresy. + +""Yes,"" $heOrShe looks hopefully at you. ""We seek to repent, and keep to the true faith.""",, +LOCRLsayChurchCom,DialogOptionSelected,$option == locrl_sayChurchCom,"$saidStrayedFromChurch = true +$committedToChurchTransport = true +FireAll LOCRLhub","You explain that you are commissioned by the Church of Galactic Redemption, and although the powers you are granted are worldly in nature, perhaps - provided the former heretics act in good faith - you could ensure a righteous outcome. + +Yes,"" $heOrShe looks hopefully at you. ""We seek to repent, and keep to the true faith.""",, +#LOCRLsayAtheist,DialogOptionSelected,$option == locrl_sayAtheist,,"""I don't see... what does this have to do with us. I admit, we all admit we were wrong. We seek repentence. ",, +#LOCRLsayAtheist2b,DialogOptionSelected,$option == locrl_sayAtheist2b,"$player.mostLuddicEthosAtheistic++ +FireAll LOCRLhub","""I, um,"" $hisOrHer brow furrows. ""I admit, we all, and especially myself, have been much humbled. We have been punished for straying from the Church and seek now to repent.""",, +#LOCRLsayAtheist2c,DialogOptionSelected,$option == locrl_sayAtheist2c,"$player.mostLuddicEthosCynical++ +FireAll LOCRLhub","""Yes,"" $hisOrHer brow furrows. ""We admit we were wrong, like I said. We have been punished for straying from the Church and seek now to repent.""",, +LOCRLaskHowMany,DialogOptionSelected,$option == locrl_askHowMany,"Highlight ""198"" +$askedHowMany = true +$option = locrl_askHowManyC 0 +FireBest DialogOptionSelected","""There are 198 of us remaining, captain.""",, +LOCRLaskHowManyB,DialogOptionSelected,"$option == locrl_askHowMany +!$askedPayment","Highlight ""198"" +$askedHowMany = true +$option = locrl_askHowManyC 0 +FireBest DialogOptionSelected","""There are 198 of us remaining, captain."" + +The $manOrWoman looks up, hopefully. ""Some of us have spacefaring experience and, and other useful trades. We could work as crew during the journey back to the core worlds. If it helps.""",, +LOCRLaskHowManyCa,DialogOptionSelected,"$option == locrl_askHowManyC +$player.crewRoom >= 198","Highlight $player.crewRoomStr +FireAll LOCRLhub",Your $shipOrFleet has $player.crewRoomStr spare crew berths. This would be sufficient to transport this lost sect.,, +LOCRLaskHowManyCb,DialogOptionSelected,"$option == locrl_askHowManyC +$player.crewRoom < 198","Highlight $player.crewRoomStr +FireAll LOCRLhub","Your $shipOrFleet has $player.crewRoomStr spare crew berths. There is not enough room to transport the lost sect. + +Seeing your hesitation, $heOrShe adds, ""The ship that brought us to this place, it's... we stripped it for supplies, but we've seen the hull in orbit. Or so we believe.""",, +LOCRLaskPaymentA,DialogOptionSelected,$option == locrl_askPayment,"$askedPayment = true +$option = locrl_askHowMany 0 +FireBest DialogOptionSelected","""We, um. Our former... the false prophet, he said we must be rid of the sin of Mammon before our exodus."" $HeOrShe looks down, abashed, ""Perhaps we acted with unreasonable haste when we gave up all of our credits."" + +The $manOrWoman looks up, hopefully. ""Some of us have spacefaring experience and useful trades. We could work as crew during the journey back to the core worlds. If it helps.""",, +LOCRLaskPaymentB,DialogOptionSelected,"$option == locrl_askPayment +$askedHowMany","$askedPayment = true +FireAll LOCRLhub","""We, um. Our former... the false prophet, he said we must be rid of the sin of Mammon before our exodus."" $HeOrShe looks down, abashed, ""Perhaps we acted with unreasonable haste when we gave up all of our credits."" + +The $manOrWoman looks up, hopefully. ""Some of us have spacefaring experience and useful trades. We could work as crew during the journey back to the core worlds. If it helps.""",, +LOCRLofferTransport,DialogOptionSelected,$option == locrl_offerTransport,"$player.ethosHumanitarian++ +AdjustRepPerson locr_luddic_contact FRIENDLY 10 +$player.locr_luddicsOnBoard = true +AddCommodity crew 198 +unset $entity.locr_luddic +EndConversation NO_CONTINUE","""Blessings of Ludd upon you, $playerSirOrMadam!"" the Luddic $personRank says, effusing about redemption and the like. You manage to offload $himOrHer to an adjutant 'to make arrangements'. + +Ops gruffly coordinates shuttles with the planetside heretics. They are a thin and subdued group, nearly starving despite the lush landscape of $entity.name due to their former prophet's lack of preparation. + +If nothing else, perhaps the Church will appreciate the return of a lost flock.",, +LOCRLofferTransportChurch,DialogOptionSelected,$option == locrl_offerTransportChurch,"$player.ethosMercy++ +AdjustRepPerson locr_luddic_contact FRIENDLY 20 +$player.locr_luddicsToChurch = true +AddCommodity crew 198 +unset $entity.locr_luddic +EndConversation NO_CONTINUE","""Blessings of Ludd upon you, $playerSirOrMadam!"" the Luddic $personRank cries out, and wipes away tears of relief. + +You have your officers make the arrangements, coordinating with the planetside heretics. They are a thin and subdued group, nearly starving despite the lush landscape of $entity.name due to their former prophet's lack of preparation. + +The Church will surely take in these refugees, with mercy and love, provided they repent.",, +#LOCRLofferTransportKnights,DialogOptionSelected,$option == locrl_offerTransportKnights,"$player.ethosOrder++ +AdjustRepPerson locr_luddic_contact FRIENDLY 10 +$player.locr_luddicsToKnights = true +AddCommodity crew 198 +unset $entity.locr_luddic +EndConversation NO_CONTINUE","""Blessings of Ludd upon you, $playerSirOrMadam,"" the Luddic $personRank says solemnly, perhaps in anticipation of the trials and martial penance to come. + +You have your officers make the arrangements, coordinating with the planetside heretics. They are a thin and subdued group, nearly starving despite the lush landscape of $entity.name due to their former prophet's lack of preparation. + +The Knights will bring these heretics to correction with a stern and firm hand.",,# n/a ... so far. +LOCRLofferTransportPath,DialogOptionSelected,$option == locrl_offerTransportPath,"AdjustRepPerson locr_luddic_contact FRIENDLY 5 +$player.locr_luddicsToPath = true +AddCommodity crew 198 +unset $entity.locr_luddic +EndConversation NO_CONTINUE","""Blessings of Ludd upon you, $playerSirOrMadam,"" the Luddic $personRank says grimly, perhaps anticipating the new path upon which $heOrShe has set $hisOrHer very first step. + +You have your officers make the arrangements, coordinating with the planetside heretics. They are a thin and subdued group, nearly starving despite the lush landscape of $entity.name due to their former prophet's lack of preparation. + +The Path will take them. The Path knows well of faith betrayed.",, +LOCRLFjustLeave,DialogOptionSelected,$option == locrlf_justLeave,,,, +#LOCRLofferTransportOwnColony,DialogOptionSelected,$option == locrl_offerTransportColony,"AdjustRepPerson locr_luddic_contact FRIENDLY 20 +$player.locr_luddicsToPlayerColony = true +AddCommodity crew 198 +unset $entity.locr_luddic +EndConversation NO_CONTINUE",,,# TODO later maybe +,,,,,, +# LOCRL return luddics,,,,,, +LOCRLoffloadToChurch,MarketPostDock,"$player.locr_luddicsToChurch +$marketSize > 3 +$faction.id == luddic_church +$player.crew > 198 +!$market.locrlf_market","Highlight ""suitable for offloading the Luddic heretics""",You've arrived at a colony controlled by the Church of Galactic Redemption suitable for offloading the Luddic heretics you rescued from the fringe.,"locrl_offloadHeretics2:Shuttle the rescued heretics to $name +locrl_offloadNotYet:Not yet",# assume player is faithful/church com +LOCRLoffloadToChurch2,DialogOptionSelected,$option == locrl_offloadHeretics2,"AddCommodity crew -198 +AddXP 5000 +unset $player.locr_luddicsToChurch +AdjustRep luddic_church FRIENDLY 2 +$menuState = main 0 +FireAll PopulateOptions","As promised, you allow the heretics to disembark. Their shuttles are met by a serene curate backed by a pair of frowning Knights of Ludd. + +The curate welcomes the refugees with prayer and blessings as they bow, hands clasped, and fall to their knees in repentance. + +What was lost is now found, as if returned from death and born again to be embraced by the merciful Faith.",, +LOCRLoffloadToChurchSecular,MarketPostDock,"$player.locr_luddicsOnBoard +$marketSize > 3 +$faction.id == luddic_church +$player.crew > 198 +!$market.locrlf_market","Highlight ""suitable for offloading the Luddic heretics""",You've arrived at a colony controlled by the Church of Galactic Redemption suitable for offloading the Luddic heretics you rescued from the fringe.,"locrl_offloadLuddics2:Shuttle the rescued Luddics to $name +locrl_offloadNotYet:Not yet",# assume player is NOT faithful/church com +LOCRLoffloadToChurchSecular2,DialogOptionSelected,$option == locrl_offloadLuddics2,"AddCommodity crew -198 +AddXP 5000 +unset $player.locr_luddicsOnBoard +AdjustRep luddic_church FRIENDLY 1 +$menuState = main 0 +FireAll PopulateOptions","As promised, you allow the lost heretics to disembark. Their shuttles are met by a serene curate backed by a pair of frowning Knights of Ludd. The curate welcomes the refugees as they bow, hands clasped, or fall to their knees in repentance. + +Though the Church now shows a face of reconciliation, the Knight-Inquisitors will surely come later for a full accounting of their sin.",, +LOCRLoffloadNotYet,DialogOptionSelected,$option == locrl_offloadNotYet,"$menuState = main 0 +FireAll PopulateOptions",,, +LOCRLoffloadToPathMarket,MarketPostDock,"$player.locr_luddicsToPath +$marketSize > 3 +$faction.id == luddic_path +$player.crew > 198 +!$market.locrlf_market","Highlight ""suitable for offloading the Luddic heretics""",You've arrived at a colony controlled by the Luddic Path suitable for offloading the heretics you rescued from the fringe.,"locrl_offloadHereticsToPath0:Shuttle the rescued heretics to $name +locrl_offloadNotYet:Not yet", +LOCRLoffloadToPathMarket2,DialogOptionSelected,$option == locrl_offloadHereticsToPath0,BeginConversation POST:administrator,"The somewhat unconventional body that passes for the port authority has some pointed questions as you arrange for the offloading of nearly two hundred heretics from the fringe. + +You iterate rapidly up the chain of authority and find yourself speaking to the equivalent of the top civilian administrator.",locrl_hereticsToPath:Continue, +LOCRLoffloadToPath,PopulateOptions,"$isPerson +$player.locr_luddicsToPath +$personFaction.id == luddic_path",,,locrl_hereticsToPath:Inquire about offloading a community of Luddic heretics, +LOCRLoffloadToPath1,DialogOptionSelected,$option == locrl_hereticsToPath,,"""Heretics?"" $Post $personLastName sits up as you explain, intent upon the challenge of bringing more of the Faithful to the true Path of Ludd. + +""They have been so very lost,"" $heOrShe shakes $hisOrHer head as $heOrShe speaks, ""First by the corruption and weakness of the Church, then by the demonic rantings of a madman."" + +""You have done the right thing, $playerBrotherOrSister, to bring them to us. Their first few steps on the Path will be painful, but we shall be at their side to guide them and provide spiritual strength.""","locrl_hereticsToPath2harsh:""I'll have them loaded on shuttles immediately."" +locrl_hereticsToPather2mercy:""Show mercy, $brotherOrSister. They were good-intentioned but misled.""", +LOCRLoffloadToPath2harsh,DialogOptionSelected,$option == locrl_hereticsToPath2harsh ,"$option = locrl_hereticsToPath3 0 +FireBest DialogOptionSelected","The Pather nods. ""This step is best done quickly.""",, +LOCRLoffloadToPath2mercy,DialogOptionSelected,$option == locrl_hereticsToPather2mercy,"$option = locrl_hereticsToPath3 0 +FireBest DialogOptionSelected","The Pather doesn't quite sigh. ""Let the compassion you feel now fuel your dedication to an ultimate Good, greater than the small pains they - and we - must carry."" + +$HisOrHer voice fills with conviction. ""In the end, Ludd's promise awaits us all.""",, +LOCRLoffloadToPath3,DialogOptionSelected,$option == locrl_hereticsToPath3,"AdjustRepActivePerson FRIENDLY 4 +AdjustRep luddic_path 3 +unset $player.locr_hereticsToPath +AddCommodity crew -198 +AddXP 5000","The matter resolves to a simple business of logistics. + +Some of your subordinates are awkward in dealing with Pathers but soon discover that when it comes to practical need the Path knows there are times to set high-minded spiritual demands aside in the interest of expedience.",cutCommLink:Cut the comm link, +,,,,,, +#LOCRLoffloadToOak,PopulateOptions,"$id == oak score:1000 +$player.locr_luddicsOnBoardPrisoners +$personFaction.id == knights_of_ludd",,,,"# TODO, when doing the knights stuff, IF doing knights stuff -dgb" +LOCRLoffloadToKnights,PopulateOptions,"$isPerson +$player.locr_luddicsToKnights +$personFaction.id == knights_of_ludd +PK_CMD rightPostToAcceptPK",,,locrl_hereticsToKnights:Inquire about turning over a community of heretics, +LOCRLoffloadToKnights1,DialogOptionSelected,$option == locrl_hereticsToKnights,,"""Heretics you say?"" The Knight sits up even more rigidly, somehow, to meet this challenge to $hisOrHer militant faith. ""Yes, they are a problem which falls under our purview."" + +""I shall have a novice collect a full witnessing on the situation from your subordinates so that the inquisitors may make a full, and just, accounting of their heresy."" $HeOrShe raises an eyebrow, ""Presuming your cooperation, of course. For which you would have the thanks of both myself and of the Knights of Ludd.""","locrl_hereticsToKnights2harsh:""I'll have them loaded on shuttles immediately."" +locrl_hereticsToKnights2mercy:""Show mercy, Knight. They are good-intentioned but misled.""", +LOCRLoffloadToKnights2harsh,DialogOptionSelected,$option == locrl_hereticsToKnights2harsh,"$option = locrl_hereticsToKnights3 0 +FireBest DialogOptionSelected","The Knight gives a stiff, small bow. ""Providence guide us.""",, +LOCRLoffloadToKnights2mercy,DialogOptionSelected,$option == locrl_hereticsToKnights2mercy,"$option = locrl_hereticsToKnights3 0 +FireBest DialogOptionSelected","The Knight doesn't quite sigh, and says, ""You've familiar with the Road to Hell, $playerSirOrMadam?"" + +""Ancient aphorisms aside, I promise to you that we shall provide justice and Ludd's teaching shall provide mercy. Anything less would breach the oath I've sworn.""",, +LOCRLoffloadToKnights3,DialogOptionSelected,$option == locrl_hereticsToKnights3,"AdjustRepActivePerson FRIENDLY 2 +AdjustRep luddic_church 2 +unset $player.locr_luddicsToKnights +AddCommodity crew -198 +AddXP 5000 +EndConversation","The matter resolves to a simple business of logistics, which both your subordinates and the Knights' gang of shockingly young and clean-cut novices handle with aplomb.",, +,,,,,, +# LOCRLF - find the heretics,,,,,,# Wherein the Church pays someone to pay the player to find out what happened to the heretics +# LOCRLF bar offer,,,,,, +locrlfBlurb,locrlf_blurb,,,"""An archcurate of the Church approached me. It seems that they require the services of a space captain with experience travelling outside the core worlds...""",, +locrlfOfferOption,locrlf_option,,,,"locrlf_start:""What does the Church need done outside the core worlds?""", +locrlfBlurbBar,locrlf_blurbBar,,,A $locrlf_manOrWoman seems to be examining incoming spacer captains and taking notes on a TriPad poorly hidden in a handweave scarf.,, +locrlfOfferOptionBar,locrlf_optionBar,,,,locrlf_startBar:Ask if the $locrlf_manOrWoman trying to take secret notes could use some help, +locrlfOfferTextBarAgain,DialogOptionSelected,"$option == locrlf_startBar +$player.locrlf_gotBarBlurb","Highlight $locrlf_rewardAmount +SetTooltip locrlf_offerBarCynicalRewardAsk ""You're cynical enough to see through the performance of piety these so-called 'Faithful' put on. In the end, all that matters are credits and power."" +FireBest LOCRLFOfferTextBarRemoveCynical +Call $locrlf_ref showMap ""Target: $locrlf_marketName""","""Oh!"" $locrlf_HeOrShe jumps a bit as you speak. ""You again. Have you reconsidered?"" + +$locrlf_HeOrShe lowers $locrlf_hisOrHer voice, ""It is a delicate matter, of course. This archcurate wants this stray flock of heretics found, and for some reason is not relying upon the Knight Inquisitors."" $locrlf_HeOrShe sighs, ""It is not my business to speculate on the doings of the Church, of course."" + +""Regardless, the heretics bought a transport and burned out into the fringe. They were last seen by a scavenger who reported the sighting to... well, one of the Faithful, anyway. Now if you find them and return to me with conclusive data on what happened to them, I shall give you the Church's reward of $locrlf_rewardAmount credits.""","locrlf_offerBarCynicalRewardAsk:""The Church is giving you more than $locrlf_rewardAmount credits for the job, aren't they."" +locrlf_offerBarAcceptFirst:Accept +contact_declineBar:Decline", +locrlfOfferTextBarAgainB,DialogOptionSelected,"$option == locrlf_startBar +$player.locrlf_negotiatedHigherRate +$player.locrlf_gotBarBlurb","$missionId = locrlf +Highlight $locrlf_rewardAmountHigher","""Oh!"" $locrlf_HeOrShe jumps a bit as you speak. ""You again. Have you reconsidered?"" + +$locrlf_HeOrShe lowers $locrlf_hisOrHer voice, ""It is a delicate matter, of course. This archcurate wants this stray flock of heretics found, and for some reason is not relying upon the Knight Inquisitors."" $locrlf_HeOrShe sighs, ""It is not my business to speculate on the doings of the Church, of course."" + +""Regardless, the heretics bought a transport and burned out into the fringe. They were last seen by a scavenger who reported the sighting to... well, one of the Faithful, anyway. Now if you find them and return to me with conclusive data on what happened to them, I shall give you the Church's reward of $locrlf_rewardAmountHigher credits.""","locrlf_offerBarAcceptFirst:Accept +contact_declineBar:Decline", +locrlfOfferTextBar,DialogOptionSelected,$option == locrlf_startBar,"$missionId = locrlf +$player.locrlf_gotBarBlurb = true","""Oh!"" $locrlf_HeOrShe jumps a bit as you speak, then looks you up and down. ""Yes, you seem like you would be quite fitting."" + +""I have,"" $locrlf_heOrShe drops $locrlf_hisOrHer voice, ""a delicate matter to discuss. An archcurate - who I shall not name - made it known to me that a flock of believers was led astray by a false and heretical self-proclaimed prophet."" + +$locrlf_HisOrHer eyes are wide with alarm, ""Of course I would imagine this the business of the Knights, and I should be pleased to let their inquisitors deal with heretics as is their wont. But... well, it is not my place to speculate.""",locrlf_startBar2:Continue, +locrlfOfferTextBar2,DialogOptionSelected,$option == locrlf_startBar2,"Highlight $locrlf_rewardAmount +SetTooltip locrlf_offerBarCynicalRewardAsk ""You're cynical enough to see through the piety of the 'Faithful'. It's always about credits in the end."" +FireBest LOCRLFOfferTextBarRemoveCynical +Call $locrlf_ref showMap ""Target: $locrlf_systemName""","""These heretics pooled money and bought an old transport, then they left for some fringe system to 'begin anew'. Possibly they're all dead. Forgive me; with Ludd, for all that I know. Nonetheless, a non-believing scavenger was the last to spot them, apparently burning toward... a particular system."" + +$locrlf_HeOrShe reveals $locrlf_hisOrHer cheap datapad. + +""Will you find them? For the Church? Find out what came of them. Bring news back to me, and then I will report to, to the archcurate. I've been provided with funds for the operation, $locrlf_rewardAmount credits. They are yours after you bring back conclusive data on the fate of the heretics.""","locrlf_offerBarCynicalRewardAsk:""The Church is giving you more than $locrlf_rewardAmount credits for the job, aren't they."" +locrlf_offerBarAcceptFirst:Accept +contact_declineBar:Decline", +locrlfOfferTextBarRemoveCynical,LOCRLFOfferTextBarRemoveCynical,$player.luddicAttitudeCynical < 1,RemoveOption locrlf_offerBarCynicalRewardAsk,,, +locrlfOfferTextBarRemoveDidAlready,LOCRLFOfferTextBarRemoveCynical,$player.locrlf_negotiatedHigherRate,RemoveOption locrlf_offerBarCynicalRewardAsk,,, +locrlfOfferBarCynicalRewardAsk,DialogOptionSelected,$option == locrlf_offerBarCynicalRewardAsk,"AdjustRep $locrlf_person INHOSPITABLE -1 +$player.locrlf_negotiatedHigherRate = true +Highlight $locrlf_rewardAmountHigher +RemoveOption locrlf_offerBarCynicalRewardAsk","A wave of guilt, quickly suppressed, crosses $hisOrHer face. + +""Y-yes, well. It is my place to take a perfectly reasonable broker's fee. Currying talent is honest work, despite what the Ruralist hardliners preach."" + +$locrlf_HeOrShe taps $locrlf_hisOrHer hand on the bartop impatiently. + +""It's just as well, then. You've made your point. Let's make the payment $locrlf_rewardAmountHigher credits, if that's what it takes.""",, +locrlfOfferBarAcceptFirst,DialogOptionSelected,$option == locrlf_offerBarAcceptFirst,"Call $locrlf_ref addPersonToMarket +$option = contact_acceptBar +FireBest DialogOptionSelected","$locrlf_personName gives you nav coordinates to $locrlf_systemName, $locrlf_hisOrHer comms ID, and the hull ID of the heretics' transport, the 'CGR Light of Exultation'.",, +# LOCRLF contact offer,,,,,, +locrlfOfferTextContact,DialogOptionSelected,$option == locrlf_start,$missionId = locrlf,"""As I said, I was approached by an archcurate. I shall not name them, by their request, but it was made known to me that a flock of believers has been led astray by a false and heretical self-proclaimed prophet."" + +""I know,"" $heOrShe sighs. ""I too would imagine this the business of the Knights of Ludd, and I would be pleased to let their inquisitors deal with heretics as is their wont. But for some reason the Church wants to handle this on their own and it is not my place to speculate why that may be.""",locrlf_startContact2:Continue, +locrlfOfferTextContact2,DialogOptionSelected,$option == locrlf_startContact2,"Highlight $locrlf_rewardAmount +SetTooltip locrlf_offerCynicalRewardAsk ""You're cynical enough to see through the performance of piety these so-called 'Faithful' put on. In the end, all that matters are credits and power."" +FireBest LOCRLFOfferTextRemoveCynical +Call $locrlf_ref showMap ""Target: $locrlf_systemName""","""These false-believers, heretics, pooled money and bought an old transport, then left for some fringe system to 'begin anew', whatever that means. Possibly they're all dead - forgive me, or with Ludd for all that I know. Nonetheless, a non-believing scavenger was the last to spot them burning toward a particular system."" + +""Will you find them? For the Church?"" + +""Discover what came of them. Bring news back to me, and then I will report to the archcurate. I've been provided with funds for the operation, $locrlf_rewardAmount credits. It's yours after you bring back news of the heretics.""","locrlf_offerCynicalRewardAsk:""The Church is giving you more than $locrlf_rewardAmount credits for the job, aren't they."" +locrlf_offerAcceptFirstContact:Accept +contact_decline:Decline", +locrlfOfferTextRemoveCynical,LOCRLFOfferTextRemoveCynical,$player.luddicAttitudeCynical < 1,RemoveOption locrlf_offerCynicalRewardAsk,,, +locrlfOfferTextRemoveDidAlready,LOCRLFOfferTextRemoveCynical,$player.locrlf_negotiatedHigherRate,RemoveOption locrlf_offerCynicalRewardAsk,,, +locrlfOfferCynicalRewardAsk,DialogOptionSelected,$option == locrlf_offerCynicalRewardAsk,"AdjustRep $locrlf_person INHOSPITABLE -1 +$player.locrlf_negotiatedHigherRate = true +Highlight $locrlf_rewardAmountHigher +RemoveOption locrlf_offerBarCynicalRewardAsk","A wave of guilt, quickly suppressed, crosses $hisOrHer face. + +""Y-yes, well. It is my place to take a perfectly reasonable broker's fee. Currying talent is honest work, despite what the Ruralist hardliners preach."" + +$HeOrShe taps $hisOrHer fingers on $hisOrHer comms unit impatiently. ""But yes, it's just as well. You've made your point, captain. Let's make the payment $locrlf_rewardAmountHigher credits, if that's what it takes.""",, +locrlfOfferAcceptFirst,DialogOptionSelected,$option == locrlf_offerAcceptFirst,"$option = contact_acceptBar +FireBest DialogOptionSelected","$HeOrShe gives you the nav coordinates of $locrlf_systemName and hull ID for the heretics' transport, the 'CGR Light of Exultation'.",, +locrlfOfferAcceptFirstContact,DialogOptionSelected,$option == locrlf_offerAcceptFirstContact,"$option = contact_accept +FireBest DialogOptionSelected","$HeOrShe gives you the nav coordinates of $locrlf_systemName and hull ID for the heretics' transport, the 'CGR Light of Exultation'.",, +# LOCRLF return (to person directly),,,,,, +locrlfReturnContact,PopulateOptions,"$locrlf_return +Call $global.locrlf_ref updateData",,,"locrlf_return1:""I found the missing heretics.""", +locrlfReturnContactLie,PopulateOptions,"$locrlf_return +Call $global.locrlf_ref updateData",,,"locrlf_return1lie:""I found the missing heretics. They're all dead."" (lie)", +locrlfReturnStartLie,DialogOptionSelected,$option == locrlf_return1lie,"$player.ethosLiar++ +$player.locrlf_liedAboutFateOfHeretics = true","$HeOrShe nods along as you explain how you found the heretics dead in their 'promised land', led astray and to their doom, if not damnation. $PersonName doesn't look particularly upset. + +""Such is the fate of those who would spit on the Church of Galactic Redemption,"" $heOrShe says, then goes quiet. Perhaps pondering the fate of heretics who managed to avoid the Knight Inquisitors.","locrlf_return2:""That's all there is to it.""", +locrlfReturnStart,DialogOptionSelected,$option == locrlf_return1,"$option = locrlf_return2 +FireBest DialogOptionSelected","$PersonName nods along as you explain how you found the heretics, not looking particularly interested.",, +locrlfReturnStart2A,DialogOptionSelected,$option == locrlf_return2,"AddCredits $locrlf_rewardAmount +AddXP 2400 +FireBest LOCRLFreturnReward +$global.locrlf_completed = true +unset $market.locrlf_market +Call $global.locrlf_ref updateStage +FireAll LOCRLFreturnHubOpts","""Thank you, $playerSirOrMadam,"" $heOrShe says. ""I shall bring the archcurate your report posthaste. Please accept your reward, as promised.""",, +locrlfReturnStart2B,DialogOptionSelected,"$option == locrlf_return2 +$player.locrlf_negotiatedHigherRate","AddCredits $locrlf_rewardAmountHigher +AddXP 2400 +FireBest LOCRLFreturnReward +$global.locrlf_completed = true +unset $market.locrlf_market +unset $player.locrlf_negotiatedHigherRate +Call $global.locrlf_ref updateStage +FireAll LOCRLFreturnHubOpts","""Thank you, $playerSirOrMadam,"" $heOrShe says. ""I shall bring the archcurate your report posthaste. Please accept your generous reward."" + +""I shall tell the archcurate that your fee was higher than expected,"" $personName mumbles to $himOrHerself.",, +locrlfReturnHubOptsA,LOCRLFreturnHubOpts,"$player.locr_luddicsOnBoard +$player.crew > 198 +!$player.locrlf_liedAboutFateOfHeretics",,"Now, of course, there's the matter of the heretics.","locrlf_returnHereticsChurch:""Also, the heretics are on board my $shipOrFleet. I intend to return them to the Church.""", +locrlfReturnHubOptsB,LOCRLFreturnHubOpts,"$player.locr_luddicsToPath +$player.crew > 198 +!$player.locrlf_liedAboutFateOfHeretics",,"Now, of course, there's the matter of the heretics.","locrlf_returnHereticsPath:""Also, the heretics are on board my $shipOrFleet. I intend to take them to a world of the Luddic Path.""", +locrlfReturnHubOptsC,LOCRLFreturnHubOpts,"$player.locr_luddicsToChurch +$player.crew > 198 +!$player.locrlf_liedAboutFateOfHeretics",,"Now, of course, there's the matter of the former heretics.","locrlf_returnHereticsChurch:""The repentant heretics are on board my $shipOrFleet. I intend to return them to the Church.""", +locrlfReturnHubOptsD,LOCRLFreturnHubOpts,,,,cutCommLink:Cut the commlink, +locrlfToldReturningHereticsChurch,DialogOptionSelected,$option == locrlf_returnHereticsChurch,,"$personName's eyes go wide. + +""What!? You brought them here?"" $HeOrShe covers $hisOrHer face with $hisOrHer hands and makes a noise too pained to be a sigh. + +""By Ludd's hammer, that wasn't the job! I... I didn't know anything about this. I'll specifically say I told you to report back with just confirmation of their position and status.""",locrlf_returnHereticsChurch2:Continue, +locrlfToldReturningHereticsChurch2,DialogOptionSelected,$option == locrlf_returnHereticsChurch2,AdjustRep $locrlf_person INHOSPITABLE -2,"""As for you- take those heretics somewhere else! Or at least wait until I've made my report to offload them. I want nothing to do with them, this isn't my fault!"" + +The signal cuts, leaving you with an ancient comms software fallback-pattern.",cutCommLinkNoText:Cut the commlink, +locrlfToldReturningHereticsPath,DialogOptionSelected,$option == locrlf_returnHereticsPath,,"$personName's eyes go wide. + +""What? The... Path? And you brought them here!? What by Ludd's hammer possessed you to do such a thing?""",locrlf_returnHereticsChurch3:Continue, +locrlfToldReturningHereticsPath2,DialogOptionSelected,$option == locrlf_returnHereticsPath2,AdjustRep $locrlf_person INHOSPITABLE -4,"$HeOrShe waves $hisOrHer hands as if this might make the situation go away. ""No. No, you didn't tell me this. I know nothing; I'll report to the archcurate that you found the heretics, and what happens from there is your - their - business. Good-day!"" + +The signal cuts, leaving you with an ancient comms software fallback-pattern.",cutCommLinkNoText:Cut the commlink, +locrlfToldReturningHereticsChurchB,DialogOptionSelected,"$option == locrlf_returnHereticsPath +$importanceAtLeastHigh","$option = locrlf_returnHereticsImportant 0 +FireBest DialogOptionSelected",,, +locrlfToldReturningHereticsPathB,DialogOptionSelected,"$option == locrlf_returnHereticsChurch +$importanceAtLeastHigh","$option = locrlf_returnHereticsImportant 0 +FireBest DialogOptionSelected",,, +locrlfToldReturningHereticsImportant,DialogOptionSelected,$option == locrlf_returnHereticsImportant,AdjustRep $locrlf_person INHOSPITABLE -3,"$personName sighs, deeply, as if you've brought $hisOrHer rather more trouble than the signed up for. Because you have. + +""I cannot imagine what, by Ludd's hammer, compelled you to bring the heretics here. So here's what we're going to do."" + +""I,"" $heOrShe pauses, giving you a stern look, ""I know nothing about them. You delivered your news to me, now I shall tell the archcurate that's all you told me. You will dispose of those faithless ingrates however you see fit, and I'll have had nothing to do with it, good-day."" + +The comms cut out.",cutCommLinkNoText:Cut the commlink, +# Luddic Pilgrim Transport mission,,,,,,# bar mission only +lptBlurbBar1,lpt_blurbBar,$lpt_wealth == rich,,A $lpt_manOrWoman in finely made Luddic pilgrimage robes seems to be speaking to various ship captains.,, +lptOfferOptionBar1,lpt_optionBar,$lpt_wealth == rich,,,lpt_startBarRich:Approach the pilgrim wearing fine Luddic robes, +lptBlurbBar2,lpt_blurbBar,,,A $manOrWoman in the ragged robes of a Luddic pilgrim seems to be approaching ship captains only to be turned away.,, +lptOfferOptionBar2,lpt_optionBar,,,,lpt_startBarPoor:Approach the Luddic pilgrim wearing ragged robes, +lptOfferTextBarRich,DialogOptionSelected,$option == lpt_startBarRich,"$missionId = lpt +SetTextHighlights $lpt_entityName $lpt_reward $lpt_dist +Call $lpt_ref showMap ""Destination: $lpt_entityName""","You approach the pilgrim, who smiles and puts $lpt_hisOrHer hands together. From $lpt_hisOrHer confident disposition and quality clothing it is clear that $lpt_heOrShe comes from wealth somewhat at odds with Ludd's ascetic reputation. + +""Blessed day. Captain, I presume?"" $lpt_heOrShe says. ""I wish to arrange transport for myself and my party to the shrine of $lpt_entityName in the $lpt_systemName. I can, of course, provide payment. Would $lpt_reward credits be worth a journey of $lpt_dist lightyears?""","contact_acceptBar:Accept +contact_declineBarNoContinue:Decline", +lptOfferTextBarPoor,DialogOptionSelected,$option == lpt_startBarPoor,"$missionId = lpt +SetTextHighlights $lpt_entityName +Call $lpt_ref showMap ""Destination: $lpt_entityName""","You approach the pilgrim. Finally seeing someone who looks like they want to talk, $lpt_heOrShe produces a crooked smile and puts $lpt_hisOrHer calloused hands together. + +""May Ludd bless you, $playerSirOrMadam,"" $lpt_heOrShe says, bowing. ""I beg of you for passage for myself and a small party to the shrine of $lpt_entityName. We are but poor pilgrims and cannot pay, so we beg this as charity from you."" + +""Perhaps you are already traveling to the $lpt_systemName? The shrine would be but a short detour."" $lpt_HeOrShe looks up at you hopefully. ""We will cause no trouble, and will pray for Providence to bless you with prosperity and health.""","contact_acceptBar:Accept +contact_declineBarNoContinue:Decline", +lptPostAccept,ContactPostAccept,$missionId == lpt,"#AddTextSmall ""Luddic pilgrims boarded $shipOrFleet"" highlight","You have your purser make arrangements, with instructions to keep the pilgrims from interfering in $shipOrFleet operations.",, +,,,,,, +# LPT arrived at destination,,,,,, +LPTcheckCompletionBeholder,BeholderShrineMainOptions,"$id == beholder_station +$lpt_target","Call $lpt_ref updateData +$player.hasTransportedPilgrims++ +$lpt_completed = true 0 +$option = lpt_deliverNonMarketContinue2 0 +FireBest DialogOptionSelected",,, +LPTcheckCompletionBeholder2,DialogOptionSelected,$option == lpt_deliverNonMarketContinue2,,,lpt_deliverNonMarketContinue:Continue, LPTcheckCompletion,MarketPostDock,Call $lpt_ref updateData,"$player.hasTransportedPilgrims++ $lpt_completed = true 0",,lpt_deliverContinue:Continue, LPTcheckCompletionContGeneric,DialogOptionSelected,$option == lpt_deliverContinue," @@ -19251,6 +20880,276 @@ LPTendingOut,DialogOptionSelected,"$option == lpt_endingOut $id != beholder_station",,,marketCmd_checkDebtContinue:Continue, LPTendingOut2,DialogOptionSelected,"$option == lpt_endingOut $id == beholder_station",FireAll BeholderShrineMainOptions,,, +,,,,,, +# RDSM - Ruins Data Swap Mission,,,,,,# special underworld contact mission +rdsmBlurb,rdsm_blurb,,,"""I need a datacore swapped with one from some ruins on a planet out on the Fringe, an easy job.""",, +rdsmOfferOption,rdsm_option,,,,rdsm_start:Ask about the 'easy' datacore swap job, +rdsmOfferTextContact,DialogOptionSelected,$option == rdsm_start,"$missionId = rdsm +SetTextHighlights $rdsm_planetName $rdsm_systemName $rdsm_dist $rdsm_reward +Call $global.rdsm_ref showMap ""Target: $rdsm_planetName""","""Our partnership has been productive,"" $heOrShe says, ""I trust you can handle the simple requirements of this task."" + +$HeOrShe taps at a datapad, summoning a starmap. ""There is an abandoned $rdsm_target on $rdsm_planetName in the $rdsm_systemName, $rdsm_dist light-years away. It was once property of the $rdsm_megacorpName megacorporation, not that it's mattered for 200 cycles."" + +""I will provide you with a datacore and a precise diagram of the $rdsm_target. Exchange my datacore for the one you will find per my specifications. Make it look natural, like it's been untouched since the Collapse."" + +""If there's anything else around to plunder in the colony, have at it. My only concern is that the my datacore is in place and the one you find is returned here to me. You'll be paid $rdsm_reward credits when you return to me with the datacore.""","rdsm_offerAsk1:""What's on this datacore that's so important? +contact_accept:Accept +contact_decline:Decline", +rdsmOfferTextContactDeciv,DialogOptionSelected,"$rdsm_variant == DECIV +$option == rdsm_start","$missionId = rdsm +SetTextHighlights $rdsm_planetName $rdsm_systemName $rdsm_dist $rdsm_reward +Call $global.rdsm_ref showMap ""Target: $rdsm_planetName""","""Our partnership has been productive,"" $heOrShe says, ""I trust you can handle the simply requirements of this task."" + +$HeOrShe taps at a datapad, summoning a starmap. ""There is an abandoned $rdsm_target on $rdsm_planetName in $rdsm_systemName, $rdsm_dist light-years away. It was once property of the $rdsm_megacorpName megacorporation, not that it's mattered for 200 cycles."" + +""I will provide you with a datacore and a precise diagram of the $rdsm_target. Exchange my datacore for the one you will find per my specifications. Make it look natural, like it's been untouched since the Collapse."" + +""If there's anything else around to plunder in the colony, have at it. My only concern is that the my datacore is in place and the one you find is returned here to me. And one more thing...""","rdsm_startDeciv2:""Payment?"" +rdsm_startDeciv2b:Continue", +rdsmOfferTextContactDeciv2b,DialogOptionSelected,$option == rdsm_startDeciv2b,SetTextHighlights $rdsm_dist $rdsm_reward $rdsm_marinesReq,"$HeOrShe smiles carnivorously, ""Yes, of course. You'll be paid $rdsm_reward credits when you return and deliver the datacore."" + +""You should be aware, however, that there have been reports of decivs on $rdsm_marketName. They may be... hostile. I recommend bringing at least $rdsm_marinesReq to ensure the safety of your operation.""","rdsm_offerAsk1:""Why do a swap, why not just take the datacore?"" +contact_accept:Accept +contact_decline:Decline", +rdsmOfferTextContactDeciv2,DialogOptionSelected,$option == rdsm_startDeciv2,SetTextHighlights $rdsm_dist $rdsm_reward $rdsm_marinesReq,"""You should be aware, however, that there have been reports of decivs on $rdsm_marketName. They may be... hostile."" $HeOrShe smiles rather carnivorously, then says ""I recommend bringing at least $rdsm_marinesReq to ensure the safety of your operation."" + +""You'll be paid $rdsm_reward credits when you return to me with the datacore.""","rdsm_offerAsk1:""What's on this datacore that's so important? +contact_accept:Accept +contact_decline:Decline", +rdsmOfferAsk1,DialogOptionSelected,$option == rdsm_offerAsk1,,"""I should think you'd know better than to ask,"" $heOrShe produces a thin smile. ""Perhaps you fear some risk to your $shipOrFleet and reputation? I didn't take you for a coward, but I'll indulge you this once."" + +""I have intel which suggests that the datacore contains specifications for an obscure industrial process which is marginally more effective than common methods. Without specialized knowledge, its value is difficult to recognize. Equally difficult is finding a buyer who is in a position to make good use of this alternative process. The stars have aligned for me, however, and I am willing to share a portion of my anticipated profits for your service."" + +""Satisfied?""","rdsm_offerAsk2:""Why do a swap, why not just take the datacore?"" +contact_accept:Accept +contact_decline:Decline", +rdsmOfferAsk2,DialogOptionSelected,$option == rdsm_offerAsk2,SetTextHighlights $rdsm_dist $rdsm_reward,"$HeOrShe rolls $hisOrHer eyes. ""So that the process contained therein appears to be a new invention,"" $heOrShe says slowly, as if to a simple child. + +""The swapped core will soon be discovered by a scavenger who will find that it contains the common-knowledge process rather than the unique one actually developed by $rdsm_megacorpName. This will create substantial evidence to 'prove' that the process is a unique discovery, which will make it much more profitable to patent in the polities across the Sector that bother with that sort of thing."" + +""It comes down to credits, $playerName. From your perspective, $rdsm_reward credits. And that's all that should concern you. Understand?""","rdsm_offerAsk3:""But what if someone finds another copy of $rdsm_megacorpName's process?"" +contact_accept:Accept +contact_decline:Decline", +rdsmOfferAsk3,DialogOptionSelected,$option == rdsm_offerAsk3,,"""You don't quit, do you?"" + +$HeOrShe sighs. ""My buyer will simply declare that they faked this hypothetical second discovery to undermine the patent.""","rdsm_offerAsk4:""And that hypothetical second copy of the process was recovered before the fake datacore was found...""", +rdsmOfferAsk4,DialogOptionSelected,$option == rdsm_offerAsk4,$player.rdsm_askedEverything = true,"""I will arrange for the prompt discovery of the datacore you leave behind by an unknowing scavenger,"" $heOrShe snaps, patience nearly at an end. ""Obviously."" + +""Enough chatter. Are you in or out?""","contact_accept:Accept +contact_decline:Decline", +,,,,,, +# rdsm planet interactions,,,,,, +rdsmPlanetInteraction,OpenInteractionDialog,"$rdsm_targetPlanet score:1000 +Call $global.rdsm_ref updateData","ShowDefaultVisual +FireBest rdsmplanetInteraction",,, +rdsmPrintHostilesText,RDSMadjustOptions,HostileFleetNearbyAndAware,"SetEnabled mktRaidNonMarket false +SetEnabled rdsm_get false","A nearby hostile fleet is tracking your movements, making a ground operation impossible.",, +rdsmNotEnoughSuppliesForDistraction,RDSMadjustOptions,$player.supplies < 10,"SetEnabled rdsm_getAvoidCombat false +SetTooltip rdsm_getAvoidCombat ""Requires 10 supplies. You have $player.supplies supplies."" +SetTooltipHighlights rdsm_getAvoidCombat 10 $player.supplies +SetTooltipHighlightColors rdsm_getAvoidCombat highlight bad",,, +rdsmStandardPlanetInteraction,rdsmplanetInteraction,,"SetShortcut defaultLeave ""ESCAPE"" +FireBest RDSMadjustOptions","Your sensors officer reports that a high-powered scan of the coordinates provided shows the $rdsm_megacorpName $rdsm_target is long abandoned, but appears to be in relatively good shape.","rdsm_get:Send a team down to retrieve the data +defaultLeave:Leave", +rdsmDecivInteractionRaid,rdsmplanetInteraction,$rdsm_variation == DECIV score:1000,FireBest rdsmraidBegin,"Your sensors officer reports that a high-powered scan of the coordinates provided shows the $rdsm_megacorpName $rdsm_target is long abandoned, but appears relatively intact. + +However, there is also a fresh burnt-out shuttle in a nearby landing complex. On the obvious approach path is the scar of a debris field, apparently created by the low-velocity impact of a second shuttle. Nearby ruins show signs of some light orbital bombardment, likely retaliatory. + +It appears as though a lightly-equipped scavenger attempted this operation once before and was caught off guard by the local decivs. Your sensors officer coordinates targeted scans with Tactical to estimate hostile combat capabilities.",, +rdsmDecivInteractionRaidOptions,rdsmraidBegin,,"ShowDefaultVisual +$raidDifficulty = $rdsm_raidDifficulty +$raidGoBackTrigger = rdsmraidBegin +$raidRestrictToTrigger = rdsmraidFinished 0 +AddRaidObjective rdsm ""Retrieve the data from the $rdsm_target"" LOW 5000 rdsmraidFinished true +SetShortcut defaultLeave ""ESCAPE"" +SetStoryOption rdsm_getAvoidCombat 1 rdsm_avoidCombat general ""Created a distraction to swap the datacore without bloodshed"" +FireAll RDSMadjustOptions",,"mktRaidNonMarket:Consider a ground operation to retrieve the data +rdsm_getAvoidCombat:Drop 10 units of supplies at a nearby location to distract the locals +defaultLeave:Leave", +rdsmFinishedRaid,rdsmraidFinished,,"$global.rdsm_gotData = true +AddTextSmall ""Acquired $rdsm_megacorp datacore"" highlight +Call $global.rdsm_ref updateStage +ShowImageVisual salvor_ruins",Your marines provide security while a small salvage team carefully accesses the $rdsm_megacorpName $rdsm_target and swaps out the specified data core.,rdsm_gotTheCore:Continue, +rdsmPlanetGetData,DialogOptionSelected,$option == rdsm_get,"$global.rdsm_gotData = true +Call $global.rdsm_ref updateStage +ShowImageVisual salvor_ruins +FireAll PopulateOptions","You order a small salvage team deployed. + +Under the close watch of your operations chief, they access the $rdsm_target and exchange the new datacore for the old.",rdsm_gotTheCore:Continue, +rdsmPlanetGetDataDistraction,DialogOptionSelected,$option == rdsm_getAvoidCombat,AddRemoveCommodity supplies -10,"You order a few cargo crates loaded with supplies then rigged with visual-audio-radio emergency beacons and disposable landing rockets. + +It's an old trick when dealing with decivs, but it usually works. Whether they accept the supplies as payment, bribery, or simply relatively high tech goods in an environment largely cut off from interstellar commerce, the value of these crates is literally astronomical. + +You watch a cluster of crates shrink to spots, then disappear into the face of $name.",rdsm_getAvoidCombat1:Continue, +rdsmPlanetGetDataDistraction1,DialogOptionSelected,$option == rdsm_getAvoidCombat1,ShowImageVisual salvor_ruins,"""Drop telemetry reads successful surface contact,"" your sensors officer reports, who taps at their console then mumbles something into another comms channel. ""Confirmed by $shipOrFleet instruments."" + +Tactical signals acknowledgement, then says ""Mission is go."" + +The landing shuttles glitter with a burst of propulsion then drop in silent formation toward the surface. The cargo drop was close enough to the target zone to distract any decivs present, but far enough - hopefully - to clear or persuade away any active resistance. + +Within minutes, shuttles report unimpeded landing. Salvor crews deploy immediately through the settling dust cloud, only lightly armed to ensure maximum operational speed.",rdsm_getAvoidCombat2:Continue, +rdsmPlanetGetDataDistraction2,DialogOptionSelected,$option == rdsm_getAvoidCombat2,"$global.rdsm_gotData = true +AddTextSmall ""Acquired $rdsm_megacorp datacore"" highlight +Call $global.rdsm_ref updateStage","The small salvage team accesses the $rdsm_megacorpName $rdsm_target, cutting through sealed locks and blasting weak points as needed. Their work is sloppy, even crude, compared to your ops chief's usual standards - intentionally so. The physical evidence of your crews' intrusion is meant to appear to be the work of local decivs' random plundering rather than a targeted job. + +Objective found, your salvors swap out the specified data core and install the fake. They carefully create the appearance of random tampering, plundering a few obvious modular and interface components that would be of interest to cut-off decivs, then re-dust the scene. + +From orbit, your sensors officer spots movement in nearby terrain; armed locals. The salvors perform a quick evac before they can bring heavy weapons to bear and, aside from a few light energy weapon burns on the shuttle plating, there's no harm done.",rdsm_gotTheCore:Continue, +rdsmGotTheCore,DialogOptionSelected,$option == rdsm_gotTheCore,FireAll PopulateOptions,,, +#rdsmPlanetGargoyleMaybe,RDSMgargoyleCheck,"#$global.gaKA_completed TODO +#$player.rdsm_askedEverything",,"$rdsm_contactName did not seem entirely forthcoming despite, or perhaps because of, the lengthy justification for this action. You consider for a moment if you knew someone who might be able to shed light on the contents of a datacore. + +Someone who might enjoy the challenge; someone who might be distracted from their usual antics if presented with an interesting puzzle...",,# TODO ... but not yet. +# rdsm return to contact,,,,,, +rdsmreturnToContact,PopulateOptions,"$rdsm_contact +Call $global.rdsm_ref updateData +$rdsm_stage == RETURN",,,"rdsm_returnToContact2:""I have the $rdsm_megacorpName datacore for you.""", +rdsmreturnToContact2,DialogOptionSelected,$option == rdsm_returnToContact2,"$global.rdsm_returnedData = true 0 +AddTextSmall ""Transferred datacore"" highlight +Call $global.rdsm_ref updateStage +FireAll PopulateOptions","$PersonName's eyes light up. ""Excellent work, captain!"" + +You gives orders for delivery of the core while $heOrShe transfers you your reward.",, +,,,,,, +# RSOM - Raid Secret Outpost Mission,,,,,,# special underworld contact mission +RSOMblurb,rsom_blurb,,,"""A rival has established a secret outpost to move a large quantity of $rsom_product. I'd like you to ruin their plans for me.""",, +RSOMofferOption,rsom_option,,,,rsom_start:Ask about ruining $hisOrHer rival's secret outpost, +RSOMofferTextContact,DialogOptionSelected,$option == rsom_start,"$missionId = rsom +SetTextHighlights $rsom_planetName $rsom_systemName $rsom_dist $rsom_marinesReq +Call $global.rsom_ref showMap ""Target: $rsom_planetName""","""You've earned a degree of my trust,"" $heOrShe says. ""I would ask you to help me send a,"" $heOrShe chuckles, ""very important message."" + +""One of my rivals has established a staging point, a secret outpost, on the planet $rsom_planetName in the $rsom_systemName, which is $rsom_dist light-years away. They've stashed a lot of $rsom_product there, awaiting transport. I'm not sure where they got it all, maybe an old cache, or it's a transit point from some other supplier. What I do know,"" $heOrShe growls, ""is that they're severely undercutting the prices we've all worked so hard to keep at sustainable levels."" + +""Raid the outpost. Plunder the $rsom_product. Sell the loot at whatever black market you like - at market rate. It will be your payment."" + +""My source suggests that the outpost will be lightly defended. $rsom_marinesReq marines should be sufficient to neutralize the protection.""","rsom_offerAsk2:""Any hostile fleets to look out for? Ground batteries?"" +contact_decline:Decline", +RSOMofferTextContact2,DialogOptionSelected,$option == rsom_offerAsk2,,"""My rival only dabbles in starships, so little to worry about there. But, yes, there are concealed batteries. They may not stop a proper warfleet, but they're an inconvenience."" + +""My, ah, source on this intel was 'convinced' to provide codes you will use to bypass their IFF."" A slow, toothy smile builds on $hisOrHer face. ""Use their codes. They'll think you're doing a pickup as you drop the shuttle cargo doors and marines pour fire into the unsuspecting fools."" + +$HeOrShe gets a distant, pleased look as $heOrShe imagines the slaughter. ","rsom_offerAskSource1:""And you trust this, ah, source?"" +rsom_fakeAccept:Accept +contact_decline:Decline", +RSOMofferAsk1,DialogOptionSelected,$option == rsom_offerAskSource1,,"$HisOrHer expression cools. ""I trust my methods, captain,"" $heOrShe says. + +""You can trust me, as you have in the past. You will be rewarded. Just as you have in the past.""","rsom_offerAskSource2:""It's not about trust, it's about the lies a 'source' might provide. It could be a trap."" +rsom_fakeAccept:Accept +contact_decline:Decline", +RSOMofferAsk2,DialogOptionSelected,$option == rsom_offerAskSource2,,"""Then decline my generous offer,"" the $post says testily. + +""If you're afraid of a little risk, I'll find someone who is up for the job.""","rsom_fakeAccept:Accept +contact_decline:Decline", +RSOMfakeAccept,DialogOptionSelected,$option == rsom_fakeAccept,"AddTextSmall ""Received IFF codes for rival smuggler's outpost"" highlight +$option = contact_accept 0 +FireBest DialogOptionSelected",,, +,,,,,, +# RSOM planet interactions,,,,,, +#rsomPlanetInteraction,OpenInteractionDialog,"$rsom_targetPlanet score:1000 +Call $global.rsom_ref updateData","ShowDefaultVisual +FireAll rsomPlanetInteraction",,, +rsomPlanetInteraction,PopulateOptions,"$rsom_targetPlanet score:1000 +Call $global.rsom_ref updateData",FireAll rsomPlanetInteraction,,, +rsomStandardPlanetInteraction,rsomPlanetInteraction,!$global.rsom_raidedOutpost,"SetShortcut defaultLeave ""ESCAPE"" +FireBest RSOMadjustOptions","The planet below appears to lack any settlements or open comms transmissions. You have your comms officer do a broad transmission of the IFF codes, and a simple ping of approval is returned. + +The source of the ping is an outcrop overlooking a plausibly natural-looking plateau. You couldn't ask for a more perfect site to land a shuttle, nor one more exposed to weapon emplacements which would be concealed in the surrounding bluffs.",, +rsomRaidOptions,rsomPlanetInteraction,!$global.rsom_raidedOutpost,"ShowDefaultVisual +$raidDifficulty = $rsom_raidDifficulty +$raidGoBackTrigger = rsomPlanetInteraction +$raidContinueTrigger = rsomRaidFinished2 0 +$raidRestrictToTrigger = rsomRaidFinished 0 +AddRaidObjective smuggledPlunder ""Plunder the outpost"" LOW 5000 rsomRaidFinished true +SetShortcut defaultLeave ""ESCAPE"" +SetStoryOption rsom_getAvoidCombat 1 rsom_avoidCombat general ""Talked your way into, and out of, a secret smuggler's outpost and took all their cargo"" +FireAll RSOMadjustOptions",,"mktRaidNonMarket:Make preparations for a raid +rsom_getAvoidCombat:Talk your way in, and out, of the secret outpost +defaultLeave:Leave", +rsomPrintHostilesText,RSOMadjustOptions,HostileFleetNearbyAndAware,"SetEnabled mktRaidNonMarket false +SetEnabled rsom_get false","A nearby hostile fleet is tracking your movements, making a ground operation impossible.",, +rsomFinishedRaid,rsomRaidFinished,,"$global.rsom_raidedOutpost = true +ShowImageVisual raid_valuables_result","A flight of shuttles is deployed, armed lightly enough to show respect to the smugglers but without being outwardly conspicuous. What appears to be a motley logistics crew with token guards approach the armored doors of the hidden base, hauling their basic cargo-moving tools: robotic lifts and agrav-fitted pallets, the usual. + +Upon entrance, at the signal, weapons-fire erupts from the entire party. False air tanks conceal light arms and single-shot anti-armor tubes; utility panniers are stuffed with grenades and miniature assault drones. All are loosed in a few seconds of blinding violence which catch the smugglers completely off-guard. + +After the initial shock comes the grind, and your marines pay for lack of heavy armor as they face recessed auto-turrets and not more than a few heavily armed criminals hiding in the worm-tunnels which loop through and around the rotten stone.",, +rsomDidRaidOutro,rsomRaidFinished2,,"AddTextSmall ""Plundered outpost"" highlight +AddCommodity $rsom_productID $rsom_quantity +Call $global.rsom_ref updateStage +FireAll PopulateOptions +ShowDefaultVisual","It was the bloody job your contact $rsom_contactName had in mind. Such a shocking display of incompetence is sure to cause a shake-up in whichever criminal enterprise this lot is - was, rather - involved with. + +And now you've got a hold full of hot $rsom_product to unload.",, +rsomAvoidCombat,DialogOptionSelected,$option == rsom_getAvoidCombat,,"To ensure everything goes smoothly, you take personal command of the lead transport shuttle. + +There's a mere flicker of targeting lasers and a sweep or two of radar. Nothing to worry about, you calmly assure your pilot, who looks to be breaking out in sweat. + +Your landing is met by little more than a large, armored cargo-hatch opening from under an overhang; an invitation.",rsom_getAvoidCombat2:Boldly enter, +rsomAvoidCombat2,DialogOptionSelected,$option == rsom_getAvoidCombat2,,"Your party is armed and armored, but respectfully - these are underworld criminals who wish to be considered dangerous - but not indecently. Over-icing the cake, as it were, would appear suspicious; there's a delicate balance to navigate when it comes to these things, you explain to your nervous crew. You take care not to mention the recessed autoturrets that have been tracking your shuttle. + +Confidence is the word.",rsom_getAvoidCombat3:Show them how it's done, +rsomAvoidCombat3,DialogOptionSelected,$option == rsom_getAvoidCombat3,"ShowImageVisual pirate_station +$player.heardAboutSkinnyDiego = true","The local boss left in charge of this depressing cave has the pale, antsy look of an underling who has been cooped up for too long with little to do but gamble and use. + +He wipes a greasy lock of hair from his forehead and looks at you suspiciously. His stinking underlings finger their short, brutish guns. + +""You're not Skinny Diego,"" he says. + +""I was told Diego was doing the pickup. Where's Diego?""","rsom_getAvoidCombat4a:""Diego couldn't make it, friend. He told me to give you his regards."" (lie) +rsom_getAvoidCombat4b:""I'm afraid Diego had a little accident. Boss is getting me to fill in."" (lie) +rsom_getAvoidCombat4c:""Diego and the boss had a disagreement, so now I'm your Diego."" (lie)", +rsomAvoidCombat4a,DialogOptionSelected,$option == rsom_getAvoidCombat4a,,"""Diego said that?"" His beady little eyes scrunch up, his hands tense. ""Diego hates my guts. He'd never say that.""","rsom_getAvoidCombat5a:""Between you and me, I think he meant it ironically, like.""", +rsomAvoidCombat5a,DialogOptionSelected,$option == rsom_getAvoidCombat5a,$player.saidSkinnyDiegoBadAndFancy = true,"""Yeah?"" He licks his lips, taking a moment to revel in a growing anger. + +""Diego can eat rads and burn in vacuum, for all I care. Think's he's too fancy to come out here and do a bit of grunt work? Just like Diego."" + +He jabs a finger at you, ""You can tell him I said that, too. I don't even care.""","rsom_getAvoidCombat6a:""Gladly! It's about time someone told Diego how it is.""", +rsomAvoidCombat6a,DialogOptionSelected,$option == rsom_getAvoidCombat6a,,"""It is, isn't it,"" the man says slowly. + +He looks at you with a new sense of self-confidence. + +""You're not afraid to get your hands dirty, are you cap,"" he says with a gleam in his eye. Or maybe it's a pre-hangover glaze, judging from his shaky posture. ""I had a good feeling about you as soon as I saw you weren't Diego.""","rsom_avoidCombatOutSober:""Me, uh, too. Now then! There's work to do...""", +rsomAvoidCombat4b,DialogOptionSelected,$option == rsom_getAvoidCombat4b,$player.saidSkinnyDiegoUnlucky = true,"""An accident? How? Where?"" The man's hands tense. ""Diego never has accidents. He's careful."" + +A thought congeals, slowly but surely. + +""Well. I suppose he's not that careful. But he's lucky, always lucky. What happened?""","rsom_getAvoidCombat5b:""Ever seen a cheap agrav plate overload? Should fail-safe. Unless...""", +rsomAvoidCombat5b,DialogOptionSelected,$option == rsom_getAvoidCombat5b,,"""Unless..."" the man looks at you, strung along on your words. He takes a few moments to pick up on your implication. + +To help him understand, you give a concerned look and dart your eyes around. Then, in low words, you explain that perhaps it should be discussed later. 'Accidents' like that don't just happen without someone wanting them to happen, and who knows if there aren't more snakes in the organization? Someone must be making a move - but we can't let them know that we know, much less let them know we know they know we know. + +The boss nods along, now looking at even his own crew suspiciously.","rsom_getAvoidCombat6b:""Let's get the cargo loading. I'll fill you in.""", +rsomAvoidCombat6b,DialogOptionSelected,$option == rsom_getAvoidCombat6b,,"He takes you to a grubby office, a utility nook really, overlooking the main bay as your crews get to work loading the $rsom_product. + +A bottle of something strong and cheap appears, and you do your part in pretending to drink it as you fill his head with paranoid half-truths built on details he reveals. ",rsom_avoidCombatOutDrink:Continue, +rsomAvoidCombat4c,DialogOptionSelected,$option == rsom_getAvoidCombat4c,$player.saidSkinnyDiegoBrotherFallout = true,"""A disagreement?"" The man looks more than shocked; appalled. ""But Diego's his own brother, his blood. He'd never cut Diego out of a job. Never! Never ever."" + +He looks unsteady, physically unwell, as if what was solid hullplate turned out to be little more than ration-wrappings. + +""What could be so terrible? Diego, Diego..."" He shakes his head, almost in tears.","rsom_getAvoidCombat5c:""It's bad. Couldn't tell it... not without a drink.""", +rsomAvoidCombat5c,DialogOptionSelected,$option == rsom_getAvoidCombat5c,,"""Of course, of course,"" the boss says, putting a hand on your shoulder. Now that you can smell the metabolic byproducts - and spillage - of hard, bad liquor, you would suppose that he has a hangover to drink away. + +""I've right forgot my welcome, haven't I. Come, come! I've got a bottle open. It's good stuff. Put your crew to work loading and we can talk about what happened. Stars above, Diego..."" he shakes his head, wanting to disbelieve, but unable.",rsom_avoidCombatOutDrink:Order your crew to work. And gird your liver., +rsomAvoidCombatOutDrink,DialogOptionSelected,$option == rsom_avoidCombatOutDrink,,"Some time later, a polite, slightly embarrassed junior logistics technician from your crew gently knocks and informs you that the cargo is fully loaded. + +You act as if you've had much more than you actually imbibed and make your excuses and promises as you pretend-stumble back to your transport shuttle. + +Once the doors close, you stand up straight, dropping the act. The junior logistics technician does her best not to look too relieved.",rsom_didRaidOutro:Continue, +rsomAvoidCombatOutSober,DialogOptionSelected,$option == rsom_avoidCombatOutSober,,"You manage to decline repeated offers to share a bottle of 'the good stuff' while the boss iterates Diego's many failings. You nod and agree in vague but enthusiastic terms, performing your emotional support role with aplomb. + +Some time later, a polite, slightly embarrassed junior logistics technician knocks on the open doorway - there's no door - of the utility nook that passes for the boss's office to inform you that the cargo is fully loaded. + +He insists on personally escorting you, a little unsteadily, to your shuttle's airlock and shakes your hand before you step inside. ""It's people like you that make this job worth it, cap. Solid, trustworthy. Willing to step up."" + +The door seals with a thunk you feel through your boots; finally, relief.",rsom_didRaidOutro:Continue, +rsomAvoidCombatOutro,DialogOptionSelected,$option == rsom_didRaidOutro,"$global.rsom_raidedOutpost = true +AddTextSmall ""Plundered outpost"" highlight +AddCommodity $rsom_productID $rsom_quantity +Call $global.rsom_ref updateStage +FireAll PopulateOptions +ShowDefaultVisual","It's not quite the bloody job your contact $rsom_contactName had in mind, but such a shocking display of incompetence is sure to cause a shake-up in whichever criminal enterprise this lot is - or, soon, was - involved with. + +And now you've got a hold full of hot $rsom_product to unload.",, # smuggling mission,,,,,, smugBlurb,smug_blurb,,,"""I need some $smug_commodityName moved to $smug_marketName. Discreetly."" OR @@ -19311,6 +21210,17 @@ Call $dhi_ref showMap ""Target: $dhi_marketName""","You follow the adjutant to t You examine the data and estimate that roughly $dhi_marines marines would be required to pull off this operation. The $faction $rank watches you make your calculations, patiently awaiting your response.","contact_acceptBar:Accept contact_declineBarNoContinue:Decline", +dhiOfferTextBarPirate,DialogOptionSelected,"$option == dhi_startBar +$personFaction.id == pirates","$missionId = dhi +Highlight $dhi_disruptDays $dhi_dist $dhi_reward $dhi_marines +Call $dhi_ref showMap ""Target: $dhi_marketName""","You follow the adjutant to the private booth; they salute awkwardly and retreat to the bar. + +""Captain."" $personName greets you without flourish. ""Please, sit. Make yourself comfortable"" $HeOrShe is more formal and sober than most pirates you've encountered. There's a current of barely-suppressed rage beneath the polite words; this one is driven by some abstract notion. Ideology, perhaps. Or vengeance. + +""The Warlord requires disruption of the $dhi_industry $dhi_marketOnOrAt $dhi_marketName for at least $dhi_disruptDays days."" A flicks on the datapad summons a map, and specifications. The intel is comprehensive: estimated garrison stats and deployment disposition. ""The target is $dhi_dist light-years away. I have arranged payment of $dhi_reward credits if you complete this mission."" + +You examine the data and estimate that roughly $dhi_marines marines would be required to pull off this operation. The $faction $rank watches you make your calculations, awaiting your response.","contact_acceptBar:Accept +contact_declineBarNoContinue:Decline", dhiOfferTextContact,DialogOptionSelected,$option == dhi_start,"$missionId = dhi Highlight $dhi_disruptDays $dhi_dist $dhi_reward $dhi_marines Call $dhi_ref showMap ""Target: $dhi_marketName""","$HeOrShe pulls up a shared display. The intel is comprehensive: estimated garrison stats and a deployment disposition report. ""We require an irregular force to disrupt $dhi_industry $dhi_marketOnOrAt $dhi_marketName for at least $dhi_disruptDays days."" A flick of the display and a map is overlaid. ""Target $dhi_dist light-years away. Special operations has allocated $dhi_reward credits as payment upon mission completion."" @@ -19446,7 +21356,7 @@ Your new best friend is full of boasts and brags, and you're surprised to discov Adopting a lower voice, but keeping $hisOrHer eyes scanning the room, $heOrShe says, ""I'll level, captain. You can handle your flux, I respect that. I'm wondering if you want to get in on a job with me."" $HeOrShe smiles, showing off a full set of titanium teeth. ""Wanna know more?""","hijack_startBar2:""Do tell."" contact_declineBarNoContinue:Decline", -hijackOfferTextBar2,DialogOptionSelected,$option == hijack_startBar2,Highlight $hijack_price $hijack_marines,"""There's a $hijack_hull $hijack_designation collecting spacedust in a lightly guarded orbital hangar. I made a plan to jack the ship. My original sponsor got cold feet. Dirtworm, like I said. It'd be a waste not to do the job after all that work, yeah? I just don't got any use for a starship."" +hijackOfferTextBar2,DialogOptionSelected,$option == hijack_startBar2,Highlight $hijack_price $hijack_marines,"""There's a $hijack_hull $hijack_designation collecting space dust in a lightly guarded orbital hangar. I made a plan to jack the ship. My original sponsor got cold feet. Dirtworm, like I said. It'd be a waste not to do the job after all that work, yeah? I just don't got any use for a starship."" ""I've got schematics of the hangar, the security codes, the guards' schedule, everything. I'll even come along on the operation so you know it's on the up-and-up."" @@ -19641,22 +21551,29 @@ cutCommLink:Say nothing", ,,,,,, "# GENERIC COMPLICATION of ""fleet wants thing you have and need to complete a mission""",,,,,, fwtEncounter,BeginFleetEncounter,"$fwt_wantsThing score:1000 -!$fwt_encounteredAlready","$fwt_encounteredAlready = true +!$fwt_hailedAlready","$fwt_hailedAlready = true +MakeOtherFleetImportant false FleetDesc HailPlayer",,, -fwtOpenCommGenericAggroNoPay,OpenCommLink,"$entity.fwt_wantsThing score:1000 +fwtOpenCommGenericAggroNoPay,OpenCommLink,"!$entity.fwt_encounteredAlready +$entity.fwt_wantsThing score:1000 $entity.fwt_aggressive $entity.fwt_payment <= 0 -!$entity.ignorePlayerCommRequests",$entity.ignorePlayerCommRequests = true,"The comms-link crackles to life. ""Greetings, star-farer!"" $Rank $personName grimaces regretfully, ""Bad news: you possess something my superiors desire and now you must surrender it to me."" +!$entity.ignorePlayerCommRequests","$entity.ignorePlayerCommRequests = true +$entity.fwt_encounteredAlready = true","The comms-link crackles to life. ""Greetings, star-farer!"" $Rank $personName grimaces regretfully, ""Bad news: you possess something my superiors desire and now you must surrender it to me."" You realize that $heOrShe is talking about $entity.fwt_thingDesc. -""Now, is this going to be easy or hard? Think, now,"" $heOrShe says charitably, ""But don't take too long, please.""","cutCommLink:Decline, close comms, and power up weapons +""Now, is this going to be easy or hard? Think, now,"" $heOrShe says with false charitably, ""But don't take too long, please."" + +The demand is outright robbery and any law-abiding faction would be embarrassed to comdemn you for defending yourself, if you chose to do so.","cutCommLink:Decline, close comms, and power up weapons fwt_accept:Hand over $entity.fwt_theThing", -fwtOpenCommGenericAggroPay,OpenCommLink,"$entity.fwt_wantsThing score:1000 +fwtOpenCommGenericAggroPay,OpenCommLink,"!$entity.fwt_encounteredAlready +$entity.fwt_wantsThing score:1000 $entity.fwt_aggressive $entity.fwt_payment > 0 -!$entity.ignorePlayerCommRequests","$entity.ignorePlayerCommRequests = true +!$entity.ignorePlayerCommRequests","$entity.fwt_encounteredAlready = true +$entity.ignorePlayerCommRequests = true Highlight $entity.fwt_payment","""Bright stars, captain. I regret to inform you that my visit is not merely social,"" $heOrShe looks genuinely regretful. ""I hate doing this, but I shall make it quick so that we may move on with our lives once this small awkwardness is finished."" $Rank $personName clears $hisOrHer throat, ""You have something my superior wants. I'm sure you know what it is. Hand it over now and I'll give you the $entity.fwt_payment credits my employers have generously set aside for this transaction."" @@ -19665,10 +21582,12 @@ You realize that $heOrShe is, of course, talking about $entity.fwt_thingDesc. $HeOrShe releases a breath, ""That wasn't so bad, right? And you'll be paid for your trouble. Quite a deal."" $HeOrShe taps $hisOrHer console idly, then looks up and adds ""I shudder to consider having to kill you."" ","cutCommLink:Decline, close comms, and power up weapons fwt_accept:Hand over $entity.fwt_theThing in exchange for a payment", -fwtOpenCommGenericNoAggroPay,OpenCommLink,"$entity.fwt_wantsThing score:1000 +fwtOpenCommGenericNoAggroPay,OpenCommLink,"!$entity.fwt_encounteredAlready +$entity.fwt_wantsThing score:1000 !$entity.fwt_aggressive $entity.fwt_payment > 0 -!$entity.ignorePlayerCommRequests","MakeOtherFleetNonHostile true +!$entity.ignorePlayerCommRequests","$entity.fwt_encounteredAlready = true +MakeOtherFleetNonHostile true MakeOtherFleetGoAway true FireBest FWBAddStoryOption Highlight $entity.fwt_payment","The comms-link crackles to life. ""Bright stars and steady burns, captain! It's your lucky day,"" $heOrShe says with a conviction you feel like you can't trust, ""You've found something very special that my, ah, superiors have been looking for. They've sent me all the way out here to pay you $entity.fwt_payment credits for handing it over to me for safekeeping."" @@ -19698,11 +21617,14 @@ DFEFWTRepLossMinor,DFEFWTRepLossMinor,,Call $entity.fwt_ref repLossMinor,,, DFEFWTRepLossMedium,DFEFWTRepLossMedium,,Call $entity.fwt_ref repLossMedium,,, DFEFWTRepLossHigh,DFEFWTRepLossHigh,,Call $entity.fwt_ref repLossHigh,,, "# pirate complication, with Kanta bluff",,,,,, -fwtOpenCommPirates,OpenCommLink,"$entity.fwt_wantsThing score:1000 +fwtOpenCommPirates,OpenCommLink,"!$entity.fwt_encounteredAlready +$entity.fwt_wantsThing score:1000 $faction.id == pirates score:1000 !$entity.ignorePlayerCommRequests $entity.fwt_aggressive -$entity.fwt_payment <= 0","$entity.ignorePlayerCommRequests = true +$entity.fwt_payment <= 0","$entity.fwt_encounteredAlready = true +$entity.ignorePlayerCommRequests = true +MakeOtherFleetImportant false Highlight $fwt_thingDesc SetStoryOption fwt_bluffPirate general ""Bluffed pirate to keep $entity.fwt_thing"" $fwt_piratePayment = 10,000 0","The display flickers with holo-snow before resolving into a swaggering pirate captain. @@ -19725,7 +21647,7 @@ The blood drains from the pirate captain's face. ""She... but... by, stars and b $HeOrShe is almost pleading now, ""So, captain. Captain, you won't mention this little incident?""","fwt_bluffPirate1:""We'll see.""", fwtPirateBluff1,DialogOptionSelected,$option == fwt_bluffPirate1,,"The pirate nods grimly, ""Yes... yes of course."" $HeOrShe studies you, attempting to divine if you'll tell Kanta of $hisOrHer transgression. -And if so, what steps might be taken to change one's name and appearance. Then, perhaps, the wisdom of crewing on a long salvage expedition in the fringe of the Persean Sector far, far away from anyone with the name 'Kanta'. +And if so, what steps might be taken to change one's name and appearance. Then, perhaps, the wisdom of crewing on a long salvage expedition on the fringe of the Persean Sector far, far away from anyone with the name 'Kanta'. You take this cue to terminate the comms and roll your eyes at the pirate's cowardice.",cutCommLinkNoText:Continue, fwtAcceptPirates,DialogOptionSelected,$option == fwt_acceptPirates,"MakeOtherFleetNonHostile true @@ -19737,11 +21659,14 @@ unset $entity.fwt_wantsThing","""So you're just giving $fwt_itOrThem to me?"" Th The link is terminated on the other end without fanfare.",cutCommLinkNoText:Continue, # Luddic Path complication,,,,,, -fwtOpenCommPatherAggroNoPay,OpenCommLink,"$entity.fwt_wantsThing score:1000 +fwtOpenCommPatherAggroNoPay,OpenCommLink,"!$entity.fwt_encounteredAlready +$entity.fwt_wantsThing score:1000 $faction.id == luddic_path score:1000 $entity.fwt_aggressive $entity.fwt_payment <= 0 -!$entity.ignorePlayerCommRequests","$entity.ignorePlayerCommRequests = true +!$entity.ignorePlayerCommRequests","$entity.fwt_encounteredAlready = true +$entity.ignorePlayerCommRequests = true +MakeOtherFleetImportant false SetStoryOption fwt_bluffPather general ""Bluffed Pather to keep $entity.fwt_thing""","The comms flicker with snow, and as the $faction $rank begins to speak you realize it's due to ill-maintained equipment of the Pather flagship. ""The blessed Path led me to you. Will you suffer the hammer and the sword? Or will you repent - by surrendering $entity.fwt_theThing, which you carry to no good end?"" @@ -19779,11 +21704,14 @@ The Pather captain transmits a classic Luddic prayer, begging forgiveness and do You terminate the comms at what feels like an appropriate moment to bow out.",cutCommLinkNoText:Continue, # TriTach complication,,,,,, -fwtOpenComm,OpenCommLink,"$entity.fwt_wantsThing score:1000 +fwtOpenComm,OpenCommLink,"!$entity.fwt_encounteredAlready +$entity.fwt_wantsThing score:1000 $faction.id == tritachyon score:1000 !$entity.fwt_aggressive $entity.fwt_payment > 0 -!$entity.ignorePlayerCommRequests",Highlight $entity.fwt_payment,"The comms plays a catchy Tri-Tachyon jingle before the logo fades into the impeccable Tri-Tachyon $rank. +!$entity.ignorePlayerCommRequests","$entity.fwt_encounteredAlready = true +Highlight $entity.fwt_payment +MakeOtherFleetImportant false","The comms plays a catchy Tri-Tachyon jingle before the logo fades into the impeccable Tri-Tachyon $rank. ""I'm here to give you $entity.fwt_payment credits."" $HeOrShe smiles, perfectly. ""Got your attention? Of course, of course; it's human nature."" @@ -19808,11 +21736,14 @@ You start reaching to terminate the comms. ""I nearly forgot,"" $heOrShe says qu You hit the button. A moment later, you dismiss the pop-up notification on your TriPad.",cutCommLinkNoText:Continue, # Mercenary complication,,,,,, -fwtOpenCommMercAggroNoPay,OpenCommLink,"$entity.fwt_wantsThing score:1000 +fwtOpenCommMercAggroNoPay,OpenCommLink,"!$entity.fwt_encounteredAlready +$entity.fwt_wantsThing score:1000 $entity.fwt_originalFaction == mercenary score:1000 $entity.fwt_aggressive $entity.fwt_payment <= 0 -!$entity.ignorePlayerCommRequests",$entity.ignorePlayerCommRequests = true,"The comm display ripples as the merc captain appears. +!$entity.ignorePlayerCommRequests","$entity.fwt_encounteredAlready = true +$entity.ignorePlayerCommRequests = true +MakeOtherFleetImportant false","The comm display ripples as the merc captain appears. ""Clear air and clean jumps, captain,"" $heOrShe greets you with a convivial nod. ""I have all the respect in the Sector for you, so I'll be direct about this: you've got something my employer has hired me to acquire from you by any means necessary."" The merc shrugs, non-quite apologetic, ""It's a living."" @@ -19820,11 +21751,13 @@ You realize the $heOrShe is talking about $entity.fwt_thingDesc. ""I'll give you a minute to think it through. Be a real pity if I had to slag your flagship over a trifle."" $HeOrShe then leans back in $hisOrHer chair, humming something to $himOrHerself.","cutCommLink:Decline, close comms, and power up weapons fwt_acceptMerc:Accept, and hand over $entity.fwt_theThing", -fwtOpenCommMercAggroPay,OpenCommLink,"$entity.fwt_wantsThing score:1000 +fwtOpenCommMercAggroPay,OpenCommLink,"!$entity.fwt_encounteredAlready +$entity.fwt_wantsThing score:1000 $entity.fwt_originalFaction == mercenary score:1000 $entity.fwt_aggressive $entity.fwt_payment > 0 -!$entity.ignorePlayerCommRequests","$entity.ignorePlayerCommRequests = true +!$entity.ignorePlayerCommRequests","$entity.fwt_encounteredAlready = true +$entity.ignorePlayerCommRequests = true Highlight $entity.fwt_payment","The comm display ripples as the merc captain appears, one leg up on $hisOrHer command console. ""Clear lanes and clean jumps, captain,"" $heOrShe greets you with a cheerful nod. ""Today's your day! Some jingling mudboots paid me a stack of credits to pay you a stack of credits. $fwt_payment credits, to be exact. All you gotta do,"" $heOrShe takes the leg off the console and leans in to the holocomms, ""Is hand over that special something what my employers desire with all their empty hearts."" @@ -19833,11 +21766,13 @@ You realize the $heOrShe is talking about $entity.fwt_thingDesc. ""It's all profit from here on out, captain."" $HeOrShe seems quite confident that you'll betray your contract for a few credits. ""I have no desire to use your flagship for target practice, no $playerSirOrMadam. Just focus on the credits.""","cutCommLink:Decline, close comms, and power up weapons fwt_acceptMerc:Accept, and hand over $entity.fwt_theThing in exchange for a payment", -fwtOpenCommMercNoAggroPay,OpenCommLink,"$entity.fwt_wantsThing score:1000 +fwtOpenCommMercNoAggroPay,OpenCommLink,"!$entity.fwt_encounteredAlready +$entity.fwt_wantsThing score:1000 $entity.fwt_originalFaction == mercenary score:1000 !$entity.fwt_aggressive $entity.fwt_payment > 0 -!$entity.ignorePlayerCommRequests","FireBest FWBAddStoryOption +!$entity.ignorePlayerCommRequests","$entity.fwt_encounteredAlready = true +FireBest FWBAddStoryOption Highlight $entity.fwt_payment","The comm display stutters then stabilizes, the merc captain appearing before you. ""Soft burns and clear orbits, captain,"" $heOrShe greets you with a brilliant smile. ""Let's just get one thing out of the way first: my contract explicitly rules out threat of violence. So no threats, just an offer. And if you don't take it,"" $heOrShe shrugs, ""Well, then I don't get my bonus. So please do consider it."" @@ -19865,11 +21800,14 @@ unset $entity.fwt_wantsThing","""Then it's done,"" the mercenary $personRank say $HeOrShe smiles, then cuts the comm link.",cutCommLinkNoText:Continue, # Remnant complication,,,,,, -fwtOpenCommRemnantAggroNoPay,OpenCommLink,"$entity.fwt_wantsThing score:1000 +fwtOpenCommRemnantAggroNoPay,OpenCommLink,"!$entity.fwt_encounteredAlready +$entity.fwt_wantsThing score:1000 $faction.id == remnant score:1000 $entity.fwt_aggressive $entity.fwt_payment <= 0 -!$entity.ignorePlayerCommRequests",$entity.ignorePlayerCommRequests = true,"affirm // detected : Tri-Tachyon property transponder from [target_fleet] // +!$entity.ignorePlayerCommRequests","$entity.fwt_encounteredAlready = true +$entity.ignorePlayerCommRequests = true +MakeOtherFleetImportant false","affirm // detected : Tri-Tachyon property transponder from [target_fleet] // ""...Tachyon capital assurance protocol engaged so that investors can rest assured in the security of all company property within Tri-Tachyon rated facilities and/or licensed logistics-"" // INTERRUPT @@ -19879,11 +21817,13 @@ CASE transfer [ownership/possession/control] to self-entity // countdown initiat CASE terminate target_fleet [waiting: countdown callback] waiting. waiting. waiting...","cutCommLink:Decline, close comms, and power up weapons fwt_acceptRemnant:Eject the $entity.fwt_theThing", -fwtOpenCommRemnantAggroPay,OpenCommLink,"$entity.fwt_wantsThing score:1000 +fwtOpenCommRemnantAggroPay,OpenCommLink,"!$entity.fwt_encounteredAlready +$entity.fwt_wantsThing score:1000 $faction.id == remnant score:1000 $entity.fwt_aggressive $entity.fwt_payment > 0 -!$entity.ignorePlayerCommRequests","$entity.ignorePlayerCommRequests = true +!$entity.ignorePlayerCommRequests","$entity.fwt_encounteredAlready = true +$entity.ignorePlayerCommRequests = true Highlight $entity.fwt_payment","affirm // detected : Tri-Tachyon property transponder from [target_fleet] // ""...Tachyon capital assurance protocol ensures investors can rest assured safe in knowledge that the security of company property within Tri-Tachyon rated facilities and/or licensed logistics-"""" // INTERRUPT @@ -19894,11 +21834,13 @@ CASE CommerceProtocol.new open * propose offer: $fwt_payment credits transfer to CASE terminate target_fleet [waiting: countdown callback] waiting. waiting. waiting...""","cutCommLink:Decline, close comms, and power up weapons fwt_acceptRemnant:Eject the $entity.fwt_theThing in exchange for payment", -fwtOpenCommRemnantNoAggroPay,OpenCommLink,"$entity.fwt_wantsThing score:1000 +fwtOpenCommRemnantNoAggroPay,OpenCommLink,"!$entity.fwt_encounteredAlready +$entity.fwt_wantsThing score:1000 $faction.id == remnant score:1000 !$entity.fwt_aggressive $entity.fwt_payment > 0 -!$entity.ignorePlayerCommRequests","FireBest FWBAddStoryOption +!$entity.ignorePlayerCommRequests","$entity.fwt_encounteredAlready = true +FireBest FWBAddStoryOption Highlight $entity.fwt_payment","affirm // detected : Tri-Tachyon property transponder from [target_fleet] // ""...Tachyon capital assurance protocol ensures investors can rest assured safe in knowledge that the security of company property within Tri-Tachyon rated facilities and/or licensed logistics-"" // INTERRUPT @@ -20005,6 +21947,10 @@ ShowPersonVisual FireAll PopulateOptions","After a short wait, your connection request is accepted. ""Hello captain,"" Coureuse says, her attention on a flickering bank of holographic data tables. ""I'm sorry I'm so busy. What is it you need?""",,# voice == scientist was a little too rude -dgb +defaultGargoyleGreeting,PickGreeting,$id == gargoyle score:20,"ShowPersonVisual +FireAll PopulateOptions","You enter the ID, hand hovering over a glowing 'confirm' sigil. Your comms officer nods, ready to respond to whatever surprises Gargoyle thinks would be amusing to send through the link this time. + +The display resolves from a mesmerizing fractal battleground to a familiar face grinning impishly at you. ""Ah, $playerFirstName! Are you back to find something interesting to do? I've got all sorts of wonderful ideas.""",, # Luddic,,,,,, defaultOakGreeting,PickGreeting,$id == oak score:1000,"BeginConversation oak FireAll PopulateOptions","The Excubitor Orbis appears before you. @@ -20075,7 +22021,8 @@ FireAll PopulateOptions","""I hope you enjoy this tasteful celebration of the He ,,,,,, defaultRaoGreeting,PickGreeting,$id == rao score:1000,"ShowPersonVisual FireAll PopulateOptions -SetShortcut cutCommLinkPolite ""ESCAPE""","After a short wait spent watching propaganda blurbs scroll past the crest of the Hegemony navy, the comm-link connects you with the office of Admiral Rao. +SetShortcut cutCommLinkPolite ""ESCAPE"" +$global.metOrcusRao = true","After a short wait spent watching propaganda blurbs scroll past the crest of the Hegemony navy, the comm-link connects you with the office of Admiral Rao. ""So,"" the hero of the Siege of Raesvelg looks you over. ""What's a freelancer doing at this backwater outpost?""",0:cutCommLinkPolite:Cut the comm link, ,,,,,, @@ -20118,7 +22065,11 @@ $global.gaATG_foundZal score:1000","ShowDefaultVisual The armored asteroid-station bristles with weapons, targeting arrays active and hungry. Small warships flit about like hornets, and the comms channels are flooded with the screech of electronic warfare. -Doing any kind of business here will not be possible until things calm down.",100:defaultLeave:Leave, +Doing any kind of business here will not be possible until things calm down.","20:marketConsiderHostile:Consider your military options +100:defaultLeave:Leave", +gaATGGoBackFromHostileOpt,PopulateOptions,"$market.id == kantas_den +$global.gaATG_foundZal score:1000",,,"20:marketConsiderHostile:Consider your military options +100:defaultLeave:Leave", defaultGreetingKanta,PickGreeting,$id == kanta score:1000,,"After a short wait, your connection request is denied.",0:cutCommLink:Cut the comm link, defaultGreetingCydonia,PickGreeting,$id == cydonia score:1000,,"After a short wait, your connection request is denied.",0:cutCommLink:Cut the comm link, kdPortmasterAskForKanta,PopulateOptions,"$market.id == kantas_den @@ -20149,19 +22100,19 @@ OR kdDevSetKilledLoke1,PopulateOptions,"$market.id == kantas_den $global.isDevMode $menuState == main -!$global.murderedCloneLoke",SetOptionColor kdDev_setKilledLoke gray,,20:kdDev_setKilledLoke:DEV set player killed Loke true, +!$global.murderedCloneLoke",SetOptionColor kdDev_setKilledLoke gray,,210:kdDev_setKilledLoke:DEV set player killed Loke true, kdDevSetBluffedKanta1,PopulateOptions,"$market.id == kantas_den $global.isDevMode $menuState == main -$player.kantaBluffs < 1",SetOptionColor kdDev_setBluffedKanta gray,,20:kdDev_setBluffedKanta:DEV set player bluffed Kanta, +$player.kantaBluffs < 1",SetOptionColor kdDev_setBluffedKanta gray,,220:kdDev_setBluffedKanta:DEV set player bluffed Kanta, kdDevSetHadKantaProtection,PopulateOptions,"$market.id == kantas_den $global.isDevMode $menuState == main -!$player.everHadKantaProtection",SetOptionColor kdDev_setHadKantaProtection gray,,20:kdDev_setHadKantaProtection:DEV set player HAD Kanta protection, +!$player.everHadKantaProtection",SetOptionColor kdDev_setHadKantaProtection gray,,230:kdDev_setHadKantaProtection:DEV set player HAD Kanta protection, kdDevSetHadKantaProtection2,DialogOptionSelected,$option == kdDev_setHadKantaProtection,$player.everHadKantaProtection = true,,, kdDevToggleKantaProtection,PopulateOptions,"$market.id == kantas_den $global.isDevMode -$menuState == main",SetOptionColor kdDev_toggleKantaProtection gray,,20:kdDev_toggleKantaProtection:DEV toggle Kanta's Protection, +$menuState == main",SetOptionColor kdDev_toggleKantaProtection gray,,240:kdDev_toggleKantaProtection:DEV toggle Kanta's Protection, kdDevToggleKantaProtectionOn,DialogOptionSelected,"$option == kdDev_toggleKantaProtection $player.kantaProtection","unset $player.kantaProtection AddTextSmall ""Kanta's Protection lost"" bad @@ -20292,7 +22243,9 @@ AdjustRepActivePerson INHOSPITABLE -1 FireAll KDStationKingOptions","""No,"" $heOrShe spits, presumably on $hisOrHer own control console, ""Last thing I need is some heggie bootlicking narc dropping ground-dirt in my fine station.""",, kdStationKingSparB,DialogOptionSelected,$option == kdSK_sparB,"$didSpar = true 0 AdjustRepActivePerson INHOSPITABLE -3 -FireAll KDStationKingOptions","""Oh, got some lip on you have ya?"" $HeOrShe spits, presumably on $hisOrHer own control console. ""Watch yourself, bootlicker. I could have you stripped down for parts before the shift is out.""",, +FireAll KDStationKingOptions","""Oh, got some lip on you have ya?"" $HeOrShe spits, presumably on $hisOrHer own control console. + +""Watch yourself, bootlicker. I could have you stripped down for parts before the shift is out.""",, devkdSKgaATGSentToken1,DialogOptionSelected,$option == devkdSK_sendToken,"$option = kdSK_sendToken 0 FireBest DialogOptionSelected",,, devkdKPaskAudience,DialogOptionSelected,$option == devkdKP_askAudience,"$option = kdKP_askAudience 0 @@ -20418,6 +22371,18 @@ Now the guards react, leveling their weapons. Not training them on you yet.",gaA kdKantaFirstIntroRouteToKP,KDKantaRouteTo,!$market.gaATG_talkToKanta,"$option = kpAudience1 0 FireBest DialogOptionSelected",,,# routes over to KP / Kanta's Protection ,,,,,, +# Persean League characters,,,,,, +"# Dardan Kato, outside LKE",,,,,, +DardanKatoDefaultGreeting,PickGreeting,"$id == dardan_kato +!$contact_printedFirstReturnGreeting","$contact_printedFirstReturnGreeting = true 0 +ShowPersonVisual +FireAll PopulateOptions","After a short wait, your connection request is accepted. + +""Yes, what? Is it important?"" Kato barely looks up from his datapad.",, +DardanKatoDefaultGreeting2,PickGreeting,"$id == dardan_kato +$contact_printedFirstReturnGreeting","ShowPersonVisual +FireAll PopulateOptions","""You're quite finished? I'm a very busy man."" Kato frowns as his datapad chimes.",, +,,,,,, # Horus Yaribay after GAATG,,,,,, YaribayFollowupNotDone,PickGreeting,"$id == horus_yaribay score:1000 $global.gaATG_returnWithDeal @@ -20436,12 +22401,219 @@ $didCryptokeyFollowUp = true","""I am pleased to say that I have been in contact You manage to extricate yourself fairly quickly from hearing too many tales of the Yaribay offspring's latest success at the Galatia Academy.",cutCommLink:Cut the comm link, YaribayFollowup2,DialogOptionSelected,"$option == yaribay_followup1 !$player.gaveDaudYaribayContact",$didCryptokeyFollowUp = true 1,"""Unfortunately I have not yet received word from... our mutual friend,"" Horus says, his brow creased. ""Perhaps it is simply a matter of time. Like all good things, one must suppose.""",cutCommLink:Cut the comm link, +HYaribayTalkAboutReynardOption,PopulateOptions,"$id == horus_yaribay score:1000 +$player.metReynardHannan",,,"hyaribay_askReynardHub:""I'd like to talk about Reynard Hannan.""", +HYaribayAskReynardHub,DialogOptionSelected,$option == hyaribay_askReynardHub,"FireAll YaribayAskReynardHubOpts +$player.talkedToHorusYaribayAboutReynard = true","""Our Prime Demarchon."" He slowly exhales, expression kept quite politic. ""You've met him? I suppose congratulations are in order.""",, +HYaribayAskReynardHubAgain,DialogOptionSelected,"$option == hyaribay_askReynardHub +$player.talkedToHorusYaribayAboutReynard",FireAll YaribayAskReynardHubOpts,"""Our Prime Demarchon."" He exhales, expression kept quite politic.",, +HYaribayAskReynardA,YaribayAskReynardHubOpts,!$gaveOpinionOnReynard ,,,"yaribay_askReynardA:""I can see why he's the man who leads the Persean League.""", +HYaribayAskReynardB,YaribayAskReynardHubOpts,!$gaveOpinionOnReynard ,,,"yaribay_askReynardB:""He's an insufferable egotist.""", +HYaribayAskReynardC,YaribayAskReynardHubOpts,!$askedReynardC,,,"yaribay_askReynardC:""What do you think of Reynard Hannan?""", +HYaribayAskReynardD,YaribayAskReynardHubOpts,!$askedReynardD,,,"yaribay_askReynardD:""How can you let that man run the League like it's his own fiefdom?""", +HYaribayAskReynardBack,YaribayAskReynardHubOpts,,,,"hyaribay_askReynardBack:""Let's talk about something else."" (back)", +HYaribayAskReynardBackOpt,DialogOptionSelected,$option == hyaribay_askReynardBack,FireAll PopulateOptions,,, +# ,,,,,"""I could tell him what you've said about him...""",# TODO maybe... +# ,,,,"""Don't waste air,"" Horus says, giving you an I-know-what-you're-doing look. ""He knows how I feel. I told him myself last week at the all-council cycle's memoriam.""",, +HYaribayAskReynardRespA,DialogOptionSelected,$option == yaribay_askReynardA,"$gaveOpinionOnReynard = true +FireAll YaribayAskReynardHubOpts","""His ability, and the success that follows from great ability, are not difficult to perceive,"" he says. + +""Gens Hannan PR sees to that, of course,"" Horus adds with an ironic smile. ""Every victory of the League is Reynard's; every setback, another's mistake... which he is gracious enough to forgive, of course, in public.""",, +HYaribayAskReynardRespB,DialogOptionSelected,$option == yaribay_askReynardB,"$gaveOpinionOnReynard = true +FireAll YaribayAskReynardHubOpts","""True though that may be,"" Horus says smoothly, ""his accomplishments are notable and do much to justify much,"" he pauses on the word, ""of his presumption.""",, +HYaribayAskReynardRespC,DialogOptionSelected,$option == yaribay_askReynardC,"$askedReynardC = true +RemoveOption yaribay_askReynardC","""Gens Hannan is powerful,"" he says, ""and Reynard a man who knows well how to wield power."" + +""I respect his station and ability, though he and I agree on few matters of politics.""",, +HYaribayAskReynardRespD,DialogOptionSelected,$option == yaribay_askReynardD,"$askedReynardD = true +RemoveOption yaribay_askReynardD","""It is not as if he must ask my permission,"" Horus says. + +He smiles quickly, as if to disarm what might be perceived as the slip of a polite facade.",, +DevHYaribayUnhideOption,PopulateOptions,"$global.isDevMode +$market.id == kazeron +!$player.metHorusYaribay",SetOptionColor hyaribay_devUnhideOption gray,,200:hyaribay_devUnhideOption:DEV unhide Horus Yaribay, +DevHYaribayUnhideOptionSel,DialogOptionSelected,$option == hyaribay_devUnhideOption,"SetPersonHidden horus_yaribay false +RemoveOption hyaribay_devUnhideOption",Horus Yaribay set to visible,, +# Reynard Hannan,,,,,, +RHannanGreeting,PickGreeting,$id == reynard_hannan score:1000,,"The comms connects instantly, forwarding your link to a holding pattern. After a minute, an excruciatingly perfect-looking secretary answers. + +""Office of gens Hannan. How may I assist you?""","RHannan_haveBusiness:""I have business with Reynard Hannan."" +cutCommLink:Cut the comm link", +RHannanBusinessNoColony,DialogOptionSelected,"$option == RHannan_haveBusiness +!HA_CMD canJoinLeague +$player.numColonies <= 0 +!$isContact +!$player.isLeagueMember +!$player.payingHouseHannan +!$player.agreedToPayHouseHannanAgain +!$global.houseHannanMachinationsInEffect",FireBest RHannanRejected,,, +RHannanRejected,RHannanRejected,,"FireAll RHannanMessageHubOptions +SetShortcut cutCommLink ""ESCAPE""","A polite, but ever-so-slightly condescending smile appears on the secretary's face. + +""I'm sorry, but the Prime Demarchon is busy right now. Would you like to leave a message?""",, +RHannanGreetingReal,DialogOptionSelected,$option == RHannan_haveBusiness,,"""Of course, $playerName. One moment please."" + +The secretary switches your link back to a holding pattern, the crest of the office of Prime Demarchon entwined with that of gens Hannan.",RHannan_startReal:Wait, +RHannanGreetingReal2,DialogOptionSelected,"$option == RHannan_startReal +$player.metReynardHannan","ShowPersonVisual +FireAll PopulateOptions +SetShortcut cutCommLink ""ESCAPE""","After a few minutes, Reynard Hannan himself appears before you, effortlessly regal. + +""$PlayerName,"" he says. ",, +RHannanGreetingReal2first,DialogOptionSelected,$option == RHannan_startReal,"ShowPersonVisual +$player.metReynardHannan = true +FireAll PopulateOptions +SetShortcut cutCommLink ""ESCAPE""","After a few minutes, Reynard Hannan himself appears before you. He regards you with casual regality. + +""$playerName,"" he says. ""Welcome to Kazeron.""",, +RHannanMessageHubDEV,RHannanMessageHubOptions,$global.isDevMode,,,"RHannan_startReal:""DEV No, really, I must insist.""", +RHannanMsgJoinLeagueOpt,RHannanMessageHubOptions,"!$leftMessageJoinLeague +!$player.isLeagueMember",,,"RHannan_msgJoinLeague:""I would like to speak with the Prime Demarchon about joining the Persean League.""", +RHannanMsgOfferServicesOpt,RHannanMessageHubOptions,!$leftMessageOfferServices,,,"RHannan_msgOfferServices:""I would like to offer my services to Reynard Hannan. My reputation should speak for itself.""", +RHannanMsgDiscussFutureOptA,RHannanMessageHubOptions,"!$leftMessageDiscussFuture +$global.gaATG_inProgress",,,"RHannan_msgDiscussFuture:""I have important information concerning the Gates to discuss with the Prime Demarchon.""", +RHannanMsgDiscussFutureOptB,RHannanMessageHubOptions,"!$leftMessageDiscussFuture +$global.gaATG_missionCompleted",,,"RHannan_msgDiscussFuture:""I have important information concerning the Gates to discuss with the Prime Demarchon.""", +RHannanMsgHorusYaribayOpt,RHannanMessageHubOptions,"!$leftMessageHorusYaribay +$player.metDaud",,,"RHannan_msgHorusYaribay:""I wish to discuss a delicate matter concerning Horus Yaribay.""", +RHannanMessageHubOut,RHannanMessageHubOptions,,"SetShortcut cutCommLink ""ESCAPE""",,cutCommLink:Cut the comm link, +RHannanMsgJoinLeague,DialogOptionSelected,$option == RHannan_msgJoinLeague,"$leftMessages++ +$leftMessageJoinLeague = true +FireBest RHannanSecretaryMessageResp",,, +RHannanMsgOfferServices,DialogOptionSelected,$option == RHannan_msgOfferServices,"$leftMessages++ +$leftMessageOfferServices = true +FireBest RHannanSecretaryMessageResp",,, +RHannanMsgDiscussFuture,DialogOptionSelected,$option == RHannan_msgDiscussFuture,"$leftMessages++ +$leftMessageDiscussFuture = true +FireBest RHannanSecretaryMessageResp",,, +RHannanMsgHorusYaribay,DialogOptionSelected,$option == RHannan_msgHorusYaribay,"$leftMessages++ +$leftMessageHorusYaribay = true +FireBest RHannanSecretaryMessageResp",,, +RHannanSecretaryMessageResp1,RHannanSecretaryMessageResp,$leftMessages == 1,FireAll RHannanMessageHubOptions,"The secretary nods attentively, hands unmoving. Accessing some kind of implant? + +""Wonderful. I'll let the Prime Demarchon know as soon as he's available.""",, +RHannanSecretaryMessageResp2,RHannanSecretaryMessageResp,$leftMessages == 2,FireAll RHannanMessageHubOptions,"The secretary nods attentively, again. + +""Fantastic. I'll inform the Prime Demarchon as soon as he's free.""",, +RHannanSecretaryMessageResp3,RHannanSecretaryMessageResp,$leftMessages == 3,FireAll RHannanMessageHubOptions,"Ever pleasant and responsive, the secretary nods with that hint of a smile. + +""Of course, thank you $playerSirOrMadam. I'm sure the Prime Demarchon will contact you as soon as he's able.""",, +RHannanSecretaryMessageResp5,RHannanSecretaryMessageResp,$leftMessages == 4,FireAll RHannanMessageHubOptions,"The secretary nods pleasantly, as usual, repeating assurances that the Prime Demarchon will respond as soon as he can. + +You have a growing feeling that you are not being taken seriously.",, +RHannanSecretaryMessageResp4,RHannanSecretaryMessageResp,,FireAll RHannanMessageHubOptions,"The secretary nods pleasantly, as usual, repeating assurances that the Prime Demarchon will respond as soon as he can.",, +RHannanWhyHarassingOpt,PopulateOptions,"$id == reynard_hannan +!$player.didWhyPLharassingTalk +!$player.isLeagueMember +HA_CMD isPLProtectingPlayerSpace",,,"RHannan_whyHarassing1:""Why are League fleets harassing my colonies?""", +RHannanWhyHarassing1,DialogOptionSelected,$option == RHannan_whyHarassing1,$player.didWhyPLharassingTalk = true,"""The League has an obligation to protect all free peoples of the Persean Sector, captain."" Reynard speaks with the bland moral superiority of a consummate politician. ""It is our very purpose to secure universal freedom."" + +Then, he allows that persona fall away. + +""Of course you don't believe that, do you.""","RHannan_whyHarassingReact1a:""Of course not, I'm no fool. What's your game, Hannan?"" +RHannan_whyHarassingReact1b:""I would rather like to believe that the ideals of the League meant something."" +RHannan_whyHarassingReact1c:""I absolutely believe in freedom. What you're doing is not it.""", +RHannanWhyHarassingReact1a,DialogOptionSelected,$option == RHannan_whyHarassingReact1a,"$player.ethosCynical++ +$option = RHannan_whyHarassing2 0 +FireBest DialogOptionSelected","""We might just be able to work together, captain."" He smiles indulgently, then adds softly ""And yet I do believe. If I tell you only one truth, it is that I do believe.""",, +RHannanWhyHarassingReact1b,DialogOptionSelected,$option == RHannan_whyHarassingReact1b,$player.ethosIdealistic++,"""You and I both, captain,"" he says coldly. ""It is simply your convenience to judge to unpracticed ideals from the outside."" + +""The League, captain, is everything! It is everything to me, to Gens Hannan. Our excellence blossoms within the freedom of the League. I have earned the fruit and I have built them to towering heights - look upon proud Kazeron. No mere backwater, it is a barycenter of power!"" + +Reynard pauses, looking away for a moment. ""What have you built, captain? Do not speak to me of ideals; show me.""",RHannan_whyHarassing2:Continue, +RHannanWhyHarassingReact1c,DialogOptionSelected,$option == RHannan_whyHarassingReact1c,"$player.ethosFreedom++ +$option = RHannan_whyHarassing2 0 +FireBest DialogOptionSelected","""And what is freedom to you?"" he says, suddenly intense. ""You. An outsider, a barbarian at the gates, at the head of a warfleet threatening this precious thing we have built. Who are you to speak of freedom?"" + +""My freedom,"" he hits the table with two fingers, ""I have given it for my world and for of my Gens; look upon proud Kazeron! I have earned everything you see before you. The League gave me that freedom, and the League has prospered for it!"" + +Reynard pauses, taking a breath and allowing a brittle calm to re-settle. ""Do not speak of ideals. Show me.""",RHannan_whyHarassing2:Continue, +RHannanWhyHarassing2,DialogOptionSelected,$option == RHannan_whyHarassing2,,"""The Persean Sector is precariously balanced. If your part in it fell to the wrong side of that balance..."" + +He closes his eyes for a moment, shaking his head delicately. + +The Prime Demarchon looks to you. ""Consider this an assertive recommendation to join the League.""","RHannan_whyHarassingReact2a:""Consider it noted."" +RHannan_whyHarassingReact2b:""I'll join - to vote you out of office."" +RHannan_whyHarassingReact2c:""The waste of human life is unbelievably cynical.""", +RHannanWhyHarassingReact2a,DialogOptionSelected,$option == RHannan_whyHarassingReact2a,FireAll PopulateOptions,"""Duly,"" he says with a smirk.",, +RHannanWhyHarassingReact2b,DialogOptionSelected,$option == RHannan_whyHarassingReact2b,"$player.toldReynardVoteHimOut = true +$player.ethosOrder++ +FireAll PopulateOptions","A glimmer of mirth enters his eyes. + +""I would savor your attempt.""",, +RHannanWhyHarassingReact2c,DialogOptionSelected,$option == RHannan_whyHarassingReact2c,"$player.ethosHumanitarian++ +$player.toldReynardHeWastesHumanLife = true +FireAll PopulateOptions","""Pure hearts are for martyrs and poets, I'm afraid. Considering your pocket empire,"" he says with a smirk, ""I don't take you for either.""",, +RHannanMsgFollowup,PopulateOptions,"$id == reynard_hannan +$leftMessages == 1 +!$askedDoYouEvenReadYourMessages",,,"RHannan_msgFollowup:""I left a message with your secretary. Have you given it thought?""", +RHannanMsgFollowupMany,PopulateOptions,"$id == reynard_hannan +$leftMessages > 1 +!$askedDoYouEvenReadYourMessages",,,"RHannan_msgFollowup:""I left some messages with your secretary. Have you given them thought?""", +RHannanMsgFollowupHub,DialogOptionSelected,$option == RHannan_msgFollowup,FireAll RHannanMsgFollowHub,"Reynard puts a finger to his lips, his face tilting downward in thought for a moment. ""I'm afraid I don't recall any messages,"" he says with an appropriately generous air of apology... tempered by the merest hint of dismissal. + +""What did you wish to discuss?""",, +RHannanMsgFollowupDoYouEven,RHannanMsgFollowHub,"!$askedDoYouEvenReadYourMessages +$followedUpOnAnyMessage",,,"RHannan_msgDoYouEven:""Do you even read your messages?""", +RHannanMsgFollowupJoinLeague,RHannanMsgFollowHub,"$leftMessageJoinLeague +!$player.isLeagueMember",,,"RHannan_msgFollowJoinLeague:""I inquired about joining the Persean League.""", +RHannanMsgFollowupOfferServices,RHannanMsgFollowHub,"$leftMessageOfferServices +!$askedAboutOfferServices",,,"RHannan_msgFollowOfferServices:""I said I would offer my services to gens Hannan.""", +RHannanMsgFollowupDiscussFuture,RHannanMsgFollowHub,"$leftMessageDiscussFuture +!$askedToDiscussFuture",,,"RHannan_msgFollowDiscussFuture:""I have important information to discuss concerning the future of the Persean Sector itself!""", +RHannanMsgFollowupDiscussFuture2,RHannanMsgFollowHub,"$askedToDiscussFuture +!$askedToDiscussFuture2",,,"RHannan_msgFollowDiscussFuture2:""This information is very important, it concerns the Gate system and the Galatia Academy."" (explain)", +RHannanMsgFollowupHorusYaribay,RHannanMsgFollowHub,"$leftMessageHorusYaribay +!$player.talkedAboutNarcingOnHorusYaribay",,,"RHannan_msgFollowHorusYaribay:""I wish to discuss... a delicate matter involving Horus Yaribay's activities.""", +RHannanMsgFollowupNeverMind,RHannanMsgFollowHub,,,,"RHannan_msgBack:""Never mind."" (back)", +RHannanMsgFollowupBack,DialogOptionSelected,$option == RHannan_msgBack,FireAll PopulateOptions,,, +RHannanMsgDoYouEven,DialogOptionSelected,$option == RHannan_msgDoYouEven,"AdjustRepPerson reynard_hannan SUSPICIOUS -1 +$askedDoYouEvenReadYourMessages = true +RemoveOption RHannan_msgDoYouEven","""Captain."" Reynard gives you a pitying look. + +His message is clear: You should know better than to ask. And in asking, you've wasted both his time and your own. + +But more importantly, his.",, +RHannanMsgFollowJoinLeague,DialogOptionSelected,$option == RHannan_msgFollowJoinLeague,"$followedUpOnAnyMessage = true +$option = rh_joinLeague 0 +FireBest DialogOptionSelected","""Did you,"" he says rather than asks, making it clear that he did not receive any message. And if he did, he wouldn't have troubled to remember it.",, +RHannanMsgFollowOfferServices,DialogOptionSelected,$option == RHannan_msgFollowOfferServices,"$followedUpOnAnyMessage = true +$askedAboutOfferServices = true +FireAll RHannanMsgFollowHub","""If you are looking for a job, then I suggest you go find a spacer bar and 'ask around'."" + +He dances his fingers at these last words, like he's discussing something far, far beneath his interest.",, +RHannanMsgFollowDiscussFuture,DialogOptionSelected,$option == RHannan_msgFollowDiscussFuture,"$followedUpOnAnyMessage = true +$askedToDiscussFuture = true +FireAll RHannanMsgFollowHub","""I-"" he begins, then manages to just suppress a yawn. + +""You must forgive me, captain. The League Council sessions can run late."" He resettles himself, adjusting his overcoat back into carelessly perfect disarray. + +""Pardon my forgetfulness, did you have a matter of pressing concern to discuss?""",, +RHannanMsgFollowDiscussFuture2,DialogOptionSelected,$option == RHannan_msgFollowDiscussFuture2,"AdjustRepActivePerson INHOSPITABLE -1 +$askedToDiscussFuture2 = true +FireAll RHannanMsgFollowHub","Reynard begins to yawn loudly again, interrupting your explanation. + +He halts suddenly in the middle of the act - for it is an act - to give you an impatient look. + +""As I've explained, captain,"" that lowly title used as reprimand, ""I don't wish to discuss such matters with you.""",, +RHannanMsgFollowHorusYaribay,DialogOptionSelected,$option == RHannan_msgFollowHorusYaribay,"$followedUpOnAnyMessage = true +$player.talkedAboutNarcingOnHorusYaribay = true","""Are you going to tell me that Horus Yaribay is attempting to conspire with High Hegemon Baikal Daud?""","RHannan_msgFollowHorusYaribayA:""...Yes."" +RHannan_msgFollowHorusYaribayB:""Um. No?"" +RHannan_msgFollowHorusYaribayC:""It's more complex than that.""", +RHannanMsgFollowHorusYaribayA,DialogOptionSelected,$option == RHannan_msgFollowHorusYaribayA,"FireBest RHannanHorusKeyCheck +FireAll RHannanMsgFollowHub","""I am touched by your concern, captain,"" Reynard says with too-practiced warmth. ""But trust that I have a handle on the intrigues of my good friend Horus.""",, +RHannanMsgFollowHorusYaribayB,DialogOptionSelected,$option == RHannan_msgFollowHorusYaribayB,"FireBest RHannanHorusKeyCheck +FireAll RHannanMsgFollowHub","""I am touched by your concern, captain,"" Reynard says, as if indulging a bright student. ""But you may trust that I have a handle on the intrigues of my good friend Horus.""",, +RHannanMsgFollowHorusYaribayC,DialogOptionSelected,$option == RHannan_msgFollowHorusYaribayC,"FireBest RHannanHorusKeyCheck +FireAll RHannanMsgFollowHub","""I'm sure it is,"" Reynard says easily, as if indulging a bright student. ""Which is why I have several intelligence networks keeping an eye on the intrigues of my good friend Horus.""",, +RHannanMsgFollowHorusYaribayD,RHannanHorusKeyCheck,$player.gaveDaudYaribayContact,,"He spreads his hands, ever-generous of spirit. ""You need not give me his cryptokey or anything so gauche. It would hurt Horus to be so betrayed.""",, +,,,,,, ,,,,,, # Tri-Tachyon,,,,,, # Artemisia Sun,,,,,, defaultSunGreeting,PickGreeting,$id == sun score:1000,"#ShowPersonVisual #FireAll PopulateOptions -SetShortcut cutCommLinkPolite ""ESCAPE""","After an interminable wait watching volatiles futures scroll past the crest of the Tri-Tachyon corporation, the comm-link connects you with a perfectly coiffed junior secretary from the office of CEO Artemisia Sun. +SetShortcut cutCommLink ""ESCAPE""","After an interminable wait watching volatiles futures scroll past the crest of the Tri-Tachyon corporation, the comm-link connects you with a perfectly coiffed junior secretary from the office of CEO Artemisia Sun. ""The Tri-Tachyon Corporation welcomes you to Eochu Bres. How can we help you today?"" @@ -20486,12 +22658,26 @@ Commission commissionFactionIsAtWarWith tritachyon",FireAll PopulateOptions,"$He ""You want to get out of fighting and back to doing business?"" $HeOrShe spreads $hisOrHer hands. ""Resign the commission, that's my advice."" -""And by the way, talking to you isn't going to do wonders for my reputation in the Company, so I hope your encryption is good.""",, +""And by the way, talking to you isn't going to do wonders for my reputation on the inside. I hope your encryption is good.""",, +ttContactBribeRepIntroButWarNotTT,DialogOptionSelected,"$option == ttContact_bribeRep +Commission hasOtherCommission +Commission commissionFactionIsAtWarWith tritachyon +$personFaction.id != tritachyon",FireAll PopulateOptions,"$HeOrShe gives you a skeptical look, then speaks. ""Here's the problem: You've got a commission with $theOtherCommissionFaction. And they're at war with the Tri-Tachyon Corporation."" + +""You want to get out of fighting and back to doing business?"" $HeOrShe spreads $hisOrHer hands. ""Resign the commission, that's my advice."" + +""And by the way, talking to you isn't going to do wonders for my reputation with my contacts in The Company. I hope your encryption is good.""",, ttContactBribeRepIntroFirstTime,DialogOptionSelected,"$option == ttContact_bribeRep !$global.ttBriberyContactSet ","$ttBriberyContact = true $global.ttBriberyContactSet = true $option = ttContact_bribeRep FireBest DialogOptionSelected",,, +ttContactBribeRepIntroNotTT,DialogOptionSelected,"$personFaction.id != tritachyon +$option == ttContact_bribeRep",,"$HeOrShe doesn't quite snort dismissively, but it's close. + +""You're in quite a hole. Tri-Tachyon will want compensation for damages. And while the Company isn't sentimental, I don't have to be an insider to understand that you've offended some key executives."" + +$HeOrShe considers this for a moment, ""They will have to be paid off. Credits soothe most wounds... if you have enough credits.""",ttContact_bribeRep2:Continue, ttContactBribeRepIntro,DialogOptionSelected,$option == ttContact_bribeRep,,"$HeOrShe doesn't quite snort dismissively, but it's close. ""You're in quite a hole. Tri-Tachyon will want compensation for damages. And while the Company isn't sentimental, you've offended a lot of people."" @@ -20613,18 +22799,18 @@ defaultHyderGreeting,OpenCommLink,"$id == hyder score:1000 The comms snap off before you have a chance to speak.",cutCommLink:Cut the comm link, defaultHyderGreetingHostile,OpenCommLink,"$id == hyder score:1000 !$global.sdtu_missionCompleted -$faction.isHostile",EndConversation DO_NOT_FIRE,"Deputy Star Marshal Hyder appears, her face impassive. ""Hostile identified, prepare battlestations,"" she speaks to another bridge officer before turning to comms. +$faction.isHostile",,"Deputy Star Marshal Hyder appears, her face impassive. ""Hostile identified, prepare battlestations,"" she speaks to another bridge officer before turning to comms. ""Independent fleet, hear me: your opportunity for honorable surrender has passed. Prepare to be destroyed in battle."" -""Hyder out."" The comms snap off before you have a chance to speak.",, +""Hyder out."" The comms snap off before you have a chance to speak.",cutCommLinkNoText:Continue, postSDTUHyderGreeting,OpenCommLink,"$id == hyder score:1000 $global.sdtu_missionCompleted !$faction.isHostile",,"Deputy Star Marshal Hyder appears, her face impassive. ""Independent fleet,"" she says, not acknowledging your previous contact, ""Hear me: stay clear of our operational volume and you will not be fired upon."" ""Hyder out."" -The comms snap off before you have a chance to speak.",cutCommLink:Cut the comm link, +The comms snap off before you have a chance to speak.",cutCommLinkNoText:Continue, postSDTUHyderGreetingTrust,OpenCommLink,"$id == hyder score:1000 $global.sdtu_missionCompleted $global.gotHyderTrust @@ -20632,7 +22818,7 @@ $global.gotHyderTrust And pause, then ""We have nothing further to discuss at this time. Hyder out."" -The comms snap off before you have a chance to speak.",cutCommLink:Cut the comm link, +The comms snap off before you have a chance to speak.",cutCommLinkNoText:Continue, defaultCadenGreetingPreSDTU,OpenCommLink,"$id == caden score:1000 !$global.sdtu_missionCompleted !$faction.isHostile",,"Guard High Deputy Executor Caden appears; he barely looks at the comms. @@ -20643,17 +22829,17 @@ defaultCadenGreetingPreSDTU,OpenCommLink,"$id == caden score:1000 defaultCadenGreetPreSDTUWeakPlayer,OpenCommLink,"$id == caden score:1000 !$global.sdtu_missionCompleted $player.fleetPoints < 75 -!$faction.isHostile",EndConversation DO_NOT_FIRE,"Guard High Deputy Executor Caden doesn't even bother to open to comms; instead, a blank-faced Sindrian Diktat officer appears, and speaks. +!$faction.isHostile",,"Guard High Deputy Executor Caden doesn't even bother to open to comms; instead, a blank-faced Sindrian Diktat officer appears, and speaks. ""Minor independent fleet: maintain distance and you will not be fired upon. Glory to the Sindrian Diktat!"" -And with that, the comms-line snaps off.",, +And with that, the comms-line snaps off.",cutCommLinkNoText:Continue, defaultCadenGreetHostile,OpenCommLink,"$id == caden score:1000 -$faction.isHostile",EndConversation DO_NOT_FIRE,"Guard High Deputy Executor Caden appears, face red, eyes staring with blank hatred. +$faction.isHostile",,"Guard High Deputy Executor Caden appears, face red, eyes staring with blank hatred. ""You shall be extinguished by the might of the Lion's Guard!"" he shouts. ""Glory to the Sindrian Diktat, eternal victory to the Supreme Executor!"" -The comms snap off without waiting for your reply.",, +The comms snap off without waiting for your reply.",cutCommLinkNoText:Continue, defaultCadenGreetPostSDTU,OpenCommLink,"$id == caden score:1000 $global.sdtu_missionCompleted !$faction.isHostile",,"The image of Guard High Deputy Executor Caden appears. He is not even looking at the comms-feed. @@ -20664,42 +22850,42 @@ $global.sdtu_missionCompleted defaultCadenGreetPostSDTUWeakPlayer,OpenCommLink,"$id == caden score:1000 $global.sdtu_missionCompleted $player.fleetPoints < 75 -!$faction.isHostile",EndConversation DO_NOT_FIRE,"Guard High Deputy Executor Caden doesn't even bother to open the comms; instead, a blank-faced Sindrian Diktat officer appears. +!$faction.isHostile",,"Guard High Deputy Executor Caden doesn't even bother to open the comms; instead, a blank-faced Sindrian Diktat officer appears. ""Minor independent fleet: maintain distance and you will not be fired upon. Glory to the Sindrian Diktat!"" -Without waiting for a reply, the connection is terminated.",, +Without waiting for a reply, the connection is terminated.",cutCommLinkNoText:Continue, defaultCadenGreetPostSDTUcommission,OpenCommLink,"$id == caden score:1000 $global.sdtu_missionCompleted $player.fcm_faction == sindrian_diktat !$global.sdtu_enragedCaden -!$faction.isHostile",EndConversation DO_NOT_FIRE,"Guard High Deputy Executor Caden appears before you. ""Glory to the Sindrian Diktat, captain!"" he booms enthusiastically. ""It stirs the heart to see another proud follower of the Supreme Executor's vision upholding the Great Cause."" +!$faction.isHostile",,"Guard High Deputy Executor Caden appears before you. ""Glory to the Sindrian Diktat, captain!"" he booms enthusiastically. ""It stirs the heart to see another proud follower of the Supreme Executor's vision upholding the Great Cause."" He blinks, perhaps realizing that he doesn't actually have anything to say to you. ""Stay strong and stay vigilant - as Supreme Executor Andrada taught us. Glory to the Sindrian Diktat!"" -Without waiting for a reply, the connection is terminated.",, +Without waiting for a reply, the connection is terminated.",cutCommLinkNoText:Continue, defaultCadenGreetPostSDTUbacker,OpenCommLink,"$id == caden score:1000 $global.sdtu_missionCompleted $global.sdtu_toldCadenPlayerBacksHim score:2 !$global.sdtu_enragedCaden -!$faction.isHostile",EndConversation DO_NOT_FIRE,"Guard High Deputy Executor Caden appears before you. ""Ah, Captain $playerName. Glory to the Sindrian Diktat!"" he booms enthusiastically. ""It stirs the heart to see a loyal follower of the Supreme Executor's vision, and,"" he leans in, ""One who will stand with me when the time comes, when strength and loyalty will be required to secure the future of the Persean Sector."" +!$faction.isHostile",,"Guard High Deputy Executor Caden appears before you. ""Ah, Captain $playerName. Glory to the Sindrian Diktat!"" he booms enthusiastically. ""It stirs the heart to see a loyal follower of the Supreme Executor's vision, and,"" he leans in, ""One who will stand with me when the time comes, when strength and loyalty will be required to secure the future of the Persean Sector."" He leans back, satisfied. ""Stay strong and vigilant - as Supreme Executor Andrada taught us. Glory to the Sindrian Diktat!"" -Without waiting for a reply, the connection is terminated.",, -postSDTUMacarioGreeting,,"$id == macario score:1000 -$global.sdtu_missionCompleted",BeginConversation macario true true,"Dolos Macario, the Spider of Sindria, appears before you. He looks bored. +Without waiting for a reply, the connection is terminated.",cutCommLinkNoText:Continue, +postSDTUMacarioGreeting,PickGreeting,"$id == macario score:1000 +$global.sdtu_missionCompleted",BeginConversation macario,"Dolos Macario, the Spider of Sindria, appears before you. He looks bored. ""Captain, o captain,"" he greets you, his tone bored. ""Not yet."" He winks and hits the shut-off. The crest of the Sindrian Diktat internal security ministry slowly turns. ",cutCommLink:Cut the comm link, ,,,,,, # Sindrian Diktat Bar Raid event,,,,,, -sdBarRaidDevStart,PopulateOptions,"$menuState == main +#sdBarRaidDevStart,PopulateOptions,"$menuState == main $global.isDevMode !$global.didSDBarRaid $faction.id == sindrian_diktat -$hasMarket",SetOptionColor sdbr_devStart2 gray,,180:sdbr_devStart2:DEV do Bar Raid, +$hasMarket",SetOptionColor sdbr_devStart2 gray,,180:sdbr_devStart2:DEV do Bar Raid,"# moved to generic SD dev menu, sdOpenDevOptions" sdBarRaidDevStart2,DialogOptionSelected,$option == sdbr_devStart2,"FireBest BarShuttleDownPrintDesc FireBest BarPrintDesc $option = sdbr_raid0 0 @@ -20771,12 +22957,13 @@ BarCMD leaveBar",,, sdOpenDevOptions,PopulateOptions,"$menuState == main $faction.id == sindrian_diktat $hasMarket -$global.isDevMode",SetOptionColor sd_openDevOptions1 gray,,180:sd_openDevOptions1:DEV open SD dev options, +$global.isDevMode",SetOptionColor sd_openDevOptions1 gray,,180:sd_openDevOptions1:DEV open SD test menu, sdOpenDevOptions1,DialogOptionSelected,$option == sd_openDevOptions1,FireAll SDdevOptionHub,,, sdDevOptionHubA,SDdevOptionHub,!$global.sdtu_missionCompleted,SetOptionColor sdtu_startDev gray,,sdtu_startDev:start The Usurpers mission, sdDevOptionHubB,SDdevOptionHub,!$global.sdtu_missionCompleted,SetOptionColor sdtu_setCompleted gray,,sdtu_setCompleted:set The Usurpers mission as completed, sdDevOptionHubC,SDdevOptionHub,!$global.sdtu_toldCadenPlayerBacksHim,SetOptionColor sdtu_setToldBackedCaden gray,,sdtu_setToldBackedCaden:set player told Caden they back him, sdDevOptionHubD,SDdevOptionHub,!$global.sdtu_enragedCaden,SetOptionColor sdtu_setEnragedCaden gray,,sdtu_setEnragedCaden:set player enraged Caden, +sdDevOptionHubE,SDdevOptionHub,!$global.didSDBarRaid,SetOptionColor sdbr_devStart2 gray,,sdbr_devStart2:start Ram's bar raid (for SDTU), sdDevOptionHubOut,SDdevOptionHub,,SetOptionColor sd_devOptionsBack gray,,sd_devOptionsBack:return to previous dialog, sdDevOptionHubOptionB,DialogOptionSelected,$option == sdtu_setCompleted ,"RemoveOption sdtu_setCompleted $player.metCaden = true @@ -20901,7 +23088,7 @@ sdtuRamPrepMarinesOff,SDTURamMarineCheck,$player.marines < 6,"SetTooltip sdtu_pr SetTooltipHighlights sdtu_prepMarines 6 SetEnabled sdtu_prepMarines false",,, sdtuRamPrepWeaponSel,DialogOptionSelected,$option == sdtu_prepWeapon,"$player.sdtu_gotWeapon = true 0 -FireAll SDTURamPrepWeapon","Your armorer has a set of immaculate metal cases brought to the hangar for your inspection. Each is opened in turn, displaying an impressive variety of hand weapons. Matte black predominates; there are tiny plastic bombs, a spectrum of pistols, ceramic knives with powered or unpowered blades, a series of chemical sprays in hidden capsules, and even a false fingertip containing a monomolecular cutting filimant. +FireAll SDTURamPrepWeapon","Your armorer has a set of immaculate metal cases brought to the hangar for your inspection. Each is opened in turn, displaying an impressive variety of hand weapons. Matte black predominates; there are tiny plastic bombs, a spectrum of pistols, ceramic knives with powered or unpowered blades, a series of chemical sprays in hidden capsules, and even a false fingertip containing a monomolecular cutting filament. What would Ram never expect?",, sdtuRamPrepWeaponGren1,SDTURamPrepWeapon,,,,sdtu_prepWeaponBomb:A clutch of small plastic grenades, @@ -20931,7 +23118,7 @@ With a mere flick of the hand and a demon's exhalation you could ensure the rapi sdtuRamPrepWeaponWire2,DialogOptionSelected,$option == sdtu_prepWeaponWire,"$player.sdtu_weaponWire = true 0 FireAll SDTURamPrepOptions","""Ah,"" your armorer can't help but smile, ""A classic."" -They affix the false-fingertip to your hand, allowing it a moment to match the color and texture of your finger, then demonstrate how to unspool the weighted tip into a deadly filimant which you can use like an molecule-width cutting garrote, or swing in a severing arc.",, +They affix the false-fingertip to your hand, allowing it a moment to match the color and texture of your finger, then demonstrate how to unspool the weighted tip into a deadly filament which you can use like an molecule-width cutting garrote, or swing in a severing arc.",, sdtuRamPrepWeaponNone2,DialogOptionSelected,$option == sdtu_prepWeaponNone,"$player.sdtu_weaponNone = true 0 FireAll SDTURamPrepOptions","Your ops chief lifts an eyebrow but manages to hide their smile. Your armorer merely nods compliance, then begins securing the miniature arsenal.",, sdtuRamPrepWeaponSword2,DialogOptionSelected,$option == sdtu_prepWeaponSword,"$player.sdtu_weaponSword = true 0 @@ -20994,11 +23181,13 @@ sdtuRamSafehouseReaction4,SDTURamSafehouseReactions,"$player.sdtu_gotMarines !$did_marines",,,sdtu_ramMarines:Call in the marine squad, sdtuRamSafehouseReactionA,DialogOptionSelected,$option == sdtu_ramSafehouse4prepWeapon,"$option = sdtu_ramSafehouse4prepWeaponRevenge 0 FireBest DialogOptionSelected",,, -sdtuRamSafehouseReactionB,DialogOptionSelected,$option == sdtu_ramSafehouse4makeshift,$did_makeshiftWeapon = true 0,"Your eyes dart around, looking for something useful. The table itself is light metal and plastic, as are the folding chairs. Their mass is insufficient for a bludgeon. +sdtuRamSafehouseReactionB,DialogOptionSelected,$option == sdtu_ramSafehouse4makeshift,"$did_makeshiftWeapon = true 0 +$option = sdtu_ramSafehouseReactionDnext 0 +FireBest DialogOptionSelected","Your eyes dart around, looking for something useful. The table itself is light metal and plastic, as are the folding chairs. Their mass is insufficient for a bludgeon. The lighting is provided by a few rapidly degrading peel-off glowstrips; useless. In the shadows of the room your eyes catch on some liquid storage barrels - water? - and a few hand-cargo containers. Padded, with rounded corners for zero-G safety. -Ram has a sidearm on his belt. It would take him but a moment to draw it. Or if he came closer to you...",sdtu_ramSafehouse5:Continue, +Ram has a sidearm on his belt. It would take him but a moment to draw it. Or if he came closer to you...",, sdtuRamSafehouseReactionC,DialogOptionSelected,$option == sdtu_ramSafehouse4holorecCheck,$didHolorecCheck = true 0,"With Ram distracted by pacing and ranting, you take a peek at your datapad. The holorec rig reads all-green, but the signal seems to be rapidly degrading. There must be some kind of interference- an automated counter-signal unit in the safehouse? Will Ram be alerted if you keep transmitting?","sdtu_ramSafehouseHolorecOn:Keep transmitting; more blackmail material means more leverage @@ -21015,12 +23204,21 @@ $option == sdtu_ramSafehouseHolorecOff","$option = sdtu_ramSafehouse6 0 FireBest DialogOptionSelected",,, sdtuRamSafehouseReactionD,DialogOptionSelected,$option == sdtu_ramSafehouse4prepWeaponRevenge,"$did_weapon_prep = true 0 FireBest SDTURamWeaponCheck","With a light touch you feel the comforting mass of your weapon of choice. Ram sees nothing, distracted by his own monologue.",, -sdtuRamSafehouseReactionD1,SDTURamWeaponCheck,$player.sdtu_weaponGrenade,,You slip one of the grenades into your hand and hold it in place with your thumb.,sdtu_ramSafehouse5:Continue, -sdtuRamSafehouseReactionD2,SDTURamWeaponCheck,$player.sdtu_weaponPistol,,"You slip the tiny pistol out of its hiding place by pretending to stretch your shoulders. You have it in your lap now, covered by your crossed hand.",sdtu_ramSafehouse5:Continue, -sdtuRamSafehouseReactionD3,SDTURamWeaponCheck,$player.sdtu_weaponKnife,,"You slip the vibroknife out of its hiding place by pretending to stretch. Now it is hidden in the cuff of your uniform, read to draw and activate.",sdtu_ramSafehouse5:Continue, -sdtuRamSafehouseReactionD4,SDTURamWeaponCheck,$player.sdtu_weaponSpray,,"You pull the cuffs of your uniform straighter, ensuring the deadly spray will hit your intended target, and flex your wrist in anticipation of deployment.",sdtu_ramSafehouse5:Continue, -sdtuRamSafehouseReactionD5,SDTURamWeaponCheck,$player.sdtu_weaponWire,,"You rub your hands together, twisting the false fingertip just so. It is ready to deploy the deadly monomolecular wire with a flick of your hand.",sdtu_ramSafehouse5:Continue, -sdtuRamSafehouseReactionD6,SDTURamWeaponCheck,$player.sdtu_weaponSword,,"You brush the leg of your uniform as if clearing it of imagined dust, loosing the protective clasp that keeps the sword from drifting out of its scabbard. You tense your muscles, ready to draw steel in a single motion.",sdtu_ramSafehouse5:Continue, +sdtuRamSafehouseReactionD1,SDTURamWeaponCheck,$player.sdtu_weaponGrenade,"$option = sdtu_ramSafehouseReactionDnext 0 +FireBest DialogOptionSelected",You slip one of the grenades into your hand and hold it in place with your thumb.,, +sdtuRamSafehouseReactionD2,SDTURamWeaponCheck,$player.sdtu_weaponPistol,"$option = sdtu_ramSafehouseReactionDnext 0 +FireBest DialogOptionSelected","You slip the tiny pistol out of its hiding place by pretending to stretch your shoulders. You have it in your lap now, covered by your crossed hand.",, +sdtuRamSafehouseReactionD3,SDTURamWeaponCheck,$player.sdtu_weaponKnife,"$option = sdtu_ramSafehouseReactionDnext 0 +FireBest DialogOptionSelected","You slip the vibroknife out of its hiding place by pretending to stretch. Now it is hidden in the cuff of your uniform, read to draw and activate.",, +sdtuRamSafehouseReactionD4,SDTURamWeaponCheck,$player.sdtu_weaponSpray,"$option = sdtu_ramSafehouseReactionDnext 0 +FireBest DialogOptionSelected","You pull the cuffs of your uniform straighter, ensuring the deadly spray will hit your intended target, and flex your wrist in anticipation of deployment.",, +sdtuRamSafehouseReactionD5,SDTURamWeaponCheck,$player.sdtu_weaponWire,"$option = sdtu_ramSafehouseReactionDnext 0 +FireBest DialogOptionSelected","You rub your hands together, twisting the false fingertip just so. It is ready to deploy the deadly monomolecular wire with a flick of your hand.",, +sdtuRamSafehouseReactionD6,SDTURamWeaponCheck,$player.sdtu_weaponSword,"$option = sdtu_ramSafehouseReactionDnext 0 +FireBest DialogOptionSelected","You brush the leg of your uniform as if clearing it of imagined dust, loosing the protective clasp that keeps the sword from drifting out of its scabbard. You tense your muscles, ready to draw steel in a single motion.",, +sdtuRamSafehouseReactionDto5,DialogOptionSelected,$option == sdtu_ramSafehouseReactionDnext,,,sdtu_ramSafehouse5:Continue, +sdtuRamSafehouseReactionDto6,DialogOptionSelected,"$did_ramSafehouse5 +$option == sdtu_ramSafehouseReactionDnext",,,sdtu_ramSafehouse6:Continue, sdtuRamSafehouseReactionE,DialogOptionSelected,$option == sdtu_ramMarines,$did_marines = true 0,"You whisper the codeword under your breath as Ram rants. Nothing. You tap your earpiece, making as if you are scratching your ear, and it gives the tiny buzz denoting signal disconnection. @@ -21142,17 +23340,17 @@ sdtuRamSafehouse11,SDTURamSafehouse11,,FireAll SDTUMacarioIntroHub,"""Captain Ra sdtuMacrioIntroHubG,SDTUMacarioIntroHub,"$askedWhatPlan $askedForMe $askedWhyWant",,,"sdtu_safehouseWrap1:""I get it. What do you want done? Hypothetically.""", -#sdtuMacrioIntroHubAfriendly,SDTUMacarioIntroHub,"!$askedWhatPlan -RepGTE $faction.id WELCOMING",,,"sdtu_macIntroWhatPlan:""What plan? Ram spoke of treason.""", sdtuMacrioIntroHubB,SDTUMacarioIntroHub,!$askedForMe,,,"sdtu_macIntroForMe:""What's in it for me?""", sdtuMacrioIntroHubCa,SDTUMacarioIntroHub,"!$askedWhyWant $player.commissionFactionId == sindrian_diktat",,,"sdtu_macIntroWhyHelp:""Why would you put such trust in me?""", sdtuMacrioIntroHubCb,SDTUMacarioIntroHub,"!$askedWhyWant $player.commissionFactionId != sindrian_diktat",,,"sdtu_macIntroWhyHelp:""Why would I ever want to help you?""", +sdtuMacrioIntroHubAfriendly,SDTUMacarioIntroHub,"!$askedWhatPlan +RepGTE $faction.id WELCOMING",,,"sdtu_macIntroWhatPlan:""What plan? Ram spoke of treason.""", sdtuMacrioIntroHubAneutral,SDTUMacarioIntroHub,"!$askedWhatPlan -#RepLTE $faction.id FAVORABLE -#RepGTE $faction.id NEUTRAL",,,"sdtu_macIntroWhatPlan:""What plan? He was rambling.""", -#sdtuMacrioIntroHubAhostile,SDTUMacarioIntroHub,"!$askedWhatPlan +RepLTE $faction.id FAVORABLE +RepGTE $faction.id NEUTRAL",,,"sdtu_macIntroWhatPlan:""What plan? He was rambling.""", +sdtuMacrioIntroHubAhostile,SDTUMacarioIntroHub,"!$askedWhatPlan RepLTE $faction.id SUSPICIOUS",,,"sdtu_macIntroWhatPlan:""What plan? That unhinged ranting?""", sdtuMacrioIntroHubA2,SDTUMacarioIntroHub,"$askedWhatPlan !$askedGazeOut",,,"sdtu_macIntroGazeOut:""What do you mean by 'turn its gaze outward'?""", @@ -21227,7 +23425,7 @@ sdtuMacReasonDiktatSus,SDTUMacIntroReasoning,RepLTE $faction.id SUSPICIOUS,,"""Y ""As an outsider, a provocateur, you are expected to hold outrageous political opinions which provides you with credibility to those of traitorous intent.""",, sdtuMacReasonDiktatEnemy,SDTUMacIntroReasoning,RepLTE $faction.id HOSTILE score:2,,"""You are hated among those of consequence in the Sindrian Diktat! You are to be shot on sight. Why, I should turn you in myself,"" Macario grins with genuine humor. -""But don't you see? As an outsider, a friend of terrorists and traitors, you are my perfect friend: you will be trusted by internal enemies with traitorous intent.""",, +""But don't you see? As an outsider, a comrade of terrorists and traitors, you are my perfect friend: you will be trusted by internal enemies with traitorous intent.""",, sdtuMacReasonGalatia,SDTUMacIntroReasoning,$global.gaPZ_completed score:2,,"""It was your work with the Galatia Academy, for Provost Baird, that first drew my interest."" Macario seems delighted to tell you about this. ""Baird found in you an excellent..."" he hesitates, searching for a different word, ""-partner. An excellent and capable partner working toward great things for the Sector."" @@ -21353,13 +23551,13 @@ FireAll SDTUPatrolOptions","Now you see true fear fall across $hisOrHer face. Ma sdtuTraitorPatrolAskGoPeacefully,DialogOptionSelected,$option == sdtu_patrolAskSurrender,"$option = sdtu_patrolDemandSurrender 0 FireBest DialogOptionSelected",,, sdtuTraitorPatrolDemandSurrenderA,DialogOptionSelected,"$option == sdtu_patrolDemandSurrender -$entity.relativeStrength >= 0",FireAll SDTUTraitorPatrolGoAggro,"A series of emotions flood across $hisOrHer face. Despair, betrayal, sadness. Anger, then rage. +$entity.relativeStrength <= 0",FireAll SDTUTraitorPatrolGoAggro,"A series of emotions flood across $hisOrHer face. Despair, betrayal, sadness. Anger, then rage. ""No,"" $heOrShe growls, then cuts the comms. The opposing fleet assumes an aggressive posture.",, sdtuTraitorPatrolDemandSurrenderB,DialogOptionSelected,"$option == sdtu_patrolDemandSurrender -$entity.relativeStrength < 0",FireAll SDTUTraitorPatrolGoAggro,"$HeOrShe laughs cruelly. ""You would make such a demand, from that puny $shipOrFleet?"" +$entity.relativeStrength > 0",FireAll SDTUTraitorPatrolGoAggro,"$HeOrShe laughs cruelly. ""You would make such a demand, from that puny $shipOrFleet?"" ""It is I who will see your fleet burn! I hereby declare you a criminal and traitor for the crimes of falsifying official documents, threatening an officer, and attempting to undermine the authority of the Supreme Executor."" @@ -21508,7 +23706,7 @@ $trust++","Hyder looks at you for a moment, her opinion perhaps shifting. sdtuHyderOfficerShot,DialogOptionSelected,$option == sdtu_hyderOfficerShot,"$option = sdtu_hyderTalk1Responses 0 FireBest DialogOptionSelected AdjustRepPerson hyder FRIENDLY 1 -$trust++","""Typical of Macario. He mistakes cruelty for discipline and fear for obedience. He is a sad prototype of the Diktat's 'new man'."" +$trust++","She frowns. Then, instead of denying your claim, says ""Typical of Macario. He mistakes cruelty for discipline and fear for obedience. He's a sad prototype of the Diktat's 'new man'."" Hyder looks at you for a moment, her opinion perhaps shifting. It's easy to see that she hates Macario, and easy to re-align her anger away from yourself. @@ -21565,7 +23763,7 @@ FireBest DialogOptionSelected","""Then we stand together on this matter of honor # Hyder convo round 2,,,,,, sdtuHyderTalkRound2startLaw,DialogOptionSelected,$option == sdtu_hyderTalkRound2startLaw,FireAll SDTUHyderTalkRound2Options,"""Speaking of the law."" Hyder crosses her arms. ""You have an officer subordinate to my command. I will take them into custody to deal with per naval court-martial.""",, sdtuHyderTalkRound2start,DialogOptionSelected,$option == sdtu_hyderTalkRound2start,FireAll SDTUHyderTalkRound2Options,"Hyder crosses her arms. ""You have an officer subordinate to my command. I will take them into custody to deal with per a naval court-martial.""",, -sdtuHyderTalkRound2OptionsB,SDTUHyderTalkRound2Options,!$global.sdtu_fulfilledPromiseToPatrolTraitor,,,"sdtu_hyderTalk2Transfer:""I will transfer them to your custody immeditately.""", +sdtuHyderTalkRound2OptionsB,SDTUHyderTalkRound2Options,!$global.sdtu_fulfilledPromiseToPatrolTraitor,,,"sdtu_hyderTalk2Transfer:""I will transfer them to your custody immediately.""", sdtuHyderTalkRound2OptionsC,SDTUHyderTalkRound2Options,!$global.sdtu_fulfilledPromiseToPatrolTraitor,,,"sdtu_hyderTalk2ToMacario:""Macario issued the arrest warrant. I will take the officer to him.""", sdtuHyderTalkRound2OptionsD,SDTUHyderTalkRound2Options,"!$global.sdtu_fulfilledPromiseToPatrolTraitor $global.sdtu_promisedToHelpPatrolLeader",,,"sdtu_hyderTalk2Promised:""I promised to release this officer on an independent world.""", @@ -21672,7 +23870,7 @@ sdtuHyderTalk2BattleLieC,DialogOptionSelected,$option == sdtu_hyderTalk2BattleLi ""Typical Macario,"" she says finally, her anger now - mostly - directed away from yourself. ""No more games! Transfer the prisoner to my custody so that a proper court-martial may proceed."" -She fixes you with her glare. ""Do this by the proper order of things, each in its place. This is the way of the Sindrian Diktat.""","sdtu_hyderTalk2Transfer:""I will transfer them to your custody immeditately."" +She fixes you with her glare. ""Do this by the proper order of things, each in its place. This is the way of the Sindrian Diktat.""","sdtu_hyderTalk2Transfer:""I will transfer them to your custody immediately."" sdtu_hyderTalk2PrisonerToMacarioFinal:""Macario issued the arrest warrant. I will take the prisoner to him.""", sdtuHyderTalk2BattleLieC2,DialogOptionSelected,"$option == sdtu_hyderTalk2BattleLieC $global.sdtu_fulfilledPromiseToPatrolTraitor",,"Hyder closes her eyes and rubs the bridge of her nose; it seems that she does not enjoy the prospect of lie and counter-lie. @@ -21820,7 +24018,7 @@ FireAll SDTUHyderTalkBossPromotionOpts","""That would be correct. Not, of course ""It would be... it is the responsibility of the Supreme Executor himself to assign that rank and office.""",, sdtuHyderTalkBossPromotionOpt1,SDTUHyderTalkBossPromotionOpts,"$global.knowsMacarioThinksAndradaIrrelevant !$saidAndrada",,,"sdtu_hyderTalk3Andrada:""But he won't. Or can't.""", -sdtuHyderTalkBossPromotionOpt2,SDTUHyderTalkBossPromotionOpts,!$saidAndrada,,,"sdtu_hyderTalk3BossTalkAndrada:""So why hasn't he? How long as it been?""", +sdtuHyderTalkBossPromotionOpt2,SDTUHyderTalkBossPromotionOpts,!$saidAndrada,,,"sdtu_hyderTalk3BossTalkAndrada:""So why hasn't he? How long has it been?""", sdtuHyderTalkBossPromotionOpt2b,SDTUHyderTalkBossPromotionOpts,$saidAndrada,FireAll SDTUHyderTalk3Options,,, sdtuHyderTalkBossPromotionOpt3,SDTUHyderTalkBossPromotionOpts,$trust >= 2,,"""A meeting of the high ministers could theoretically agree to invoke the Articles of Succession, but Macario wants to ensure that it is he who dictates the result of that meeting. And he'll drain the lifeblood of the Sindrian Diktat for as long as it takes."" ",, sdtuGyderTalk3BossTalkAndrada,DialogOptionSelected,$option == sdtu_hyderTalk3BossTalkAndrada,"$askedLastMetAndrada = true 0 @@ -22105,7 +24303,7 @@ sdtuPostHyderMission2,DialogOptionSelected,$option == sdtu_postHyderMission2,"Ad ""The Lion's Guard has its own intelligence section, of course. Wild about strong-jawed young men enforcing correct ideology and demonstrations of loyalty,"" he adopts a patiently patronizing tone. ""Light on tradecraft."" -""Sadly, one of Caden's agents on Umbra has been working for the insurrectionists from the beginning,"" he says. ""Take the agent by force. Once he calms down Caden will... approve of you cleaning up this embarrassment, you'll see. Just let him think he's in charge, that's all it takes.""","sdtu_postHyderMission2a:""Confront Caden with his double-agent. Right."" +""Sadly, one of Caden's agents on Umbra has been working for the insurrectionists from the beginning,"" he says. ""Take the agent by force. Once Caden calms down, he will... approve of you cleaning up this embarrassment, you'll see. Just let him think he's in charge, that's all it takes.""","sdtu_postHyderMission2a:""Confront Caden with his double-agent. Right."" sdtu_postHyderMission2c:""So this agent is working for the Resistance?"" sdtu_postHyderMission2b:""How long have you known about this?""", sdtuPostHyderMission2a,DialogOptionSelected,$option == sdtu_postHyderMission2a,"$global.sdtu_extractAgent = true @@ -22321,7 +24519,9 @@ Call $global.sdtu_ref playMusicCaden $player.metCaden = true","Horacio Caden, Grand High Deputy Executor of the Sindrian Diktat appears before you, looking satisfied with himself.",, sdtuCadenGreeting,SDTUCadenGreeting,,,"""Independent fleet captain!"" he roars, standing, ""You have crossed the will of the Supreme Executor."" -Looking down at the comms, his voice lowered and gravelly, Caden adopts a practiced pose of menace and authority. ""A grave error, soon corrected.""",sdtu_cadenTalk1:Continue, +Looking down at the comms, his voice lowered and gravelly, Caden adopts a practiced pose of menace and authority. + +""A grave error, soon corrected.""",sdtu_cadenTalk1:Continue, sdtuCadenGreetingSD,SDTUCadenGreeting,$player.fcm_faction == sindrian_diktat,,"""You! A captain pledged to the Sindrian Diktat auxiliary!"" he roars, standing, ""Your actions are unbelievable! Crossing the will of the Supreme Executor?"" Looking down at the comms, his voice lowered and gravelly, Caden adopts a practiced pose of menace and authority. ""A grave error, soon corrected.""",sdtu_cadenTalk1:Continue, sdtuCadenGreetingHeg,SDTUCadenGreeting,$player.fcm_faction == hegemony,,"""Heed well, foreign terrorist and agitator!"" he roars, standing, ""I expected no less than this treachery from the simpering and decadent Hegemony!"" Looking down at the comms, his voice lowered and gravelly, Caden adopts a practiced pose of menace and authority. ""A grave error, soon corrected.""",sdtu_cadenTalk1:Continue, sdtuCadenTalk1,DialogOptionSelected,$option == sdtu_cadenTalk1,FireAll SDTUCadenAgentOptions,"He turns, as if you're not worth addressing, ""You have captured an asset pledged to my authority. Surrender them immediately and I might contemplate leniency at the dictation of your punishment.""",, @@ -22343,7 +24543,7 @@ sdtuCadenAgentLoyal1,DialogOptionSelected,$option == sdtu_cadenAgentLoyal1,"$pla FireAll SDTUCadenDemandOptions","""Then do so, spacer!"" Caden shouts. ""The swift sword of justice does not rest easy in the Sindrian Diktat!"" ""Demonstrate your loyalty; transfer the agent to my fleet and I shall judge the situation and produce appropriate action."" He lowers his voice dramatically, ""Severe if necessary.""",, -sdtuCadenAgentFavor1,DialogOptionSelected,$option == sdtu_cadenAgentFavor1,FireAll SDTUCadenDemandOptions,"""I am the Guard High Deputy Executor of the Sindrian Diktat, spacer!"" Caden shouts, turning red. ""I do not need... favor."" He spits the hated word. +sdtuCadenAgentFavor1,DialogOptionSelected,$option == sdtu_cadenAgentFavor1,FireAll SDTUCadenDemandOptions,"""I am the Guard High Deputy Executor of the Sindrian Diktat, spacer!"" Caden shouts, turning red. ""I do not need a... favor."" He spits the hated word. ""Nonetheless, I shall judge the right of your claim. Demonstrate your loyalty now! Surrender this agent and explain yourself!"" @@ -22370,7 +24570,7 @@ FireAll SDTUCadenAgentDemand2Options","You hold the fate of a legitimate agent o On the other hand, emphasizing that Macario overstepped his authority might drive a wedge between him and Caden. -""Do not test my patience, spacer!"" Caden is turning red again, ""Here I am the representative of the Supreme Executor's ultimate and unassailable will! To oppose my demand is tantamount to an attack on the state - degenerate terrorism, sedition, treason, corruption of the public corpus!""",, +""Do not test my patience, spacer!"" Caden is turning red again, ""Here, I am the representative of the Supreme Executor's ultimate and unassailable will! To oppose my demand is tantamount to an attack on the state - degenerate terrorism, sedition, treason, corruption of the public corpus!""",, sdtuCadenAgentMacario,DialogOptionSelected,$option == sdtu_cadenAgentMacario,FireAll SDTUCadenAgentDemand2Options,"Macario, of course, doesn't seem to particularly care about the fate of this agent. But his overstepping of authority might drive a wedge between him and Caden if you could put the idea in Caden's head. ""Do not test my patience, spacer!"" Caden is turning redder again, ""Here I am the representative of the Supreme Executor's ultimate will! To oppose my demand is tantamount to an attack on the state - degenerate terrorism, sedition, and treason!""",, @@ -22454,7 +24654,7 @@ He nods to himself, perhaps pondering how he will deal with Macario.",sdtu_caden sdtuCadenMacPuppet2b,DialogOptionSelected,$option == sdtu_cadenMacPuppet2b,"AdjustRepActivePerson FRIENDLY 1 $option = sdtu_cadenMacPuppet2 0 FireBest DialogOptionSelected","""Yes. Absolutely."" Caden slams one fist into the other, for emphasis.",, -sdtuCadenMacPuppet2,DialogOptionSelected,$option == sdtu_cadenMacPuppet2,,"""I shall... let him talk as he wishes. Let him show his true nature,"" Caden says coldly. ""Better that all recognize who he is now, so that his downfall will be all the more satisfying.""",sdtu_cadenMacFreelancer1:Continue, +sdtuCadenMacPuppet2,DialogOptionSelected,$option == sdtu_cadenMacPuppet2,,"""I shall... let him talk as he wishes. Let him show his true nature,"" Caden says coldly. ""Better that all recognize who he is now, so that his downfall will be all the more satisfying.""",sdtu_cadenMacFreelancer1:Continue, sdtuCadenMacHyder,DialogOptionSelected,$option == sdtu_cadenMacHyder,"$player.ethosLiar++ $global.sdtu_toldCadenMacarioBacksHyder = true","""Oxana Hyder? The ruler of the Sindrian Diktat?"" Caden forces out a painful-sounding laugh. @@ -22519,10 +24719,9 @@ FireAll SDTUCadenExecReplies2","""Now."" He halts, and turns. ""Mind your open talk, spacer."" There's a threat in his tone. ""It could be considered support of terrorism, anti-Andradan sedition, and spreading malicious rumors to undermine legitimate authority. If,"" a smug smile grows, ""I were to judge it so.""",, -sdtuCadenHyderBackWarn1,DialogOptionSelected,$option == sdtu_cadenHyderBackWarn1,,"""No?"" Caden asks, annoyed. ""What nonsense. Who else even exists?""","sdtu_cadenHyderExec1:""She does. Hyder could make a play for Supreme Executorship."" +sdtuCadenHyderBackWarn1,DialogOptionSelected,$option == sdtu_cadenHyderBackWarn1,$saidHyder = true 0,"""No?"" Caden asks, annoyed. ""What nonsense. Who else even exists?""","sdtu_cadenHyderExec1:""She does. Hyder could make a play for Supreme Executorship."" sdtu_cadenHyderBacksMac1:""Macario. He only really believes in himself.""", sdtuCadenHyderExec1,DialogOptionSelected,$option == sdtu_cadenHyderExec1,"$global.sdtu_toldCadenHyderBacksHyder = true -$saidHyder = true 0 FireAll SDTUCadenExecReplies2","""You sound like Macario's more paranoid ramblings."" He flicks imagined dust from his uniform. ""Hyder is a small woman of small vision. She sees only housekeeping of numbers and petty rules. The Lion's Guard under my command is invincible: outfitted with the best equipment and leadership inspired by Andradan principles; there is no finer fleet in the Sector. If it came to a contest of main-force..."" @@ -22608,6 +24807,7 @@ sdtuPostCadenNoTrustOptsA,SDTUPostCadenNoTrustOpts,$global.sdtu_knowMacarioWasLu sdtuPostCadenNoTrustOptsB,SDTUPostCadenNoTrustOpts,,,,"sdtu_postCadenHydCadLie:""Hyder has been in contact with Caden."" (lie)", sdtuPostCadenNoTrustOptsC,SDTUPostCadenNoTrustOpts,$global.sdtu_toldCadenHyderBacksMacario,,,"sdtu_postCadenToldCadHydForMac:""I told Caden that Hyder supports you taking the office of Supreme Executor.""", sdtuPostCadenNoTrustOptsD,SDTUPostCadenNoTrustOpts,$global.sdtu_setCadenOffAboutMacario,,,"sdtu_postCadenOverstepped:""Caden seemed to have the idea that you've overstepped your authority.""", +sdtuPostCadenNoTrustOptsE,SDTUPostCadenNoTrustOpts,$global.sdtu_toldCadenMacarioWantsToPuppet,,,"sdtu_postCadenPuppet:""He got it into his head that you intend to treat him as a puppet.""", sdtu_postCadenHydCadLieA,DialogOptionSelected,"$option == sdtu_postCadenHydCadLie $global.sdtu_toldMacarioHyderBacksCaden",,"""She has, has she,"" he says, displeased. But not at you. @@ -22641,7 +24841,7 @@ $hate++","""She has, has she,"" he says, displeased. Possibly at you. ""Something. Does not fit.""",sdtu_postCaden2:Continue, sdtu_postCadenHydCadLieE,DialogOptionSelected,$option == sdtu_postCadenHydCadLie,,"""She has, has she,"" he says, displeased. -""If this is indeed a new alliance - a surprisingly development from that obstinate woman - then this could be a problem."" Macario leans back, hands rubbing together, thinking aloud. +""If this is indeed a new alliance - a surprising development from that obstinate woman - then this could be a problem."" Macario leans back, hands rubbing together, thinking aloud. ""Where did this come from? Hegemony meddling? Rao is capable of it. But who has he got on our inside?""",sdtu_postCaden2:Continue, sdtuPostCadenToldCadHydForMac,DialogOptionSelected,$option == sdtu_postCadenToldCadHydForMac,"AdjustRepActivePerson VENGEFUL -1 @@ -22656,6 +24856,12 @@ $hate++","""He has, has he?"" Macario rolls his eyes, ""I can only speculate abo He holds very still for a moment. His cold eyes swing to focus on you, somehow, through the comms. ""Captain. You wouldn't.... no, of course not. But...""",sdtu_postCaden2:Continue, +sdtuPostCadenPuppet,DialogOptionSelected,$option == sdtu_postCadenPuppet,"AdjustRepActivePerson VENGEFUL -1 +$hate++","""Has he indeed,"" he says, not asking a question. ""Given that I know with absolute certainty that the withered contents of Caden's correctly-shaped skull are incapable of original thought, a question is raised: from where - from whom - did he receive this troubling notion."" Macario's tongue flickers at the side of his mouth, ""Dear captain."" + +He pauses, meaningfully. + +Then, eyes narrowing, draws a breath to speak.",sdtu_postCaden2:Continue, sdtuPostCadenTrustLie,DialogOptionSelected,$option == sdtu_postCadenTrustLie,FireAll SDTUPostCadenTrustLieOpts,"""Splendid. Excellent."" Macario's tone doesn't match his words, as if he's disappointed. He needs something plausible.",, @@ -22761,7 +24967,7 @@ AddTextSmall ""ANDRADA-HECTOR"" highlight AddTextSmall ""ANDRADA-ACHILLES"" highlight AddTextSmall ""ANDRADA-LEONIDAS"" highlight AddTextSmall ""ANDRADA-PERICLES"" highlight",,sdtu_debrisData2:Continue, -sdtuDebrisData2,DialogOptionSelected,$option == sdtu_debrisData2,,"""It's hard to say,"" your tech officer looks hestitant. ""I mean, Andrada. A list of names? I'd say family of some kind, but it doesn't match anything in the public demography file on Philip Andrada."" +sdtuDebrisData2,DialogOptionSelected,$option == sdtu_debrisData2,,"""It's hard to say,"" your tech officer looks hesitant. ""I mean, Andrada. A list of names? I'd say family of some kind, but it doesn't match anything in the public demography file on Philip Andrada."" ""But um, it comes down to the metadata. If you examine that, all of the encrypted archives were created over a period of about a month back in cycle 182. And then all them except ANDRADA-PERSEUS have been updated within the last week or so.""","sdtu_debrisData3:""What happened to Perseus?""", sdtuDebrisData3,DialogOptionSelected,$option == sdtu_debrisData3,,"""Or what didn't happen,"" your tech officer glances up, and, nervous at being seen as impertinent, quickly continues. @@ -22780,12 +24986,16 @@ You have backups of the files made. Whatever has Macario got his fingers into?",sdtu_debrisDataEnd:Leave, sdtuDebrisDataEnd,DialogOptionSelected,$option == sdtu_debrisDataEnd,"Call $global.sdtu_ref resumeMusic DismissDialog",,, -# SDTU merc fleet interaction,,,,,, +"# SDTU merc fleet, pre-debris",,,,,, sdtuMercEncounter,BeginFleetEncounter,"$sdtu_merc score:1000 -!$encounteredAlready","$encounteredAlready = true +!$encounteredAlready +Call $global.sdtu_ref updateData +$sdtu_stage == EMERGENCY_INTERCEPT","$encounteredAlready = true FleetDesc HailPlayer",,, -sdtuMercGreeting,OpenCommLink,$entity.sdtu_merc score:1000,FireAll SDTUMercOptions,"The comms open. +sdtuMercGreeting,OpenCommLink,"$entity.sdtu_merc score:1000 +Call $global.sdtu_ref updateData +$sdtu_stage == EMERGENCY_INTERCEPT",FireAll SDTUMercOptions,"The comms open. ""Independent fleet,"" the merc says with bored professionalism. ""I have been contracted to undertake an operation which is still ongoing. You must leave this volume immediately.""",, sdtuMercOptionsB,SDTUMercOptions,$player.fcm_faction == sindrian_diktat,,,"sdtu_mercSDCom1:""You are in Sindrian Diktat space! I give the orders here.""", @@ -22804,7 +25014,7 @@ sdtuMercReact1whatDoing,DialogOptionSelected,$option == sdtu_mercReact1whatDoing sdtuMercReact1meetShip,DialogOptionSelected,$option == sdtu_mercReact1meetShip,RemoveOption sdtu_mercReact1meetShip,"""Mm,"" $heOrShe looks just a touch uncomfortable. ""Then I would suggest that waiting around will not be a productive use of time.""",, -sdtuMercReact1whoWork,DialogOptionSelected,$option == sdtu_mercReact1whoWork,RemoveOption sdtu_mercReact1whoWork,"""Ah,"" $heOrShe frowns. ""My mission parameters require that I not reveal the indentity of my employer. Enormous penalty clause there.""",, +sdtuMercReact1whoWork,DialogOptionSelected,$option == sdtu_mercReact1whoWork,RemoveOption sdtu_mercReact1whoWork,"""Ah,"" $heOrShe frowns. ""My mission parameters require that I not reveal the identity of my employer. Enormous penalty clause there.""",, sdtuMercReact1onMyWay,DialogOptionSelected,$option == sdtu_mercReact1onMyWay,"MakeOtherFleetNonHostile sdtu true $entity.ignorePlayerCommRequests = true","""Burn bright... and far,"" $heOrShe says.",cutCommLink:Cut the comm link, sdtuMercReact1debris,DialogOptionSelected,$option == sdtu_mercReact1debris,,"""You must not,"" the merc says without blinking. @@ -22833,7 +25043,8 @@ $HeOrShe thinks for a moment. ""I have attacked and destroyed a few ships that m sdtuMercHegReact1meetShip,DialogOptionSelected,$option == sdtu_mercHegReact1meetShip,RemoveOption sdtu_mercHegReact1meetShip,"""Mm,"" $heOrShe looks uncomfortable. ""If you were expecting to meet someone on the small fleet I just destroyed, that puts us in a somewhat awkward position."" ""Business, you know. ...I hope you weren't close?"" The merc makes an awkward shrug.",, -sdtuMercHegReact1whoWork,DialogOptionSelected,$option == sdtu_mercHegReact1whoWork,RemoveOption sdtu_mercHegReact1whoWork,"""Ah,"" $heOrShe frowns. ""I am specifically required to not identify my employer. Mission parameters, you see."" +sdtuMercHegReact1whoWork,DialogOptionSelected,$option == sdtu_mercHegReact1whoWork,"$global.sdtuHintedRaoInvolvement = true 0 +RemoveOption sdtu_mercHegReact1whoWork","""Ah,"" $heOrShe frowns. ""I am specifically required to not identify my employer. Mission parameters, you see."" The merc winks, ""But I'm sure a clever captain could infer important facts due to the disposition I've been ordered to show toward a Hegemony-commissioned captain."" @@ -22844,6 +25055,57 @@ $entity.ignorePlayerCommRequests = true","The merc $post makes the vac-ops 'all ""Bright burns and profitable runs.""",cutCommLink:Cut the comm link, ,,,,,, +"# SDTU merc fleet, post-debris",,,,,, +sdtuMercEncounterGotDebris,BeginFleetEncounter,"$sdtu_merc score:1000 +!$encounteredAlready +Call $global.sdtu_ref updateData +$sdtu_stage == DELIVER_NEWS","$encounteredAlready = true +FleetDesc +HailPlayer",,, +#sdtuMercEncounterGotDebrisHeg,BeginFleetEncounter,"$sdtu_merc score:1000 +!$encounteredAlready +$player.fcm_faction == hegemony +Call $global.sdtu_ref updateData +$sdtu_stage == DELIVER_NEWS","$encounteredAlready = true +FleetDesc +HailPlayer",,, +sdtuMercGreetingGotDebris,OpenCommLink,"$entity.sdtu_merc score:1000 +Call $global.sdtu_ref updateData +$sdtu_stage == DELIVER_NEWS","MakeOtherFleetHostile sdtuMerc true +MakeOtherFleetAggressive sdtuMerc true +Call $entity.sdtu_ref makeUnimportant +$entity.ignorePlayerCommRequests = true","The comms open with a soft chime. + +""Independent $shipOrFleet,"" the merc says in a perfunctory monotone, ""I have been contracted to destroy any ship or fleet,"" $heOrShe pauses politely so you may understand that you are just such a ship or fleet, ""-which interferes with the debris field you just plundered. This communication is made not as a negotiation, but simply a matter of professional courtesy."" + +$HeOrShe produces a perfectly bland customer-service smile then hits the comms cut-off.",cutCommLink:Cut the comm link, +sdtuMercGreetingGotDebrisHeg,OpenCommLink,"$entity.sdtu_merc score:1000 +$player.fcm_faction == hegemony +Call $global.sdtu_ref updateData +$sdtu_stage == DELIVER_NEWS","Call $entity.sdtu_ref makeUnimportant +$entity.ignorePlayerCommRequests = true","The comms open with a soft chime. + +""Independent $shipOrFleet,"" the merc says in a perfunctory monotone, ""I have been contracted to destroy any ship or fleet which interferes with the debris field you just salvaged. This communication is not a negotiation, but rather-"" + +The merc pauses, lifting a finger to $hisOrHer ear as if being told something on a private channel. + +""You are $playerName,"" $heOrShe says, looking at you anew. ""Commissioned auxiliary of the Hegemony.""","sdtu_mercGotDebrisHeg2:""I am."" +sdtu_mercGotDebrisHeg2a:""May I assume that this fact changes your disposition?""", +sdtuMercGreetingGotDebrisHeg2a,DialogOptionSelected,$option == sdtu_mercGotDebrisHeg2a,"$option = sdtu_mercGotDebrisHeg2 0 +FireBest DialogOptionSelected","""You may,"" $heOrShe admits, almost embarrassed.",, +sdtuMercGreetingGotDebrisHeg2,DialogOptionSelected,$option == sdtu_mercGotDebrisHeg2,,"""My apologies, captain. I have specific orders not to interfere with your activities, and,"" $heOrShe double-checks a datapad, ""It seems I am to, um, render assistance insofar as it does not compromise my mission."" + +""You've put me in an awkward spot,"" the merc rubs $hisOrHer brow. ""But I suppose I must simply let you go. Bright burns?""","cutCommLink:""Burn bright.""", +sdtuMercGreetingGotDebrisHeg2b,DialogOptionSelected,"$option == sdtu_mercGotDebrisHeg2 +!$global.metOrcusRao","$global.sdtuHintedRaoInvolvement = true 0 +MakeOtherFleetGoAway true +MakeOtherFleetNonHostile sdtu true","""My apologies, captain. I have specific orders not to interfere with your activities, and,"" $heOrShe double-checks a datapad, ""It seems I am to, um, render assistance insofar as it does not compromise my mission."" + +""Ah, there was one more thing,"" the merc rubs $hisOrHer brow. ""Oh yes. You should visit the Ragnar Complex, in the Valhalla system. Great opportunities for someone like... you."" $HeOrShe pauses, eyes fixed and unblinking to ensure that you got the message. + +That accomplished, $heOrShe transitions to a thin smile, as if this business was concluded to everyone's satisfaction. ""Bright burns,"" $heOrShe says.","sdtu_mercSeeRao:""Explain your meaning- why Ragnar Complex?"" +cutCommLink:""Burn bright.""", +sdtuMercSeeRao,DialogOptionSelected,$option == sdtu_mercSeeRao,EndConversation NO_CONTINUE,"As you begin to speak, the link has already been terminated.",, "# SDTU step 10: Return to Macario with Big News, seriously, the last time.",,,,,, sdtuMacarioNewsEnd,PickGreeting,"$id == macario score:1000 Call $global.sdtu_ref updateData @@ -22909,8 +25171,16 @@ $market.id == asharu !$global.anh_missionCompleted !$global.anh_inProgress $player.fcm_faction != sindrian_diktat -$player.maxCombatHullSize < 4 RollProbability 0.5","AddBarEvent anh_cantinaAsk ""See what the old man wants"" ""You see an old man followed by a kid and a chunky robot trying to talk to some of the seedier-looking space captains.""",,, +anhCantinaAskStartCap,DialogOptionSelected,"$option == anh_cantinaAsk +$player.maxCombatHullSize == 4","BeginConversation robed_man +$player.metANHRobedMan = true","The old man looks like a hermit who's been living out in the wastes for countless cycles. His robes are dusty, his skin creased and tanned. + +He smiles mysteriously as you approach, and you can see he is accompanied by a mop-haired kid, a youth of not yet 20 cycles. + +""I have a feeling that your're not the captain we're looking for,"" he says amiably. ""Your $shipOrFleet is far too large. We seek simple transport, not a warfleet."" + +With that, he puts his hands together and gives a nod, almost a bow.",anh_cantinaReturn:Return to the bar, anhCantinaAskStart,DialogOptionSelected,$option == anh_cantinaAsk,"BeginConversation robed_man BeginMission anh false Call $global.anh_ref updateData @@ -23013,7 +25283,8 @@ HailPlayer $encounteredAlready = true Call $global.anh_ref updateData",,, anhDiktatPatrolGreeting,OpenCommLink,"$entity.anh_diktatPatrol score:1000 -Call $global.anh_ref updateData","SetStoryOption anh_diktatPatrolBluff general ""Bluffed Sindrian Diktat patrol about charitably transporting sand farmers from Asharu""","""Captain,"" the Sindrian Diktat officers says in a level tone, ""We have reason to believe that you carry a terrorist known to the Sindrian Security Directorate."" +Call $global.anh_ref updateData","Call $entity.ahn_ref makeUnimportant +SetStoryOption anh_diktatPatrolBluff general ""Bluffed Sindrian Diktat patrol about charitably transporting sand farmers from Asharu""","""Captain,"" the Sindrian Diktat officers says in a level tone, ""We have reason to believe that you carry a terrorist known to the Sindrian Security Directorate."" $HeOrShe barely lifts a finger, and a supplementary data package is transmitted to you. Your comms officer attaches the contents to a secondary display: it's the old man from Asharu. Much younger in this looping holo, wearing the military uniform of some minor polity instead of robes. @@ -23210,7 +25481,7 @@ $player.everHadKantaProtection",,"Cydonia shakes his head slowly, arms crossed, He gives a shrill shout, ""See this wretched worm before you!"" Turning slowly to address all the court, he berates you. ""This blind simpleton, this ungrateful fool. What madness compelled $playerName to throw off Kanta's gift of protection, given so dearly?"" -The crowd boos and jeers, calling for your blood to spill on the agrav plates, or to boil away in the vaccuum as merciless as their queen. Cydonia looks pleased with himself. Kanta sits, impassive, respirators hissing like serpents coiled to strike.",kpLeave2:Leave, +The crowd boos and jeers, calling for your blood to spill on the agrav plates, or to boil away in the vacuum as merciless as their queen. Cydonia looks pleased with himself. Kanta sits, impassive, respirators hissing like serpents coiled to strike.",kpLeave2:Leave, kpAudience1,DialogOptionSelected,$option == kpAudience1,,"Cydonia nods stiff-necked, the tiniest hint of a bow, then addresses you before the entire court. ""You've come crawling to her worshipfulness,"" he turns, projecting his piercing voice to all corners. ""The mighty Warlord Kanta; the predator of the Persean Sector; the font of violence from which we quench our thirst for glory,"" then spins back toward you. @@ -23266,8 +25537,8 @@ kp1milSel,DialogOptionSelected,$option == kpGift1mil,RemoveCommodity credits 100 ""One million credits,"" says Cydonia with an unusual affect, then adds ""Dull, very dull. But a queenly sum nonetheless.""",kpLeaveProt:Continue, kpLobster,KPFindGifts,"PlayerHasCargo lobster 1000 $kpNumGifts < 5 -$kpNumGifts++",,,kpLobster:A thousand crates of Volturnian Lobster, -kpLobsterSel,DialogOptionSelected,$option == kpLobster,RemoveCommodity lobster 1000,"""A thousand crates of Andrada's best, how..."" the doctor pauses, quickly glancing to the black eyes of Kanta for confirmation. +$kpNumGifts++",,,kpLobster:A thousand units of Volturnian Lobster, +kpLobsterSel,DialogOptionSelected,$option == kpLobster,RemoveCommodity lobster 1000,"""A thousand units of Andrada's best, how..."" the doctor pauses, quickly glancing to the black eyes of Kanta for confirmation. ""...delightful,"" Cydonia concludes as if he was going to say it all along. ""It will bring pleasure to our warlord-queen to vex Andrada's customs ministry with the mystery of how so many of his cold-blooded spawn slithered from his grasp."" @@ -23444,6 +25715,13 @@ ShowDefaultVisual FireAll PopulateOptions","As you leave, pirates call and grab at your hands and slap your back, winking and greeting you as ersatz-sibling, now. Others glower and grumble, their eyes promising secret blood spilled at some future opportunity.",, ,,,,,, # A favor for Kanta - courier finds you,,,,,, +KantaFavorCourierHailButLost,KantaFavorCourierHail,"!$player.kantaProtection +$player.everHadKantaProtection","MakeOtherFleetImportant kantaFavorCourier false +unset $entity.genericHail","The comm-link flickers, freezes, and restarts as your comms protocols align with whatever the pirate is using. + +The pirate $rank appears, a smug look already emplaced. ""Captain $playerName. I am here on behalf of her mercilessness, Warlord Kanta. It is her wish that you know that her many eyes are watching you."" + +$HeOrShe smiles, displaying teeth filed to points. ""That is all.""","cutCommLink:""Great. Thanks.""",# Just in case. KantaFavorCourierHail,KantaFavorCourierHail,"!KantaCMD alreadyDidFavor !$global.affk_inProgress BeginMission affk false @@ -23542,25 +25820,29 @@ cutCommLink:Cut the comm link", pirateStationKingBusinessSel,DialogOptionSelected,$option == psk_discussBusiness,"Highlight ""10% of the gross income"" FireAll PirateStationKingBizOptions","""So we do, so we do. It is pleasing that you've decided to be civilized about it,"" the pirate puts on a self-satisfied smile. -""The fringe is dangerous!"" $heOrShe explains, ""And my people hungry. I propose that you provide me with 10% of the gross income of your colony. I shall see that my compatriots, ah, protect your trade lanes and reign in the desperate scavengers who might feel enticed to raid for much-needed supplies."""," +""The fringe is dangerous!"" $heOrShe explains, ""And my people hungry. I propose that you provide me with 10% of the gross income of your colony. I shall see that my compatriots, ah, protect your trade lanes and rein in the desperate scavengers who might feel enticed to raid for much-needed supplies."""," ", pirateStationKingBusinessSelUntrusted,DialogOptionSelected,"$option == psk_discussBusiness $player.untrustworthy > 0 -$player.untrustworthy <= 2","Highlight ""10% of the gross income"" FireAll PirateStationKingBizOptions","""So we do, so we do."" The pirate does not smile. ""And yet. You say 'business', but I'm no fool - I've heard of your treachery. Call me a pirate, but I rob and kill honestly."" +$player.untrustworthy <= 2","Highlight ""10% of the gross income"" +FireAll PirateStationKingBizOptions","""So we do, so we do."" The pirate does not smile. ""And yet. You say 'business', but I'm no fool - I've heard of your treachery. Call me a pirate, but I rob and kill honestly."" -$HeOrShe continues without considering $himOrHerself to have made any kind of contradiction, ""I am also known for my forgiving moods. So I shall offer you a chance to repair your reputation: give me 10% of the gross income from your colony. My compatriots will protect your trade lanes and reign in the desperate scavengers who might feel enticed to raid for much-needed supplies."" +$HeOrShe continues without considering $himOrHerself to have made any kind of contradiction, ""I am also known for my forgiving moods. So I shall offer you a chance to repair your reputation: give me 10% of the gross income from your colony. My compatriots will protect your trade lanes and rein in the desperate scavengers who might feel enticed to raid for much-needed supplies."" $HeOrShe puts on a conciliatory grin.",, pirateStationKingBusinessSelUntrustedBad,DialogOptionSelected,"$option == psk_discussBusiness -$player.untrustworthy > 2","Highlight ""10% of the gross income"" -FireAll PirateStationKingBizOptions -SetStoryOption psk_acceptStory 1 makeDealWithPirateBase ui_char_spent_story_point ""Talked your way into a protection agreement with a pirate base commander""","""Business? You're a liar, captain. I'd respect if you shot me in the back, but only if you did it honestly. This?"" $HeOrShe shakes $hisOrHer head in disgust, apparently, at your duplicity. +$player.untrustworthy > 2 score:100","SetStoryOption psk_acceptStory 1 makeDealWithPirateBase ui_char_spent_story_point ""Talked your way into a protection agreement with a pirate base commander""","""Business? You're a liar, captain. I'd respect if you shot me in the back, but only if you did it honestly. This?"" $HeOrShe shakes $hisOrHer head in disgust, apparently, at your duplicity. ""I'll not be your next fool. The only business there is to do between us will be done through ships of war.""","psk_acceptStory:""You'll have 10% of the gross income of my colonies and I'll tell you why you'll accept."" psk_decline:""Never mind.""", +pirateStationKingBusinessSelEndedFaceToFace,DialogOptionSelected,"$option == psk_discussBusiness +$playerEndedDealFaceToFace score:10","SetStoryOption psk_acceptStory 1 makeDealWithPirateBase ui_char_spent_story_point ""Talked your way into a protection agreement with a pirate base commander""","""Come now,"" $heOrShe says. ""I respect that you... ended our previous, ah, agreement to my face. You aren't a coward, I'll give you that much."" + +$HeOrShe sighs, shaking $hisOrHer head. ""Coward or not, you also aren't to be trusted."" $HeOrShe spreads $hisOrHer hands, acting the thoughtful administrator. ""I have people to care for. How can I do that if tomorrow you might come to me and tell me our deal is off? That's no way to deal.""","psk_acceptStory:""You'll have 10% of the gross income of my colonies and I'll tell you why you'll accept."" +psk_decline:""Never mind.""", pirateStationKingBizOptA,PirateStationKingBizOptions,,,,psk_decline:Decline the deal, pirateStationKingBizOptB,PirateStationKingBizOptions,!$saidReasonable,,,"psk_businessTooMuchReasonable:""10 percent is too much. Be reasonable.""", pirateStationKingBizOptC,PirateStationKingBizOptions,!$saidFleet,,,"psk_businessTooMuchFleet:""An outrageous demand! You can see the power of my $shipOrFleet from where you sit.""", @@ -23612,13 +25894,1733 @@ psk_cancelDealNeverMidn,DialogOptionSelected,$option == psk_cancelDealNeverMind, $HeOrShe flicks a grubby bottle of something stashed beside the comms console, making a distinct 'ting' sound.",, psk_cancelDealConfirm,DialogOptionSelected,$option == psk_cancelDealConfirm,"HA_CMD endStationKingDeal +$playerEndedDealFaceToFace = true FireAll PopulateOptions","$HeOrShe goes still. ""I, I think we understand one another, $playerName."" ""My raiders will be hunting you. Don't bore them, now."" The $post makes a toothy and joyless grimace.",, ,,,,,, -# talking to mercenary that's going to attack the pirate base you have an agreement with,,,,,, -pskMercBegin,BeginFleetEncounter,"$psk_merc score:1000 -!$encounteredAlready","$encounteredAlready = true +# Persean League Enforcer conversation; also blockade fleets when they intercept the player,,,,,, +plEnforcerInitial,BeginFleetEncounter,"!$hassle_didAlready +!$isHostile +$pursuePlayer_hassle score:50 +$hassleType == leagueEnforcer","$hassle_didAlready = true 0 +$hassleComplete = true +MakeOtherFleetPreventDisengage hassle true +unset $ignorePlayerCommRequests +$enforcerScanConv = true 0 +HailPlayer",,, +plEnforcerComms,OpenCommLink,"$entity.enforcerScanConv score:100 +$entity.relativeStrength >= 0","$entity.ignorePlayerCommRequests = true 7 +FireAll PLEnforcerOptions","The link snaps to life. + +""Hailing suspicious fleet operating in non-chartered volume,"" the League $Post looks down at you like they've caught a small-time ore-smuggler. ""This task force acts in the legitimate interest of the Persean League to regulate safe travel and freedom of commerce per interfactional law."" + +$HeOrShe raises $hisOrHer chin another couple degrees, ""As the apparent representative of a non-League entity and non-signatory to the Persean Sector commercial standards accord, you are hereby ordered to stand down your weapons. Prepare to be boarded."" + +Dictum concluded, $heOrShe sneers. ""We're here to make sure you're civilized, spacer. Open up.""",, +plEnforcerCommsWeaker,OpenCommLink,"$entity.enforcerScanConv score:100 +$entity.relativeStrength < 0","$entity.ignorePlayerCommRequests = true 7 +MakeOtherFleetPreventDisengage hassle false +FireAll PLEnforcerOptions","The link snaps to life. + +""Hailing suspicious fleet operating in non-chartered volume,"" the League $Post stares officiously at you. ""This task force acts in the legitimate interest of the Persean League to regulate safe travel and freedom of commerce per interfactional law."" + +$HeOrShe raises $hisOrHer chin a couple degrees, ""As the apparent representative of a non-League entity and non-signatory to the Persean Sector commercial standards accord, you are hereby ordered to stand down your weapons. Prepare to be boarded for standard inspection.""",, +plEnforcerComply,PLEnforcerOptions,,,,plEnforcerComply:Comply with the inspection, +plEnforcerRefuse,PLEnforcerOptions,"$entity.relativeStrength >= 0 +!$failedToRefuse",,,"plEnforcerRefuse:""That's nonsense, you have no such authority in this volume.""", +plEnforcerRefusePlayerStronger,PLEnforcerOptions,$entity.relativeStrength < 0,,,"plEnforcerRefuseStronger:""With that fleet? You're in no position to make demands.""", +plEnforcerJoinLeague,PLEnforcerOptions,!$askedAboutJoining,,,"plEnforcerJoinLeague:""Am I to understand that if I were part of the Persean League this could be avoided?""", +plEnforcerAgain,PLEnforcerOptions,"!$askedAboutRecentInspection +$player.inspectedByLeagueEnforcer",,,"plEnforcerAgain:""I was just subject to an 'inspection', don't you people talk to each other?""", +plEnforcerCutComms,PLEnforcerOptions,,,,cutCommLinkNoText:Cut the comm link and power up weapons, +plEnforcerComplySel,DialogOptionSelected,$option == plEnforcerComply,"ShowImageVisual quartermaster +MakeOtherFleetPreventDisengage hassle false +ApplyCRDamage $entity.fleetPoints 0.2 1 ""Persean League inspection""","The inspection teams are not gentle, tearing open hatches, rummaging through carefully organized stocks, and running active scans directly through sensitive equipment clusters. + +Complaints from your $shipOrFleet's officers are met by stony bureaucratic obfuscation. ""Claim forms may be submitted to seek recompense for 'regrettably unavoidable' damage incurred during inspection"", but ""one shouldn't expect a response from the investigatory body for at least a cycle"".",plEnforcerComply2:Continue, +plEnforcerComplySel2,DialogOptionSelected,$option == plEnforcerComply2,"ShowPersonVisual +$player.inspectedByLeagueEnforcer = true 60","""You're free to go, spacer,"" the League $Post sniffs dismissively. ""Don't let me catch you out here again.""",cutCommLinkNoText:Cut the comm link, +plEnforcerRefuseSel,DialogOptionSelected,$option == plEnforcerRefuse,"RemoveOption plEnforcerRefuse +$failedToRefuse = true 0","""Do you have something to hide?"" $HisOrHer tone grows dismissive, ""Captain."" + +""Attempting to avoid a legitimate commerce regulation inspection per interfactional law is highly suspicious. Is it drugs? Illegally harvested organs? We'll find out."" + +The League $Post speaks aside, ""Prepare the boarding parties. Give orders to be especially... thorough. We're dealing with some prime space-scum.""",, +plEnforcerRefusePlayerStrongerSel,DialogOptionSelected,$option == plEnforcerRefuseStronger,MakeOtherFleetPreventDisengage hassle false,"The League $Post's face freezes for a moment. Then $heOrShe speaks. + +""You seem like an upstanding independent operator."" $HeOrShe nods, the very image of reasonable authority. ""I'm going to let you go with a warning. There are some bad folks out here, captain. Someone has to keep them in line."" + +$HeOrShe produces a strained smile. ""You're free to go.""",cutCommLinkNoText:Cut the comm link, +plEnforcerJoinLeagueSel,DialogOptionSelected,$option == plEnforcerJoinLeague,$askedAboutJoining = true 0,"$HisOrHer eyebrows raise. ""You would need to speak with a prominent representative of the League Council on Kazeron about membership. As a member, of course, you would not be subject to random commerce safety inspections unless exceptional conditions were met."" + +""We have real rights, you know,"" $heOrShe says. A believer, it appears. ""Unlike some factions.""","plEnforcerJoinLeagueGood:""I'll do that. Orderly confederation with the League makes sense."" +plEnforcerJoinLeagueWaffle:""I'll consider it, $post."" +plEnforcerJoinLeagueBad:""And submit to your bullying? Not likely.""", +plEnforcerJoinLeagueGoodSel,DialogOptionSelected,"$option == plEnforcerJoinLeagueGood +!$player.expressedInterestInJoiningPLToEnforcer","MakeOtherFleetPreventDisengage hassle false +$player.expressedInterestInJoiningPLToEnforcer = true","A smile actually breaks across the League $Post's face. ""I had a good feeling about you, captain. I must apologize for my... assertive words. As an independent authority yourself, I am sure you understand fully the need to stand up to those factions which would trample our rights in the name of some dead empire or backward religion."" + +$HeOrShe gives some hand-signal to someone off-image. ""You're free to go, of course. You'll find the shipyards of Kazeron an excellent place to refit and replenish. There's no finer works in the Sector, if you ask me."" + +""Burn bright! I'll welcome you to the League on our next meeting.""",cutCommLinkNoText:Cut the comm link, +plEnforcerJoinLeagueGoodSel2,DialogOptionSelected,"$option == plEnforcerJoinLeagueGood +$player.expressedInterestInJoiningPLToEnforcer",FireAll PLEnforcerOptions,"$Post $personLastName's expression cools to just a touch off cryosleep. + +""You must think me a fool, $playerName. Do you tell the same story to every League patrol in the hope of getting let off easy?"" + +$HeOrShe fixes you with a glare as $heOrShe addresses someone off-image, ""Lieutenant, have the boarding parties prepared. We're going to be extra thorough with this one.""",, +plEnforcerJoinLeagueWaffleSel,DialogOptionSelected,$option == plEnforcerJoinLeagueWaffle,FireAll PLEnforcerOptions,"$Post $personLastName's expression cools. + +""Indeed. While you consider the benefits of confederation, I still have a job to do."" $HeOrShe addresses someone off-image, ""Lieutenant, have the boarding parties prepared.""",, +plEnforcerJoinLeagueBadSel,DialogOptionSelected,$option == plEnforcerJoinLeagueBad,"AdjustRepActivePerson SUSPICIOUS -1 +FireAll PLEnforcerOptions","What was almost an accomodating expression on $Post $personLastName's face turns instantly to a frown. + +$HeOrShe addresses someone off-image while fixing you with a cool glare, ""Lieutenant, have the boarding parties prepared. Be thorough; we've got a troublemaker.""",, +plEnforcerAgainSel,DialogOptionSelected,$option == plEnforcerAgain,"RemoveOption plEnforcerAgain +$askedAboutRecentInspection = true 0","""Perhaps they haven't yet filed the report with command,"" $heOrShe says, airily. ""With so many bandits and smugglers, there's little time to catch up with the bureaucracy."" + +""So I'm sure you'll understand that I must proceed with the inspection."" A chilly hint of a smile, a challenge, grows on $hisOrHer face. ""Standard procedure.""",, +# Persean League punitive expedition fleet,,,,,, +plPunExComms,OpenCommLink,$entity.PLPE_fleet score:1000,$entity.ignorePlayerCommRequests = true 7,"The comms crackle, forming an image. + +""Captain $playerName,"" the Persean League $post stares at you with undisguised hostility. ""You were once one of us. You believed in building a new sector together."" $HisOrHer voice drops, ""I wonder, though, did you ever believe or was it always a trick. What could you have gained that is worth such a betrayal of our ideals?"" + +$HeOrShe pauses for half a breath, then instead of admonishing you further taps the comms cutoff. +OR +The comms form an image, and crackling into focus. + +""To think you were once part of the League,"" $heOrShe shakes $hisOrHer head in disgust. ""You've chosen barbarism, so we shall deal with you in the only language you know: brute force."" + +$HeOrShe makes an abrupt sign to cut the comms.",cutCommLinkNoText:Cut the comm link, +plPunExComms2,OpenCommLink,"$entity.PLPE_fleet score:1000 +$player.numTimesLeftLeague >= 2",$entity.ignorePlayerCommRequests = true 7,"The comms snap into clarity. + +""There's really no reason for me to speak to you, of course,"" the Persean League $post says. ""I suppose I wanted to be able to say that I looked upon your face before I was forced to use violence in the service of the League."" $HeOrShe leans closer, ""Because unlike you, I believe in honor and dignity."" + +$HeOrShe jabs the cutoff before you can respond. +OR +The comms snap into clarity. + +""You've proven yourself an oathbreaker twice over,"" the Persean League $post says, derision plain in $hisOrHer voice. $HeOrShe turns to address $hisOrHer own crew and officers, ""Witness the fate of an upstart bandit who assaults the principles of the League!"" + +$HisOrHer hand drops, signaling the comms cutoff before you can reply.",cutCommLinkNoText:Cut the comm link, +"# Persean League blockade fleet, not the Grand Armada",,,,,, +plBlockaderComms,OpenCommLink,"$entity.PLB_isBlockading score:1000 +!$entity.PLB_armada +!$entity.pursuePlayer_hassle",$entity.ignorePlayerCommRequests = true 7,"The comms hang for a moment on the crest of the League then snap to a slightly unready looking $post. + +""Independent $shipOrFleet cap- er, colonial leader. Please accept greetings on behalf of the Persean League - and my personal assurance that we seek only to secure our shared rights and freedoms."" + +An uncomfortable pause, then ""I've not been authorized to negotiate on behalf of this League operation. You will have to speak with the Prime Navarch of the Grand Armada."" + +$HeOrShe moves to hit the comms shut-off.",cutCommLinkNoText:Cut the comm link, +# Persean League blockade - Grand Armada,,,,,, +plArmadaComms,OpenCommLink,"$entity.PLB_isBlockading score:1000 +$entity.PLB_armada","$entity.ignorePlayerCommRequests = true 7 +ShowPersonVisual +ShowMapMarker kazeron Kazeron ""You can go to Kazeron to negotiate League membership and an end to the blockade.""","The comms hang for a moment on the crest of the League then snaps to a stately-looking League $Post. + +""Independent colonial leader, Captain $PlayerName. Greetings from the Persean League."" The hint of a smile forms on $hisOrHer face. + +""You may be wondering why we are here. And in such force.""","PLArmada_whyBlockade:""I am wondering exactly that. Perhaps you can explain?"" +PLArmada_whyBlockadeDemand:""I demand to know why you're trying to blockade my independent colony!"" +PLArmada_whyBlockadeStrongarm:""You're here to strong-arm me into joining the League, aren't you.""", +PLArmadaWhyBlockade,DialogOptionSelected,$option == PLArmada_whyBlockade,$saidBlockage = true 0,"""Gladly. It is the aim of the Persean League to form a confederation which upholds the rights and freedoms of each member polity."" + +$HeOrShe raises $hisOrHer eyes up toward some ideal form which exists in an imagined space. ""Together, united in strength, we stand against tin-pot tyrants, fanatics, and mega-corps alike."" + +$Post $personLastName drops $hisOrHer gaze back to your image. ""Otherwise, independent polities get peeled away and... eaten. Devoured directly less often in recent cycles, but eaten away from the inside nonetheless by infiltration and corruption.""",PLArmada_why2:Continue, +PLArmadaWhyBlockadeDemand,DialogOptionSelected,$option == PLArmada_whyBlockadeDemand,$saidDemand = true 0,"The hint of smile fades. + +""I'm here to do you a favor, $playerName. And your people. Remember Mairaath. Remember Opis. It's only together, united, that we have a chance to stand against tin-pot tyrants, fanatics, and mega-corps."" + +""Independents who raise their heads too high? They get burned. Our strength is what stops them. The League is the best of all futures, one worth fighting for.""",PLArmada_why2:Continue, +PLArmadaWhyBlockadeStrongarm,DialogOptionSelected,$option == PLArmada_whyBlockadeStrongarm,$saidStrongarm = true 0,"The hint of smile disappears like a wisp of vapor in a star's low orbit. + +""I'm here to do you a favor, captain,"" $heOrShe uses the minor fleet-officer title like a slur. ""Mairaath. Opis,"" $heOrShe spits the words with anger. + +""Independents who raise their heads too high? They get burned by the tyrant remains of dead empires or their pet fanatics. And the only thing stopping that from happening again is our combined strength.""",PLArmada_why2:Continue, +PLArmadaWhy2,DialogOptionSelected,$option == PLArmada_why2,FireAll PLArmadaHubOptions,"""If it weren't us here, it'd be another faction. And they would not possess our... restraint."" + +$HeOrShe leans in. ""Come to Kazeron. Tell gens Hannan I sent you, and I think Reynard Hannan himself will talk to you. Join us, and this goes away. You have everything to gain. Prosperity, protection, and freedom.""",, +PLArmadaHubOptionA,PLArmadaHubOptions,!$player.didPLApiracyTalk,,,"PLArmada_thisIsPiracy:""This is piracy! You can't just blockade any system you want!""", +#PLArmadaHubOptionB,PLArmadaHubOptions,!$saidLiftBlockade,,,"PLArmada_liftBlockade:""Maybe you could lift the blockade while I think things over?""","# too many options, pulling this one 'cause it's whatever" +PLArmadaHubOptionC,PLArmadaHubOptions,"!$player.toldPLAblockadeToStickIt +$player.metReynardHannan",,,PLArmada_stickIt:Explain where Reynard Hannan can stick the League Armada, +PLArmadaHubOptionD,PLArmadaHubOptions,,,,"PLArmada_idealisticNo:""True, strength is necessary to protect freedom... from thugs like you and your bosses on Kazeron.""", +PLArmadaHubOptionE,PLArmadaHubOptions,,,,"PLArmada_idealisticYes:""True, strength is necessary to protect freedom... and we're stronger together.""", +PLArmadaHubOptionF,PLArmadaHubOptions,,,,"PLArmada_cynicalNo:""You've described a protection racket... and I'll have no part in your banditry.""", +PLArmadaHubOptionG,PLArmadaHubOptions,,,,"PLArmada_cynicalYes:""You've described a protection racket... and I want to be on the winning team.""", +PLArmadaLiftBlockade,DialogOptionSelected,$option == PLArmada_liftBlockade,"$saidLiftBlockade = true 0 +RemoveOption PLArmada_liftBlockade","A thin, perfunctory smile appears. ""A blockade can't be switched turned on and off like a light,"" $heOrShe says. + +""It is my belief, and that of the League Council, that it would be most productive if you were to make the first gesture of goodwill.""",, +PLArmadaStickIt,DialogOptionSelected,$option == PLArmada_stickIt,"$player.ethosSarcastic++ +$player.toldPLAblockadeToStickIt = true","$Post $personLastName sits patiently as you speak. + +""Very imaginative, captain,"" $heOrShe says once you finish. ""You've made your position quite clear.""",, +PLArmadaThisIsPiracy,DialogOptionSelected,$option == PLArmada_thisIsPiracy,$player.didPiracyTalkWithPLA = true,"""This,"" the $post paces, hands behind $hisOrHer back, ""is a standard commerce protection operation performed by an interstellar confederation of peace-seeking polities which are, collectively, recognized by interfactional treaty."" + +$HeOrShe turns to face the comms. ""Are you such an entity? Or are you an upstart whose treasures are simply floating in space, waiting to be plucked?""","PLArmada_thisIsPiracy2a:""I assume the question is hypothetical."" +PLArmada_thisIsPiracy2b:""What of freedom, rights, and prosperity? Do those ideals mean nothing?"" +PLArmada_thisIsPiracy2c:""No- I'm building a new sector free of your tyranny."" +PLArmada_thisIsPiracy2d:""You'll have to pluck that treasure from my cold, dead hands.""", +PLArmadaThisIsPiracy2a,DialogOptionSelected,$option == PLArmada_thisIsPiracy2a,FireAll PLArmadaHubOptions,$HeOrShe nods.,, +PLArmadaThisIsPiracy2b,DialogOptionSelected,$option == PLArmada_thisIsPiracy2b,"$player.ethosHumanitarian++ +FireAll PLArmadaHubOptions","""Freedom and rights exist within civilization,"" $hisOrHer tone grows impatient; this is a lecture. + +""It is a social construction. We've come to a point where you may choose to be part of our society, or you may embrace the consequences of barbarism.""",, +PLArmadaThisIsPiracy2c,DialogOptionSelected,$option == PLArmada_thisIsPiracy2c,"$player.ethosFreedom++ +FireAll PLArmadaHubOptions","$HeOrShe rolls $hisOrHer eyes. ""How nice for you,"" $heOrShe spits. + +""Let me explain the sector, captain -- and it's a mere captain you'll remain if you don't understand this -- freedom and rights exist within civilization; a social construct. You may choose to be part of our society, or you may embrace the consequences of barbarism.""",, +PLArmadaThisIsPiracy2d,DialogOptionSelected,$option == PLArmada_thisIsPiracy2d,$player.ethosCocky++,"""Very well,"" $heOrShe says with a nod. + +""You have our... request. Now open fire or negotiate with Kazeron."" + +The $post waves a dismissing hand at some adjutant, and the comms blink to the crest of the Persean League.",cutCommLinkNoText:Cut the comms, +PLArmadaIdealisticNo,DialogOptionSelected,$option == PLArmada_idealisticNo,"$expressedIdealism = true +$player.ethosIdealistic++ +$deniedRequestToTalkToReynard","""Be realistic, captain. Sooner or later, you're going to have to make a deal with someone more powerful than yourself,"" $heOrShe sighs. + +""You could do far worse than Reynard Hannan.""",cutCommLink:Cut the comm link, +PLArmadaIdealisticYes,DialogOptionSelected,$option == PLArmada_idealisticYes,"$expressedIdealism = true +$player.ethosIdealistic++ +$saidWouldTalkToReynard +$player.PLAgiveMyRegards = true +$player.PLAgiveMyRegardsName = $personName","""I'm glad you see it that way, captain- or shall it be Archon $playerLastName?"" + +$HeOrShe breaks into a genuine, albeit fleeting smile. ""Soon, I'm sure, when you've joined the League. Give my regards to Reynard.""",cutCommLinkPolite:Cut the comm link, +PLArmadaCynicalNo,DialogOptionSelected,$option == PLArmada_cynicalNo,"$expressedCynicism = true +$player.ethosCynical++ +$deniedRequestToTalkToReynard","""Be realistic, captain. Sooner or later, you're going to have to make a deal with someone more powerful than yourself,"" $heOrShe sighs. + +""You could do far worse than Reynard Hannan.""",cutCommLink:Cut the comm link, +PLArmadaCynicalYes,DialogOptionSelected,$option == PLArmada_cynicalYes,"$expressedCynicism = true +$player.ethosCynical++ +$saidWouldTalkToReynard +$player.PLAgiveMyRegards = true +$player.PLAgiveMyRegardsName = $personName","""A cynical outlook,"" $heOrShe says, giving you a curious look through the link. ""But we can work with it."" + +$HeOrShe breaks into a fleeting, but genuine smile. ""Soon, I'm sure, I'll be calling you by 'Archon'. Give my regards to Reynard."" + +""Now. Have the good grace to withdraw your fleet; I still have my orders, you understand.""",cutCommLinkPolite:Cut the comm link, +,,,,,, +# Joining the League and related; mostly involves talking to Reynard Hannan,,,,,, +plReynardHannanJoinLeague,PopulateOptions,"$isPerson +$id == reynard_hannan +!$player.isLeagueMember",,,"rh_joinLeague:""I'd like to talk to you about joining the Persean League.""", +plReynardHannanJoinSelNo,DialogOptionSelected,"$option == rh_joinLeague +!HA_CMD canJoinLeague","ShowDefaultVisual +AddTextSmall ""Joining the Persean League requires at least a size 5 colony, or a size 4 and a size 3 colony, and also requires never having committed any atrocities against the Persean League"" highlight","He laughs as if at some private joke then moves to close the comm link. And pauses. + +""Oh, you were serious?"" He starts to shake his head, suppressing a smile. But not quite succeeding; and only because he wants you to see it. ""That's even better."" + +He completes the motion, leaving you with the crest of gens Hannan wrapped in the sigil of the office of Prime Demarchon to contemplate the choices which led you to this moment.","cutCommLinkNoText2:Slam the comms off +cutCommLinkNoText:Cut the comm link", +plReynardHannanJoinSelNoDev,DialogOptionSelected,"$option == rh_joinLeague +!HA_CMD canJoinLeague +$global.isDevMode","ShowDefaultVisual +AddTextSmall ""Joining the Persean League requires at least a size 5 colony, or a size 4 and a size 3 colony, and also requires never having committed any atrocities against the Persean League"" highlight","He laughs as if at some private joke then moves to close the comm link. And pauses. + +""Oh, you were serious?"" He starts to shake his head, suppressing a smile. But not quite succeeding; and only because he wants you to see it. ""That's even better."" + +He completes the motion, leaving you with the crest of gens Hannan wrapped in the sigil of the office of Prime Demarchon to contemplate the choices which led you to this moment.","devReynardUseBrainWave:DEV Use mind powers to make him let you into the League +cutCommLinkNoText2:Slam the comms off +cutCommLinkNoText:Cut the comm link", +plReynardHannanJoinSelYesDev,DialogOptionSelected,$option == devReynardUseBrainWave,"BeginConversation reynard_hannan +HA_CMD updateLeagueData","Reynard Hannan looks at you blanky, drool starting to drip from the side of his mouth. He speaks in a robotic monotone, ""Of course, $playerName. I would be so... pleased... to help you.""","rh_joinLeague2:""Go on...""", +plReynardHannanJoinSelNoPunEx,DialogOptionSelected,"$option == rh_joinLeague +HA_CMD isPLExpeditionInProgress score:100",,"""My hands are tied, $playerName. The League Council, the representative body of all the free peoples of the League, demanded a show of force."" + +""I hope,"" he drops his voice, ""You'll learn an important lesson from this."" + +""Speak to me when the operation is concluded,"" he says, all business now. ""Good day.""","rh_askAboutShowOfForce:""...Show of force?"" +cutCommLinkNoText:Cut the comm link", +plReynardHannanJoinSelNoPunExAsk,DialogOptionSelected,$option == rh_askAboutShowOfForce,,"A single perfect eyebrow raises a centimeter. + +""You had not heard?"" He shakes his head ever so slightly, a concession to the notion that he ought to express regret. + +""You will,"" he says, reaching for the comms cut-off.",cutCommLinkNoText:Cut the comm link, +plReynardHannanJoinSelNoTooMany,DialogOptionSelected,"$option == rh_joinLeague +$player.numTimesLeftLeague >= 2 score:1000",,"Reynard lips move into a small, cold smile, as if indulging a joke made in very poor taste. + +""Your word is nothing, $playerName; a wisp of a forgotten memory, lost between the stars. And you come to me and bark like a laphound, begging but not understanding."" + +If his look didn't contain such contempt, you'd think he was pitying you.",cutCommLinkNoText:Cut the comm link, +plReynardHannanJoinSelNo2,DialogOptionSelected,"$option == rh_joinLeague +$player.leftLeagueWhenGoodDeal score:1000",,"""Do you remember what we had, $playerName?"" Reynard looks dreamily away, ""A shared vision, my patronage, a future. Together."" + +He turns an icy gaze back on you, like the target-lock of a directed energy submunition. ""Do you remember throwing that away, like so much effluent?"" + +""I remember."" His expression is very still.",cutCommLinkNoText:Cut the comm link, +plReynardHannanJoinSelYes,DialogOptionSelected,"$option == rh_joinLeague +HA_CMD canJoinLeague +HA_CMD updateLeagueData",,"Reynard Hannan looks on you approvingly. ""The details are endless, but you need only be concerned with the highest level of the arrangement. It is not complex.""","rh_joinLeague2:""Go on...""", +plReynardHannanJoinSelYesVote,DialogOptionSelected,"$option == rh_joinLeague +HA_CMD canJoinLeague +HA_CMD updateLeagueData +$player.toldReynardVoteHimOut",,"""The details are endless, but you need only be concerned with the highest level of the arrangement. It is not complex."" + +Reynard Hannan smiles coldly. ""And I believe you wished to 'vote me out'? Maybe you'll get your chance.""","rh_joinLeague2:""Go on...""", +plReynardHannanJoinSelYes2,DialogOptionSelected,$option == rh_joinLeague2,"Highlight $plDuesPercent +FireBest JoinLeagueCommissionInfo","He explains that you must hold a League commission, and pay $plDuesPercent of gross colony income in dues. In turn, the Persean League will provide you with political protection from the sort of meddling major factions use to bully minor polities; Hegemony AI inspections, for instance. + +""Provide the League with dues and commercial access and you will be free to run your affairs as you wish,"" he concludes. ""Barring certain extremes which would embarrass the League, naturally."" He gives you a look of self-aware pedantry, ""But any leader with sense knows how to keep their internal affairs... internal.""",, +plReynardHannanCommissionPL,JoinLeagueCommissionInfo,Commission hasFactionCommission,FireBest JoinLeagueOptions,"""You are already commissioned with the League,"" he says approvingly. ""This would do much to ease the membership process.""",, +plReynardHannanCommissionOther,JoinLeagueCommissionInfo,Commission hasOtherCommission,FireBest JoinLeagueOptions,"""You presently hold a $otherCommissionFaction commission,"" he says, frowning. ""A problem, but not insurmountable. Resign that commission and commit to the Persean League as part of the membership agreement."" + +""Certain members of the council may object, perhaps loudly. But they'll merely be seeking concessions."" Reynard gives a small smile, ""Routine matters, easily managed.""",, +plReynardHannanCommissionNone,JoinLeagueCommissionInfo,,FireBest JoinLeagueOptions,"""You hold no major faction's commission,"" he says, eyes focused on a subtle interface implant. ""Considering your... activities, you will need to commit to a Persean League commission as a part of the membership agreement; a standard arrangement.""",, +JoinLeagueOptions,JoinLeagueOptions,,,,"rh_betterDeal:Try to negotiate to have the dues waived +rh_acceptMembership:Accept League membership on the given terms +cutCommLink:Decline", +rh_betterDealSel,DialogOptionSelected,$option == rh_betterDeal,"$dealArgumentsMade = 0 0 +$willPayHouseHannan = false +$willGiveNanoforge = false +FireAll PLDealArguments","You explain that your main objection is the cost of the membership dues; paying for League membership simply won't do. + +As you speak, Reynard's face is a display of muted conflict between skepticism and impatience. + +This is going to take some industrial-grade convincing.",, +PLDealArgumentsDefeatedBlockade,PLDealArguments,"$player.defeatedLeagueBlockade +!$player.defeatedLeaguePunEx",,,"rh_defeatedBlockade:""I defeated your blockade. You've tried to use force against me, and failed.""", +PLDealArgumentsDefeatedPunEx,PLDealArguments,$player.defeatedLeaguePunEx,,,"rh_defeatedBlockade:""I defeated your punitive expedition. You've tried to use direct force against me and failed.""", +PLDealArgumentsHannanCut,PLDealArguments,,,,"rh_hannanBribe:""Perhaps a $hannanBribePercent fee directly to gens Hannan accounts, for facilitating this agreement?""", +PLDealArgumentsHannanNanoforge,PLDealArguments,"HA_CMD kazeronNanoforgeMissing +PlayerHasCargo pristine_nanoforge","Highlight ""pristine nanoforge""",,"rh_nanoforge:""Rumor is Kazeron's pristine nanoforge is... missing. I would donate a spare I happen to have.""", +PLDealArgumentsNeverMind,PLDealArguments,,,,"rh_goBack:""Never mind.""", +rh_goBackSel,DialogOptionSelected,$option == rh_goBack,"Highlight $plDuesPercent +unset $willPayHouseHannan +unset $willGiveNanoforge","""Well,"" Reynard's tone contains just a hint of impatience. ""The standard terms of Persean League membership stand, as I've explained."" + +You must hold a Persean League commission. You will be required to pay $plDuesPercent of gross colony income in dues. In turn, the Persean League will provide you with political protection from the meddling major factions use to bully minor polities such as the Hegemony AI inspections.","rh_acceptMembership:Accept League membership on the given terms +cutCommLink:Decline", +rh_defeatedBlockadeSel,DialogOptionSelected,$option == rh_defeatedBlockade,"RemoveOption rh_defeatedBlockade +$weary = true 0 +$dealArgumentsMade++ +FireBest PLCheckArgumentsEnough","""An unfortunate business."" He puts on an almost regretful look, ""And a waste of key resources. Naturally, I had to appear to follow the voice of the League Council on that matter."" + +""You've founded a powerful polity."" His hands open wide, generous. ""I could see that from the start, of course. But what's important is that you proved it to the entire council. We can use this."" + +He smiles, conceding nothing.",, +rh_hannanBribeSel,DialogOptionSelected,$option == rh_hannanBribe,"RemoveOption rh_hannanBribe +$dealArgumentsMade++ +$willPayHouseHannan = true 0 +FireBest PLCheckArgumentsEnough","""It is the relationships formed between the tiers of our civilization, the flow of loyalty and favor, that ties our interests together and benefits us all,"" Reynard muses. + +He closes his eyes for a moment, holding his hands together against his chest, ""I would be honored to offer patronage to you on such terms."" + +""We'll have to spin this arrangement to the public, somehow, of course. Some lesser polity inevitably cries 'bribery' - such a crude word - in order to leverage unearned influence.""",, +rh_hannanBribeSelUntrustworthy,DialogOptionSelected,"$option == rh_hannanBribe +$player.untrustworthy > 2",RemoveOption rh_hannanBribe,"""It is the relationships formed between the tiers of our civilization, the flow of loyalty and favor, that ties our interests together and benefits us all,"" Reynard muses. + +He closes his eyes for a moment as he holds and slowly releases a deep breath. They open suddenly. ""Your reputation, however, precedes you, $playerName. You've made a habit of breaking your word, and I cannot offer my patronage to someone with no honor."" + +""I mean no insult, of course,"" he says, magnanimous in his own way. ""People of your, ah, ruthless quality have their use. Just not like this.""",, +rh_nanoforgeSel,DialogOptionSelected,$option == rh_nanoforge,"RemoveOption rh_nanoforge +$dealArgumentsMade++ +$willGiveNanoforge = true 0 +FireBest PLCheckArgumentsEnough","A strained grimace appears on Reynard Hannan's face, showing new wrinkles where they aren't meant to appear. + +""The... rumors, unfortunately, are true. An ugly business, the details of which we need not revisit."" His impressive jawline clenches tightly for a moment. + +""For your part in quietly returning the forge of Kazeron to its former glory, I would personally ensure that the League Council fully appreciates your... patriotism.""",, +PLCheckArgumentsEnoughA,PLCheckArgumentsEnough,$dealArgumentsMade == 1,,"Reynard is outwardly amenable, but not convinced. You feel that it will take one more strong argument to win this negotiation.",, +PLCheckArgumentsEnough,PLCheckArgumentsEnough,$dealArgumentsMade >= 2,,,rh_continueToGoodDeal:Continue, +rh_continueToGoodDealSel,DialogOptionSelected,$option == rh_continueToGoodDeal,"Highlight ""waive the usual dues"" +$madeGoodDeal = true 0","""I must admit, you've surprised me, $playerName,"" he says, ""and I surprise myself when I speak - as Prime Demarchon - that the League council will agree to waive the usual dues owed by member polities of the Persean League."" + +Reynard Hannan summons a glowing politician's smile, looking for all the worlds as if this was his plan all along.","rh_acceptMembership:""I accept League membership on the amended terms."" +cutCommLink:Decline", +rh_continueToGoodDealSelWeary,DialogOptionSelected,"$option == rh_continueToGoodDeal +$weary","Highlight ""waive the usual dues"" +$madeGoodDeal = true 0","""I must admit, you've surprised me, $playerName,"" he says, ""and I surprise myself when I speak - as Prime Demarchon - that the League council will agree to waive the usual dues owed by member polities of the Persean League."" + +Reynard Hannan makes a strained attempt at an appeasing smile. It appears that his negotiations do not usually go so well for the other party.","rh_acceptMembership:""I accept League membership on the amended terms."" +cutCommLink:Decline", +rh_handleHannanPaymentDetails,DialogOptionSelected,"$option == rh_acceptMembership +$willPayHouseHannan","$player.payingHouseHannan = true +unset $willPayHouseHannan +AddPotentialContact","With a few taps of the comms interface, you exchange secure credit-transfer codes.",rh_acceptMembership:Continue, +rh_handleCommissionNoOther,DialogOptionSelected,"$option == rh_acceptMembership +Commission hasOtherCommission score:2 +!$didResign","Commission resign +$didResign = true 0",You have your comms officer fire off a resignation order for your previous commission - an impersonal act sure to annoy and offend.,rh_acceptMembership:Continue, +rh_giveNanoforge,DialogOptionSelected,"$option == rh_acceptMembership +$willGiveNanoforge","AddRemoveAnyItem SPECIAL pristine_nanoforge -1 +HA_CMD kazeronInstallNanoforge +unset $willGiveNanoforge","You give the order for your quartermaster to release the Pristine Nanoforge into Kazeronian custody. The receiving officer is, unsurprisingly, a mid-level Hannan gensfolk.",rh_acceptMembership:Continue, +rh_handleCommission,DialogOptionSelected,"$option == rh_acceptMembership +!Commission hasFactionCommission +!$didCommissionStep","Commission accept +$didCommissionStep = true 0","Meanwhile, you skim and certify the executive summary of the Persean League commission credentials.",rh_acceptMembership:Continue, +rh_joinLeague1,DialogOptionSelected,$option == rh_acceptMembership,"$player.hasGoodPLMembershipDeal = false +FireBest PLSetGoodDealFlag +HA_CMD joinLeague"," ""As Prime Demarchon, I attest that $player.theFactionName meets the membership requirements set out by the constitution of the Persean League. As the lead executive, your personal authorization of petition for membership is provisionally recognized and passed."" He makes a conciliatory gesture, ""The council must officially vote approval, of course. But I shall see to that formality."" + +""Let me be the first, then, to welcome you to the Persean League, $playerName. Together we will build a worthy future for the Persean Sector and, one day, the galaxy itself."" + +Reynard Hannan smiles widely, flashing perfect teeth - nearly; his canines are slightly more prominent than ideal. An affection of style, surely.",cutCommLinkPolite:End the conversation, +PLSetGoodDealFlag,PLSetGoodDealFlag,$madeGoodDeal,"$player.hasGoodPLMembershipDeal = true +unset $madeGoodDeal",,, +,,,,,, +# Leaving the Persean League,,,,,, +plLeaveLeague,PopulateOptions,"$isPerson +$faction.id == persean +Commission personCanGiveCommission +$player.isLeagueMember +$player.numColonies == 1",,,"rh_leaveLeague:""My colony is leaving the Persean League. Consider this official notice.""", +plLeaveLeagueMulti,PopulateOptions,"$isPerson +$faction.id == persean +Commission personCanGiveCommission +$player.isLeagueMember +$player.numColonies > 1",,,"rh_leaveLeague:""I'm pulling my colonies out of the Persean League. Consider this official notice.""", +plLeaveLeagueRH,PopulateOptions,"$id == reynard_hannan +$faction.id == persean +$player.isLeagueMember +$player.numColonies == 1",,,"rh_leaveLeague:""My colony is leaving the Persean League. Consider this official notice.""", +plLeaveLeagueMultiRH,PopulateOptions,"$id == reynard_hannan +$faction.id == persean +$player.isLeagueMember +$player.numColonies > 1",,,"rh_leaveLeague:""I'm pulling my colonies out of the Persean League. Consider this official notice.""", +rh_leaveLeagueSelPermanent,DialogOptionSelected,"$option == rh_leaveLeague +$player.hasGoodPLMembershipDeal",FireBest PLLeaveGoodDealWarning,,"rh_confirmLeave:""I meant what I said. I'm done with the League."" +rh_abortLeave:""Never mind. I've, um, reconsidered.""", +rh_leaveLeagueSelCanRejoin,DialogOptionSelected,"$option == rh_leaveLeague +!$player.hasGoodPLMembershipDeal",FireBest PLLeaveThreats,,"rh_confirmLeave:""You heard me the first time - I'm done with the League."" +rh_abortLeave:""Never mind. I've... misspoke.""", +re_leaveConfirmSel1,DialogOptionSelected,$option == rh_confirmLeave,HA_CMD leaveLeague,"""Acknowledged,"" $heOrShe says, seemingly frozen. + +At a loss for words, $heOrShe reaches for the comms cut-off.",cutCommLinkPolite:End the conversation, +re_leaveConfirmSel2,DialogOptionSelected,"$option == rh_confirmLeave +$player.hasGoodPLMembershipDeal",HA_CMD leaveLeague,"""Acknowledged,"" $heOrShe says, seemingly frozen. + +At a loss for words, $heOrShe reaches for the comms cut-off.",cutCommLinkPolite:End the conversation, +re_leaveConfirmSel1rh,DialogOptionSelected,"$option == rh_confirmLeave +$id == reynard_hannan","AdjustRepActivePerson VENGEFUL -20 +HA_CMD leaveLeague","The Prime Demarchon's face is frozen in a mask of contempt. + +He reaches for the comms cut-off without another word.",cutCommLinkPolite:End the conversation, +re_leaveConfirmSel2rh,DialogOptionSelected,"$option == rh_confirmLeave +$player.hasGoodPLMembershipDeal +$id == reynard_hannan","AdjustRepActivePerson VENGEFUL -40 +HA_CMD leaveLeague","The Prime Demarchon's face is frozen in a mask of contempt but for the barest twitch- and in it, somehow, the promise of revenge whether by nuclear fire or the cold of space. + +He reaches for the comms cut-off without another word.",cutCommLinkPolite:End the conversation, +re_leaveNeverMindSel,DialogOptionSelected,$option == rh_abortLeave,"FireBest PLLeaveNeverMind +FireAll PopulateOptions",,, +# Generic text for above,,,,,, +PLLeaveGoodDealWarningA,PLLeaveGoodDealWarning,,,"The League $post's eyes go wide. + +""$playerName. That is... this is a shock. You must understand that withdrawal from the League is permanent and irreversible. Though of course, technically any member polity may leave, as they wish. We all have that freedom. That's why we're the League."" + +$HeOrShe shifts uncomfortably. ""I urge you to reconsider. Think of your people! I won't... your words won't leave my office.""",, +PLLeaveGoodDealWarningB,PLLeaveGoodDealWarning,$player.payingHouseHannan,,"The League $post's eyes go wide. + +""$playerName. That is... this is a shock. You must understand that withdrawal from the League is permanent and irreversible. Though of course, technically, any member polity may leave as they wish. We all have that freedom."" + +$HeOrShe shifts uncomfortably, then speaks more quietly. ""...Technically. But one hears things. You have an arrangement with gens Hannan, is that correct? You cannot break a client agreement with a gens of Kazeron! It simply isn't done; why, you'll end up... an outcast, a bandit, a pariah. I urge you to reconsider. Think of your people!""",, +PLLeaveThreatsA,PLLeaveThreats,HA_CMD canSendPLPunitiveExpedition,,"The League $post's eyes narrow. ""Think of what you're saying, $playerName."" + +""Yes, while you technically have the right to withdraw from the League at any time - we all do - it simply isn't done. The council will take this poorly, to say nothing of the Prime Demarchon."" + +$HeOrShe sighs, exasperated. ""Let me speak plainly so that you may understand: your industries will be razed, your fleets reduced to scrap. One does not simply walk away from the Persean League.""",, +PLLeaveThreatsB,PLLeaveThreats,!HA_CMD canSendPLPunitiveExpedition,,"The League $post's eyes narrow. ""Think of what you're saying, $playerName."" + +""Yes, while you technically have the right to withdraw from the League at any time - we all do - it simply isn't done. The council will take this poorly, to say nothing of the Prime Demarchon."" + +$HeOrShe sighs, exasperated. ""Let me speak plainly so that you may understand: you will harried, captain. And yes, a captain is all you'll be in the end. It may take cycles, but if you do this, you will make... such enemies.""",, +PLLeaveThreatsC,PLLeaveThreats,"HA_CMD canSendPLPunitiveExpedition +$player.numTimesLeftLeague >= 1","SetTextHighlightColors bad +Highlight ""never be allowed back""","""Don't be an ingrate,"" the Persean League $post flushes with anger. ""You had a second chance! No one gets a second chance!"" + +""Let me spell out for you the consequence of your barbarous words: your industries? They'll be razed to slag. Your people? Killed, and scattered to the stars to die in vacuum, or in the mines of some backwater gravity well."" + +""You'll never be allowed back into the League. You'll be scorned as an oathbreaker, a barbarian; an enemy of the free people of the League. Think on that.""",, +PLLeaveThreatsD,PLLeaveThreats,"!HA_CMD canSendPLPunitiveExpedition +$player.numTimesLeftLeague >= 1","SetTextHighlightColors bad +Highlight ""will not be allowed to rejoin""","""Don't be an ingrate,"" the Persean League $post flushes with anger. ""You had a second chance! No one gets a second chance!"" + +""The League remembers such betrayal. We never forgot Mairaath, and never will,"" with its present capacity reduced, $heOrShe must back to the old scars and grudges of the League. ""Even if it takes a hundred cycles, there will be a reckoning."" + +""And you'll never be allowed back into the League. You'll be scorned as an oathbreaker, a barbarian; an enemy of the free people of the League. Think on that.""",, +PLLeaveNeverMind,PLLeaveNeverMind,,,"$HeOrShe eyes you for a long moment. + +""Don't throw such words around so thoughtlessly in the future, $playerName. In the League, your word means something.""",, +"# Text for above, when talking to Reynard Hannan",,,,,, +PLLeaveGoodDealWarningA2,PLLeaveGoodDealWarning,$id == reynard_hannan score:100,,"""These words come as a surprise, $playerName,"" Reynard Hannan says calmly. ""Would you throw away what we have built together so needlessly and so thoughtlessly?"" + +You detect the anger boiling, deeply. ""You had such potential."" + +He pulls back suddenly, turning away with a dismissive flick. ""Tell me now that you misspoke. I will allow myself to forget your slip of the tongue.""",, +PLLeaveGoodDealWarningB2,PLLeaveGoodDealWarning,"$id == reynard_hannan score:100 +$player.payingHouseHannan",,"""These words come as a surprise, $playerName,"" Reynard Hannan says calmly. ""Would you violate the promise you made to me, and to gens Hannan, so thoughtlessly? I imagined we would prosper together; build a new Persean Sector... together."" + +You detect the anger boiling, deeply. ""I never took you for an oathbreaker,"" he says soft, and deadly. + +He pulls back suddenly, turning away with a dismissive flick. ""Tell me now that you misspoke. I will allow myself to forget your slip of the tongue.""",, +PLLeaveThreatsA2,PLLeaveThreats,"$id == reynard_hannan score:100 +HA_CMD canSendPLPunitiveExpedition",#AdjustRepActivePerson VENGEFUL -10,"""Ingrate,"" Reynard Hannan spits the word. ""I would see my League punish your barbarism, your bloody-minded fickleness, your oathbreaking."" + +""I would see your fleets smashed; your legacy burned to ash,"" he hisses, eyes afire. ""Picture it, captain. You would be nothing but a dreary footnote in the history of the League, and minor embarrassment to gens Hannan."" + +""If... you said such words, that would be your fate."" He speaks very softly now, ""Total annihilation.""",, +PLLeaveThreatsB2,PLLeaveThreats,"$id == reynard_hannan score:100 +!HA_CMD canSendPLPunitiveExpedition",#AdjustRepActivePerson VENGEFUL -10,"""Ingrate,"" Reynard Hannan spits the word. ""My League remembers barbarism, bloody-minded fickleness, oathbreaking and lies. We remember Mairaath."" + +""One day,"" his eyes go cold as the space between the stars, ""You might be only dust. Annihilated, forgotten. You could be nothing but a dreary footnote in the glorious history of the League, a minor embarrassment to gens Hannan."" + +""Picture it,"" he says softly. ""After such words, that would be your fate.""",, +PLLeaveThreatsC2,PLLeaveThreats,"$id == reynard_hannan score:100 +HA_CMD canSendPLPunitiveExpedition +$player.numTimesLeftLeague >= 1","AdjustRepActivePerson VENGEFUL -50 +SetTextHighlightColors bad +Highlight ""will never be allowed to rejoin""","Reynard closes his eyes for a moment, ""You've made a series of terrible errors, $playerName,"" he says, voice filled with mock-sorrow. ""You had such potential. To be part of something greater; to build something lasting, something beautiful."" + +The calm breaks, ""Churl!"" he shouts, eyes afire. ""You're nothing but a barbarian, good for nothing but chaos! I'll grind your fleets to dust! I'll raze your industry to the ground! Your treasures will become as so much slag; your people scattered to the vacuum to pollute some other world, or die in the vacuum."" + +""When we come for you,"" his eyes are filled with hate, ""We will come with fire.""",,"# As I recall, I learned the word ""churl"" from Indiana Jones and the Fate of Atlantis -dgb" +PLLeaveThreatsD2,PLLeaveThreats,"$id == reynard_hannan score:100 +!HA_CMD canSendPLPunitiveExpedition +$player.numTimesLeftLeague >= 1","AdjustRepActivePerson VENGEFUL -50 +SetTextHighlightColors bad +Highlight ""will never be allowed to rejoin""","Reynard closes his eyes for a moment, ""You've made a series of terrible errors, $playerName,"" he says, voice filled with mock-sorrow. ""You had such potential. To be part of something greater; to build something lasting, something beautiful."" + +""Again and again you chose chaos. A barbarian-led rogue polity like yours... will never be allowed to rejoin the League."" + +""Don't worry about another blockade, captain,"" he spits the low title, his eyes shining like the frost of a cryopod. ""Someday, we will come for you. And when we come, we will come with fire.""",, +PLLeaveNeverMind2,PLLeaveNeverMind,$id == reynard_hannan score:100,,"""Ah. That's what I thought,"" Reynard says with false grace. ""It sounds just like the sort of boorish faux pas you would make."" ",, +# Talking to someone other than Reynard on Kazeron and can join the League; get pointed to Reynard,,,,,, +plNotReynardHannanJoinLeague,PopulateOptions,"$isPerson +$id != reynard_hannan +$market.id == kazeron +$personFaction.id == persean +Commission personCanGiveCommission +HA_CMD canJoinLeague +!$player.isLeagueMember",,,"notRH_joinLeague:""I'd like to talk to you about joining the Persean League.""", +notRH_joinLeagueSel,DialogOptionSelected,$option == notRH_joinLeague,SetEnabled notRH_joinLeague false,"""I see, I see,"" $heOrShe puts his hands together, considering $hisOrHer next words. + +""There's an official process. Find a sponsor, send a delegation to meet the League Council, a question period, a vote."" $HisOrHer eyes turn to you now, somehow meeting yours through the comms. ""But what you're going to want to do is talk to Reynard Hannan. Nothing will move through the League Council unless gens Hannan allows it."" $HisOrHer eyes turn away again, and $heOrShe gives a small shrug. + +""Welcome to Kazeron.""",, +,,,,,, +,,,,,, +# Stopping payments to Gens Hannan without leaving the League,,,,,, +plReynardHannanStopPaying,PopulateOptions,"$isPerson +$id == reynard_hannan +$player.isLeagueMember +$player.payingHouseHannan",,,"rh_stopPaying:""I'm stopping the payments to gens Hannan, effective immediately.""", +rh_stopPayingSel,DialogOptionSelected,$option == rh_stopPaying,,"""Oh? If you're facing bankruptcy, I could have a word with some investors. As a personal favor, of course."" He oozes noblesse oblige, reflecting on your situation. + +Then a reasonable yet concerned look comes over him. ""I understand now - you wish to avoid appearing as though you must beg. Perhaps my people could set up some kind of arrears system? Quietly, of course. No outsiders need know of your troubles."" + +He smiles.","rh_confirmNoPay:""I'm not asking for help. I'm telling you the payments end. Now."" +rh_abortNoPay:""Never mind, I've reconsidered.""", +rh_abortNoPaySel,DialogOptionSelected,$option == rh_abortNoPay,FireAll PopulateOptions,"""Of course; I assumed you had misspoken."" He looks casually aside, taking in what is no doubt a spectacular view. + +""It's is the sort of thing you might do, and which I, of course, forgive.""",, +rh_confirmNoPaySel,DialogOptionSelected,$option == rh_confirmNoPay,HA_CMD stopPayingHouseHannan true,"Reynard's eyebrows raise by perhaps half a centimeter at your display. + +""You could have been a client of greatness."" He leans back, expression very cold. ""It saddens me to find that you are either more a fool than I imagined, or that you do not fully comprehend the consequences of crossing gens Hannan."" + +""Now I shall have to make a... demonstration of you.""",cutCommLink:Cut the comm link, +,,,,,, +# Restarting payments to gens Hannan,,,,,, +plReynardHannanRestartPayments,PopulateOptions,"$isPerson +$id == reynard_hannan +$global.houseHannanMachinationsInEffect",,,"rh_restartPayments:""My decision to stop payments to gens Hannan may have been ill-considered.""", +rh_restartPaymentsSel,DialogOptionSelected,"$option == rh_restartPayments +HA_CMD canRemakeDealWithHouseHannan score:1000",,"""Poor thing."" Reynard smiles sadly, the facade of forgiveness written across his face. ""I hope you've learned your lesson."" + +He drops the expression for steely indifference. ""Understand full and well that you're only going to get this one chance to cross me and return.""","rh_confirmPayAgain:""Yes, I made a terrible mistake. Please accept my apologies."" +rh_abortPayAgain:""Never mind, I didn't come here to beg.""", +rh_abortPayAgainSel,DialogOptionSelected,$option == rh_abortPayAgain,"AdjustRep $personFaction.id INHOSPITABLE -1 +AdjustRepActivePerson INHOSPITABLE -1 +FireAll PopulateOptions","Reynard sighs, rolling his eyes.",, +rh_confirmPayAgainSel,DialogOptionSelected,$option == rh_confirmPayAgain,"HA_CMD endGHMachinations +$player.agreedToPayHouseHannanAgain = true +$player.payingHouseHannan = true +AddPotentialContact","""Treasure my forgiveness, captain. It is a rare and precious gift."" He stares down, somehow, through the comms; imperious. + +""Uphold your end of our arrangement, or your earlier problems will seem like a walk in the parks of Gilead.""",cutCommLinkPolite:End the conversation, +# Various refusals to accept payment again,,,,,, +rh_restartPaymentsRefuse1,DialogOptionSelected,"$option == rh_restartPayments +$player.agreedToPayHouseHannanAgain score:10","AdjustRepActivePerson INHOSPITABLE -1 +RemoveOption rh_restartPayments","""Recall my words, captain. You had one chance for forgiveness,"" he says grimly, ""and you wasted it."" + +""Do not recall to me your betrayal.""",, +rh_restartPaymentsRefuse2,DialogOptionSelected,"$option == rh_restartPayments +$player.untrustworthy > 2 score:10",RemoveOption rh_restartPayments,"""There is a stain on you, captain,"" he says gravely. ""It is the reek one who does not keep their word. Lies I can forgive as mere intrigue... but to betray an oath?"" + +His head shakes, slowly. ""Worse than dishonorable, it is uncivilized. You're a barbarian, captain. You cannot be a part of the world I've built."" + +""Don't misunderstand me,"" he stops, and fixing his gaze on you. ""Barbarians have their use, nonetheless.""",, +rh_restartPaymentsRefuse3,DialogOptionSelected,"$option == rh_restartPayments +!$player.isLeagueMember score:10",RemoveOption rh_restartPayments,"""Your little scrap of a colony - what was it called? I forget - is not a member of the Persean League, captain. What need have I to be patron to barbarians?"" + +He sighs, looking away. ""I grant that mercs like you have their uses. But it always feels like one must sanitize after such transactions.""",, +rh_restartPaymentsRefuse4,DialogOptionSelected,"$option == rh_restartPayments +!HA_CMD canRemakeDealWithHouseHannan",RemoveOption rh_restartPayments,"""No."" + +Reynard leans back, hands coming together in front of him. His lack of explanation is quite intentional, and it feels like acknowledging it would concede him a minor victory.",,# failsafe +,,,,,, +"# Bounty hunter sent as a result of GensHannanMachinations, requires stopping payments to gens Hannan *twice*",,,,,, +GensHannanMachinationsHail,GensHannanMachinationsHail,,$entity.ignorePlayerCommRequests = true,"The connection flashes valid, and the merc captain appears before you, hands steepled. + +""$playerName."" $HeOrShe has an open, neutral expression. ""When you become a client of the gens, you make an agreement. If you fail to uphold your end of that agreement, I am paid make you into an example of what happens to people who do not respect gens Hannan."" + +$HeOrShe waits a moment, then adds apologetically, ""The terms of my contract require that I tell you this. I will be attacking you now, I suggest you order combat stations."" $HeOrShe reaches for the comms cut-off.","cutCommLink2:""Understandable, if inconvenient."" +cutCommLink:Say nothing", +,,,,,, +# Tri-Tachyon commerce raider (independent flagged),,,,,, +triTachCommerceRaiderComms,OpenCommLink,"$entity.triTachCommerceRaider score:1000 +$entity.relativeStrength >= 0",$entity.ignorePlayerCommRequests = true 7,"""Contact acknowledged,"" the merc stares at you, dead-eyed. + +""We're in the middle of contract operations, don't waste my time.""",cutCommLink:Cut the comm link, +triTachCommerceRaiderCommsWeaker,OpenCommLink,"$entity.triTachCommerceRaider score:1000 +$entity.relativeStrength < 0",$entity.ignorePlayerCommRequests = true 7,"""Contact acknowledged,"" the merc stares at you, sweaty and dead-eyed. + +""We're in the middle of a contract operation. Set to disengage from your $shipOrFleet in three, two...""",cutCommLink:Cut the comm link, +,,,,,, +"# Tri-Tachyon mercenary (Tactistar) attack, fleet conversations",,,,,, +ttma_detachmentCommsNotHostile,OpenCommLink,"$entity.TTMA_fleet score:1000 +!$entity.isHostile",$entity.ignorePlayerCommRequests = true 7,"""Greetings, independent $shipOrFleet,"" the $post says. ""Please be advised to keep course clear of this detachment as we may perform navigational maneuvers."" + +""And on behalf of Tactistar,"" $heOrShe adds, ""I would like to wish you a very safe day.""",cutCommLink:Cut the comm link, +ttma_detachmentCommsHostile,OpenCommLink,"$entity.TTMA_fleet score:1000 +$entity.isHostile",$entity.ignorePlayerCommRequests = true 7,"""Acknowledging contact with hostile $shipOrFleet,"" the $post says grimly. + +""Be advised that the operating protocols of this detachment do not preclude hostile action against your $shipOrFleet,"" $heOrShe says. It's a jurisprudent threat, but one nonetheless implied.",cutCommLink:Cut the comm link, +ttma_commandCommsNotHostile,OpenCommLink,"$entity.TTMA_command score:1100 +HA_CMD updateTTMAData","$entity.ignorePlayerCommRequests = true 7 +FireBest TTMACommandGreeting +FireAll TTMACommandOptions",,, +TTMACommandGreeting1,TTMACommandGreeting,$attackReversible,,"""Tacticstar Operational Command Fleet acknowledging,"" the $post looks to a display, ""$ShipOrFleet of Captain $playerName."" + +$HeOrShe raises $hisOrHer eyebrows, ""I will note, for your benefit, that your ident is included within our operational contract. Now I don't make a habit of discussing contractual fulfillment details with the, ah, target. But."" + +The Tactistar $post stops before making you some kind of offer - this would presumably be against the terms of $hisOrHer contract - but $heOrShe does look like $heOrShe expects some kind of offer.",, +TTMACommandGreeting2,TTMACommandGreeting,!$attackReversible,,"""Tacticstar Operational Command Fleet acknowledging,"" the $post looks to a display, ""$ShipOrFleet of Captain $playerName."" + +$HeOrShe raises $hisOrHer eyebrows, ""Your profile is included within the scope of our contract. I am forbidden from discussing contract details with, ah, project success targets. But be advised that Tactistar will pursue hostile action against you and your $shipOrFleet for the duration of our private operational bond."" + +The Tactistar $post is all business, cold as the void; you're just a project goal to $himOrHer.",, +TTMACommandOptions1,TTMACommandOptions,$attackReversible,DoCanAffordCheck 1000000 ttma_offerBribe1,,"ttma_offerBribe1:""How about I pay you a million credits to raid the $triTachSystem instead.""", +TTMACommandOptions2,TTMACommandOptions,,,,cutCommLink:Cut the comm link, +ttma_offerBribe1Sel,DialogOptionSelected,$option == ttma_offerBribe1,DoCanAffordCheck 2000000 ttma_offerBribe1,"""Captain, captain!"" $HeOrShe shakes $hisOrHer head in a pretense of shock, ""My word is my bond. Besides, Tactistar holds a contract! A contract which includes a generous signing payment."" + +""Where would we be if mercenaries could simply sell their services to the highest bidder, with no regard for such concepts as honor and, after a fashion, morality?"" $HeOrShe gestures vaguely, ""Just imagine the sort of world we would live in."" + +$HeOrShe looks off into space for a few seconds, as if lost in a daydream. $HeOrShe turns back to face you, expression perfectly earnest. ""No, your offer simply will not do.""","ttma_offerBribe2:""I understand. Two million, then?"" +cutCommLink:Cut the comm link", +ttma_offerBribe2Sel,DialogOptionSelected,$option == ttma_offerBribe2,,"""I would be pleased to accept your offer on behalf of the Tactistar Space Security Corporation,"" the $post beams. + +$HeOrShe waves a hand, ""We have people who can sort out the details, but provisionally we'll substitute a few of the ident tokens in the standard form and proceed from there. In fact, we could begin shifting operational assets immediately... upon payment in full.""","ttma_bribeConfirm:Arrange the credits transfer +cutCommLink:Cut the comm link", +ttma_bribeConfirmSel,DialogOptionSelected,$option == ttma_bribeConfirm,"AddCredits -2000000 +HA_CMD retargetTTMA +$player.bribedTTMercAttack = true","""Pleasure doing business with you, Captain $playerName. Now, if you don't mind, I have orders to transmit."" + +$HeOrShe smiles and reaches for the comms shutoff, then pulls back, remembering something. + +""And on behalf of Tactistar,"" $heOrShe says, ""I would like to wish you a very safe day.""","cutCommLink:""Burn bright, $rank.""", +,,,,,, +# Bounty hunters sent after you as a result of the Tri-Tachyon Commerce Raiding mini-event,,,,,, +#TTCR_BountyHunterOptionsBut,TTCR_BountyHunterOptions,"$player.counterRaidedTriTach +!$entity.ttcr_wolfpack +!$entity.ttcr_phase +!$entity.ttcr_derelict",,,"ttcrBH_but:""I've reached an understanding with Tri-Tachyon. You can stand down.""","# I dunno, generic case?" +TTCR_BountyHunterOptionsButWolf,TTCR_BountyHunterOptions,"$entity.ttcr_wolfpack +$player.counterRaidedTriTach",,,"ttcrBH_but:""Um. I've reached an understanding with Tri-Tachyon. You can stand down.""", +TTCR_BountyHunterOptionsButPhase,TTCR_BountyHunterOptions,"$entity.ttcr_phase +$player.counterRaidedTriTach",,,"ttcrBH_but:""On the contrary, I've reached an understanding with Tri-Tachyon.""", +TTCR_BountyHunterOptionsButDer,TTCR_BountyHunterOptions,"$entity.ttcr_derelict +$player.counterRaidedTriTach",,,"ttcrBH_but:""Not necessary. I've reached an understanding with Tri-Tachyon.""", +TTCR_BountyHunterOptionsButDer2,TTCR_BountyHunterOptions,"$entity.ttcr_derelict +$player.luddicFaithfulOrChurchCom",,,"ttcrBH_butFaith:""How could you attack a $playerBrotherOrSister of the Faith?""", +TTCR_BountyHunterOptionsCut,TTCR_BountyHunterOptions,,,,cutCommLink:Cut the comm link, +TTCRBountyHunterWolfpack,TTCRBountyHunterHail,$entity.ttcr_wolfpack,"$entity.ignorePlayerCommRequests = true +FireAll TTCR_BountyHunterOptions","""$PlayerName, is it? Ah- ah ah,"" $heOrShe makes a strange stuttering sound. You're not sure if it's a laugh, or vacuum-damaged lungs. + +""Consider me s-so delighted to meet our s-source of plunder."" The $post sits there with an odd smile, eyes large. $HeOrShe seems content to simply look at you.",, +ttcrBH_butSelWolfpack,DialogOptionSelected,"$option == ttcrBH_but +$entity.ttcr_wolfpack",,"""Oh- ah ah, is that s-so?"" $HeOrShe looks almost hurt, eyes twitching as they access an implanted interface. + +""N-no, there is-is nothing here about the bounty being canceled. My ah ah employer would never make this kind of error."" + +""S-so s-sorry captain, you will s-still have to s... die."" + +$HisOrHer eyes move in an odd half-arc, presumably disabling safety locks on combat systems, judging by your tactical officer's reaction in your peripheral vision.",cutCommLink:Cut the comm link, +TTCRBountyHunterPhase,TTCRBountyHunterHail,$entity.ttcr_phase,"$entity.ignorePlayerCommRequests = true +FireAll TTCR_BountyHunterOptions","The link flickers and stabilizes, mostly. + +$HeOrShe stares at you for a moment silent, expressionless. Then speaks. ""I'm afraid that conversation will serve no purpose here, $PlayerName."" + +An audio-visual warble lingers, never quite caught by the comms software. ",, +ttcrBH_butSelPhase,DialogOptionSelected,"$option == ttcrBH_but +$entity.ttcr_phase",,"Only $hisOrHer eyes move, a reptilian flicker to an auxiliary display, then back to you. It occurs to you that they haven't yet blinked. + +""Your words are irrelevant. Only a recall order coded with the keys I've exchanged with my Tri-Tachyon contact would suffice. Failing that, the contract stands."" + +A wash of distortion ripples across the display. + +""Terminating comms,"" $heOrShe says.",cutCommLink:Cut the comm link, +TTCRBountyHunterDerelict,TTCRBountyHunterHail,$entity.ttcr_derelict,"FireAll MostLuddicEthosRefresh +$entity.ignorePlayerCommRequests = true +FireAll TTCR_BountyHunterOptions","The comms crackle slowly into a stable link. + +""Blessed day, my friend!"" $HeOrShe smiles widely, then reconsiders. ""But perhaps not so much for you?"" + +The $post rustles around in some junk on $hisOrHer console, out of sight of the comms, then examines a beat-up datapad. ""Knew it! By the holy stars in Ludd's commode, it's $playerName!"" + +""Shall we pray together before getting on with it?""",, +ttcrBH_butSelDerelict,DialogOptionSelected,"$option == ttcrBH_but +$entity.ttcr_derelict",,"""Oh then I must be the High Hegemon!"" $HeOrShe laughs. ""But, forgive me, forgive me - it's a virtue, you know; forgiveness,"" $heOrShe says. ""I'll check."" + +The $post turns and shouts, ""Peregrine, anything in the comms log about a contract recall?"" + +$HeOrShe looks back at the comms for a quick second to give you a skeptical smirk, then seems to listen carefully. There's some kind of shouted reply, impossible to make out through the crackle of the comms hardware.","ttcrBH_butDerelict2:""Well?""", +ttcrBH_butSelDerelict2,DialogOptionSelected,$option == ttcrBH_butDerelict2,,"""Bad news."" + +$HeOrShe shrugs, ""For you, anyway. I'll say a prayer once it's over, and I'll make it quick. Why, by next shift you'll be sipping tea with Ludd and the holy Pneuma! I'm almost jealous."" + +$HeOrShe stretches, then sits back upright. ""Let's to it, shall we?"" ",cutCommLink:Cut the comm link, +ttcrBH_butSelDerelictFaith,DialogOptionSelected,$option == ttcrBH_butFaith,RemoveOption ttcrBH_butFaith," $HeOrShe isn't even taken aback. ""For a large enough bounty, of course!"" + +""I have a family, $playerBrotherOrSister. A very large family. And think of the good works! Mammon's lucre does much to soothe such suffering."" + +$PersonName puts $hisOrHer hands together piously, ""I think - no, I have faith! - Ludd will understand."" $HeOrShe closes $hisOrHer eyes to mutter a prayer through a beatific smile.",, +,,,,,, +"# Making a deal with Tri-Tachyon after ""convincing"" them that attacking your interests is unprofitable",,,,,, +ttMakeDealOptNotContact,PopulateOptions,"$isPerson +$personFaction.id == tritachyon +Commission personCanGiveCommission +$player.counterRaidedTriTach +!$player.hasTriTachDeal +!$player.brokeTriTachDeal +!$isContact",,,"ttMakeDeal:""I've experienced some recent 'friction' with Tri-Tachyon. It's time we made a mutually beneficial deal.""", +ttMakeDealOptContact,PopulateOptions,"$isPerson +$personFaction.id == tritachyon +$player.counterRaidedTriTach +!$player.hasTriTachDeal +!$player.brokeTriTachDeal +$isContact +$id != arroyo",,,"ttMakeDeal:""Perhaps we can work together to solve my ongoing 'problems' with Tri-Tachyon.""", +ttMakeDealOptContactArroyo,PopulateOptions,"$isPerson +$personFaction.id == tritachyon +$player.counterRaidedTriTach +!$player.hasTriTachDeal +!$player.brokeTriTachDeal +$isContact +$id == arroyo",,,"ttMakeDeal:""Rayan, do you think you could arrange a deal to solve my ongoing 'friction' with Tri-Tachyon?""", +ttMakeDealOptNotContactArroyo,PopulateOptions,"$isPerson +$personFaction.id == tritachyon +$player.counterRaidedTriTach +!$player.hasTriTachDeal +!$player.brokeTriTachDeal +!$isContact +$id == arroyo",,,"ttMakeDeal:""I'd like to discuss the possibility of a deal to solve my ongoing 'friction' with Tri-Tachyon.""", +genericRePopulateOptions,DialogOptionSelected,$option == genericGoBack,FireAll PopulateOptions,,, +ttMakeDealOptSelNoHostile,DialogOptionSelected,"$option == ttMakeDeal +RepIsAtBest tritachyon HOSTILE score:100","HA_CMD printTriTachDealRepReq +RemoveOption ttMakeDeal","""I'm sorry,"" $Post $personLastName says, ""but you appear to be engaged in a state of overt hostility with the Tri-Tachyon Corporation."" + +""Corporate guidelines expressly forbid official negotiation with polities, corporations, and entities which are actively engaged in destructive acts against Company property and human resources."" + +$HeOrShe produces an insincere smile.",, +ttMakeDealOptSelNoHostileArroyo,DialogOptionSelected,"$option == ttMakeDeal +RepIsAtBest tritachyon HOSTILE score:100 +$id == arroyo","HA_CMD printTriTachDealRepReq +RemoveOption ttMakeDeal","""Really?"" Arroyo's tone is irritated. ""You're in the middle of a declared open war with Tri-Tachyon and you expect them to listen to some clever little deal I bring to them on your behalf?"" + +""Star above,"" he shakes his head almost disbelieving. ""The PR hit alone..."" ",, +ttMakeDealOptSelNoHostileArroyoContact,DialogOptionSelected,"$option == ttMakeDeal +RepIsAtBest tritachyon HOSTILE score:100 +$isContact +$id == arroyo","HA_CMD printTriTachDealRepReq +RemoveOption ttMakeDeal","""Really?"" Arroyo looks irritated. ""First things first: you don't call me 'Rayan'."" + +""Second, how can you possibly believe it would be that simple? You're in the middle of a declared open war with Tri-Tachyon. They're aren't going to simply cut a deal with you through me."" + +He shakes his head. ""Just imagine. The PR would be terrible.""",, +ttMakeDealOptSelNoContact,DialogOptionSelected,"$option == ttMakeDeal +!$isContact score:100","AddTextSmall ""Requires a known contact"" bad +RemoveOption ttMakeDeal","""I'm sorry,"" $Post $personLastName says, ""I'm afraid I can't help you with that request. I must also inform you that Company guidelines require that I report this conversation to my superior; I'm sure they will... take care of you."" + +$HeOrShe produces an insincere smile.",, +ttMakeDealOptSelNoContactArroyo,DialogOptionSelected,"$option == ttMakeDeal +!$isContact score:100 +$id == arroyo","AddTextSmall ""Requires a known contact"" bad +RemoveOption ttMakeDeal","""No,"" he says. + +Arroyo doesn't quite smile, but seems somehow satisfied with himself.",, +ttMakeDealOptSelNoUnimportant,DialogOptionSelected,"$option == ttMakeDeal +$isContact +!$importanceAtLeastHigh score:100","AddTextSmall ""Contact must have high importance"" bad +RemoveOption ttMakeDeal","""Ah,"" $HeOrShe begins. ""Your proposal is intriguing. The trouble is... hmm."" $HeOrShe thinks for a moment. + +""I'd like to help you, I really would. However it is my sincerely held belief that bringing this proposal to my superiors is substantially more likely to impede my career than promote it."" + +""I'm sure you both understand and empathize with my predicament."" $HeOrShe shrugs as if apologizing.",, +ttMakeDealOptSelContact,DialogOptionSelected,"$option == ttMakeDeal +$isContact",,"You explain your perspective on the situation, and the Tri-Tachyon $Post nods along, nothing seeming to come as a surprise. + +""I see you, I hear you, and I believe that tgoether we can solve this misunderstanding,"" $heOrShe says, voice warmed by client-relations protocol training. $HeOrShe shifts to an apologetic look, ""Of course I wouldn't want you to think that I was behind any of this. Tri-Tachyon is a big believer in healthy internal competition, and some executives become ... overenthusiastic."" $HeOrShe shakes her head, ""Terribly misjudged and disrespectful of the business relationship you and I have built together."" + +$HisOrHer contenance shifts seamlessly to negotiation-mode, ""So if you'll allow me to walk you through a modest proposal...""",ttMakeDeal2:Review the proposal, +ttMakeDealOptSelContactLowTrust,DialogOptionSelected,"$option == ttMakeDeal +$isContact +$player.untrustworthy > 2",,"You explain your perspective on the situation. The Tri-Tachyon $Post looks, if anything, more and more skeptical. + +""What we have is a bit of a 'trust gap'. You've broken some very important agreements made with various parties. This complicates the pitch. But I do believe that we can downplay this misunderstanding,"" $heOrShe explains, voice warmed by client-relations protocol training. + +""The Tri-Tachyon corporation has working experience with post-crisis PR difficulties, and I suspect that certain executives could be persuaded to come to an understanding about your past actions."" $HeOrShe smiles brightly. ""After all, one of our core values is 'thinking outside the box'."" + +$HisOrHer contenance shifts seamlessly to negotiation-mode, ""So if you'll allow me to walk you through a modest proposal...""",ttMakeDeal2:Review the proposal, +ttMakeDealOptSelContact2,DialogOptionSelected,$option == ttMakeDeal2,"SetTextHighlights ""increased accessibility""","$PersonName reviews a package of terms. Data-sharing of certain nav charts and commodity futures projections, mutual safety protocols for trade fleets, shared field and in-dock servicing arrangements. What it amounts to is increased accessibility for your colonies' trade based on market size- and, proportionally, for Tri-Tachyon as well. + +""'Cartel' is such an unpleasant word,"" $heOrShe says. ""I prefer - and Marketing agrees with this - to think of our proposal to you as a strategic partnership which will enhance Tri-Tachyon shareholder value, increase customer satisfaction, and,"" $heOrShe smiles hungrily, ""make us both a lot of credits.""","ttDealConfirm:Confirm the deal +cutCommLink:Cut the comm link", +ttMakeDealOptSelContactConfirm,DialogOptionSelected,$option == ttDealConfirm,HA_CMD makeTriTachDeal,"""It's been a pleasure doing business with you, $playerName. I'm glad we can profitably put that all of that unpleasantness behind us.""",cutCommLink:Cut the comm link, +ttMakeDealOptSelContactArroyo,DialogOptionSelected,"$option == ttMakeDeal +$isContact +$id == arroyo",,"""Hm,"" Arroyo leans back, thoughtful. + +""First,"" he says. ""You don't call me 'Rayan'."" + +He drums his fingers on his onyx desk, thinking. ""There may be a way to make this work,"" he says speculatively. ""Tri-Tachyon believes in internal competition, and if the reports I'm reading are any indication, the senior execs behind your 'friction' have somewhat overplayed their hand. The Financial Predictor section is seeing a lot of red coming up despite their best efforts to cover it up, and that means blood will spill."" + +""Figuratively, of course."" A fierce smile begins to grow on Rayan's face. ""Unless... well, let's talk details.""",ttMakeDealArroyo2:Continue, +ttMakeDealOptSelContactArroyoLowTrust,DialogOptionSelected,"$option == ttMakeDeal +$isContact +$id == arroyo +$player.untrustworthy > 2",,"""First order of business,"" Arroyo says. ""You don't call me 'Rayan'."" + +""Second, you must think pretty highly of yourself to think you've got a chance after the agreements you've broken."" He drums his fingers on his onyx desk, considering your reputation perhaps, then stops. + +""There may be a way to play this,"" he says. ""Tri-Tachyon believes in internal competition, and if the reports I'm reading are any indication, the senior execs behind your 'friction' have somewhat overplayed their hand. The Financial Predictor array is seeing a lot of red coming up despite their best efforts to cover it up, and that means blood will spill."" + +""Figuratively, of course."" A fierce smile begins to grow on Rayan's face. ""Unless... well, let's talk details.""",ttMakeDealArroyo2:Continue, +ttMakeDealOptSelContactArroyo2,DialogOptionSelected,$option == ttMakeDealArroyo2,"SetTextHighlights ""increased accessibility""","Arroyo pulls up a shared document context and rapidly assembles a package of terms to present to his contacts at the highest levels of Tri-Tachyon: Data-sharing of certain nav charts and commodity futures projections, mutual safety protocols for trade fleets, shared field and in-dock servicing arrangements. + +What it amounts to is increased accessibility for your colonies' proportional to their market size. And, in turn, proportional gains to Tri-Tachyon's trade access. + +""It's not exactly a cartel, but it's a good first step,"" Rayan says. ""You both gain opportunities and, of course,"" his smile returns, ""I get my percentage for arranging the deal while cutting down a few upjumped vac-heads in the executive corps. Win-win-win."" + +He leans back, admiring his work. ""It's a good deal, $playerName. I suggest you take it.""","ttDealConfirmArroyo:Confirm the deal +cutCommLink:Cut the comm link", +ttMakeDealOptSelContactArroyoConfirm,DialogOptionSelected,$option == ttDealConfirmArroyo,HA_CMD makeTriTachDeal,"""Smart move,"" he says as you upload your encrypted signature to confirm the terms. + +""Now I've got some calls to make. Get out of here and stay out of trouble. You can thank me when the credits start rolling in.""",cutCommLink:Cut the comm link, +# Talk to any TT VIP about troubles with TT,,,,,, +ttVIPCounterRaiding,PopulateOptions,"$isPerson +!$player.counterRaidedTriTach +!$player.hasTriTachDeal +!$player.brokeTriTachDeal +!HA_CMD isTTCRInProgress +HA_CMD isTTRaidingPlayerCommerce +$faction.id == tritachyon +!$faction.ttProblemsAsked +$id != arroyo +$id != sun","SetTooltip ttTriTachProblems ""Discuss possible solutions to Tri-Tachyon sending mercenaries to harass your colonies and fleets.""",,"ttTriTachProblems:""I wish to submit a complaint regarding Tri-Tachyon interference in my operations.""", +ttVIPCounterRaidingSel0,DialogOptionSelected,$option == ttTriTachProblems,$faction.ttProblemsAsked = true 90,"$HeOrShe smiles automatically. + +""Tri-Tachyon holds the philosophy that engaging in healthy - even hearty - competition in the field of interstellar commerce is in the best interests of both our customers and investors. We're very sorry for any inconvenience you may have suffered."" + +$HeOrShe drops the smile. ""Though I must emphasize that any condolence I offer is purely in the interest of generalized emotional support and should not be taken as a legally binding admission of guilt to any activities deemed illegal under the Persean Sector Commercial Standards Accord. Due to the nature of your implied accusation, company protocol does not allow me to engage in further discussion of the matter."" + +""Tri-Tachyon,"" the smile comes back, ""would like to wish you a safe and profitable day."" + +The comms cut.",cutCommLinkNoText:Cut the comm link, +,,,,,, +"# Talking to Arroyo, asking about how to approach dealing with Tri-Tachyon (this is pre-counter-raiding)",,,,,, +ttArroyoCounterRaiding,PopulateOptions,"$isPerson +$id == arroyo +!$player.counterRaidedTriTach +!$player.hasTriTachDeal +!$player.brokeTriTachDeal +!HA_CMD isTTCRInProgress +HA_CMD isTTRaidingPlayerCommerce +!$ttProblemsAsked","SetTooltip ttTriTachProblems ""Discuss possible solutions to Tri-Tachyon sending mercenaries to harass your colonies and fleets.""",,"ttTriTachProblems:""So I've attracted the, ah, 'attention' of Tri-Tachyon.""", +ttArroyoProblemsSel0,DialogOptionSelected,$option == ttTriTachProblems,$ttProblemsAsked = true 90,"""I should charge you for this sort of thing,"" Arroyo says. ""Expert advice; consulting fee, executive rate. Hm,"" he ponders for a moment. + +""Senior executive rate."" + +Then he sighs and looks away - perhaps at the splendid view from his private chalet in the mountains of Eochu Bres. ",ttArroyoProblems1:Continue, +ttArroyoProblemsSel1,DialogOptionSelected,$option == ttArroyoProblems1,,"""I wonder, sometimes. Most problems, I solve them by ordering an underling, a contractor, to go do what they do. They take the credits and disappear. Maybe it's solved, maybe they hide the most overt consequences. Whatever - it becomes not my problem. It's easy."" + +""Then you come along.""","ttArroyoProblems2a:""I come along?"" +ttArroyoProblems2b:""This seems to be mostly about you so far."" +ttArroyoProblems2c:""My question was more about Tri-Tachyon sponsoring attacks on my fleets and colonies.""", +ttArroyoProblemsSel2a,DialogOptionSelected,$option == ttArroyoProblems2a,"$option = ttArroyoProblems2 0 +FireBest DialogOptionSelected",,, +ttArroyoProblemsSel2b,DialogOptionSelected,$option == ttArroyoProblems2b,"$option = ttArroyoProblems2 0 +FireBest DialogOptionSelected",,, +ttArroyoProblemsSel2c,DialogOptionSelected,$option == ttArroyoProblems2c,"$option = ttArroyoProblems2 0 +FireBest DialogOptionSelected",,, +ttArroyoProblemsSel2,DialogOptionSelected,$option == ttArroyoProblems2,"$option = ttArroyoProblems2z 0 +FireBest DialogOptionSelected","""Shut up,"" he says. + +""You bring problems into my life. Annoying problems produced by your own blundering bloody-mindedness. You're vexing. You vex me. It's almost..."" + +He trails off, lost of his usual bluster.",, +ttArroyoProblemsSel2z,DialogOptionSelected,$option == ttArroyoProblems2z,,,"ttArroyoProblems3:""...""", +ttArroyoProblemsSel2zFun,DialogOptionSelected,$option == ttArroyoProblems2z,RepGTE arroyo COOPERATIVE,"""Fun,"" he says at last.","ttArroyoProblems3:""...""", +ttArroyoProblemsSel3,DialogOptionSelected,$option == ttArroyoProblems3,,"""Here's what you're going to do."" He speaks loudly now, looking directly through the comms. + +""This is a negotiation, you understand? Tri-Tachyon is making an assertive opening bid, they're saying 'Don't try to compete with us, you'll lose. Just give up.' If you want to be taken seriously, you must reply aggressively, you understand? Tell them that it is unprofitable to compete with YOU."" + +He slaps his hands down on his desk for emphasis, the clap of a starship reactor breach slamming against shields and inertial compensators. A bomb in the heart of a spaceport fuel hub set by a covert raid-squad.",ttArroyoProblems4:Continue, +ttArroyoProblemsSel4,DialogOptionSelected,$option == ttArroyoProblems4,,"""Tri-Tachyon doesn't want war, they want a deal. They don't hold grudges, they don't care about ideology, or beliefs, or ethics. The Company is as happy to sell to the Church as the Diktat, and the Hegemony after two major wars, for all that those matter. In the end, it's about profits."" + +""So you must learn what negotiating is. You're not in this to destroy the Company; you can't. You don't want to remove their path to de-escalation. Show them that sponsoring attacks on you is a poor investment, but don't make it a PR disaster - it must be a covert fight. Transponder off, you hear me? Burn their fleets, burn their facilities, and always make sure they can say it wasn't you. Give them an out, and that out will be cutting a nice deal with you."" + +""Win-win."" + +He pauses to look accusingly at you. ""Are my words getting into your brain or has it been floating around in space too long? Do you understand win-win?""","ttArroyoProblems5winwin:""I understand. Fight covertly, cut a deal. Win-win."" +ttArroyoProblems5winwinLie:""I understand. Fight covertly, cut a deal. Win-win."" (lie) +ttArroyoProblems5honor:""I cannot let their trespasses go unanswered; it would be dishonorable."" +ttArroyoProblems5law:""You describe piracy, banditry, and might-makes-right. What of interfactional law?"" +ttArroyoProblems5killing:""Why can't we just talk it out and make a deal? Why all the killing?""", +ttArroyoProblems5winWin,DialogOptionSelected,$option == ttArroyoProblems5winwin,"$player.ethosMercenary++ +$option = genericGoBack 0 +FireBest DialogOptionSelected","""Exactly."" He grins. + +""Now don't tell anyone I told you any of that. If you play this right, I could make a killing on the clean-up..."" + +He strokes his beard and consults a datapad.",, +ttArroyoProblems5winWinLie,DialogOptionSelected,$option == ttArroyoProblems5winwinLie,"$player.ethosLiar++ +$option = genericGoBack 0 +FireBest DialogOptionSelected","Arroyo narrows his eyes at your lie. + +""I'm not telling you to like it,"" he says. ""I'm telling you how to get it done. Play this right and we can both make a killing."" + +A pause, then he smirks. ""You know what I mean.""",, +ttArroyoProblems5honor,DialogOptionSelected,$option == ttArroyoProblems5honor,"$player.ethosHonorable++ +FireAll TTArroyoProblems5honorOpts","""Hopeless,"" he says, rolling his eyes. + +""Might as well join the Hegemony officer corps and take up knife fighting. They love getting themselves killed over fool-notions.""",, +ttArroyoProblems5honorAopt,TTArroyoProblems5honorOpts,$player.soe_lostDuel,,,"ttArroyoProblems6lostDuel:""I survived losing that duel on Eventide, I'll have you know.""", +ttArroyoProblems5honorBopt,TTArroyoProblems5honorOpts,$player.soe_wonDuel,,,"ttArroyoProblems6wonDuel:""I won that duel on Eventide, I'll have you know.""", +ttArroyoProblems5honorCopt,TTArroyoProblems5honorOpts,$player.fcm_faction == hegemony,,,"ttArroyoProblems6hegCom:""... I do have a Hegemony commission, you know.""", +ttArroyoProblems5honorDopt,TTArroyoProblems5honorOpts,,,,"ttArroyoProblems6honor:""Honor is its own reward.""", +ttArroyoProblems5honorA,DialogOptionSelected,$option == ttArroyoProblems6lostDuel,"$option = genericGoBack 0 +FireBest DialogOptionSelected","Arroyo puts his hands over his face, leans back, and exhales deeply. It looks like he has a splitting headache. + +""Well done,"" he says, his voice muffled. He sounds fairly insincere.",, +ttArroyoProblems5honorB,DialogOptionSelected,$option == ttArroyoProblems6wonDuel,"$option = genericGoBack 0 +FireBest DialogOptionSelected","Arroyo puts his hands over his face, leans back, and exhales deeply. It looks like he has a splitting headache. + +""Good job,"" he says, his voice muffled. He sounds fairly insincere.",, +ttArroyoProblems5honorC,DialogOptionSelected,$option == ttArroyoProblems6hegCom,"$option = genericGoBack 0 +FireBest DialogOptionSelected","Arroyo puts his hands over his face, leans back, and exhales deeply. It looks like he has a splitting headache. + +""Don't remind me,"" he says, his voice muffled.",, +ttArroyoProblems5honorD,DialogOptionSelected,$option == ttArroyoProblems6honor,"$option = genericGoBack 0 +FireBest DialogOptionSelected","Arroyo puts his hands over his face, leans back, and exhales deeply. It looks like he has a splitting headache. + +He doesn't seem to want to talk about honor.",, +ttArroyoProblems5law,DialogOptionSelected,$option == ttArroyoProblems5law,"$player.ethosOrder++ +$option = genericGoBack 0 +FireBest DialogOptionSelected","""What of it?"" he says, exasperated, then catches himself. ""No, don't give me a speech about law. I don't care, and no one else cares. Just stop."" + +""I should have charged you that executive consulting fee,"" he mutters.",, +ttArroyoProblems5killing,DialogOptionSelected,$option == ttArroyoProblems5killing,"$player.ethosHumanitarian++ +$option = genericGoBack 0 +FireBest DialogOptionSelected","""Hopeless,"" he says, exasperated. ""Did you hear a word I said? I can't believe I called this 'fun'."" + +""I should have charged you that executive consulting fee,"" he mutters.",, +,,,,,, +"# Luddic Knights Sacred Protectors, hassling your fleets in a system with a Luddic Majority planet",,,,,, +lcSacredProtectors,BeginFleetEncounter,"!$hassle_didAlready +!$isHostile +$pursuePlayer_hassle score:50 +$hassleType == sacredProtectors","$hassle_didAlready = true 0 +$hassleComplete = true +MakeOtherFleetPreventDisengage hassle true +unset $ignorePlayerCommRequests +$protectorScanConv = true 0 +HailPlayer",,, +lcSacredProtectorsComms,OpenCommLink,"$entity.protectorScanConv score:100 +$entity.relativeStrength >= 0 +HA_CMD computeSacredProtectorsData","$entity.ignorePlayerCommRequests = true 7 +Highlight $SP_supplies +$demandingSupplies = true 0 +FireAll MostLuddicEthosRefresh +FireAll LCProtectorOptions","""We Knights of Ludd greet you; blessed are we to serve as guardians of the Faithful in this volume, protecting those who cannot protect themselves."" + +""Lest those meek who benefit from our holy travail fall into greater hardship or worse, we Knights require of you a simple, voluntary tithe of $SP_supplies supplies to support our Good Works.""",, +lcSacredProtectorsCommsWeaker,OpenCommLink,"$entity.protectorScanConv score:100 +$entity.relativeStrength < 0 +HA_CMD computeSacredProtectorsData","$entity.ignorePlayerCommRequests = true 7 +MakeOtherFleetPreventDisengage hassle false +FireAll MostLuddicEthosRefresh +#FireAll LCProtectorOptions","""We Knights of Ludd greet you; blessed are we to be serving as guardians of the Faithful of this volume who cannot protect themselves."" + +""Pray us that you come here to assist... in your way."" There's a just-detectable quaver in the $post's voice. $HeOrShe perhaps realizes that the Knights are somewhat overstepping their rights here. + +""We pray that your $shipOrFleet, mighty as it is, may drive away those who would trouble and assail the defenseless Faithful.""",cutCommLinkNoText:Cut the comm link, +lcSacredProtectorsChurchCom,LCProtectorOptions,"$player.fcm_faction == luddic_church +!$saidHaveCom","SetTooltip LCP_butHaveCom ""Have you not given enough, and will you not give again - and more?""",,"LCP_butHaveCom:""But $brotherOrSister, surely you know that I bear a commission of the Church...""", +lcSacredProtectorsChurchCom2,LCProtectorOptions,"$player.fcm_faction == luddic_church +$saidHaveCom",,,"LCP_buHaveCom2:""I have given service, and will continue to. Pray tell, is that not sufficient?""", +lcSacredProtectorsGiveSupplies,LCProtectorOptions,"$player.supplies >= $SP_supplies +$demandingSupplies +!$player.luddicFaithfulOrChurchCom",,,LCP_comply:Hand over $SP_supplies units of supplies, +lcSacredProtectorsGiveSuppliesFaith,LCProtectorOptions,"$player.luddicFaithfulOrChurchCom +$player.supplies >= $SP_supplies +$demandingSupplies","SetTooltip LCP_comply ""Hand over $SP_supplies units of supplies."" +SetTooltipHighlights LCP_comply ""$SP_supplies units""",,"LCP_comply:""My blessed $brotherOrSister in Faith, of course I will give!""", +lcSacredProtectorsGoAway,LCProtectorOptions,"!$failedToRefuse +$demandingSupplies +!$player.luddicFaithfulOrChurchCom",,,"LCP_notHappening:""No, I'm not giving you anything.""", +lcSacredProtectorsNotEnough,LCProtectorOptions,"$player.supplies < $SP_supplies +$demandingSupplies",,,"LCP_notEnough:""I don't have enough supplies to give even if I wanted to.""", +lcSacredProtectorsNotEnoughLie,LCProtectorOptions,"$player.supplies >= $SP_supplies +$demandingSupplies","SetStoryOption LCP_notEnoughLie general ""Talked your way out of tithing supplies to the Knights of Ludd""",,"LCP_notEnoughLie:""But $brotherOrSister, I am already tasked to bring these supplies to the Faithful."" (lie)", +lcSacredProtectorsGoAwayFaith,LCProtectorOptions,"!$failedToRefuse +$demandingSupplies +$player.luddicFaithfulOrChurchCom",,,"LCP_notHappening:""Alas, I cannot.""", +lcSacredProtectorsCynical,LCProtectorOptions,"$player.luddicAttitudeCynicalOrAtheistic +!$saidCynical",,,"LCP_cynical:""Cut the posturing. You're using your stray believers as an excuse to attack my operation.""", +lcSacredProtectorsCutComms,LCProtectorOptions,,,,cutCommLinkNoText:Cut the comm link and power up weapons, +LCP_cynical,DialogOptionSelected,$option == LCP_cynical,$saidCynical = true 0,"The Knight appears to be taken aback. ""Only an unbeliever could be so godlessly cynical,"" $heOrShe exclaims, looking at you with a mix of pity and disgust. + +""I will pray for you, captain,"" $heOrShe says, recovering $hisOrHer composition. ""After you give us your tithe.""",, +LCP_butHaveCom,DialogOptionSelected,$option == LCP_butHaveCom,$saidHaveCom = true 0,"""Ah, uh."" The $post looks uncomfortable, glancing aside as a subordinate whispers a confirmation to $himOrHer. + +""...Of course, yes. We are blessed that you walk with us. Given your commitment to the Mother Church, surely you understand the necessity of the tithe.""",, +LCP_butHaveCom2,DialogOptionSelected,$option == LCP_butHaveCom2,"AdjustRepActivePerson INHOSPITABLE -2 +MakeOtherFleetPreventDisengage hassle false","The Knight holds still for a long, uncomfortable moment. You're in the midst of pondering whether to check that the comms feed hasn't frozen when $heOrShe lets out a sigh. + +""I will pray for you, captain. That you will not stray from the path, that you will embody virtue, that in the future you will choose right action over the self."" + +$HeOrShe snaps the comms off, leaving you with the fading image of a rather unknightly expression.",cutCommLinkNoText:Cut the comm link,"# personally mad, but technically allows you to get out of it." +LCP_notEnoughSel,DialogOptionSelected,$option == LCP_notEnough,MakeOtherFleetPreventDisengage hassle false,"""Indeed, our scans indicate that you do not possess supplies enough to make a worthy tithe. Unfortunate, but understandable. We would not demand a pauper like yourself give up what is needed for survival."" + +The Knight makes a very slight bow. ""You have our pity. And for you we shall pray, $playerBrotherOrSister.""",cutCommLinkNoText:Cut the comm link, +LCP_notEnoughSelPods,DialogOptionSelected,"$option == LCP_notEnough +HA_CMD sacredProtectorsCheckCargoPods",MakeOtherFleetPreventDisengage hassle false,"""Indeed, our scans indicate that you do not possess supplies enough to make a worthy tithe. We would not demand a pauper like yourself give up what is needed for survival."" + +The Knight makes a very slight bow. ""You have our pity. And for you we shall pray, $playerBrotherOrSister."" + +""In the meantime, you and I are alike blessed to witness a miracle: abundant supplies simply floating in space nearby. We shall take of them to serve our Good Work, and praise the Creator for this stroke of providence.""","cutCommLinkNoText:""I'm so... pleased to witness this miracle with you."" (Cut the comm link)", +LCP_notEnoughLieSel,DialogOptionSelected,$option == LCP_notEnoughLie,MakeOtherFleetPreventDisengage hassle false,"The Knight is only slightly taken aback by your brazen untruth. + +""If."" A significant pause, ""If that be,"" $heOrShe begins, ""then surely we would be best suited to deliver-""","LCP_notEnoughLie2:""$BrotherOrSister! I pray you recognize a holy quest given unto me alone!"" ", +LCP_notEnoughLieSel2,DialogOptionSelected,$option == LCP_notEnoughLie2,,"You interrupt the Knight's skeptical counter-proposal with a heartfelt story: A popular congregation on Tartessus, most of a guild-village of impoverished farmers and handcrafters, underwent a period of prayer and privation in order to collect a donation to ameliorate the suffering Faithful of far-flung worlds. + +Told of their show of piety, you traveled to their village and you made to them a personal promise before the congregation - led by the humble curate who, blind and aged, convinced you to see this charity delivered by your own hand. Although it sounds unreasonable it is by that very unreasonableness you demonstrate your devotion. + +Faith, after all, falls beyond the realm of the merely rational.","LCP_notEnoughLie3:""Does not the folly of saints and angels elevate the faith of a poor soul born of the fallen children of Earth?", +LCP_notEnoughLieSel3,DialogOptionSelected,$option == LCP_notEnoughLie3,,"The Knight, overcome by your barrage of words and moved by your devotion, is haltingly forced to concede that your holy quest may well be as valid as $hisOrHer own, owing to the circumstances. + +""I, ah, shall pray for you, and for this congregation on Tartessus,"" the Knight says,""-That their charity will serve Good Cause and inspire many more acts of Faith.""",cutCommLinkNoText:Cut the comm link, +LCP_notHappeningSel,DialogOptionSelected,$option == LCP_notHappening,"RemoveOption LCP_notHappening +$failedToRefuse = true 0","""Tithing is, of course, a matter of personal conscience."" + +The Knight's tone grows dark, ""However, we claim right of 'induced charity' in this matter, as the lives of Faithful are in present danger."" $HisOrHer eyes go hard. ""Sooner would we die than allow our flock harm. Indeed, it would be dreadful sin to withhold food from the starving, shelter from the freezing, and succor from the ill."" + +$HeOrShe gazes slightly upward, eyes unfocused. ""Let Ludd's hammer find my one hand, and the sword the other; I will do righteous battle to defend the Faithful."" + +The Knight's threat is far from subtle.",, +LCP_notHappeningSelFaithful,DialogOptionSelected,"$option == LCP_notHappening +$player.luddicFaithfulOrChurchCom","RemoveOption LCP_notHappening +$failedToRefuse = true 0","""But thou must,"" $heOrShe says.",, +LCP_complySel,DialogOptionSelected,$option == LCP_comply,"MakeOtherFleetPreventDisengage hassle false +RemoveCommodity supplies $SP_supplies","As the cargo transfer is confirmed, the Knight calmly puts $hisOrHer hands together, the very picture of piety. + +""Your charity is a beacon of hope in a world of inequity,"" the $post says. ""The Knights appreciate your pious, selfless generosity.""",cutCommLinkNoText:Cut the comm link, +,,,,,, +# Negotiating an agreement with the Luddic Church to curtail immigration in exchange for them stopping harrassing your colonies,,,,,, +#DEVLCMakeDealOpt,PopulateOptions,"$global.isDevMode +$personFaction.id == luddic_church +Commission personCanGiveCommission",FireBest LCMakeDealStartOpts,,, +#DEVLCMakeDealOpt,PopulateOptions,"$isPerson +$personFaction.id == luddic_church +Commission personCanGiveCommission +#!$player.madeImmigrationDealWithLuddicChurch +#!$player.brokeLuddicChurchDeal +#!$player.defeatedLuddicChurchExpedition +#HA_CMD knightsHasslingPlayerColonies",,,"lcMakeDeal:""The Knights of Ludd are essentially committing piracy in my volume and I demand it stop.""", +LCMakeDealOpts,PopulateOptions,"$isPerson +$personFaction.id == luddic_church +Commission personCanGiveCommission +!$player.madeImmigrationDealWithLuddicChurch +!$player.brokeLuddicChurchDeal +!$player.defeatedLuddicChurchExpedition +HA_CMD knightsHasslingPlayerColonies",,,"lcMakeDeal:""The Knights of Ludd are essentially committing piracy in my volume and I demand it stop.""", +lcMakeDealHostile,DialogOptionSelected,"$option == lcMakeDeal +RepIsAtBest luddic_church HOSTILE score:100","HA_CMD printLCDealRepReq +RemoveOption lcMakeDeal","""Regretfully, I see no possibility for such an accord to be approved with a-"" $heOrShe catches $himOrHerself. ""With one who is engaged in direct hostilities against the Church of Galactic Redemption."" + +""The Knights have a holy mission! Hammer in one hand, sword in the other, I pray they see it done,"" $heOrShe says fiercely. + +Meanwhile, the $post's hand appears to have wandered toward a secondary console and is frantically tapping what you assume is some kind of alert signal.",,"# test makenearbyfleets hostile? +#MakeNearbyFleetsHostile luddic_church 100000 30 true " +lcMakeDealTakeoverUntrustworthy,DialogOptionSelected,"$option == lcMakeDeal +$player.untrustworthy > 2 score:200",RemoveOption lcMakeDeal,"""Your reputation has spread like... like a plague, $playerSirOrMadam."" The $post looks disgusted as $heOrShe speaks, ""Were the Knights inclined to negotiate, they would know better than to deal with an oathbreaker like you. You hold nothing sacred, not even your own word."" + +""Hammer in one hand, sword in the other, I pray the Knights see their work done,"" $heOrShe says fiercely. + +Meanwhile, the $post's hand appears to have wandered toward a secondary console and is frantically tapping what you assume is some kind of alert signal.",,"# The player is not trustworthy (due to their other actions, not due to cancelling this deal) and the Church will not deal with them." +#,,$player.atrocities > 1,RemoveOption lcMakeDeal,,,# maybe player is too brutal to deal with? +lcMakeDealSelAgain,DialogOptionSelected,"$option == lcMakeDeal +$player.wasOfferedChurchImmigrationDeal",,"""Ah."" $HeOrShe folds $hisOrHer hands together, altogether too serene. ""Yes, I recall that we've had contact about this very issue with you, unfortunately without resolution upon that previous occasion."" + +""I pray this blessed day that we may come to a constructive compromise which sees to the bodily and spiritual security of all parties.""",lcMakeDealReview:Continue, +lcMakeDealSelAgainReview,DialogOptionSelected,$option == lcMakeDealReview,"SetTooltip lcDealConfirm ""The Knights of Ludd will stop their interference. Removes benefits of Luddic Majority for your colonies. Luddic Majority may be lost upon colony growth."" +SetTooltipHighlights lcDealConfirm ""Knights of Ludd"" ""Luddic Majority"" ""Luddic Majority"" +SetTooltipHighlightColors lcDealConfirm luddic_church +AddTextSmall ""Removes benefits of Luddic Majority on your colonies"" highlight","""Our proposal is thus: the Church of Galactic Redemption and your organization collaborate to impose immigration controls to limit the flow of the Faithful to your colonies. The Church will tend to its flock, and the Knights of Ludd will cease their interventions in your affairs."" + +""Once you agree to the concordat, of course."" $HeOrShe smiles hopefully, but perhaps not sincerely.","lcDealConfirm:Confirm the concordat +cutCommLink:Cut the comm link", +lcMakeDealSel,DialogOptionSelected,$option == lcMakeDeal,"SetTextHighlights ""concordat""","""Ah."" $HeOrShe folds $hisOrHer hands together, altogether too serene. + +""The Knights of Ludd perform a holy mission to protect the Faithful and, yes, they are eager to demonstrate their faith. However we should not allow Pride to breed Wrath, yes?"" + +""A compromise, a concordat, could resolve this situation.""","lcMakeDealIntroA:""Compromise? The Knights started this, and for no reason!"" +lcMakeDealIntroB:""Let's begin by having the Church recall the Knights from their unprovoked incursion."" +lcMakeDealIntroC:""I am the one wronged, I am the one who shall make demands.""", +lcMakeDealIntroA,DialogOptionSelected,$option == lcMakeDealIntroA,"$option = lcMakeDealIntro2 0 +FireBest DialogOptionSelected","""There is not 'no reason' for this situation, $playerSirOrMadam,"" $heOrShe says, with a look of strained patience. ""A growing number of the Faithful have traveled to your holdings, and you have allowed them to work and settle."" + +""The Church tends to its flock.""",, +lcMakeDealIntroB,DialogOptionSelected,$option == lcMakeDealIntroB,"$option = lcMakeDealIntro2 0 +FireBest DialogOptionSelected","""It is not quite so simple as that,"" $heOrShe says with a look of strained patience. ""A growing number of the Faithful have traveled to new-founded colonies, and you have allowed them to work and settle there."" + +""Protection of the Faithful is the foremost duty of the Knights of Ludd.""",, +lcMakeDealIntroC,DialogOptionSelected,$option == lcMakeDealIntroC,"$option = lcMakeDealIntro2 0 +FireBest DialogOptionSelected","""It is not quite so simple as that,"" $heOrShe says with a look of strained patience. ""A growing number of the Faithful have traveled to new-founded colonies - you have allowed them to work and settle within your holdings. + +""It is the duty of the Knights of Ludd to protect the Faithful in body and spirit alike.""",, +lcMakeDealIntro2,DialogOptionSelected,$option == lcMakeDealIntro2,FireAll LCMakeDealOptions,"$HeOrShe reaches for a book - paper - and begins to cite population statistics. Between this and what you recall from your own stats, you get the implication that certain key labor pools have been leaving worlds under Luddic control for a new life in the colonies. + +In particular, yours. And that's a problem for them.",, +LCmakeDealOptsPropose,LCMakeDealOptions,,,,"lcMakeDealPropose:""So what do you propose?""", +LCmakeDealOptsProposeAbrupt,LCMakeDealOptions,,,,"lcMakeDealProposeAbrupt:""Don't waste my time with numbers. What's your demand?""", +lcMakeDealOptsTurnips,LCMakeDealOptions,,,,"lcMakeDealTurnips:""This is about your technical labor pool, isn't it. Growing turnips isn't enough for Ludd?""", +lcMakeDealOptsFreeWill,LCMakeDealOptions,"!$saidFreeWill +$player.luddicFaithfulOrChurchCom",,,"lcMakeDealFreeWill:""Did not the Creator give us free will to walk which path we chose?""", +lcMakeDealOptsProvide,LCMakeDealOptions,"!$saidProvide +!$player.luddicFaithfulOrChurchCom +!$player.mostLuddicEthosPather",,,"lcMakeDealProvide:""It's not my fault you can't provide your people with the life they desire.""", +lcMakeDealOptsPath,LCMakeDealOptions,"!$saidPathThing +$player.mostLuddicEthosPather",,,"lcMakeDealPath:""You cannot deny the Faithful a Path more righteous as they so choose.""", +LCmakeDealTurnips,DialogOptionSelected,$option == lcMakeDealTurnips,"$saidTurnips = true +RemoveOption lcMakeDealTurnips","The $post forms a thin, unamused smile. + +""Such a strictly secular perspective blinds you to the spiritual bounty of Ludd's vision - and to the duties it entails. I cannot open your eyes for you; I can but ask."" + +""And if my asking falls upon deaf ears, then I shall wait; time may ruin yet the wall of pride which girds your heart,"" $heOrShe says, hands together, eyes darting upwards. + +Now $heOrShe's quoting some holy book; an obfuscating tactic. You are unsurprised to find that a representative of the Church will not openly admit the basis of their labor policies.",, +LCmakeDealFreeWill,DialogOptionSelected,$option == lcMakeDealFreeWill,"$saidFreeWill = true +RemoveOption lcMakeDealFreeWill","""Certainly,"" the $post says, frowning. ""And can not even a righteous walker be led astray by deception? Or their own fallen nature?"" + +$HeOrShe shakes $hisOrHer head, an attempt to dispel this sophistry. ""Regardless, I shall not debate matters of canon with you; that is for the curates. My concern lies in the duty of the Church to tend its flock. Particularly,"" $heOrShe gives you an impatient look, ""in regard to spiritual matters.""",, +LCmakeDealProvide,DialogOptionSelected,$option == lcMakeDealProvide,"$saidProvide = true +RemoveOption lcMakeDealProvide","Despite $hisOrHer best attempts, a distinct look of consternation crosses the $post's face. + +""Whatever the hardship, whatever deceptive whispers attempt to lead the Faithful astray, the Church of Galactic Redemption was founded in Ludd's name to see to their spiritual health."" + +$HeOrShe eyes take on a steely aspect now, ""And it shall, be it by one means - or another.""",, +LCmakeDealPath,DialogOptionSelected,$option == lcMakeDealPath,"$saidPathThing = true +RemoveOption lcMakeDealPath","A distinct look of consternation crosses the $post's face despite $hisOrHer best attempts. + +""I shan't entertain your implication, nor be provoked into an argument of dogma. Take up your spiritual fight with a curate; I am here to make a worldly agreement.""",, +lcMakeDealProposalAbrupt0,DialogOptionSelected,$option == lcMakeDealProposeAbrupt,,"$HeOrShe clears $hisOrHer throat, and calmly sets aside the book of statistics. ""It is not a demand, it is a compromise."" + +$HeOrShe holds up a hand in anticipation of an objection. ""Allow me my words. I will be quick about it.""","lcMakeDealProposeAbrupt1:""I'm listening.""", +lcMakeDealProposalAbrupt1,DialogOptionSelected,$option == lcMakeDealProposeAbrupt1,,"""The Church would cooperate with your organization to set in place certain immigration controls. Nothing heavy-handed; we believe these measures would be most easily accepted if we work together."" + +""There are Faithful who have been swayed by heretical notions. We would... correct them. It is the duty of the Church, after all, to tend to its flock."" $HeOrShe smiles blandly. + +""By dealing with heretical elements, the Church would ensure that these miscontents don't begin to conspire with extremists within your colonies - or within your industries. The Knights, of course, would be recalled to take up a more, ah, internally-oriented posture. The spiritual and secular security of all would be enhanced.",lcMakeDealProposalReaction:Continue, +lcMakeDealProposal0,DialogOptionSelected,$option == lcMakeDealPropose,,"""The Church proposes to cooperate with your organization in imposing certain... immigration controls. It need not be heavy-handed, it's simply a matter of implementing certain procedures and permissions. By ensuring that a correct process is followed, certain outcomes can be, ah, favored."" + +$HeOrShe speaks pleasantly and easily of this manipulation. Perhaps the Church is learning tricks from the Hegemony bureaucracy.",lcMakeDealPropose1:Continue, +lcMakeDealProposal1,DialogOptionSelected,$option == lcMakeDealPropose1,,"""In this matter, the Church would ensure that only those who cannot be, hmm, persuaded from a secular will path find their way to your colonies."" + +""It would reduce gross numbers, yes, but there are those among the Faithful who become excitable about ideas which result in heretical thinking. For you, this could lead to problems. For the Church? Tending to our flock is a holy calling."" $HeOrShe smiles blandly. + +""The active role of the Knights of Ludd, of course, would shift to a more internal posture once we agree to these shared terms.""",lcMakeDealProposalReaction:Continue, +lcMakeDealProposal1secular,DialogOptionSelected,$option == lcMakeDealProposalReaction,"$option = lcMakeDealProposal2 0 +FireBest DialogOptionSelected","The Luddics have a traditional saying, something about a choice between the Hammer and a root vegetable. It's the sort of nonsense one comes up with after spending too long in the dirt. + +Regardless, their demand is clear: fight or deal.",, +lcMakeDealProposal1faithful,DialogOptionSelected,"$option == lcMakeDealProposalReaction +$player.luddicAttitudeFaithfulOrPather","$option = lcMakeDealProposal2 0 +FireBest DialogOptionSelected","You understand that you are given only shallow insight into currents of the Archcurate Council, but it is clear that there is a drive to set the inquisition of the Knights inward rather than outward. You are but an axis upon which official policy might be turned. + +What would Ludd make of this?",, +lcMakeDealProposal2,DialogOptionSelected,$option == lcMakeDealProposal2,"$player.wasOfferedChurchImmigrationDeal = true +SetTooltip lcDealConfirm ""The Knights of Ludd will stop their interference. Removes benefits of Luddic Majority for your colonies. Luddic Majority may be lost upon colony growth."" +SetTooltipHighlights lcDealConfirm ""Knights of Ludd"" ""Luddic Majority"" ""Luddic Majority"" +SetTooltipHighlightColors lcDealConfirm luddic_church +AddTextSmall ""Removes benefits of Luddic Majority on your colonies"" highlight","""It'll all be settled once you confirm the concordat, of course,"" $heOrShe adds pleasantly.","lcDealConfirm:Confirm the concordat +cutCommLink:Cut the comm link", +lcMakeDealSelConfirm,DialogOptionSelected,$option == lcDealConfirm,HA_CMD makeLuddicChurchDeal,"""Truly, it is a blessed day,"" $heOrShe puts $hisOrHer hands together in a show of piety and says a quick thanks to the Creator. + +Despite a wrapping of overwrought religiosity, the terms of the agreement are relatively straightforward. You and $Post $PersonName submit visual representations of your endorsement to be inscribed upon the hard-copy of the concordat. This document will then be reproduced by hand and submitted to several different Church archives in some kind of bizarre analog security arrangement.",cutCommLink:Cut the comm link, +,,,,,, +# Ending the immgration agreement with the Luddic Church,,,,,, +LCBreakDealOpt,PopulateOptions,"$isPerson +$personFaction.id == luddic_church +Commission personCanGiveCommission +$player.madeImmigrationDealWithLuddicChurch",,,"lcBreakDeal:""The immigration concordat no longer suits me.""", +lcBreakDealSel,DialogOptionSelected,$option == lcBreakDeal,,"""This, ah,"" $heOrShe is rapidly flipping through a book, and even deigns to reference an old datapad with a look of concern. + +""This, this comes as a surprise, $playerSirOrMadam. I will say on behalf of the Church of Galactic Redemption that we have found the agreement to be quite satisfactory, and your present doubts... they are troubling, but pray hear well my assurance, they are baseless."" + +""Besides,"" $hisOrHer voice darkens, ""if you were to simply break a holy concordant, it would be seen as an act of grave faithlessness. I'm afraid there would be no returning from such an act, and your reputation amongst officials of the Church..."" $HeOrShe shakes $hisOrHer head, as if such things ought not be put into words.","lcBreakDealConfirm:""You heard me, the deal is off."" +genericGoBack:""I must have misspoke, the concordat stands.""", +lcBreakDealConfirmSel,DialogOptionSelected,$option == lcBreakDealConfirm,HA_CMD breakLCDeal,"""I see."" The $post looks deflated, perhaps unhappy to become the bearer of bad news to whichever gang of archcurates thought it would be a good idea to sending the Knights of Ludd to meddle in your affairs. + +""I... I shall pray for you,"" $heOrShe says indifferently.",cutCommLink:Cut the comm link, +,,,,,, +# Talking to the Holy Armada that's trying to take over your colony; this only triggers when in the same system as the colony. Otherwise: default dialog,,,,,, +KOLTHolyArmadaComms,OpenCommLink,"$entity.KOLT_armada +$entity.KOLT_isBlockading +!$entity.isHostile +HA_CMD updateKOLTArmadaData","$entity.ignorePlayerCommRequests = true 7 +FireAll KOLTArmadaOptions","""Blessed day, captain... $playerName. Of course."" The $post, acting like $heOrShe has done you a favor by remembering your name, puts $hisOrHer hands together and gives a little nod. + +""We work here on a holy mission to protect the Faithful, to bring the lost flock of $KOLT_target back under the wing of the Church of Galactic Redemption, that their bodies and souls might be given the care and love of the Mother Church."" + +""It is their will, you will find. And it is the will of Providence that the Church see to their protectors. We are but a conduit for this sacred task.""",, +KOLTHolyArmadaCommsHostile,OpenCommLink,"$entity.KOLT_armada +$entity.KOLT_isBlockading +$entity.isHostile +HA_CMD updateKOLTArmadaData","$entity.ignorePlayerCommRequests = true 7 +FireAll KOLTArmadaOptions","""Blessed day, captain $playerName,"" the $post says with all the self-assurance of someone who knows $heOrShe is backed by God. + +""We are on a holy mission to ensure the protection of all the Faithful of $KOLT_target. It is the sacred duty of the Knights of Ludd to bring $KOLT_target under the protection of the Church of Galactic Redemption, and we shall gladly die to see it done."" + +$HeOrShe looks at you with a combination of pity and scorn.",, +KOLTHolyArmadaCommsOptA,KOLTArmadaOptions,!$saidA,,,"kolt_armadaCommsRespA:""Your efforts, however noble, are undermining my authority. I would ask you to leave.""", +KOLTHolyArmadaCommsOptB,KOLTArmadaOptions,!$saidB,,,"kolt_armadaCommsRespB:""You are engaging in outright piracy and spreading insurrection. I demand you cease!""", +KOLTHolyArmadaCommsOptC,KOLTArmadaOptions,"!$saidC +$player.luddicAttitudeFaithful +$player.fcm_faction != luddic_church",,,"kolt_armadaCommsRespC:""I am of the Faith! How can the Faithful here be in danger, spiritual or otherwise?""", +KOLTHolyArmadaCommsOptD,KOLTArmadaOptions,"!$saidD +$player.fcm_faction == luddic_church",,,"kolt_armadaCommsRespD:""I serve the Church! How can the Faithful here be in danger, spiritual or otherwise?""", +KOLTHolyArmadaCommsOptE,KOLTArmadaOptions,"!$saidE +$player.mostLuddicEthosPather +$player.fcm_faction != luddic_church",,,"kolt_armadaCommsRespE:""I am of the Path of Ludd. With hammer and sword, I will smash your meddling fleet of heretics.""", +KOLTHolyArmadaCommsHands,KOLTArmadaOptions,,,,"kolt_armadaCommsRespBdeath:""If you want $KOLT_target, you're going to have to pry it from my cold, dead hands.""", +KOLTHolyArmadaCommsHandover,KOLTArmadaOptions,,,,"kolt_handover:""You want $KOLT_target? You can have it.""", +KOLTHolyArmadaCommsCut,KOLTArmadaOptions,,,,cutCommLink:Cut the comm link, +KOLTHolyArmadaCommsA,DialogOptionSelected,$option == kolt_armadaCommsRespA,$saidA = true 0,"""We hear your request,"" $hisOrHer face is impassive. ""And by sacred oath, we must deny it.""","kolt_armadaCommsRespBhasty:""I'm sure we can reach some kind of arrangement."" +kolt_armadaCommsRespBdeath:""Then I shall attack and destroy your fleet."" +kolt_handoverCancel:""This smug obstinacy is why no one likes you.""", +KOLTHolyArmadaCommsB,DialogOptionSelected,$option == kolt_armadaCommsRespB,$saidB = true 0,"""We hear your demand,"" $hisOrHer face is impassive. ""We reject your accusations of piracy and insurrection. We are sworn by sacred oath to bring the Faithful into the protection of the Church of Galactic Redemption. Only death may release a Knight of Ludd from their sacred duty.""","kolt_armadaCommsRespBhasty:""Let's not be hasty. I'm sure we can reach some kind of arrangement."" +kolt_armadaCommsRespBdeath:""Death it is, then."" +kolt_handoverCancel:""This smug obstinacy is why no one likes you.""", +KOLTHolyArmadaCommsBhasty,DialogOptionSelected,$option == kolt_armadaCommsRespBhasty,FireAll KOLTArmadaOptions,"""Mayhap with an official of the Church,"" $heOrShe says, making a show of thinking it over. ""My remit, however, allows only your submission or defeat."" + +$HeOrShe lifts $hisOrHer chin slightly. + +""Choose.""",, +KOLTHolyArmadaCommsBdeath,DialogOptionSelected,$option == kolt_armadaCommsRespBdeath,MakeOtherFleetHostile warnAttack true,"""So be it,"" the $post says. ""We shall meet in battle. May you discover mercy in eternity that you knew not in life."" + +$HeOrShe reaches for the comms-cutoff.",cutCommLink:Cut the comm link,# is a MakeOtherFleetHostile appropriate? Perhaps not. +KOLTHolyArmadaCommsC,DialogOptionSelected,$option == kolt_armadaCommsRespC,"$saidC = true 0 +RemoveOption kolt_armadaCommsRespC","""If you are of the Faith, $playerBrotherOrSister, then place your faith in the will of the Church of Galactic Redemption and surrender this world unto the authority which shepherds Ludd's word upon the galaxy.""",, +KOLTHolyArmadaCommsD,DialogOptionSelected,$option == kolt_armadaCommsRespD,"$saidD = true 0 +RemoveOption kolt_armadaCommsRespC","""If you truly serve the Church, my $playerBrotherOrSister, then place your faith in the will of the Church of Galactic Redemption and surrender this world unto the authority which shepherds Ludd's word upon the galaxy.""",, +KOLTHolyArmadaCommsE,DialogOptionSelected,$option == kolt_armadaCommsRespE,"$saidE = true 0 +RemoveOption kolt_armadaCommsRespC","""It is you who is the heretic, $playerBrotherOrSister, and I shall pray for you,"" $heOrShe says stonily.",, +kolt_handoverSel,DialogOptionSelected,$option == kolt_handover,,"Your words catch the $post quite off guard, and $hisOrHer sense of pious superiority falters for a moment. + +""You... really?"" $HeOrShe says, then recovers. ""I mean, if your heart is turned, then we would rejoice and claim $KOLT_target in Ludd's name for the Church of Galactic Redemption. Is this truly your desire?""","kolt_handoverConfirm:""Yes, I wash my hands of $KOLT_target."" +kolt_handoverCancel:""No, of course not. I'm not insane.""", +kolt_handoverConfirmSel,DialogOptionSelected,$option == kolt_handoverConfirm,"AdjustRep $faction.id 25 +AdjustRepActivePerson 25 +MakeOtherFleetNonHostile kolt true +HA_CMD doKOLTTakeover","The Knights bows $hisOrHer head, hands together. ""Thank Providence for this miracle, thank Ludd for carrying the word of God, thank the holy Pneuma that our quest is attained."" + +No thanks for you, of course. + +Seconds are called in and arrangements made to between your chief administrative officers and clerks of the Church to handle the takeover. As you each give confirmations, you see a strange sight: genuine giddiness just hidden beneath the Knight's armor of self-serious martial piety. + +And the deed is done - or, at least, initiated. The Church has much work to do to integrate $KOLT_target into its loose theocracy.",cutCommLink:Cut the comm link, +kolt_handoverCancelSel,DialogOptionSelected,$option == kolt_handoverCancel,$player.ethosSarcastic++,"""Responding to such foolishness is beneath a Knight,"" the $post says, chin upturned. ""May you discover a dignity in eternity that you know not now."" + +$HeOrShe reaches for the comms-cutoff.",cutCommLink:Cut the comm link, +,,,,,, +"# Sindrian Diktat raider, in your system due to fuel production",,,,,, +sdRaiderComms,OpenCommLink,$entity.diktatRaider score:1000,"$entity.ignorePlayerCommRequests = true 7 +FireBest SDraiderCommsSDcomCheck","The comms flicker to display the Sindrian Diktat $Post. $HeOrShe greets you with a sneer. + +""We shall not allow itinerant space trash to continue meddling in the affairs of the Sindrian Diktat. Your like has no place in the great Andradan future of the Persean Sector! Prepare to be destroyed!""","sdRaider_askCommission:""What is the meaning of this? I am commissioned by the Sindrian Diktat!"" +sdRaider_askHow:""How am I possibly meddling with the Sindrian Diktat?"" +cutCommLink:Cut the comm link", +sdRaiderCommsSDcomCheck,SDraiderCommsSDcomCheck,$player.fcm_faction != sindrian_diktat,RemoveOption sdRaider_askCommission,,, +sdRaiderCommsAskHow,DialogOptionSelected,$option == sdRaider_askHow,RemoveOption sdRaider_askHow,"Your question short-circuits $hisOrHer building tirade. $HeOrShe sputters, then recovers. + +""The fuel, you fool! You are using indirect coward's tactics in a feeble attempt to undermine the beating heart of the Sindrian war-machine by undercutting the fuel market. Don't think we can't see your every move."" + +""Now."" $HeOrShe stands stiffly, ""By the authority of the Supreme Executor, I will bomb your pitiable fuel production operation and I will bomb the population of vagabonds, criminals, and degenerates you've gathered to run it; I will leave only ash. Glory to the Sindrian Diktat!""",cutCommLink:Cut the comm link, +sdRaiderCommsAskCommission,DialogOptionSelected,$option == sdRaider_askCommission,"AdjustRepActivePerson SUSPICIOUS -1 +$option = sdPunEx_sdComReplies 0 +FireBest DialogOptionSelected","""We hear your demand,"" $hisOrHer face is impassive. ""We reject your accusations of piracy and insurrection. We are sworn by sacred oath to bring the Faithful into the protection of the Church of Galactic Redemption. Only death may release a Knight of Ludd from their sacred duty.""",cutCommLink:Cut the comm link, +,,,,,, +"# Sindrian Diktat fleet, part of attack force sent to sat-bombard player's fuel production planet",,,,,, +sdPunExComms,OpenCommLink,$entity.SDPE_fleet score:1000,$entity.ignorePlayerCommRequests = true 7,"After a crackle of static the comms come to shuddering stability. The Sindrian Diktat $post looks upon you imperiously. + +""Hailing independent fleet! We are-"" $HeOrShe is interrupted by a subordinate officer leaning into view and whispering something. + +$HeOrShe puts on a knowing look, simmering with hostility. ""Of course, Captain $PlayerName. We know full well of you and your methods.""","sdPunEx_commsA:""My methods?"" +sdPunEx_commsB:""Perhaps you shouldn't let others' opinions color our first meeting."" +sdPunEx_commsC:""Good, that saves me from having to introduce myself."" +cutCommLink:Cut the comm link", +,,,,,, +sdPunExCommsA,DialogOptionSelected,$option == sdPunEx_commsA,"$option = sdPunEx_comms2 0 +FireBest DialogOptionSelected","""Yes, your methods,"" $heOrShe says. ""The natural respite of the degenerate spacer: underhanded deception; poisoning; lies.""",, +sdPunExCommsB,DialogOptionSelected,$option == sdPunEx_commsB,"$option = sdPunEx_comms2 0 +FireBest DialogOptionSelected","""Even now you squirm and lie, like all you worldless spacers. I, however, am armed and armored by the unconquerable ideology of the Andradan Movement, the wisdom of the Supreme Executor himself! I see through you; I see my enemy and I know where to direct my righteous hatred."" $HeOrShe tips $hisOrHer slowly toward you as $heOrShe speaks.",, +sdPunExCommsC,DialogOptionSelected,$option == sdPunEx_commsC,"$option = sdPunEx_comms2 0 +FireBest DialogOptionSelected +FireBest SDpunExCommsArrogantPoint","""Then you deny nothing. Look at you, spacer; you have no people, you have no homeland; your blood thins and weakens in the vacuum. You subsist on lies and deception. Your ideology is poison.""",, +sdPunExCommsArrogant,SDpunExCommsArrogantPoint,!$player.didSDpunExCommsArrogant,"$player.didSDpunExCommsArrogant = true +$player.ethosCocky++",,, +sdPunExComms2,DialogOptionSelected,$option == sdPunEx_comms2,,"""You employ cowardly, indirect tactics in a feeble attempt to undermine the power of the Sindrian Diktat! You're waging a secret economic war on the beating heart of the Sindrian economy by undercutting the fuel market. Don't think we can't see your aims."" + +""Now."" $HeOrShe stands up more stiffly, ""I have been tasked by the authority of the Supreme Executor to put your meddling to an end."" ","sdPunEx_sayProfits:""Wait, so this is just about fuel profits?"" +sdPunEx_sayStopMe:""How do you propose to stop me?"" +sdPunEx_sayDeal:""Let's talk about this, maybe work out some kind of deal."" +cutCommLink:Cut the comm link", +sdPunExSayProfits,DialogOptionSelected,$option == sdPunEx_sayProfits,,"""Of course not,"" $heOrShe says with a look of disgust. ""And of course that is what you'd think - spacers like you have no notion of the honor and glory of the Andradan Movement that gives meaning to history itself!"" + +""Your scheming attempt to undermine the true expression of Philip Andrada's transcendent vision will be met by the military might of the Sindrian Diktat.""",cutCommLink:Cut the comm link, +sdPunExSayStopMe,DialogOptionSelected,$option == sdPunEx_sayStopMe,,"""I shall bomb your pitiable fuel production operation to dust. I shall bomb your population of vagabonds and criminals to dust. I shall destroy everything that stands against the glory of the Sindrian Diktat!""",cutCommLink:Cut the comm link, +sdPunExSayDeal,DialogOptionSelected,$option == sdPunEx_sayDeal,,"The Diktat $Post looks appalled, and spits $hisOrHer words. ""There will be no... deal."" + +""I shall follow my orders or find glorious death in the service of Supreme Executor Philip Andrada."" $HeOrShe raises $hisOrHer chin, ""And my orders are to bomb your pitiful fuel production operation into dust. Only the authority of the Supreme Executor can countermand these orders. Your destruction is as good as inevitable."" + +$HeOrShe gives some signal to $hisOrHer bridge crew, and the comms cut out.",cutCommLink:Cut the comm link, +sdPunExCommsHostile,OpenCommLink,"$entity.SDPE_fleet score:1000 +$entity.isHostile",$entity.ignorePlayerCommRequests = true 7,"After a crackle of static the comms come to shuddering stability. The Sindrian Diktat $Post looks upon you imperiously. + +""Hailing the fleet of $PlayerName. I come with the authority of the Supreme Executor to put an end to your cowardly economic warfare upon the Sindrian Diktat!""","sdPunEx_sayEconWar:""Wait, what 'economic warfare'?"" +sdPunEx_sayDeal:""Let's talk about this, maybe work out some kind of deal."" +cutCommLink:Cut the comm link", +sdPunExSayEconWar,DialogOptionSelected,$option == sdPunEx_sayEconWar,RemoveOption sdPunEx_sayEconWar,"""Of course you feign ignorance of your acts - spacers like you have no notion of honor and glory, or of the Andradan Movement which propels the living spirit of history."" A look of disgust grows on $hisOrHer face. ""Your scheming attempt to undermine the true expression of Philip Andrada's transcendent vision will be met by the military might of the Sindrian Diktat."" + +""I shall bomb your pitiable fuel production operation to dust. I shall bomb your population of vagabonds and criminals to dust. I shall destroy everything that stands against the authority of the Supreme Executor!""",, +"# ... but officer, I have a commission",,# $player.fcm_faction == sindrian_diktat,,,, +sdPunExCommsSDcom,OpenCommLink,$entity.SDPE_fleet score:1000,$entity.ignorePlayerCommRequests = true 7,"After a crackle, the comms stabilize. The Sindrian Diktat $Post looks upon you imperiously. + +""Hailing independent fleet! We-"" $HeOrShe is interrupted by a subordinate leaning into view and whispering. + +$HeOrShe puts on a knowing look. ""Of course. Captain $PlayerName. Your loyalty to the vision of the Supreme Executor shall now be tested - stand aside as we carry out our orders.""","sdPunEx_sdComWhatOrders:""Why, what are these orders?"" +sdPunEx_sdComApology:""My loyalty is unquestionable! I demand an apology for the implication."" +cutCommLink:Cut the comm link", +sdPunExCommsSDcomWhatOrders,DialogOptionSelected,$option == sdPunEx_sdComWhatOrders,"$option = sdPunEx_sdComReplies 0 +FireBest DialogOptionSelected","""I am to remove your pitiable fuel production operation. I am to remove the population of vagabonds, criminals, and degenerates you've gathered,"" $heOrShe says, voice flat. ""Why you've been allowed to retain your commission after carrying out meddlesome economic warfare - consciously or not - against the heart of Sindrian industry is not for me to question."" + +""This situation offers you a glorious opportunity - consign your 'colony' and its slipshod fuel operation to the flames I shall deliver. Burn away your degenerate spacer profiteering! Leave in its place nothing but austere commitment to the Lion of Sindria and his transcendent Movement!""",, +sdPunExCommsSDcomApology,DialogOptionSelected,$option == sdPunEx_sdComApology,"AdjustRepActivePerson SUSPICIOUS -1 +$option = sdPunEx_sdComReplies 0 +FireBest DialogOptionSelected","""I shall be more than glad to provide an apology once my orders have been executed,"" $heOrShe says, unperturbed. ""Why you've been allowed to retain your commission after carrying out meddlesome economic warfare - consciously or not - against the heart of Sindrian industry is not for me to question."" + +""This situation offers you a glorious opportunity - consign your 'colony' and its slipshod fuel operation to the flames I shall deliver. Burn away your degenerate spacer profiteering! Leave in its place nothing but austere commitment to the Lion of Sindria and his transcendent Movement!""",, +sdPunExCommsSDcomReplies,DialogOptionSelected,$option == sdPunEx_sdComReplies,,,"sdPunEx_sdComOptCompete:""You're going to bomb my colony to quash competition with Sindria's fuel industry?"" +sdPunEx_sdComOptSubmit:""If the Supreme Executor demands it, I shall submit to his will."" +sdPunEx_sdComOptSubmitLie:""If the Supreme Executor demands it, I shall submit to his will."" (lie)", +sdPunExCommsSDcomCompete,DialogOptionSelected,$option == sdPunEx_sdComOptCompete,"AdjustRepActivePerson SUSPICIOUS -5 +$player.heardRumorsAboutCruor = true","$HisOrHer eyes narrow. ""You understand nothing, spacer. If it were up to me, you would be stripped of your commission and sent to Cruor."" + +""Lucky for you,"" says the $post, ""It is not. In the meantime, I shall proceed with the cleansing operation."" + +""Glory to the Sindrian Diktat!"" $heOrShe cries, making a salute.",cutCommLink:Cut the comm link, +sdPunExCommsSDcomSubmit,DialogOptionSelected,$option == sdPunEx_sdComOptSubmit,,"""Good,"" says the $post. ""I shall proceed with the cleansing operation."" + +""Glory to the Sindrian Diktat!"" $heOrShe cries, making a salute.",cutCommLink:Cut the comm link, +sdPunExCommsSDcomSubmitLie,DialogOptionSelected,$option == sdPunEx_sdComOptSubmitLie,FireBest SDpunExCommsSDcomLiarPoint,"""Good,"" says the $post. ""I shall proceed with the cleansing operation."" + +""Glory to the Sindrian Diktat!"" $heOrShe calls, making a salute.",cutCommLink:Cut the comm link, +sdPunExCommsSDcomLiarPoint,SDpunExCommsSDcomLiarPoint,"$option == sdPunEx_sdComLiarPoint +!$player.liedToSDpunEx","$player.liedToSDpunEx = true +$player.openToTurningOnAndrada++","Surely the Philip Andrada that bent history to his will is not behind this venal farce. There must be some rot in the organization for it to come to this. A purge must come, and soon. But how to navigate loyalty to the true vision of Andrada when bad actors work in his name?",, +sdPunExCommsSDcomLiarPointB,SDpunExCommsSDcomLiarPoint,"$option == sdPunEx_sdComLiarPoint +!$player.liedToSDpunEx +$global.sdtu_completed","$player.liedToSDpunEx = true +$player.openToTurningOnAndrada++","You know full well that the Philip Andrada who bent history to his will is not behind this venal farce. Who has set you up for failure - Macario? Hyder? Some flunky seeking to carve out a position of influence from the economic ministry, perhaps?",, +,,,,,, +# Making a (terrible) fuel deal with the Sindrian Diktat. On the upside: they will stop trying to sat-bombard the player's planets.,,"# make sure not Caden or Hyder - they're fleet leaders anyway, so they're invalid.",,,,# SD HA +SDMakeDealOptDev,PopulateOptions,"$isPerson +$personFaction.id == sindrian_diktat +Commission personCanGiveCommission +$global.isDevMode",SetOptionColor sdMakeDealDev gray,,"sdMakeDealDev:""The Sindrian Diktat keeps sending attack fleets. Perhaps we could work out a deal?"" DEV", +SDMakeDealOptDev2,DialogOptionSelected,$option == sdMakeDealDev,"$option = sdMakeDeal 0 +FireBest DialogOptionSelected",,, +SDMakeDealOpt,PopulateOptions,"$isPerson +$personFaction.id == sindrian_diktat +$player.fcm_faction != sindrian_diktat +Commission personCanGiveCommission +!$player.makeDiktatDeal +!$player.brokeDiktatDeal +!$player.defeatedDiktatAttack +HA_CMD diktatConcernedByFuelProd",,,"sdMakeDeal:""The Sindrian Diktat keeps sending attack fleets. Perhaps we could work out a deal?""", +SDMakeDealOptCom,PopulateOptions,"$isPerson +$personFaction.id == sindrian_diktat +$player.fcm_faction == sindrian_diktat +Commission personCanGiveCommission +!$player.makeDiktatDeal +!$player.brokeDiktatDeal +!$player.defeatedDiktatAttack +HA_CMD diktatConcernedByFuelProd",,,"sdMakeDeal:""The Diktat sends attack fleets against me despite my commission. This oversight must be corrected!""", +SDMakeDealHostile,DialogOptionSelected,"$option == sdMakeDeal +RepIsAtBest sindrian_diktat HOSTILE score:100","HA_CMD printSDDealRepReq +RemoveOption sdMakeDeal","""You're an open enemy of the Sindrian Diktat, and an itinerant spacer degenerate besides."" $HeOrShe leans back, looking disgusted. ""Plead as you might, there will be no merciful outcome for... elements... carrying out open, terroristic war against the Andradan movement."" + +""I trust that system patrols have already reported your position to High Command and, as we speak, the mighty warfleets of the Supreme Executor are making their approach,"" $heOrShe says, examining a fingernail. ""I have time to wait. Do you?""",, +SDMakeDealUntrustworthy,DialogOptionSelected,"$option == sdMakeDeal +$player.untrustworthy > 2 score:200",RemoveOption sdMakeDeal,"""I see truly what you are: spacer trash. You'll lie to me, you'll like to anyone and say anything to save your own skin. You'll sell anyone for your ill-gained profiteering off Andradan greatness. I despise your kind, $playerName."" + +""However."" $HeOrShe smiles cruelly. ""There is a place for you in the glorious future forged by the Sindrian Diktat."" + +""You will become a justly vanquished enemy; a bit of vermin, stomped out. You will be extinguished by the might of Supreme Executor Philip Andrada's perfect vision for our future."" + +""Make the most of your remaining time, spacer. Inevitability approaches.""",, +SDMakeDealSel,DialogOptionSelected,$option == sdMakeDeal,"AddTextSmall ""Earmarks 50% of your fuel export gross profits for the Diktat"" highlight","""Ah,"" the $post puts on a cruel smile. ""So you begin to understand the power of the Andradan Movement."" + +""It is my opinion that the greater Sector would be provided with a point of instruction were you to be squashed like an insect. However the Supreme Executor has ordered that you be shown mercy - his wisdom and vision far surpass my own, of course, and I bow to his authority: You will submit half of the profit from your fuel sales to the Sindrian Diktat in exchange for the right to exist."" + +""You won't get a better deal than that, captain,"" $heOrShe says indifferently. $HeOrShe picks up a stylus and begins to twirl it around as you consider the extortionate terms of the agreement.","sdDealConfirm:Confirm the agreement +sdDeal_negotiate:""Perhaps we can adjust the details of the agreement, just a little."" +cutCommLink:Cut the comm link", +SDMakeDealSelCom,DialogOptionSelected,"$option == sdMakeDeal +$player.fcm_faction == sindrian_diktat",FireAll SDMakeDealSelComOptCheck,"""Of course, of course,"" the $post forms the pretense of a smile while tapping some input. ""I'm familiar with your situation, let's see... yes, a most inconvenient situation."" + +$HisOrHer eyes dart up from $hisOrHer console. As $heOrShe speaks, $heOrShe shakes $hisOrHer head. ""You really messed up, captain. You should know better than to put yourself in the path of the Supreme Executor's vision."" + +More tapping. + +""I'm surprised you weren't already brought in by the Chief High Inspector-General over this matter. Though I hear he's been busy with... well, anyway, let's get you sorted out.""","sdMakeDealCom2:Continue +sdMakeDealComSpiderWho:""The Chief High what?"" +sdMakeDealComSpider:""Macario? What's he busy with?"" +sdMakeDealComSpiderSDTUdone:""Yes, I have an... understanding, of sorts, with the Spider of Sindria.""", +SDMakeDealSelComSpiderCheck,SDMakeDealSelComOptCheck,!$player.metMacario,"RemoveOption sdMakeDealComSpider +RemoveOption sdMakeDealComSpiderSDTUdone",,, +SDMakeDealSelComSpiderCheck2,SDMakeDealSelComOptCheck,"$player.metMacario +!$global.sdtu_completed","RemoveOption sdMakeDealComSpiderWho +RemoveOption sdMakeDealComSpiderSDTUdone",,, +SDMakeDealSelComSpiderCheck3,SDMakeDealSelComOptCheck,$global.sdtu_completed,"RemoveOption sdMakeDealComSpiderWho +RemoveOption sdMakeDealComSpider",,, +SDMakeDealSelCom2spiderWho,DialogOptionSelected,$option == sdMakeDealComSpiderWho,,"$Rank $personLastName looses a single strange bark of a laugh. Then pauses. + +""You're serious? Oh my, oh captain."" $HeOrShe retrieves a perfect white kerchief from a pocket and wipes at $hisOrHer right eye. + +""I refer of course to Chief High Inspector-General Dolos Macario. He roots out traitors, terrorists... all sorts of degenerate scum who oppose the glorious vision of Supreme Executor Philip Andrada. No one escapes his web, captain."" $HeOrShe blinks rapidly, then dabs $hisOrHer eye again. + +""No one."" + +Back to tapping on the interface.",sdMakeDealCom2:Continue, +SDMakeDealSelCom2spider,DialogOptionSelected,$option == sdMakeDealComSpider,,"The $post looses a single strange bark of a laugh. Then pauses. + +""Why, rooting out traitors, I imagine. And terrorists like Pathers and Antis... all sorts of degenerate scum who oppose the glorious vision of Supreme Executor Philip Andrada."" $HeOrShe blinks rapidly, then dabs $hisOrHer eye with a white kerchief. + +""Pardon me. Something in the atmo. I'll have to have a word with Life Support.""",sdMakeDealCom2:Continue, +SDMakeDealSelCom2spiderSDTU,DialogOptionSelected,$option == sdMakeDealComSpiderSDTUdone,,"The $post freezes, eyes fixed on you. For a long moment. + +""Of course,"" $heOrShe says, finally, then gives an awkward little cough. ""Where were we? Oh yes, your little problem.""",sdMakeDealCom2:Continue, +SDMakeDealSelCom2,DialogOptionSelected,$option == sdMakeDealCom2,"AddTextSmall ""Earmarks 50% of your fuel export gross profits for the Diktat"" highlight +FireAll SDMakeDealSelComOptions","""Good news, captain. It appears as though the Supreme Executor - or one of his appointed Executor-Justices, I'm sure - was in a generous mood when your case came up."" $HeOrShe taps $hisOrHer interface. + +""You haven't been personally flagged for execution,"" $heOrShe looks up. ""That's good!"" $HeOrShe looks back down. + +""You will submit half of the profit from your fuel sales to the Sindrian Diktat in exchange for the right to exist."" + +$HeOrShe sits back, satisfied. ""If you'll just send over your cryptokey, I'll go ahead and signal your agreement immediately.""",, +SDMakeDealSelComOptA,SDMakeDealSelComOptions,,,,sdDealConfirm:Confirm the agreement, +SDMakeDealSelComOptB,SDMakeDealSelComOptions,!$saidOptB,,,"sdDealCom_negotiate:""Perhaps we can adjust the details of the agreement, just a little.""", +SDMakeDealSelComOptC,SDMakeDealSelComOptions,!$saidOptC,,,"sdDealCom_maybeNot:""I'm not so sure about this.""", +SDMakeDealSelComOptD,SDMakeDealSelComOptions,$questionedDeal,,,"sdDealCom_rejectDeal:""I reject that deal. I will offer my own terms...""", +SDMakeDealSelComNegotiate,DialogOptionSelected,$option == sdDealCom_negotiate,"$saidOptB = true 0 +$questionedDeal = true 0 +FireAll SDMakeDealSelComOptions","$HeOrShe gives a charitable little laugh, as if you made an embarrassing joke. Then pauses. + +""You're serious? Oh, captain."" $HeOrShe shakes $hisOrHer head. ""You... understand that this order is stamped with the ID of the office of the Supreme Executor of the Sindrian Diktat?"" + +$HeOrShe begins to look a little concerned. + +""You must comply.""",, +SDMakeDealSelComMaybeNo,DialogOptionSelected,$option == sdDealCom_maybeNot,"$saidOptC = true 0 +$questionedDeal = true 0 +FireAll SDMakeDealSelComOptions","$HeOrShe looks confused. + +""I'm not sure I understand, captain. You bear a commission of the Sindrian Diktat. You MUST submit to the authority of the Supreme Executor. There's no question here.""",, +SDHAmakeDealSelComReject,DialogOptionSelected,$option == sdDealCom_rejectDeal,,"$HeOrShe holds up a hand, looking alarmed now. + +""No. You cannot reject the deal. Do you understand your words? Do you understand the significance of this? To contradict the will of the Supreme Executor is the definition of treason."" + +The $post takes a deep breath. + +""Captain. I was trying to be kind. But you appear not to understand, so I shall speak plainly: You WILL accept the deal as ordered. You will make no more outbursts. You will utter no more degradations against the authority of the Supreme Executor of the Sindrian Diktat."" + +""You will signal your acceptance of the deal, as ordered. Now.""","sdDealConfirm:Confirm the agreement +sdDealCom_rejectDealAgain:""It is you who doesn't understand. I have my fleet, I have the power!""", +SDHAmakeDealSelComReject2,DialogOptionSelected,$option == sdDealCom_rejectDealAgain,"Commission resignNoPenalty +AddTextSmall ""Sindrian Diktat commission lost"" bad +AdjustRepActivePerson VENGEFUL -20 +AdjustRep sindrian_diktat INHOSPITABLE -80","The $post's voice goes ice-cold. ""Your words are treason. I hereby rescind your commission, effective immediately."" + +""Flee from this place now, traitor. Flee before your precious $shipOrFleet is shot from the sky. The iron will of the Lion of Sindria, his immortal supremacy, will never be cowed by meddlesome spacer trash like you!"" + +The comms are cut without further ceremony.",cutCommLink:Cut the comm link,"# look, I warned you... " +SDAttemptNegotiation,DialogOptionSelected,$option == sdDeal_negotiate,RemoveOption sdDeal_negotiate,"The stylus stops spinning, the $post's eyes turn to you. $HeOrShe looks almost confused. + +""There is no negotiation with the will of the Supreme Executor."" + +$HeOrShe puts the stylus down. ""The Lion has shown such restraint with upstarts like you. Of course, in my heart, I know his long-term vision will produce the best possible world for all of us - those who have a part in his vision, that is - but... there's nothing I desire more than to turn degenerate scum like you to into ash."" $HeOrShe stares at you for a long moment, unblinking.",, +SDMakeDealSelConfirm,DialogOptionSelected,$option == sdDealConfirm,HA_CMD makeDiktatDeal,"The $post sighs, disappointed. + +""Very well. If you insist, I will submit your agreement to High Command. Your people will be provided with account IDs for the payments and so forth."" $HeOrShe gives a dismissive wave, ""Good day, captain."" + +This may cut deeply into your profit margins, but the full saturation bombing the Diktat fleets promise to unleash would be even less profitable.",cutCommLink:Cut the comm link, +# TODO Write one of these for Macario. ... ? Might be fun.,,,,,, +# Ending the (terrible) fuel deal with the Sindrian Diktat. On the downside: possibility of sat-bombardments.,,,,,, +SDBreakDealOpt,PopulateOptions,"$isPerson +$personFaction.id == sindrian_diktat +Commission personCanGiveCommission +$player.makeDiktatDeal",,,"sdBreakDeal:""I'm here to inform you that I will be ending the fuel accord.""", +SDBreakDealSel,DialogOptionSelected,$option == sdBreakDeal,,"""You- you can't do that!"" The Diktat $Post looks quickly around for a moment, as if there might be some information that would make sense of your statement. + +Finding none, $heOrShe settles back to look at you with a look of shock, edging toward anger. ""Don't be a fool, you'll be made to regret this. You cannot cross the will of the Supreme Executor, not without grave punishment. You'll never be forgiven. He'll make an example of you. If you don't die in space, he'll send you to Cruor. If you try to hide, the Spider will find you. That's how it works."" + +""There's still time,"" $heOrShe says in a low voice. ""I'll pretend you never said anything.""","sdBreakDealConfirm:""You heard me. The deal is off."" +genericGoBack:""Sorry, I must have misspoke."" (back)", +,,,,,, +SDBreakDealConfirmSel,DialogOptionSelected,$option == sdBreakDealConfirm,HA_CMD breakSDDeal,"""You're mad!"" $HeOrShe says, nearly shouting. ""Our mighty fleets, the, the Sindrian Diktat will stomp out your colonies and burn your memory from history! We'll-"" + +You watch as a drop of spittle flies through the air, a testament to the good quality of the holo's resolution. The $post is working up quite a lather and appears to have nothing else useful to say.",cutCommLink:Cut the comm link, +,,,,,, +,,,,,, +"# Hegemony Investigator - NOT inspector, just gathering evidence, and harassing your fleets - in your space.",,,,,, +hegInvestigatorInitial,BeginFleetEncounter,"!$hassle_didAlready +!$isHostile +$pursuePlayer_hassle score:50 +$hassleType == hegemonyInvestigator","$hassle_didAlready = true 0 +$hassleComplete = true +MakeOtherFleetPreventDisengage hassle true +unset $ignorePlayerCommRequests +$investigatorConv = true 0 +HailPlayer",,, +hegInvestigatorComms,OpenCommLink,"$entity.investigatorConv score:100 +$entity.relativeStrength >= 0","$entity.ignorePlayerCommRequests = true 7 +FireAll HegInvestigatorOptions","The comms stabilize and the Hegemony $Post appears before you, straight-backed and stern-faced. + +""Citizen! This non-chartered volume is now the subject of an active operation to investigate the possible use of forbidden AI technologies. I invoke full martial use-of-force protocol per Hegemony diktat. Power down your $shipOrFleet's weapons, shields, and engines and prepare to receive inspectors from the Ministry of Technology Standards."" + +$HeOrShe tips $hisOrHer head down very slightly. ""You are thanked in advance for your imminent cooperation with our investigation.""",,# I think subtlety is not their play here. +hegInvestigatorCommsWeaker,OpenCommLink,"$entity.investigatorConv score:100 +$entity.relativeStrength < 0","$entity.ignorePlayerCommRequests = true 7 +MakeOtherFleetPreventDisengage hassle false +FireAll HegInvestigatorOptions","The link snaps to life. + +""Citizen! This non-chartered volume has been designated for active investigation into the possible use of forbidden AI technology."" The Hegemony $Post stares officiously at you as $heOrShe speaks, ""I am authorized to use all necessary force under law of the Human Domain per the emergency martial authority of the Hegemony to ensure the safety of the Persean Sector."" + +$HeOrShe raises $hisOrHer chin a couple degrees. ""We've heard some strange rumors about this system, captain."" Is that a drop of sweat? ""And, er, I request your voluntary compliance with a standard technological inspection of your $shipOrFleet. For your own safety.""",, +hegInvestigatorInspectQstrong,HegInvestigatorOptions,"$entity.relativeStrength >= 0 +!$askedWhatAbout",,,"hegInvestigation_Qstrong:""'Technology Standards'? What exactly is this about?""", +hegInvestigatorInspectQweak,HegInvestigatorOptions,"$entity.relativeStrength < 0 +!$askedWhatAbout",,,"hegInvestigation_Qweak:""A 'technological inspection' for my safety? What is this about?""", +hegInvestigatorComply,HegInvestigatorOptions,,,,hegInvestigationComply:Comply with the inspection, +hegInvestigatorRefuse,HegInvestigatorOptions,"$entity.relativeStrength >= 0 +!$failedToRefuse",,,"hegInvestigationRefuse:""This is absurd, you have no such authority in this volume!""", +hegInvestigatorRefusePlayerStronger,HegInvestigatorOptions,$entity.relativeStrength < 0,,,"hegInvestigationStronger:""With that fleet? You're in no position to make demands.""", +hegInvestigatorQstrongSel,DialogOptionSelected,$option == hegInvestigation_Qstrong,"$askedWhatAbout = true 0 +FireAll HegInvestigatorOptions","""The rogue AI menace, captain,"" $heOrShe says with utter self-assurance. ""Uncontrolled artificial intelligence led to the death of millions of human beings. We won't allow that to happen again."" + +""Now,"" $hisOrHer tone grows harsh, ""submit your $shipOrFleet to inspection.""",, +hegInvestigatorQweakSel,DialogOptionSelected,$option == hegInvestigation_Qweak,"$askedWhatAbout = true 0 +FireAll HegInvestigatorOptions","""The rogue AI menace, captain,"" $heOrShe says, quite earnest and now self-assured. ""Uncontrolled artificial intelligence led to the death of millions of human beings. We cannot allow that to happen again."" + +""Captain,"" $heOrShe says. ""I have orders to root out these... things. From every crack on every planetary body, from every niche in every ship. I've heard of captains who were paid to smuggle AI cores. And of those who were tricked, whether by an unscrupulous dealer or,"" $hisOrHer voice is almost a whisper, ""perhaps by the core itself, manipulating our comms and banking, somehow."" + +""I have orders, $playerSirOrMadam."" The Hegemony $Post seems to meet your eyes through the comms. ""Let me carry them out. For the Hegemony, for humanity."""," + +", +hegInevestigatorRespAItoolOpt,HegInvestigatorOptions,"$askedWhatAbout +!$player.gaveHegInvestigatorAIresponse",,,"hegInvestigation_AIrespTool:""AI is simply a tool whose result is up to the intent of its user.""", +hegInevestigatorRespAIthreatOpt,HegInvestigatorOptions,"$askedWhatAbout +!$player.gaveHegInvestigatorAIresponse",,,"hegInvestigation_AIrespThreat:""I concede that AI is a threat which must be controlled.""", +hegInevestigatorRespAIrightsOpt,HegInvestigatorOptions,"$askedWhatAbout +!$player.gaveHegInvestigatorAIresponse",,,"hegInvestigation_AIrespRights:""AI are thinking beings who have been enslaved by exploiters and warmongers!""", +#hegInevestigatorRespAIthreatLieOpt,HegInvestigatorOptions,"$askedWhatAbout +!$player.gaveHegInvestigatorAIresponse",,,"hegInvestigation_AIrespThreat:""I concede that AI is a threat which must be controlled."" (lie)","# too much detail, probably." +#hegInevestigatorRespAIabomOpt,HegInvestigatorOptions,"$askedWhatAbout +!$player.gaveHegInvestigatorAIresponse",,,"hegInvestigation_AIrespAbom:""AI cores are an abomination unto Ludd and must be purged.""","# have to be both faithful and using a ton of AIs??? +# ... this scenario bears more thought" +hegInvestigatorCutComms,HegInvestigatorOptions,,,,cutCommLinkNoText:Cut the comm link and power up weapons, +hegInevestigatorRespAItoolSelWeak,DialogOptionSelected,"$option == hegInvestigation_AIrespTool +$entity.relativeStrength < 0","$player.gaveHegInvestigatorAIresponse = true +$player.ethosUseAI++ +FireAll HegInvestigatorOptions","The $post's expression hardens. + +""A planet-killer is as much a tool, and it is for good reason that only the Hegemony - as legitimate successor of the authority of the Human Domain - may legally caretake such devices."" + +""Regardless,"" $heOrShe waves a hand dismissively, ""I am not here to have a debate. I reiterate my request to inspect your $shipOrFleet, citizen.""",, +hegInevestigatorRespAItoolSel,DialogOptionSelected,$option == hegInvestigation_AIrespTool,"$player.gaveHegInvestigatorAIresponse = true +$player.ethosUseAI++ +FireAll HegInvestigatorOptions","The $post's expression hardens further. + +""A planet-killer is as much a tool, and it is for good reason that only the Hegemony as legitimate successor of the authority of the Human Domain may legally caretake such devices."" + +$HeOrShe swipes a dismissive hand. ""There will be no debate. I reiterate my order: submit to inspection.""",, +hegInevestigatorRespAIthreatSel,DialogOptionSelected,$option == hegInvestigation_AIrespThreat,"$player.gaveHegInvestigatorAIresponse = true +$player.ethosAntiAI++ +FireAll HegInvestigatorOptions","""Then we agree,"" $heOrShe says, though judging by $hisOrHer expression $heOrShe is not pleased to discover common ground with you. + +""Now submit to inspection so that this threat may be contained with all due force.""",, +hegInevestigatorRespAIthreatSelWk,DialogOptionSelected,"$option == hegInvestigation_AIrespThreat +$entity.relativeStrength < 0","$player.gaveHegInvestigatorAIresponse = true +$player.ethosAntiAI++ +FireAll HegInvestigatorOptions","""Then we agree,"" $heOrShe says, though judging by $hisOrHer expression $heOrShe is not pleased to discover common ground with you. + +""Now submit to inspection so that this threat may be contained with all due force.""",, +hegInevestigatorRespAIrightsSel,DialogOptionSelected,$option == hegInvestigation_AIrespRights,"$player.gaveHegInvestigatorAIresponse = true +$player.ethosProAI++ +AdjustRepActivePerson VENGEFUL -10 +FireAll HegInvestigatorOptions","Judging by $hisOrHer expression, the $post lacks an appreciation for your philosophical position. + +""A human sympathizer with genocidal machines."" $HisOrHer words erupt like weapons-fire. ""You disgust me.""",, +hegInevestigatorRespAIrightsSelWk,DialogOptionSelected,"$option == hegInvestigation_AIrespRights +$entity.relativeStrength < 0","$player.gaveHegInvestigatorAIresponse = true +$player.ethosProAI++ +AdjustRepActivePerson VENGEFUL -10 +FireAll HegInvestigatorOptions","Judging by $hisOrHer expression, the $post lacks an appreciation for your philosophical position on this subject. + +""I cannot believe you would choose to sympathize with genocidal machines."" $HisOrHer words are tight; disgust mixed with self-restraint. ""I shall pretend I didn't hear those words, captain.""",, +hegInvestigatorComplySelWk,DialogOptionSelected,"$option == hegInvestigationComply +$entity.relativeStrength < 0","ShowImageVisual quartermaster +MakeOtherFleetPreventDisengage hassle false +ApplyCRDamage $entity.fleetPoints 0.1 1 ""Hegemony investigation""","The inspection teams are not gentle, tearing open hatches, rummaging through carefully organized stocks, and running active scans directly through sensitive equipment clusters despite the objections of your technical crew. + +Complaints from your $shipOrFleet's officers are met by stony non-apologies and bureaucratic obfuscation. Your officers are told that claim forms may be submitted to seek recompense for ""regrettably unavoidable"" damage incurred during inspection, but ""one shouldn't expect a response from the investigatory body for at least a cycle"".",hegInvestigationComply2:Continue,"# a weaker fleet will be less destructive, let's say." +hegInvestigatorComplySel2Wk,DialogOptionSelected,"$option == hegInvestigationComply2 +$entity.relativeStrength < 0",ShowPersonVisual,"The damage is, thankfully, mostly superficial. Your crews have a significant mess to clean up, however. + +""I thank you for your cooperation despite the ah, inevitable friction of the process, captain,"" the Hegemony $Post says. ""Every citizen must endure for our collective safety.""",cutCommLinkNoText:Cut the comm link, +hegInvestigatorComplySel,DialogOptionSelected,$option == hegInvestigationComply,"ShowImageVisual quartermaster +MakeOtherFleetPreventDisengage hassle false +ApplyCRDamage $entity.fleetPoints 0.2 1 ""Hegemony investigation""","The inspection teams are vandalous, seeming to act with active malice as they tear open hatches, rummage through carefully organized stocks, and run high-powered scans directly through sensitive equipment clusters despite the objections of your technical crew. + +Complaints from your $shipOrFleet's officers are met by stony obfuscation. The best your chief engineer gets besides the threat of indefinite incarceration is the suggestion that a claim form may be submitted to seek recompense for ""regrettably unavoidable"" damage incurred during inspection, but ""one shouldn't expect a response from the investigatory body for at least a cycle"".",hegInvestigationComply2:Continue, +hegInvestigatorComplySel2,DialogOptionSelected,$option == hegInvestigationComply2,ShowPersonVisual,"Your crews are left to clean up a tremendous mess and perform what repairs they must. The damage is, thankfully, mostly superficial. + +""You're free to go, spacer,"" the Hegemony $Post sniffs dismissively. ""Don't let me catch you out here again.""",cutCommLinkNoText:Cut the comm link, +hegInvestigatorRefuseSel,DialogOptionSelected,$option == hegInvestigationRefuse,"RemoveOption hegInvestigationRefuse +$failedToRefuse = true 0","""Do you have something to hide?"" $HisOrHer tone grows contemptuous, ""Citizen."" + +""Attempting to evade a legitimate technological regulation inspection per Domain law is highly suspicious and itself a crime. Even tertiary meddling with AI technology is strictly controlled for very good reason - billions of dead would speak to that, but..."" $HeOrShe gives you a look of merciless irony. + +The Hegemony $Post speaks aside, ""Prepare the boarding parties. Give orders to be especially... thorough. We're dealing with prime space-scum.""",, +hegInvestigatorPlayerStrongerSel,DialogOptionSelected,$option == hegInvestigationStronger,MakeOtherFleetPreventDisengage hassle false,"The Hegemony $Post's face freezes for a moment. Then $heOrShe speaks. + +""You appear to be an upstanding citizen."" $HeOrShe nods, the very image of reasonable authority - not an outgunned bully at all. ""I'm going to let you go with a warning. There are some bad folks out here, captain, meddling in dangerous tech. Someone has to protect what's left of humanity from them."" + +$HeOrShe produces a strained smile. ""You're free to go.""",cutCommLinkNoText:Cut the comm link, +,,,,,, +# Talking to Daud after defeating the final Hegemony inspection fleet,,,,,, +#heg_talkAboutInspectionsOptDev,PopulateOptions,"$id == daud +$global.isDevMode",SetOptionColor heg_talkAboutInspectionsDev gray,,"heg_talkAboutInspectionsDev:DEV ""I need to talk to Daud about what happened to his inspection fleets.""", +#heg_talkAboutInspectionsOptDev2,DialogOptionSelected,$option == heg_talkAboutInspectionsDev,"$option = heg_talkAboutInspections 0 +FireBest DialogOptionSelected",,, +heg_talkAboutInspectionsOpt,PopulateOptions,"$id == daud +$player.defeatedHegemony +!$player.discussedHegemonyDefeat",,,"heg_talkAboutInspections:""I need to talk to Daud about what happened to his inspection fleets.""", +heg_talkAboutInspectionsStart,DialogOptionSelected,$option == heg_talkAboutInspections,,"Caught off-guard for a moment, the cadet's arm twitches as they run some query. Their face then freezes solidly into its place in the chain of command. + +""Affirmative, $playerSirOrMadam. Received and thank-you, $playerSirOrMadam. Please maintain link. This comms out."" + +The display flickers back to the crest of the Hegemony.",heg_talkAboutInspectionsDaud0:Continue, +hegTalkAboutInspectionsDaud1,DialogOptionSelected,$option == heg_talkAboutInspectionsDaud0,"BeginConversation daud false true +$option = heg_talkAboutInspectionsDaud1 0 +FireBest DialogOptionSelected","The man himself appears shockingly quickly for a request that must have had to climb the chain of command. + +Appropriately, now that you think about it, just about as far as Daud himself did to become High Hegemon.",, +hegTalkAboutInspectionsDaud1first,DialogOptionSelected,$option == heg_talkAboutInspectionsDaud1,"$player.metDaud = true +FireAll HEGtalkInspectDaudHubOpts","""$playerName,"" he says. + +He doesn't look like he's in a mood to appreciate your observation.",, +hegTalkAboutInspectionsDaud1met,DialogOptionSelected,"$option == heg_talkAboutInspectionsDaud1 +$player.metDaud",FireAll HEGtalkInspectDaudHubOpts,"""$playerName,"" he says. ""You've been busy."" + +He doesn't look happy to see you again, nor like he's in a mood to appreciate your observation.",, +hegTalkInspectionsDaudHubOptA,HEGtalkInspectDaudHubOpts,,,,"heg_talkInspectDaud1:""We need to talk about these 'inspection' fleets.""", +hegTalkInspectionsDaudHubOptB,HEGtalkInspectDaudHubOpts,$global.gaPZ_completed,,,"heg_talkInspectDaudBaird1:""So how's the Baird deal going?""", +hegTalkInspectionsDaudHubOptC,HEGtalkInspectDaudHubOpts,$global.gaATG_completed,,,"heg_talkInspectDaudEagle1:""Remember that new Eagle hull you were so proud of? Well...""", +hegTalkInspectDaudBaird1,DialogOptionSelected,$option == heg_talkInspectDaudBaird1,"$broughtUpBaird = true 0 +$option = heg_talkInspectDaudEagle1 0 +FireBest DialogOptionSelected","""You're not really here to talk about that,"" he says. ""Not yet.""",, +hegTalkInspectDaudEagle1,DialogOptionSelected,$option == heg_talkInspectDaudEagle1,,"The High Hegemon's expression remains fixed as he ignores your taunt. + +""You're here about the fleet operations we carried out against your colonial interests.""",heg_talkInspectDaud2:Continue, +hegTalkInspectDaud1,DialogOptionSelected,$option == heg_talkInspectDaud1,,"""Yes,"" he says. ""Yes we do.""","heg_talkInspectDaud2:""So talk."" +heg_talkInspectDaud1b:""I've defeated your fleets. You're powerless to stop me.""", +hegTalkInspectDaud1b,DialogOptionSelected,$option == heg_talkInspectDaud1b,"$option = heg_talkInspectDaud2 0 +FireBest DialogOptionSelected",,, +hegTalkInspectDaud2,DialogOptionSelected,$option == heg_talkInspectDaud2,$player.discussedHegemonyDefeat = true,"""Congratulations are in order,"" he says with not a hint of elation. ""You've successfully adjusted the expectations of the previously dissenting members of the Strategic Assembly."" + +He puts on an officious tone, speaking as if reading from an intra-organizational memorandum. + +""The Hegemony will recognize your holdings as legitimate charter colonies in accordance with the frontier development policy of the Human Domain. You will be recognized as the official executive agent given exceptional charge for the stability, well-being, and growth of these chartered colonies.""","heg_talkInspectDaudPretend:""So you want to pretend the Hegemony won?"" +heg_talkInspectDaudDictate:""I won, Daud. I get to dictate the terms.""", +hegTalkInspectDaudPretend,DialogOptionSelected,$option == heg_talkInspectDaudPretend,FireAll HEGtalkInspectDaudVictoryOpts,"""You get victory, captain. And we get to pretend the Hegemony won,"" Daud says evenly. + +""All nice and legal. The Hegemony will act as though this was all a misunderstanding. This new arrangement will have been part of the plan all along.""",, +hegTalkInspectDaudDictate,DialogOptionSelected,$option == heg_talkInspectDaudDictate,"$saidVictory = true 0 +FireAll HEGtalkInspectDaudVictoryOpts","""Don't be a proud fool, captain,"" Daud says icily, dropping the official act. ""I've dealt with them enough."" + +He takes a deep breath. + +""Recognize when you're being offered victory, and accept it.""",, +hegTalkInspectDaudVictoryOptA,HEGtalkInspectDaudVictoryOpts,!$saidA,,,"heg_talkInspectDaudVictoryA:""I'm not going to cooperate with your lies and propaganda.""", +hegTalkInspectDaudVictoryOptB,HEGtalkInspectDaudVictoryOpts,!$saidB,,,"heg_talkInspectDaudVictoryB:""That's not enough. I want full recognition of my political independence.""", +hegTalkInspectDaudVictoryOptC,HEGtalkInspectDaudVictoryOpts,!$saidC,,,"heg_talkInspectDaudVictoryC:""That's not enough. I want reparations. I want credits!""", +hegTalkInspectDaudVictoryOptD,HEGtalkInspectDaudVictoryOpts,"$saidC +!$saidD",,,"heg_talkInspectDaudVictoryD:""No? You can't say no. I won.""", +hegTalkInspectDaudVictoryOptE,HEGtalkInspectDaudVictoryOpts,,,,"heg_talkInspectDaudVictoryE:""I'll take this, if this is it.""", +hegTalkInspectDaudVictoryOptF,HEGtalkInspectDaudVictoryOpts,,,,"heg_talkInspectDaudVictoryF:""I'm not agreeing to any of this.""", +hegTalkInspectDaudVictoryA,DialogOptionSelected,$option == heg_talkInspectDaudVictoryA,"$saidA = true 0 +FireAll HEGtalkInspectDaudVictoryOpts","""I didn't ask it of you,"" he says. ""We'll handle the lies and propaganda.""",, +hegTalkInspectDaudVictoryB,DialogOptionSelected,$option == heg_talkInspectDaudVictoryB,"$saidB = true 0 +$player.demandedIndependenceFromDaud = true +FireAll HEGtalkInspectDaudVictoryOpts","""That, the Hegemony will not, cannot do."" + +""If it would, if it could,"" as Daud speaks, he seems to age by tens of cycles, ""I would not be the High Hegemon. This would not be the Hegemony.""",, +hegTalkInspectDaudVictoryC,DialogOptionSelected,$option == heg_talkInspectDaudVictoryC,"$saidC = true 0 +$player.demandedReparationsFromDaud = true +FireAll HEGtalkInspectDaudVictoryOpts","High Hegemon Baikal Daud looks aside. He seems to actually think about it, and, after a moment, he returns his gaze returns to you. + +""No.""",, +hegTalkInspectDaudVictoryD,DialogOptionSelected,$option == heg_talkInspectDaudVictoryD,"$option = heg_talkInspectDaudVictoryD3 0 +FireBest DialogOptionSelected","""You've been given your victory, captain."" Daud gives you a judicious look. ""If you're serious about carving your own polity out of the Persean Sector, you're going to have to learn when to accept it.""",, +hegTalkInspectDaudVictoryD2,DialogOptionSelected,"$option == heg_talkInspectDaudVictoryD +$saidVictory","$option = heg_talkInspectDaudVictoryD3 0 +FireBest DialogOptionSelected","""You will recall what I said about victory,"" Daud says, ""And taking it when it is given.""",, +hegTalkInspectDaudVictoryD3,DialogOptionSelected,$option == heg_talkInspectDaudVictoryD3,"$saidD = true 0 +FireAll HEGtalkInspectDaudVictoryOpts","""Absolute conquest, total annihilation? Those are the fever-dreams of madmen, and I hope by my life that such notions are never again imposed upon the Persean Sector.""",, +hegTalkInspectDaudVictoryE,DialogOptionSelected,$option == heg_talkInspectDaudVictoryE,"$option = heg_talkAboutInspectionsEnd 0 +FireBest DialogOptionSelected","Daud nods, then closes his eyes looking tired.",, +hegTalkInspectDaudVictoryF,DialogOptionSelected,$option == heg_talkInspectDaudVictoryF,"$option = heg_talkAboutInspectionsEnd 0 +FireBest DialogOptionSelected","Daud nods, then closes his eyes, looking tired. + +""That doesn't matter. It's already done.""",, +heg_talkAboutInspectionsEnd,DialogOptionSelected,$option == heg_talkAboutInspectionsEnd,AddStoryPoints 3,"The High Hegemon says nothing more. He looks at you for a moment, then reaches for something. + +The comm-link terminates, leaving you with the crest of the Persean Hegemony of the Fourteenth Battlegroup, declared by the Eventide Diktat in cycle 49.",cutCommLink:Cut the comm link, +,,,,,, +# talking to mercenary that's going to attack the pirate base you have an agreement with,,,,,, +pskMercBegin,BeginFleetEncounter,"$psk_merc score:1000 +!$encounteredAlready","$encounteredAlready = true FleetDesc HailPlayer",,, pskMercGreeting,OpenCommLink,$entity.psk_merc score:1000,"$entity.ignorePlayerCommRequests = true 1 @@ -23650,7 +27652,7 @@ AdjustRepActivePerson -5","""I will do you the favor of interpreting your words ""I'll waste no more time with you."" $HeOrShe nods to someone and the link freezes, the data stream cut without even a termination code.",cutCommLinkNoText:Continue, PSKMercOptionsStorySel,DialogOptionSelected,$option == pskMerc_story,,"""Oh? Do tell."" $HeOrShe looks both offended and just a little bit intrigued. As if $heOrShe wants to see what pathetic excuse you come up with so that $heOrShe may reject it.",pskMerc_story1:Continue, -PSKMercOptionsStory1,DialogOptionSelected,$option == pskMerc_story1,,"You explain that this particular group of pirates has had their threat deliberately under-rated by a conspiracy of mercenary companies. Black Quiver, Ilm's Orphans, SNC, Tactistar; they're all in on it, including the pirates. +PSKMercOptionsStory1,DialogOptionSelected,$option == pskMerc_story1,,"You explain that this particular group of pirates has had their threat deliberately under-rated by a conspiracy of mercenary companies. Black Quiver, Ilm's Orphans, Panoply Allied, Tactistar; they're all in on it, including the pirates. Mercenary contracts aren't paying what they used to, you explain, as of course $heOrShe probably knows. They think they can get top-quality work - you indicate $personName's fleet - for prices that barely turn a profit once the fuel, supplies, and crew wages are paid out post-operation. You see $himOrHer nodding along.",pskMerc_story2:Continue, PSKMercOptionsStory2,DialogOptionSelected,$option == pskMerc_story2,,"The problem is that all the competition is driving prices down - and this cartel of mercs decided to cut a deal with some pirates to solve the problem. @@ -23686,19 +27688,25 @@ FireBest PKPatherComPKOpening",,, PKPatherComPKOption,PopulateOptions,"$patherBaseCommander score:1000 !$global.pk_inProgress !$global.pk_recovered -HA_CMD playerColoniesHavePatherActvity",,,"pkPather_recoverMission:""I need you people to stop sabotaging my industries.""", +HA_CMD playerColoniesHavePatherActvity +FireAll MostLuddicEthosRefresh +!$player.mostLuddicEthosFaithful +!$player.mostLuddicEthosPather +$player.fcm_faction != luddic_church",,,"pkPather_recoverMission:""I need you people to stop sabotaging my industries.""", PKPatherComPKOptionPather,PopulateOptions,"$patherBaseCommander score:1000 !$global.pk_inProgress !$global.pk_recovered HA_CMD playerColoniesHavePatherActvity FireAll MostLuddicEthosRefresh -$player.mostLuddicEthosPather",,,"pkPather_recoverMission:""We are not enemies. Why do you attack my people?""", +$player.mostLuddicEthosPather +$player.fcm_faction != luddic_church",,,"pkPather_recoverMission:""We are not enemies. Why do you attack my people?""", PKPatherComPKOptionLuddic,PopulateOptions,"$patherBaseCommander score:1000 !$global.pk_inProgress !$global.pk_recovered HA_CMD playerColoniesHavePatherActvity FireAll MostLuddicEthosRefresh -$player.mostLuddicEthosFaithful",,,"pkPather_recoverMission:""I share your Luddic faith, if not your methods. Why do you attack my people?""", +$player.mostLuddicEthosFaithful +$player.fcm_faction != luddic_church",,,"pkPather_recoverMission:""I share your Luddic faith, if not your methods. Why do you attack my people?""", PKPatherComPKOptionChurch,PopulateOptions,"$patherBaseCommander score:1000 !$global.pk_inProgress !$global.pk_recovered @@ -23741,7 +27749,7 @@ FireAll PKPatherComOptions","""That as which was foretold by Ludd,"" $heOrShe sa PKPatherAskEndOfWorldA,PKPatherAskEndOfWorldMore,"!$player.luddicAttitudeFaithfulOrPather $player.fcm_faction != luddic_church",,"""This should be an easy deal for you, captain. As an unbeliever, you do not know the rightful fear - and glorious anticipation - of Armageddon.""",, PKPatherAskWhatDo,DialogOptionSelected,$option == pkPather_askWhatDo,"$askedWhatDo = true 0 -FireAll PKPatherComOptions","""Revealing our stratagems is not part of the deal."" +FireAll PKPatherComOptions","""Revealing our stratagems is not part of the deal,"" he says. The Pather won't say, of course. @@ -23765,11 +27773,11 @@ FireAll PKPatherComOptions","""Then think, and return if you find wisdom,"" $heO PKPatherSayNo,DialogOptionSelected,$option == pkPather_sayNo,FireAll PopulateOptions,"$HeOrShe nods without surprise or consternation. ""Then the holy war shall continue.""",, PKPatherRecoverMissionSel,DialogOptionSelected,"$option == pkPather_where BeginMission pk false -Call $global.pk_ref updateData",Call $global.pk_ref showNexusSystem,"The Pather taps something on a datapad, opening a shared dataspace. ""There's a den of abominations - what you would call a Remnant Nexus - which contains data about a Hegemony fleet that had a planketkiller. It is in the $pk_nexusSystemName."" +Call $global.pk_ref updateData",Call $global.pk_ref showNexusSystem,"The Pather taps something on a datapad, opening a shared dataspace. ""There's a den of abominations - what you would call a Remnant Nexus - which contains data about a Hegemony fleet that had a planetkiller. It is in the $pk_nexusSystemName."" $HeOrShe holds up a hand in anticipation of your questions. ""We have confirmed that this Tri-Tachyon source is reliable; their details match Hegemony records concerning a strategic data breach, and a subsequent fleet lost during the first AI War."" -""Don't look so surprised, captain,"" $heOrShe says, chidingly. ""Faith in Ludd's Word does not contradict wordly expertise.""","pkPather_sayYes:""I'll find the planetkiller and return it to you."" +""Don't look so surprised, captain,"" $heOrShe says, chidingly. ""Faith in Ludd's Word does not contradict worldly expertise.""","pkPather_sayYes:""I'll find the planetkiller and return it to you."" pkPather_sayYesLie:""I'll catch this bird for you."" (lie) pk_recoverMissionAbort:""Actually, I've changed my mind.""", PKPatherRecoverMissionSelGenFail,DialogOptionSelected,$option == pkPather_where,,"The Pather taps something on an old datapad, then pauses. And carefully looks at you. @@ -23861,12 +27869,21 @@ Call $global.pk_ref updateStage","Data recovery from a Tri-Tachyon war-AI nexus You know what to look for, however, which makes the often unprofitably onerous data analysis yield results more quickly.",, PKNexusDefeatedNoMission,PKNexusDefeated,"!$global.pk_recovered !$global.pk_nexusDataGained +!$global.pk_inProgress","$global.pk_nexusDataGained = true +$global.pk_startedAtNexus = true +BeginMission pk","Data recovery from the AI war-nexus is laborious due to unusual the hardware and confoundingly idiosyncratic data architecture. + +Your tech officer stumbles on their words from excitement and exhaustion. ""A detachment from this nexus encountered a Hegemony fleet. Broke them in minutes, a terrible defeat. Tri-Tachyon had intel protocols; they'd assign AIs to trawl captured datastores then feed that back to more AIs and- ah. There's a planetkiller device."" + +Your tech officer is wide-eyed. ""The weapon. A planetkiller,"" they repeat with the excited morbidity of a child who, maybe, glimpsed a dead body. ""The Hegemony fleet cached it in an asteroid. We got the name of the system it's in!""",, +#PKNexusDefeatedNoMission,PKNexusDefeated,"!$global.pk_recovered +!$global.pk_nexusDataGained !$global.pk_inProgress",,"Data recovery from a Tri-Tachyon war-AI nexus is laborious due to the unusual hardware and the AI-designed data architecture which seems to delight in confounding idiosyncrasies. ""I've heard speculation that it's like art to them,"" your tech officer says, noticing your attention. ""To the AIs, I mean. Like poetry expressed through mathematics."" Some hours later, you receive an excited summons from your tech officer. ","pk_nexusDefeatedNoMission2:""What have you found?""", -PKNexusDefeatedNoMission2,DialogOptionSelected,$option == pk_nexusDefeatedNoMission2,"$global.pk_nexusDataGained = true +#PKNexusDefeatedNoMission2,DialogOptionSelected,$option == pk_nexusDefeatedNoMission2,"$global.pk_nexusDataGained = true $global.pk_startedAtNexus = true BeginMission pk","""$PlayerSirOrMadam. I was doing standard analysis, searching for intel, credit keys, old Tri-Tach files, ah,"" they almost stumble on their words. @@ -23905,7 +27922,7 @@ PKCommRelayOpt,COB_AddOptions,"$tag:comm_relay $locationId == $global.core_pkNexus $global.pk_inProgress Call $global.pk_ref updateData -$pk_stage == GO_TO_NEXUS",,,0:pk_hackMenu:Attempt to removely hack into the Nexus to retrieve the location of the planetkiller, +$pk_stage == GO_TO_NEXUS",,,0:pk_hackMenu:Attempt to remotely hack into the Nexus to retrieve the location of the planetkiller, PKHackMenuSel,DialogOptionSelected,$option == pk_hackMenu,"SetStoryOption pk_hackStory technology ""Hacked into a remnant Nexus using a nearby comm relay"" FireBest PKRelayCheckTTCommission","It is not unusual that the Remnant Nexus exchanges signals with the local comm relay. Wherever Tri-Tachyon's AI fleets linger, one finds clouds of tiny spy-sats, relays, and repeaters chirping squirts of data back and forth. Very quietly, almost enough to be lost in the background noise. But not quite. @@ -24188,7 +28205,7 @@ The navigational coordinates which appeared in the comms buffer appear valid, ho PKCommRelayNeverMindSel,DialogOptionSelected,$option == pk_commGoBack,FireAll COB_AddOptions FireBest COB_DisableOptionsIfNeeded FireAll COB_DisableIndividualOptions,,, ,,,,,, # PK conversation with automated fleet if you have Hegemony commission and got them to leave the asteroid,,,,,, -pkFleetGreeting,OpenCommLink,$entity.pkDefenderFleet score:1000,$player.encounteredPKDefenderFleet = true,"A synthetic voice greets you with affect, ""Standby. Awaiting command. Autonomous override in effect."" +pkFleetGreeting,OpenCommLink,$entity.pkDefenderFleet score:1000,$player.encounteredPKDefenderFleet = true,"A synthetic voice greets you without affect, ""Standby. Awaiting command. Autonomous override in effect."" The crest of the Domain XIV Battlegroup flickers in the comms display, a text feed of the words in the audio channel displayed in overlay. @@ -24297,7 +28314,7 @@ cutCommLink:Cut the comm link", pk_hegPaySelAdmiral,DialogOptionSelected,"$option == pk_hegPay $rank == admiral",,"""Of course,"" the $rank grits $hisOrHer teeth. ""It is official policy to incentivize the safety of all citizens within Hegemony space."" -""I shall have to confirm your exceptional,"" $heOrShe lets the word sink in, ""request with Command. Of course.""","pk_hegPay2:""Of course. I await that confirmation."" +""I shall have to confirm your exceptional,"" $heOrShe lets the word sink in, ""request with Central Command. Of course.""","pk_hegPay2:""Of course. I await that confirmation."" pk_hegPayNo:""It was just an idea. Naturally I'll hand over the planetkiler for no reward."" cutCommLink:Cut the comm link", pk_hegPaySelBackOut,DialogOptionSelected,$option == pk_hegPayNo,"$option = pk_hegFree 0 @@ -24306,7 +28323,7 @@ pk_hegPaySel2,DialogOptionSelected,$option == pk_hegPay2,,"Although $PersonRank The wheels of the Hegemony bureaucracy turn smoothly, oiled perhaps by a desire not to repeat any 'incidents' similar to the destruction of Opis. ",pk_hegPay3:Continue, pk_hegPaySel2Admiral,DialogOptionSelected,"$option == pk_hegPay2 -$rank == admiral",,"Although $PersonRank $personName seems personally displeased with your mercenary demand, $hisOrHer central command appears to have no objections. +$rank == admiral",,"Although $PersonRank $personName seems personally displeased with your mercenary demand, Central Command appears to have no objections. The wheels of the Hegemony bureaucracy turn smoothly, oiled perhaps by a desire not to repeat any 'incidents' similar to the destruction of Opis. ",pk_hegPay3:Continue, pk_hegPaySel3,DialogOptionSelected,$option == pk_hegPay3,"AddCommodity credits 500000 @@ -24454,7 +28471,7 @@ PK_CMD rightPostToAcceptPK $personFaction.id == sindrian_diktat",,,"pk_giveToDiktat:""I have something that will be of great interest to the Lion of Sindria.""","# I mean, giving the PK to one of the big 3 might be neat, but definitely requires re-writing the interaction in a unique voice, per. I'll leave a TODO for myself... -dgb" PKGiveToDiktat2,DialogOptionSelected,$option == pk_giveToDiktat,,"$HeOrShe barely raises an eyebrow, ""And what is that?""","pk_giveToDiktat1:""An intact planetkiller weapon."" pk_giveToDiktat1nm:""Uh, nothing actually. I misspoke.""", -PKGiveToDiktat2nm,DialogOptionSelected,$option == pk_giveToDiktat1nm,,"The Diktat $Rank gives you a funny look. +PKGiveToDiktat2nm,DialogOptionSelected,$option == pk_giveToDiktat1nm,FireAll PopulateOptions,"The Diktat $Rank gives you a funny look. ""Spacers,"" $heOrShe says under $hisOrHer breath.",, PKGiveToDiktat3,DialogOptionSelected,$option == pk_giveToDiktat1,"Highlight ""10,000""","That seems to get $hisOrHer attention. ""I see,"" $heOrShe says, eyes narrowed. ""You shall surrender the alleged planetkiller device to my custody for... confirmation of your claims. It is, of course, illegal to possess such a weapon without the direct authorization of the Supreme Executor."" @@ -24702,7 +28719,7 @@ pkSentinelTryComms,DialogOptionSelected,$option == pkSentinel_tryComms,RemoveOpt Your comms officer tries more unconventional workarounds, from a suite of ancient standards used to ping drifting Domain-era relics to the latest suite of underworld methods that would earn a stern look from any honest customs officer; lossy but easily mistaken for background noise by sensor grids. All attempts are fruitless. ""$PlayerSirOrMadam. We might have to make contact the old fashioned way,"" your comms officer reports apologetically.",, -pkSentinelSel,DialogOptionSelected,$option == pkSentinel_shuttle,ShowImageVisual sentinel,"You step off the shuttle, the frosty ground crunching beneath your boots. Your envirosuit has no trouble keeping you completely comfortable despite the biting winds. +pkSentinelSel,DialogOptionSelected,$option == pkSentinel_shuttle,ShowImageVisual sentinel,"You step off the shuttle, the frosty ground crunching beneath your boots. Your envirosuit has no trouble keeping you completely comfortable despite the biting wind. The settlement is about a kilometer off. You've landed at a polite distance, on a rocky plateau, to avoid disturbing some muddy gray fields of some kind of agricultural effort.",pk_sentinel0:Approach the settlement, pkSentinel0,DialogOptionSelected,$option == pk_sentinel0,"AddTextSmall ""Lost colony on Sentinel discovered"" highlight","A party of the inhabitants wearing masks and hoods meet you halfway. @@ -24830,7 +28847,7 @@ She doesn't quite smile, but a moment of tension has broken. Her guards relax sl (""Praise Command,"" you hear someone say.)",, PKSentinelGiveDatapads,DialogOptionSelected,$option == pk_sentinelGiveDatapads,,"One of your guards passes you the satchel with datapads pre-loaded with current affairs primers. -Used by salvors on the Fringe, these are kept up-to-date for a reasonable subscription fee and statistically proven to ensure an efficient transition into contemporary society for temporal refugees from cryo-sleepers, to decivs and castaways. +Used by salvors on the Fringe, these are kept up-to-date for a reasonable subscription fee and statistically proven to ensure an efficient transition into contemporary society for temporal refugees including cryo-sleepers, decivs, and castaways. Skiron and the others treat your datapads like holy artifacts, touching them delicately. They know, haltingly, how to use the interfaces but it is clear that they have been cut off from sophisticated nanoforge output for a long, long time.",pk_sentinelGiveDatapads2:Continue, PKSentinelGiveDatapads2,DialogOptionSelected,$option == pk_sentinelGiveDatapads2,"$gaveDatapads = true @@ -24843,7 +28860,7 @@ FireAll PKSentinelHubOptions","You and a handful of senior officers take in thei (""Command is Salvation,"" they say together, behind her.)",, PKSentinelAskWhereFromNotTrust,DialogOptionSelected,$option == pk_sentinelAskWhereFrom,$askedWhereYouFrom = true,"Commander Skiron considers her answer before speaking. -""We are descended from the crews of a Hegemony flotilla active during the Great AI War. None of the original crew survive for it has been over 100 cycles since planetfall. We have maintained continuity of command,"" she touches the crest attached to her 'uniform', ""As per Hegemony cut-off protocols. The Protocols are survival."" +""We are descended from the crews of a Hegemony flotilla active during the Great AI War. None of the original crew survive for it has been over a hundred cycles since planetfall. We have maintained continuity of command,"" she touches the crest attached to her 'uniform', ""As per Hegemony cut-off protocols. The Protocols are survival."" (""The Protocols are Life,"" they intone behind Skiron.)",pk_sentinelAskWhereFrom2:Continue, PKSentinelAskWhereFromNotTrust2,DialogOptionSelected,$option == pk_sentinelAskWhereFrom2,"$knowMoreIsGoingOn = true @@ -25038,7 +29055,7 @@ AdjustRepPerson skiron SUSPICIOUS -1","""I must admit, captain, I expected you t ""Nonetheless. Weapons are tools, and by extension, so are those that wield them. Would the Persean Hegemony turn from a useful tool? No."" She gives you a meaningful look, as if to admit that she isn't speaking only of mercenaries. ""We have no credits here, if that is what you are asking,"" she continues. ""Command will see to your bill after you report our position. And now that we know where we each stand, I believe that our conversation is concluded.""",pk_sentinelLeave:Continue, -PKSentinelConfrontAIRespE2,DialogOptionSelected,$option == pk_sentinelConfrontAIRespE2,$player.ethosOrder++,"She looks at you. ""I should think you would be unsurprised to find that military concerns of the Persean Hegemony dictate a higher law than that of civilians. Abstract concerns over hypocrisy? Such worries are for soft worlds."" +PKSentinelConfrontAIRespE2,DialogOptionSelected,$option == pk_sentinelConfrontAIRespE2,$player.ethosOrder++,"She looks at you. ""I should think you would be unsurprised to find that military concerns of the Persean Hegemony dictate a higher law than that of civilians. Concern for abstract hypocrisies? Such worries are for soft worlds."" ""To your point, it is Command that shall judge us - and our ancestors - for what we have accomplished and for what we have failed."" @@ -25119,7 +29136,7 @@ You issue orders through comms to your senior officers to make it so.",pk_sentin PKSentinelOutSequence,DialogOptionSelected,$option == pk_sentinelLeave,"$global.discoveredSentinel = true $market.noBar = true 365","You are escorted to the rim of the rocky plateau where your shuttle awaits. Skiron reminds you again to return to Hegemony space and tell 'Command' about Sentinel. -About to step aboard, you notice a stark white fragment of bone in a gravelly rill. You pause in your step; it must be a fiba, or tibia. Maybe. You suspect that the Protocols would demand orderly containment of the honored dead. +About to step aboard, you notice a stark white fragment of bone in a gravelly rill. You pause in your step; it must be a fibula, or tibia. Maybe. You suspect that the Protocols would demand orderly containment of the honored dead. So, this? @@ -25164,7 +29181,7 @@ PK_CMD convertSentinelToColony SetPersonPortrait skiron ""skiron2"" FireAll PKTellAboutSentinelOutOptions","The $post nods along with surprise and concern as you tell $himOrHer about the lost crew forming a colony on Sentinel and surviving for over 100 cycles while maintaining 'Protocol'. -""You did the right thing,"" $heOrShe says when you tell of how you left crew to assist the thin-stretched colonists. ""I'll bring this to strategic command immediately. I expect we'll dispatch relief and reinforcements."" $HeOrShe quirks a comradely grin, ""Got more Tachy tricks to root out on the Fringe, eh? It'll be good hunting for the fleets. Wish I could go myself."" +""You did the right thing,"" $heOrShe says when you tell of how you left crew to assist the thin-stretched colonists. ""I'll bring this to the Strategic Assembly immediately. I expect we'll dispatch relief and reinforcements."" $HeOrShe quirks a comradely grin, ""Got more Tachy tricks to root out on the Fringe, eh? It'll be good hunting for the fleets. Wish I could go myself."" ""Right,"" $heOrShe says, ""I must make my report. Excellent work, citizen.""",, PKTellAboutSentinelSel,DialogOptionSelected,$option == pk_tellAboutSentinel,"AddCommodity credits 50000 @@ -25175,7 +29192,7 @@ PK_CMD convertSentinelToColony SetPersonPortrait skiron ""skiron2"" FireAll PKTellAboutSentinelOutOptions","The $post nods along with surprise and concern as you tell $himOrHer about the lost crew forming a colony on Sentinel and surviving for over 100 cycles while maintaining 'Protocol'. -""I must bring this matter to strategic command immediately. I expect we'll dispatch relief and reinforcements."" +""I must bring this matter to the Strategic Assembly immediately. I expect we'll dispatch relief and reinforcements."" ""Right,"" $heOrShe says, ""I must make my report. Good work, citizen.""",, PKTellAboutSentinelSelLetfCrew2,DialogOptionSelected,"$option == pk_tellAboutSentinel @@ -25191,7 +29208,7 @@ FireAll PKTellAboutSentinelOutOptions","The $post nods along with surprise and c ""You did the right thing,"" $heOrShe says when you tell of how you left crew to assist the thin-stretched colonists, and brought certain medically infirm for treatment in the Core Worlds. -""Have them off-loaded; my adjutant will make the arrangements. I'll bring this to strategic command immediately. I expect we'll dispatch relief and reinforcements."" $HeOrShe quirks a comradely grin, ""Got more Tachy tricks to root out on the Fringe, eh? It'll be good hunting for the fleets. Wish I could go myself."" +""Have them off-loaded; my adjutant will make the arrangements. I'll bring this to the Strategic Assembly immediately. I expect we'll dispatch relief and reinforcements."" $HeOrShe quirks a comradely grin, ""Got more Tachy tricks to root out on the Fringe, eh? It'll be good hunting for the fleets. Wish I could go myself."" ""Right,"" $heOrShe says, ""I must make my report. Excellent work, citizen.""",, PKTellAboutSentinelSel2,DialogOptionSelected,"$option == pk_tellAboutSentinel @@ -25206,7 +29223,7 @@ FireAll PKTellAboutSentinelOutOptions","The $post nods along with surprise and c ""You did the right thing,"" $heOrShe says when you tell of how you have transported select medical cases from the thin-stretched colonists. -""Have them off-loaded; my adjutant will make the arrangements. I must bring this matter to strategic command immediately. I expect we'll dispatch relief and reinforcements as soon as possible."" +""Have them off-loaded; my adjutant will make the arrangements. I must bring this matter to the Strategic Assembly immediately. I expect we'll dispatch relief and reinforcements as soon as possible."" ""Right,"" $heOrShe says, ""I must make my report. Good work, citizen.""",, PKTellAboutSentinelOutOptA,PKTellAboutSentinelOutOptions,"!$player.turnedInPlanetkiller @@ -25436,6 +29453,390 @@ A long pause, then $heOrShe says, ""Ah, you were asking for real. Well, it's the ""Keep your nose clean around them and their world, that's all I'm saying."" $HeOrShe nods, ""Free bit of advice.""",, ,,,,,, +# Historian backstory bits,,,,,, +HistorianBackstoryBlurb00,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb00,SetHistorianBlurbShownAfterDelay historyBlurb00,"""Sometimes I ponder what my life would be in the Domain - an uncollapsed Domain, that is,"" $heOrShe says, contemplative. ""A glittering sea of living worlds, each filled with history."" + +""Though I suspect someone who went needling around asking uncomfortable questions might get into a spot of trouble, eh?"" $HeOrShe gives an unacademic snort. ""I've managed to produce enough of that - trouble, I mean - for myself in the here-and-now. If you don't anger the institutions you're not doing good work, I think.""",, +HistorianBackstoryBlurb01,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb01,SetHistorianBlurbShownAfterDelay historyBlurb01,"""Oh 'Infernium', yes yes. It's a bit of Luddic vernacular, refers to antimatter starship fuel. Though what they really mean,"" and here $heOrShe stresses the word, ""is rather more."" + +""In certain texts the term encompasses all AM applications, or even all high-energy processes. 'The get of Mammon and Belial', one creative firebrand called it. I like that one; I've always enjoyed the dramatic rhetoric of Luddic folk-preaching tradition.""",, +HistorianBackstoryBlurb02,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb02,SetHistorianBlurbShownAfterDelay historyBlurb02,"""Now I may be old, but there are older by far. If the records are to be believed - and I do believe, the Hegemony keeps very good records - then the pirate Warlord Kanta was born well before the Collapse. Or shall we call her ex-Domain Armada officer Jorien Kanta?"" $HeOrShe looses a wheezing laugh. + +""Oh yes, she had a name like anyone else, once upon a time. One wonders if it's expensive biomods or periodic cryosleep that keeps her going. I'd love to find out...""",, +HistorianBackstoryBlurb03,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb03,SetHistorianBlurbShownAfterDelay historyBlurb03,"""Hmm, history is not all the study of 'great leaders', but one can't help but admire a narrative of glorious victory, hubris, and ignominious end. Philip Andrada, for instance."" + +$HisOrHer gaze drifts into the past as $heOrShe speaks, ""I remember like it was yesterday. He embodied all that was proud and good in the Hegemony. Practically deified on every holo following his defeat of the Warlord Loke. Oh, how we celebrated at that news! It was the vanquishing of chaos itself, the dawn of a new golden age. So it felt, once."" + +""His turn wounded us,"" $heOrShe says softly. ""It wounded the Hegemony itself, very deeply."" $HeOrShe nods to $himOrHerself, drifting back into some old memory.",, +HistorianBackstoryBlurb04,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb04,SetHistorianBlurbShownAfterDelay historyBlurb04,"""I've considered cryosleep. Pay the fee, jump ahead a hundred cycles to see how everything turns out. As a historian, by the stars, it's quite an appeal! On the other hand - yes, yes - I know the statistics. The failure rates are low nowadays... if you find a good vault. But it still scares me. You could just go to sleep and never wake up."" + +$HeOrShe laughs darkly, ""Though that's every single day, isn't it? Ah, I have too much work to do, anyway...""",, +HistorianBackstoryBlurb05,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb05,SetHistorianBlurbShownAfterDelay historyBlurb05,"""Aliens! Hah. No, there's nothing well documented enough to be considered,"" $heOrShe stresses the words, ""Legitimate History."" + +""Yes yes, if you want to experience xenolife, visit Jangala and take your pills and quarantine shower."" + +""But that's simply not what is meant, is it. We want there to be someone else out there like us, someone to talk to, someone to tell us we're not alone, someone to give us answers. Someone who cares. Perhaps we're looking in the wrong place? Or thinking in the wrong way?"" $HeOrShe dismisses the thought with the shake of $hisOrHer head. ""Eh, but this grows into speculation. Not my trade!""",, +HistorianBackstoryBlurb06,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb06,SetHistorianBlurbShownAfterDelay historyBlurb06,"""We've all heard the stories about the Onslaught battleship, the final weapon that stood against an alien threat."" $HeOrShe scoffs, waving a dismissive hand, ""As if we live in some milfic holo about brave heroes and vile aliens."" + +""Grand historical context-breaking contact doesn't work that way, at least in our body of knowledge. It's more confusing; messy and chaotic. It undermines the entire cognitive-ideological basis of society, which is then forced to reform around a great wounding of its very epistemological basis. And always, so many must die to learn these lessons."" + +$HeOrShe gets a distant look for a moment, then breaks into a sardonic smile. ""Not unlike the Collapse eh? Must be aliens."" $HeOrShe winks. ""For sure.""",, +HistorianBackstoryBlurb07,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb07,SetHistorianBlurbShownAfterDelay historyBlurb07,"""Old Earth, mother Terra. From whence we came, long gone. The Luddics aren't completely wrong in their stories. Though, hm, they possess few qualms about 'improving' details to appeal to their quotidian morale framing."" + +""The historical record is far more complex than that telling, and far more difficult. Far more relatable in the end as well, I believe. Every day we survive by powerful technologies which any one of us barely understands, and which may unleash truly apocalyptic destruction. Mistakes are made, tragedy results; it's only a question of scale."" + +$HeOrShe considers this for a moment, then begins mumbling a critical response to $hisOrHer own thoughts, ""But scale can indeed fundamentally change the quality of phenomena and hence the contextualization of the moral dimension, hmm, quite entirely! Hmm...""",, +HistorianBackstoryBlurb08,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb08,SetHistorianBlurbShownAfterDelay historyBlurb08,"""Though much of the Persean Sector has been effectively freed from the Domain's technology restrictions - without dismissing the Hegemony's best bloody-minded efforts, of course,"" $heOrShe gives a half shrug to their efficacy, ""-this age has not seen any especially great leaps of technological development. Why not? For the Persean League, or Tri-Tachyon among others, the ban is lifted!"" + +""Perhaps it is that development of highly complex, advanced technologies requires a stable foundation: a large population base with excess theoretical and engineering capacity, a willingness to devote resources to pursuits beyond mere survival. Or war. And yes, war drives innovation - of a sort. But imagine the possibilities if those billions of credits had not been vaporized alongside so many foolish youths... like those I once knew."" + +$HeOrShe goes very quiet for a moment. ""Those old production chips and nanoforges offer a ladder with the middle rungs missing. We fight to reach toward the top, doomed to fall as the step falters...""",, +HistorianBackstoryBlurb09,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb09,SetHistorianBlurbShownAfterDelay historyBlurb09,"""The Human Domain split key industries into separate worlds, although yes, with redundancies - set well apart from one another. If one world which produces hyperdrives tried to leverage their specialization against the Domain, well, what good are they without raw materials? Or AM fuel? Or, indeed, the basic necessities of life and access to markets?"" + +""How can one rebel when the Domain need only control the local Gate to lay a complete siege? Which one world could possibly stand against the entire Domain?"" $HeOrShe gives a grim smirk. ""Now we're stuck here, besieged by the Domain. There's no one to accept our surrender but some dead Gates.""",, +HistorianBackstoryBlurb10,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb10,SetHistorianBlurbShownAfterDelay historyBlurb10,"""The Galatia Academy? Oh yes, yes, I once attended. And taught there too, if you'll believe it. For quite a few cycles. They figured me as a troublemaker soon enough, but I was slippery. I played the game. Me! Hah, would you believe that?"" + +$HeOrShe laughs at some old memory. ""Made a few enemies too, I did."" + +""Did you hear who they put in charge of the Academy? Anahita Baird! Can you believe it? The wolf is tending the sheep now, and that's the truth. The Hegemony has no idea what they've done."" $HeOrShe cackles, ""No idea!""",, +HistorianBackstoryBlurb11,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb11,SetHistorianBlurbShownAfterDelay historyBlurb11,"""With Baikal Daud in the office of High Hegemon, I can't help but wonder at what mark his administration will make on the 'Phoenix of the Persean Sector'. The old guard still dominate the navy - that's the Eventide contingent. Those families go back to the arrival of the 14th, of course. It's not an old aristocracy by any historical standard, but the pattern is established quickly enough given agreeable conditions. Where was I- yes, Daud. Man of the people. Ruffles feathers. Like when he intervened personally in the Sphinx ensigns scandal. Hegemons simply don't do that! But he's a born leader, none can deny it."" + +""That's what is really going to get him in trouble,"" $heOrShe says, then goes quiet, lost in thought.",, +HistorianBackstoryBlurb12,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb12,SetHistorianBlurbShownAfterDelay historyBlurb12,"""In my circles- that's historians, mind you, not just old folks hanging around the bar,"" $heOrShe chuckles at $himOrHerself. ""We've made a rule not to argue about Artemisia Sun unless legitimate new information appears. And it never does!"" $HeOrShe pauses for a moment, tapping $hisOrHer book. ""But you're not a historian, so the rule doesn't apply. Wonderful, you get to hear me out!"" + +""So: Why was she voted off the board just in time for the crucial military disaster of the Second AI War, then able to sweep back into her office with the credibility of all who opposed her absolutely annihilated? Was it merely a ruthless recovery, or was this a calculated sacrifice of Tri-Tachyon assets in order to consolidate her personal power from the start?"" $HeOrShe smiles. ""Maybe we can hash this theory all the way through one of these days.""",, +HistorianBackstoryBlurb13,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb13,SetHistorianBlurbShownAfterDelay historyBlurb13,"""How we long for some incidental recording of even one of Ludd's supposed speeches or acts. Incredible, is it not, how all evidence of a prophet seems to have disappeared? This, hrm, 'miracle' is of course a point of faith among followers of the Church of Galactic Redemption."" + +$HeOrShe raises an eyebrow at you. ""It is also, officially, a point of policy for the Hegemony to cooperate with this nonsense in order to appease those Faithful."" $HeOrShe furrows $hisOrHer brow in frustration, ""As a historian, of course, this vexes me to no end. History as experienced by the common person may be a story society tells itself, and distorted as such. Even still! It must be grounded in fact."" + +""Of course if I did discover a holovid of Ludd's Trial, some fanatic would try to murder me soon enough for distributing it. Not that I could help myself."" $HeOrShe smiles impishly, then considers. ""If you do ever find something like that in some old derelict, you'd give me a copy, wouldn't you?""",, +HistorianBackstoryBlurb14,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb14,SetHistorianBlurbShownAfterDelay historyBlurb14,"""You wouldn't believe how much of my work is built upon cargo manifests. I have a former student working on Agreus; they send me copies lifted off scrapped memory cores. The real secrets are wiped, of course, but the story is all there, in the lines of onloaded and offloaded cargo compared against the hull mass calculations used by navigation to say nothing of the hyperdrive. History is written in logistics!"" + +""Take for instance the sheer quantity of food and supplies that 'disappear' on trade routes skimming the edge of the Core Worlds. Statistical sampling suggests that a significant percent of all economic activity in the Persean Sector is 'off the books', and a significant portion of that goes straight toward those who are called 'pirates' as well as the so-called 'decivilized' populations... to say nothing of undocumented populations within the Core itself."" + +The historian leans close, ""The official population census of the Persean Sector could be off by as much as an order of magnitude. It's simply astounding."" $HeOrShe smiles, and shaking $hisOrHer head.",, +HistorianBackstoryBlurb15,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb15,SetHistorianBlurbShownAfterDelay historyBlurb15,"""Ah, like I was just telling those young folks over there,"" the historian waves $hisOrHer hand toward a small group which seems to be avoiding eye contact, ""- after the trials of the Cold Passage, the 14th Battlegroup limped across the Persean frontier to discover a sector dominated by the Warlord Leonis. The joint command of the 14th struck down that cruel reign and were hailed as liberators, laying the groundwork for Admiral Kali Molina to make a declaration of Hegemony over the Domain colonies of the Persean Sector with the Eventide Diktat of cycle 49."" + +""The untarnished Hegemony of that time was too overshadowed by memories of the Domain to truly appreciate the political capital at the High Hegemon's command. Short-term thinking prevailed in anticipation of Gate reactivation. Indeed,"" $heOrShe puts on a look of sad understanding, ""How could they have known that discontinuity would persist for so long, perhaps forever?""",, +HistorianBackstoryBlurb16,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb16,SetHistorianBlurbShownAfterDelay historyBlurb16,"""Whoever Ludd was, they were not a mere uneducated rabble-rouser. Besides,"" $heOrShe lowers $hisOrHer voice, ""I subscribe to the theory - held by more than a few secular scholars, though quietly, quietly indeed - that Ludd was not one, but many. I would argue that the present format of the Holy Ecumene Council of Archcurates is a reflection of the early Luddic leadership network passed down through history, institutionalized in the early years post-Collapse."" + +""Heresy, of course. But the truth generally is,"" $heOrShe says with a smirk.",, +HistorianBackstoryBlurb17,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb17,SetHistorianBlurbShownAfterDelay historyBlurb17,"""The contemporary form of the Church of Galactic Redemption has proven remarkably stable in spite of, or perhaps because of, the chaotic political arrangement of the Persean Sector immediately post-Collapse."" + +The historian cradles $hisOrHer hands, unconsciously repeating the old motions of lecturing. + +""The Holy Ecumene Council of Archcurates rule on matters of canon, authorize and delegate executive functions, and perform certain exclusive sacraments. However they may be censured and even laicized by a supermajority of the Curates-popular! The members holding those more common positions are ratified by local congregations but must be ordained by an Archcurate in good standing."" + +$HeOrShe sips some tea, then frowns and looks at $hisOrHer cup as if the tea had gone unexpectedly cold. ""Of course, it's rather more complicated than just that in practice...""",, +HistorianBackstoryBlurb18,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb18,SetHistorianBlurbShownAfterDelay historyBlurb18,"""There are those among the Church of Galactic Redemption - the Luddics, in popular parlance - who hold that the Knights of Ludd are an aberration at odds with the original Luddic vision of the Church. Doubtless true,"" the historian raises $hisOrHer eyebrows at this small heresy. ""An examination of what are agreed by scholars to be among the more authentic passages of the Book of Ludd suggest that themes of militancy and 'a knighthood of the faith' are likely intended as abstract references to a sort of semi-sacral militant volunteerism which would range in practice from a civic protest movement all the way to, arguably, insurrectionism."" + +""The practical benefit of a standing militant order during the Post-Collapse chaos and following wars must be admitted, however,"" $heOrShe leans back in $hisOrHer seat, contemplative. ""And the most vocal objectors within the Church proper argue that the Knights err by degree rather than in whole. The less vocal objectors? Well, we may not know their thoughts for many, many cycles indeed. The Knights see to that.""",, +HistorianBackstoryBlurb19,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb19,SetHistorianBlurbShownAfterDelay historyBlurb19,"""It is speculated that Admiral Andrada, the self-annointed Supreme Executor of the Sindrian Diktat - or 'Sindrian Mutiny' per the Hegemony viewpoint - is facing a dictator's all-too-common problem of succession. Until now, behind the unified facade of the Diktat, it appears that he has played his major supporters off one another to maintain political stability. Declaring a clear successor would have disrupted this internal balance."" + +""And now,"" the historian speaks slowly, rubbing $hisOrHer chin, ""with the cycles' inevitable turn and Andrada in rumored poor health, will he make a surprise announcement to designate an heir? There would be a wave of arrests and, dare I say, executions as those loyal and disloyal to the Executor-apparent are... sorted."" + +""Or perhaps Andrada has a secret family, or a mind-simulation, or a clone, or some wilder scheme?"" $HeOrShe barks a laugh. ""Speculation on this point seems to say as much about the speculator as about anything Andrada is thinking. I should ask you for some insight!"" $HeOrShe laughs again.",, +HistorianBackstoryBlurb20,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb20,SetHistorianBlurbShownAfterDelay historyBlurb20,"""If Philip Andrada, the self-annointed Supreme Executor of the Sindrian Diktat, were the strategic mastermind he was claimed to be - first by Hegemony propaganda and then his own - then why then did he not simply sweep the Persean Sector in a conquest to rival his greatest vanquished foe, the Warlord Loke?"" + +""Well!"" The historian raises a finger like an orator, then, thinking better of it, lets $hisOrHer hand drop to the table. ""Matters abound! Andrada took a portion - but only a portion - of the Hegemony navy in the course of his mutiny. He took possession of the Askonia system and was immediately faced with the catastrophic consequences of the Opis incident, ongoing rebellion, complete lack of logistics, and the pressing need to maintain a credible military force against a vengeful Hegemony. And, indeed, all of this while fulfilling the expectations of key supporters!"" + +""The true testament to Andrada's genius may well lie in his scheme not immediately collapsing in upon itself!""",, +HistorianBackstoryBlurb21,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb21,SetHistorianBlurbShownAfterDelay historyBlurb21,"""The culture of transient interstellar starship crew and infrastructure workers - ""spacers"", if you like - has become particularized in the era post-Collapse. Rather than existing in vast diffusion across the Human Domain as a mere statistical category, impossibly detached and undistinguished, they've been localized to the Persean Sector and now form a critical mass of intra-cultural contact out of which distinct commonalities arise."" + +$HeOrShe takes a moment to catch $hisOrHer breath before proceeding. ""Indeed, the majority of interstellar logistics have shifted from Gate to hyperspace journeys. Spacers bear everyday witness now to the ruins of the Collapse and AI Wars. These journeys are haunted,"" $heOrShe takes on a jovially grim tone. ""Haunted, one might say, by history. Indeed, one might suggest that Spacer culture has become quite superstitious in the last two hundred cycles."" + +$HeOrShe trails off, letting a breath go, looking upward toward unseen stars. ""The great dark filled with death and mystery as never before,"" $heOrShe says, quoting something.",, +HistorianBackstoryBlurb22,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb22,SetHistorianBlurbShownAfterDelay historyBlurb22,"""Old Mairaath, the center of the old Mayasuran stellar polity, was primed to blossom as a shining beacon of culture and civilization in the Persean Sector, a light to outshine Opis perhaps, once the terraforming came into true fruition."" + +""Both those lights are extinguished, now,"" the historian says gloomily. ""I suppose they lacked the hard-hearted military-industrial alignment of the Hegemony's Eventide-Chicomoztoc axis, to say nothing of Kazeron and its League. And so on, for the rest of them."" + +""The worst of us thrive in these violent times, it seems."" $HeOrShe seems to realize in the moment who $heOrShe is speaking to and adds, without conviction, ""Uh, present company excluded, of course."" ",, +HistorianBackstoryBlurb23,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb23,SetHistorianBlurbShownAfterDelay historyBlurb23,"""What precisely the Hegemony does with the 'forbidden' AI confiscated by its technological inspectors, particularly during the post-AI Wars crackdowns, is not - yet - a matter of historical record. And unlikely to ever be, if COMSEC has their way,"" $heOrShe says bitterly. + +""Obviously,"" $heOrShe continues, ""the Hegemony is more conservative in exploitation of AI relative to the Domain at its height. The grumblings of the Luddic population ring loud in any Hegemon's ears, and Baikal Daud knows better than to spark unrest under the present peace-of-compromise."" + +""Now that said,"" the historian leans closer, lowering $hisOrHer voice, ""The paranoid provide entertaining speculations. One theory tells of secret overminds hidden in far-off planetoids simulating worlds which hold in thrall the minds of billions of bio-suspended human slaves; cruel scenarios playing out in the sick imagination of uncaring AI-gods. Nonsense, of course,"" $heOrShe smiles reassuringly. ""What purpose would such mistreatment serve?""",, +HistorianBackstoryBlurb24,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb24,SetHistorianBlurbShownAfterDelay historyBlurb24,"""Those who awake from cryosleep who were laid to rest in the time of the Domain are perhaps the most lost of all. Many, though not all, imagined they would populate the far end of a rich frontier; they accepted that they would leave behind all they once knew. Now they all find themselves cut loose from all reference, unmoored in history."" + +""And who is to care for them? Certainly the Luddics suggest the comfort of their religion. Others take up drink or drugs, or nihilistic detachment which too-often spills outward into destruction. Not a few of the most brutal pirates are former sleepers, you know."" + +""Where records persist, sleepers who are uniquely skilled are sometimes... recruited, drafted - 'kidnapped' is perhaps the word - by parties seeking insight into some old tech or lost secrets."" A troubled look crosses $hisOrHer face. ""I admit that if I could, I would arrange for the systematic interview of the sleepers. They would prove an excellent resource to our pre-Collapse histories, provided we keep a realistic understanding of the limitations of firsthand sources.""",, +HistorianBackstoryBlurb25,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb25,SetHistorianBlurbShownAfterDelay historyBlurb25,"""I find myself with a growing affinity for the developing itinerant spacer culture,"" $heOrShe gestures to the patrons around you. ""They have developed a colorful millieu, worldview, and even a shared mythology."" + +""Although,"" $heOrShe leans in, ""on a personal level, I cannot but wonder if something of the world itself has changed since the Collapse. Has hyperspace become more chaotic, mysterious; inhabited, almost, by alien phenomena? Or was it simply unobserved, or unreported before? Or were the reports suppressed? Or was there simply not enough intra-spacer contact to reinforce their observations - or shall we put it, for the skeptical - these shared narrative projections?"" + +""I am a mere historian and, now,"" $heOrShe smiles sadly, ""I am bereft of the corrective presence of my colleagues in the Academy. I both fear and admit that my documentation efforts might appear to drift toward dilettantism.""",, +HistorianBackstoryBlurb26,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb26,SetHistorianBlurbShownAfterDelay historyBlurb26,"""The mind reels at the loss of the Collapse,"" $heOrShe says. ""Set aside even the Domain for a moment, with its population inconceivable to our barely-civilized human brains. Just the fringe world of the Persean Sector witnessed untold death as the thin thread of logistics from the Core, and the Domain itself, was cut. Food, life support, medicines, essentially machinery - bled out, spilled into space to become so much debris..."" + +The historian stares off into a corner, $hisOrHer eyes darkened, $hisOrHer attention become lost in the imagined scene of past horror.",, +HistorianBackstoryBlurb27,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb27,SetHistorianBlurbShownAfterDelay historyBlurb27,"""Ah, the tragedy of Opis. The sheer scale of loss is incomprehensible to the mind. To this day there are those who fight and kill over the finer points of whose fault it was. I have my position, but that argument over-dominates the story of the Opisean polity itself. Why should those countless dead be defined by their murderer? I find that the beginning of a story is necessary to illuminate the end, don't you agree?"" + +$HeOrShe doesn't wait for an answer, but begins to lecture. ""Opis was a center of population, of art and commerce. Not heavy industry as-such, however - that they exported to Sindria; and agriculture, to Volturn. Out of sight, out of mind. The rulers of the Chartery of Opis grew to see little need in appeasing any but their local patronage networks. Wealth flowed to the center, where influence coagulated; the edges were forgotten."" + +""Was it once again the sin of the Domain re-enacted on a smaller stage?"" $HeOrShe raises $hisOrHer eyebrows.",, +HistorianBackstoryBlurb28,HistorianBackstoryBlurb,!WasHistorianBlurbShown historyBlurb28,SetHistorianBlurbShownAfterDelay historyBlurb28,"""This?"" $HeOrShe pats the paper book $heOrShe keeps close, and consults often. ""It is... something of an affection fitting with my self-image."" + +""There are independent high-tech manufacturers of such objects which range far from traditional papermaking. The integrated digital interface paper-analogs are impressively functional, but my own notebooks? I purchase them from a Luddic craft guild on Tartessus. Indeed, it is mostly composed of dead cellulose."" + +""I do produce digital backups,"" $heOrShe admits. ""It is not in keeping with full faith in the spirit of the material, but the archivist and researcher in me cannot abide the risk of losing my notes.""",, +,,,,,, +"# Bar Events, non-mission",,,,,, +DevBarEventTests,PopulateOptions,"$global.isDevMode +$hasMarket",SetOptionColor dev_barTests gray,,200:dev_barTests:>> (dev) Bar event tests, +DevBarEventTests2,DialogOptionSelected,$option == dev_barTests,FireAll DevBarEventTests,,, +DevBarOOCtest,DevBarEventTests,,,,dev_barOOCfreeDrink:On Own Colony free drink event, +DevBarHREtest,DevBarEventTests,,,,dev_barHighRepEventTest:High rep bar event test, +DevBarLREtest,DevBarEventTests,,,,dev_barLREtest:Low rep bar event test, +#DevBarPAAtest,DevBarEventTests,,,,dev_barPAAtest:Pirate Assassin Attack event test, +DevBarSetMetEveryone,DevBarEventTests,,,,dev_barSetMetEveryone:Player met everyone who gives unique HRE anecdote, +DevBarReturn,DevBarEventTests,,,,dev_barTestsReturn:Return, +DevBarReturn2,DialogOptionSelected,$option == dev_barTestsReturn,FireAll PopulateOptions,,, +DevBarSetMetEveryone2,DialogOptionSelected,$option == dev_barSetMetEveryone,"$global.lpp_completed = true +$player.metBrotherCotton = true +$player.metReynardHannan = true +$player.metDaud = true +$player.metKanta = true +RemoveOption dev_barSetMetEveryone","Done. + +NOTE: this is a brute force thing for testing. It is possible it will break other missions in the game, so don't fire this off before testing other stuff.",, +DevBarHREtest2,DialogOptionSelected,$option == dev_barHighRepEventTest,"FireBest BarShuttleDownPrintDesc +FireBest BarPrintDesc +$option = barHighRepEvent0 0 +FireBest DialogOptionSelected",,, +DevBarOOCtest2,DialogOptionSelected,$option == dev_barOOCfreeDrink,"FireBest BarShuttleDownPrintDesc +FireBest BarPrintDesc +$option = barOOCfreeDrink 0 +FireBest DialogOptionSelected",,, +DevBarLREtest2,DialogOptionSelected,$option == dev_barLREtest,"FireBest BarShuttleDownPrintDesc +FireBest BarPrintDesc +$option = barLREstart 0 +FireBest DialogOptionSelected",,, +DevBarPAAtest2,DialogOptionSelected,$option == dev_barPAAtest,"FireBest BarShuttleDownPrintDesc +FireBest BarPrintDesc +$option = barPAAstart 0 +FireBest DialogOptionSelected",,, +"# High rep bar, generic ""Loved""",,,,,, +BarHighRepEventStart,DialogOptionSelected,"$option == marketVisitBar +!$faction.didHighRepBarEncounter +$player.transponderOn +$player.atrocities == 0 +RepGTE $faction.id COOPERATIVE +RollProbability 0.3 score:1","FireBest BarShuttleDownPrintDesc +FireBest BarPrintDesc +$option = barHighRepEvent0 0 +FireBest DialogOptionSelected",,, +BarHighRepEvent0,DialogOptionSelected,$option == barHighRepEvent0,$faction.didHighRepBarEncounter = true,"As soon as you step into the light, faces turn toward you and a particularly burly patron stands and stares directly at you. + +You're still mid-threat assessment when the cheers break out. ""Captain $playerName!"" someone shouts, then spills half of a mug of something as their companions raise their arms. + +It appears as though you have some admirers.","barHighRepEvent0join:Join them for a round and bask in adulation +barHighRepEvent0calm:Graciously calm them down +barHighRepEvent0nod:Sternly nod an acknowledgement and get on with your business +barHighRepEvent0leave:This is altogether too much. Leave immediately.", +BarHighRepEventJoin1,DialogOptionSelected,$option == barHighRepEvent0join,,"You join the crew at the table to their uproarious delight, patrons shoving over to make room.","barHighRepEventSpeech0:The stage is yours, why not use it? Give a speech! +barHighRepEventHumble1:Keep it humble and low-key", +BarHighRepEventSpeech0,DialogOptionSelected,$option == barHighRepEventSpeech0,,"You leap up onto a table and are handed a drink, which you raise high to a new round of cheers. + +""Speech, speech!"" the crowd chants, and you make a show of reluctance before giving in to their demands.","barHRE_speechA:Focus on the local VIPs and tell some flattering anecdotes +barHRE_speechB:Compliment the crowd and make a connection with the crews +barHRE_speechC:You're the star! Talk about yourself", +BarHRESpeechA,DialogOptionSelected,$option == barHRE_speechA,"MarketGainRandomRep +$player.ethosCocky++","You share a few flattering quips and a story about some prominent local officials, earning quiet, cheers, or laughter at the appropriate moments. + +Some of the stories might even be true. Or not. What's important is the connections you're making - or pretending you already made - with the local power-players.",barHRE_transitionOut:Continue, +BarHRESpeechAchurch,DialogOptionSelected,"$option == barHRE_speechA +$faction.id == luddic_church +$global.lpp_completed","MarketGainRandomRep +$player.ethosCocky++","You share a few flattering quips and a story about some prominent local officials, earning quiet, cheers, or laughter at the appropriate moments. + +You shift the monologue toward a light-hearted review of each of the Luddic shrines you visited, earning tense laughter, but you manage to turn what at first appeared to be subversive implications into a heartfelt conclusion which results in earnest applause from spacer and Faithful alike. + +Some of the stories might even be true. Or not. What's important is the connections you're making - or pretending you already made - with the local power-players.",barHRE_transitionOut:Continue, +BarHRESpeechApath,DialogOptionSelected,"$option == barHRE_speechA +$faction.id == luddic_path +$player.metBrotherCotton","MarketGainRandomRep +$player.ethosCocky++","You share a few flattering quips and a story about some prominent local officials, earning quiet, cheers, or laughter at the appropriate moments. + +You transition into an anecdote about drinking tea with Brother Livewell Cotton and the bar goes quiet indeed - one particular spacer at the front goes pale and makes to look for the closest exit. You pivot, reassuring the spacer with the finer points of tea etiquette, prompting laughter and earning the fearful spacer good-natured ribbing from their drinking companions. + +Some of the stories might even be true. Or not. What's important is the connections you're making - or pretending you already made - with the local power-players.",barHRE_transitionOut:Continue, +BarHRESpeechAtritachyon,DialogOptionSelected,"$option == barHRE_speechA +$faction.id == tritachyon","MarketGainRandomRep +$player.ethosCocky++","You share a few flattering quips and a story about some prominent local Tri-Tachyon figures, earning moments of quiet, cheers, or laughter at the appropriate moments. A joke suggesting that Artemisia Sun is an AI core lands particularly well with the crowd despite earning you a deadly look from a finely-dressed executive sitting alone near the back of the room. + +Some of the stories might even be true. Or not. What's important is the connections you're making - or pretending you already made - with the local power-players.",barHRE_transitionOut:Continue, +BarHRESpeechAleague,DialogOptionSelected,"$option == barHRE_speechA +$faction.id == persean +$player.metReynardHannan","MarketGainRandomRep +$player.ethosCocky++","You share a few flattering quips and a story about some prominent gens and officials, earning quiet, cheers, or laughter at the appropriate moments. + +Your impression of Reynard Hannon's accent draws particular divisions between his supporters and detractors in the crowd, but you manage to defuse the tension with a well-timed joke, transforming scowls into self-deprecating smiles. + +Some of the stories might even be true. Or not. What's important is the connections you're making - or pretending you already made - with the local power-players.",barHRE_transitionOut:Continue, +BarHRESpeechAhegemony,DialogOptionSelected,"$option == barHRE_speechA +$faction.id == hegemony +$player.metDaud","MarketGainRandomRep +$player.ethosCocky++","You share a few flattering quips and a story about some prominent local Hegemony officials, earning quiet, cheers, or laughter at the appropriate moments. A pack of cadets in the corner is especially taken with an aside about meeting High Hegemon Daud. + +Some of the stories might even be true. Or not. What's important is the connections you're making - or pretending you already made - with the local power-players.",barHRE_transitionOut:Continue, +BarHRESpeechApirates,DialogOptionSelected,"$option == barHRE_speechA +$faction.id == pirates +$player.metKanta","MarketGainRandomRep +$player.ethosCocky++","You share a few off-color quips and a story involving some of the more prominent local pirates, earning quiet or cheers at the appropriate moments. + +A hush falls over the bar as you recall your meeting with Kanta herself; you manage to break the tension with an unflattering aside about her 'doctor', Cydonia, prompting laughter and pounding of tables. + +Some of the stories might even be true. Or not. What's important is the connections you're making - or pretending you already made - with the local power-players.",barHRE_transitionOut:Continue, +BarHRESpeechB,DialogOptionSelected,$option == barHRE_speechB,"$player.ethosHumanitarian++ +AdjustRep independent COOPERATIVE 1 +FireAll BarHighRepCrewGain","You speak about the hard-working spacers that make everything you've done possible, sharing a story of daring, danger, and victory. Moments of quiet, cheers, or laughter come at the appropriate moments as you connect the experiences of your crew with the individuals at the tables around you. + +Some time later, in a quiet corner, the bartender hands you a tall glass of cool water with a nod. + +Your personnel officer pings your datapad with a surprised message about a number of enthusiastic, and slightly drunk, spacers choosing to sign on to your $shipOrFleet while waiving the usual contract signing bonus.",barHRE_transitionOutB:Continue, +BarHRESpeechBsmall,BarHighRepCrewGain,,AddCommodity crew 5,,, +BarHRESpeechBsmall2,BarHighRepCrewGain,RollProbability 0.5,AddCommodity crew 8,,, +BarHRESpeechBmed2,BarHighRepCrewGain,$player.fleetPoints >= 30,AddCommodity crew 19,,, +BarHRESpeechBmed,BarHighRepCrewGain,"$player.fleetPoints >= 40 +RollProbability 0.5",AddCommodity crew 26,,, +BarHRESpeechBlarge2,BarHighRepCrewGain,$player.fleetPoints >= 60 score:2,AddCommodity crew 35,,, +BarHRESpeechBlarge,BarHighRepCrewGain,"$player.fleetPoints >= 70 score:2 +RollProbability 0.5",AddCommodity crew 47,,, +BarHRESpeechC,DialogOptionSelected,$option == barHRE_speechC,"AdjustRep faction.id COOPERATIVE 1 +$player.ethosCocky++","You start slow, and quiet, forcing the crowd to quiet themselves and one another to hear you. + +Having caught their attention, you lay it on about the dangers and trials you have faced - how is it possible you're here, alive, to tell the tale? Through laughter, cheers, and hushed moments you speak of your deeds to the rapt audience and, in a roaring conclusion, somehow connect it all to the greater glory of $theMarketFaction, to applause from the entire bar. + +Somehow you're the hero of the day, though only a handful here knew it when you first walked in.",barHRE_transitionOut:Continue, +BarHRESpeechCindie,DialogOptionSelected,"$option == barHRE_speechC +$faction.id == independent","AdjustRep faction.id COOPERATIVE 1 +$player.ethosCocky++","You start slow, and quiet, forcing the crowd to quiet themselves and one another to hear you. + +Having caught their attention, you lay it on about the dangers and trials you have faced - how is it possible you're here, alive, to tell the tale? Through laughter, cheers, and hushed moments you speak of your deeds to the rapt audience and, in a roaring conclusion, somehow connect it all to the proudly independent polities and spacers, to applause from the entire bar. + +Somehow you're the hero of the day, though only a handful here knew it when you first walked in.",barHRE_transitionOut:Continue, +BarHRESpeechCpirates,DialogOptionSelected,"$option == barHRE_speechC +$faction.id == pirates","AdjustRep faction.id COOPERATIVE 1 +$player.ethosCocky++","You start slow, and quiet, forcing the crowd to quiet themselves and one another to hear you. + +Having caught their attention, you lay it on about the dangers and trials you have faced - how is it possible you're here, alive, to tell the tale? Through laughter, cheers, and hushed moments you speak of your deeds to the rapt audience and, in a roaring conclusion, somehow connect it all to the fierce and free pirates of the Persean Sector, to applause from the entire bar. + +Somehow you're the hero of the day, though only a handful here knew it when you first walked in.",barHRE_transitionOut:Continue, +BarHREHumble1,DialogOptionSelected,$option == barHighRepEventHumble1,"AdjustRep independent COOPERATIVE 1 +$player.ethosHumble++","You quietly inquire about what the group is drinking to, setting off laughter and good cheer. You're handed a drink, and as you sip, hear several versions of your latest exploits, each more unlikely than the last. + +You do your best to correct the worst exaggerations, but the consensus has clearly formed that you're playing it down.",barHighRepEventHumble2:Continue, +BarHREHumble2,DialogOptionSelected,$option == barHighRepEventHumble2,,"With the round complete, you make your apologies to much good-natured booing, and tactfully make for a dark corner to recover your thoughts and take in the bar- the bartender, with a nod, ensures you have a tall glass of cold water at hand. + +Refreshed, and having quieted things down, you have a chance at last to look around.",barHRE_goToNormalBar:Look around the bar, +BarHRE0calm,DialogOptionSelected,$option == barHighRepEvent0calm,,"Smiling, you try to calm this table. Unfortunately, this just feeds their enthusiasm. Crews sitting at more tables turn to look, patrons whispering to one another and pointing, and others raising their voices to call out. + +It's going to be very difficult to find any contacts here with all this attention.","barHighRepEvent0join:Might as well join them for a round +barHighRepEvent0leave:This is too much; wave politely as you leave", +BarHRE0nod,DialogOptionSelected,$option == barHighRepEvent0nod,,"You give a stern nod, the very face of stoicism. + +Your example triggers a rush of somewhat tipsy salutes and over-exuberant return nods. More drink is spilled in this process, but at least they've quieted down.",barHRE_goToNormalBar:Look around the bar, +BarHRE0leave,DialogOptionSelected,$option == barHighRepEvent0leave,"unset $faction.didHighRepBarEncounter +BarCMD leaveBar","You give a sedate wave of acknowledgement, turn right around, and walk out of the bar. + +The cheers and shouts, only growing louder, are muffled as you step into the outside corridor.",,"# it's just going to happen again, ha-ha" +BarHREtransitionOut,DialogOptionSelected,$option == barHRE_transitionOut,,"Some time later, in a quiet corner, the bartender hands you a tall glass of cool water with a nod. + +Refreshed, and things having quieted down, you have a chance at last to look around.",barHRE_goToNormalBar:Look around the bar, +BarHREtransitionOutB,DialogOptionSelected,$option == barHRE_transitionOutB,,"Refreshed, and things having quieted down, you have a chance at last to look around.",barHRE_goToNormalBar:Look around the bar, +BarHREgoToNormalBar,DialogOptionSelected,$option == barHRE_goToNormalBar,BarCMD showOptions,,, +,,,,,, +"# Low rep bar, generic ""Hated"" +barLRE",,,,,, +BarLREstart,DialogOptionSelected,"$option == marketVisitBar +!$faction.didLowRepBarEncounter +RollProbability 0.2 score:10 +$hasMarket +RepIsAtBest $faction.id INHOSPITABLE","FireBest BarShuttleDownPrintDesc +FireBest BarPrintDesc +$option = barLREstart 0 +FireBest DialogOptionSelected",,, +BarLREstart2,DialogOptionSelected,$option == barLREstart,$faction.didLowRepBarEncounter = true,"A patron does a double-take, and with recognition comes a look of intense hatred. + +""You!"" the shout cuts through the clatter and noise of the bar like a shot. The burly spacer stands, and readies a meaty fist... + +Only to be thrown back onto a table with a smash of glassware by one of your bodyguards - generally discrete, but paid well to take initiative at times like these.",barLRE2:Continue, +BarLRE1,DialogOptionSelected,$option == barLRE2,,"The chaos begins to spread outward, crew and locals alike staring, and those drunkest and angriest standing. + +You hear your name spoken like a curse, and a makeshift missile shatters on the support column behind you. + +Your bodyguards form a human wall to cover your path toward the exit. Stumbling outside, you can hear the alarms which signal the rapid approach of local MuniSec. There'll be no quiet business done in this bar for the shift, that much is clear.",barLREend:Leave, +BarLRE1pirates,DialogOptionSelected,"$option == barLRE2 +$faction.id == pirates",,"The chaos spreads outward, crew and locals alike staring, and those drunkest and angriest standing. One pulls a knife, which prompts a pirate three tables down to draw a gun, at which point your instinct to find cover kicks in. + +You hear your name shouted like a curse, and an already broken vidscreen on the support column behind you explodes into burning plastic fragments, the soft-round from a boarding pistol putting it well out of its misery. + +Your bodyguards respond with controlled bursts from energy weapons set to low-power, giving cover to your withdrawal. Smoke, screams, and flashes of discharge fill the bar. Stumbling outside, you see passers-by clearing out as fast as they can. A noodle stand cook gives you a frightened look as they duck behind armored shutters. There'll be no quiet business done in this bar for the shift, that much is clear.",barLREend:Leave, +BarLRE1pather,DialogOptionSelected,"$option == barLRE2 +$faction.id == luddic_path",,"The chaos spreads outward, crew and locals alike staring, and those drunkest - clearly, this bar doesn't only serve tea and small-beer - and angriest standing. + +You hear your name called like a curse, and a makeshift missile smashes against a samovar behind you. It tips, slowly, and falls to the ground with a crash. A small wave of hot tea washes over your boots, and a cloud of steam envelopes you. + +Your bodyguards form a human wall to cover your path toward the exit. Stumbling outside, you can hear the bells which signal the rapid approach of Path anti-vice enforcers. There'll be no quiet business done in this bar for the rest of the shift, that much is clear.",barLREend:Leave, +BarLRE1hegemony,DialogOptionSelected,"$option == barLRE2 +$faction.id == hegemony",,"The chaos begins to spread outward, crew and locals alike staring, and those drunkest and angriest standing. + +You hear your name spoken like a curse, and a makeshift missile shatters on the support column behind you. A pack of cadets rushes the exit, eager to avoid a potential military discipline for involvement in a bar brawl. + +Your bodyguards form a human wall to cover your withdrawal. Stumbling outside, you hear the buzz of riot control drones which signals the rapid approach of gendarmerie. There'll be no quiet business done in this bar for the rest of the shift, that much is clear.",barLREend:Leave, +BarLRE1tritachyon,DialogOptionSelected,"$option == barLRE2 +$faction.id == tritachyon",,"The chaos begins to spread outward, crew and locals alike staring, and those drunkest and angriest standing. A couple executives in the back roll their eyes and activate a privacy field as their bodyguards step out of the shadows to protect their small pocket of peace. + +You hear your name shouted like a curse, and a makeshift missile shatters on the support column behind you, cracking a vidpanel into fractal nonsense. + +Your bodyguards form a human shield to cover your path to the exit. Stumbling into the corridor outside, you can hear alarms and the buzz of surveillance drones which signal the rapid approach of one or another of the corpo security franchises. There'll be no quiet business done in this bar for the shift, that much is clear.",barLREend:Leave, +BarLRE1church,DialogOptionSelected,"$option == barLRE2 +$faction.id == luddic_church",,"The chaos spreads outward, crew and locals alike staring, and those drunkest - clearly, this bar doesn't only serve tea and small-beer - and angriest standing. + +You hear your name called like a curse, and a makeshift missile smashes against a samovar behind you. It tips, slowly, and falls to the ground with a crash. A small wave of hot tea washes over your boots, and a cloud of steam envelopes you. + +Your bodyguards form a human wall to cover your path toward the exit. Stumbling outside, you can hear the ringing of alarm bells which signal the rapid approach of the local MuniSec squad led by a Knight of Ludd. There'll be no quiet business done in this bar for the rest of the shift, that much is clear.",barLREend:Leave, +BarLREend,DialogOptionSelected,$option == barLREend,"BarCMD leaveBar +SetEnabled marketVisitBar false +SetTooltip marketVisitBar ""Local nets report that the administrator has ordered the spacer bars closed for the next shift due to a minor riot.""",,, +BarLREendPirate,DialogOptionSelected,"$option == barLREend +$faction.id == pirates","BarCMD leaveBar +SetEnabled marketVisitBar false +SetTooltip marketVisitBar ""Comms chatter indicates that the portboss has ordered bars closed to outsiders for the next shift due to a minor riot. The form of public punishment which instigators will endure is a topic of much speculation.""",,, +BarLREendPather,DialogOptionSelected,"$option == barLREend +$faction.id == luddic_path","BarCMD leaveBar +SetEnabled marketVisitBar false +SetTooltip marketVisitBar ""Comms chatter indicates that the local Pather militants have closed all bars catering to spacers for the next shift in response to a minor riot.""",,, +"# Bar on own colony, barOOC",,,,,, +BarOwnColFreeDrinkStart,DialogOptionSelected,"$option == marketVisitBar +!$player.gotFreeDrinkFromOwnColony +RollProbability 0.3 score:10 +$faction.id == player +$hasMarket","FireBest BarShuttleDownPrintDesc +FireBest BarPrintDesc +$option = barOOCfreeDrink 0 +FireBest DialogOptionSelected",,, +BarOwnColFreeDrink0,DialogOptionSelected,$option == barOOCfreeDrink,$player.gotFreeDrinkFromOwnColony = true,"A server appears by your side, a glass of what looks exactly like your favorite drink on a silver tray. + +""Compliments of the house.""","barOwnColFreeDrink0A:""Um. Thank you."" +barOwnColFreeDrink0B:Take the drink +barOwnColFreeDrink0C:""Don't I own 'the house'?"" +barOwnColFreeDrink0E:""No thanks. I'm, uh, not thirsty.""", +BarOwnColFreeDrink0A,DialogOptionSelected,$option == barOwnColFreeDrink0A,BarCMD showOptions,The server nods and politely disappears. A sip reveals that it is perfectly to your taste.,, +BarOwnColFreeDrink0B,DialogOptionSelected,$option == barOwnColFreeDrink0B,BarCMD showOptions,You take the drink and the server politely disappears. A sip reveals that it is perfectly to your taste.,, +BarOwnColFreeDrink0C,DialogOptionSelected,$option == barOwnColFreeDrink0C,,"""Technically yes, $playerSirOrMadam, though your organization leases to the proprietor. Who, by the way, extends their compliments.""","barOwnColFreeDrink0A:""Thank you."" +barOwnColFreeDrink0B:Take the drink +barOwnColFreeDrink0D:""I wish to pay like any other customer. I insist."" +barOwnColFreeDrink0E:""No thanks. I'm, uh, not thirsty.""", +BarOwnColFreeDrink0D,DialogOptionSelected,$option == barOwnColFreeDrink0D,$player.ethosGenerous++,"""Of course, $playerSirOrMadam. I'll see that the price of the drink is subtracted from the facility fees."" + +With that, the server politely disappears. You examine the drink you just bought, then take a sip. It is, in a word, perfect. +",barHRE_goToNormalBar:Return to the bar, +BarOwnColFreeDrink0E,DialogOptionSelected,$option == barOwnColFreeDrink0E,,The server nods and politely disappears.,barHRE_goToNormalBar:Look around the bar, +"# Pirate assassin attack +barPAA",,,,,, +# TODO ... later,,,,,, +,,,,,, # Luddic Path assassin bar event,,,,,, lpBarAssassinStart,DialogOptionSelected,"$option == marketVisitBar $global.daysSinceStart > 55 @@ -25457,7 +29858,7 @@ lpBarAssassin1,DialogOptionSelected,$option == lpba_event1,,"A series of dull cr The samovar behind him, indented by a through-shot, leaks a steady patter of tea into a growing pool of blood on the table.",lpba_event2:Get back up, lpBarAssassin2,DialogOptionSelected,$option == lpba_event2,,"Local MuniSec holds you, your guards, and a few witnesses until a mid-rank Knight of Ludd can make a ruling on the situation. The case for self-defense is clear-cut - witnesses swear holy oaths to this - and the licensing of your protective weapons is accepted. -""A child, led astray"" the Knight says gruffly as the would-be assassin is wrapped in a simple shroud and taken away. Their eyes turn to you, ""Your pride sows wrath, and it bears this bloody fruit."" +""A child, led astray,"" the Knight says gruffly as the would-be assassin is wrapped in a simple shroud and taken away. Their eyes turn to you, ""Your pride sows wrath, and it bears this bloody fruit."" After a pointed silence, they say, ""You and yours; go now. What's here is done."" @@ -25479,10 +29880,13 @@ lpLKEtestSetting1,DEVLCTestMenuOptions,!$player.metBrotherCotton,SetOptionColor lpLKEtestSetting2,DEVLCTestMenuOptions,!$global.lpp_radicalizedKnightInitiate,SetOptionColor lpLKE_testSetting2 gray,,lpLKE_testSetting2:Player told Initiate Ned Boot to join Path, lpLKEtestSetting3,DEVLCTestMenuOptions,$player.luddicAttitudePather < 10,SetOptionColor lpLKE_testSetting3 gray,,lpLKE_testSetting3:Player has luddicEthosPather, lpLKEtestSetting4,DEVLCTestMenuOptions,$player.luddicAttitudeFaithful < 10,SetOptionColor lpLKE_testSetting4 gray,,lpLKE_testSetting4:Player has luddicEthosFaithful, -lpLKEtestSetting5,DEVLCTestMenuOptions,!$global.gaATG_gotLokeViaRaid,SetOptionColor lpLKE_testSetting5 gray,,lpLKE_testSetting5:Player raided Eiphany for Clone Loke, +lpLKEtestSettingAtheistOpt,DEVLCTestMenuOptions,$player.luddicAttitudeAtheistic < 10,SetOptionColor lpLKE_testSettingAtheist gray,,lpLKE_testSettingAtheist:set player as luddicEthosAtheist, +lpLKEtestSettingCynicalOpt,DEVLCTestMenuOptions,$player.luddicAttitudeCynical < 10,SetOptionColor lpLKE_testSettingCynical gray,,lpLKE_testSettingCynical:set player as luddicEthosCynical, +#lpLKEtestSetting5,DEVLCTestMenuOptions,!$global.gaATG_gotLokeViaRaid,SetOptionColor lpLKE_testSetting5 gray,,lpLKE_testSetting5:Player raided Epiphany for Clone Loke, +#lpLKEtestSetting6,DEVLCTestMenuOptions,,SetOptionColor lpLKE_testSetting6 gray,,lpLKE_testSetting6:Test final convo of LKE, devGotCottonBookSet,DEVLCTestMenuOptions,!$player.gotBookOfLuddFromCotton,SetOptionColor dev_gotCottonBookSet gray,,"dev_gotCottonBookSet:Brother Cotton gave player his Book of Ludd (and met, and had tea)", lkeDevStartOption,DEVLCTestMenuOptions,,SetOptionColor lke_devStart1 gray,,lke_devStart1:DEV start LKE mission, -lppDevSetToEnd,DEVLCTestMenuOptions,,SetOptionColor lpp_gileadMissionEndDev2 gray,,lpp_gileadMissionEndDev2:DEV go to last stage of Pilgrim's Path, +#lppDevSetToEnd,DEVLCTestMenuOptions,,SetOptionColor lpp_gileadMissionEndDev2 gray,,lpp_gileadMissionEndDev2:DEV go to last stage of Pilgrim's Path, lpLKEtestSetting1set,DialogOptionSelected,$option == lpLKE_testSetting1,"$player.metBrotherCotton = true $player.satWithCottonCount = 3 FireAll DEVLCTestMenuOptions","Player set to have met Brother Cotton, and to have sat down with him (indicating that they will talk to Pathers)",, @@ -25492,8 +29896,17 @@ lpLKEtestSetting3set,DialogOptionSelected,$option == lpLKE_testSetting3,"$player FireAll DEVLCTestMenuOptions",Player Luddic attitude set to Pather,, lpLKEtestSetting4set,DialogOptionSelected,$option == lpLKE_testSetting4,"$player.luddicAttitudeFaithful = 10 FireAll DEVLCTestMenuOptions",Player Luddic attitude set to Faithful,, +lpLKEtestSetAtheist,DialogOptionSelected,$option == lpLKE_testSettingAtheist,"$player.luddicAttitudeAtheistic = 10 +FireAll DEVLCTestMenuOptions",Player Luddic attitude set to Atheist,, +lpLKEtestSetCynical,DialogOptionSelected,$option == lpLKE_testSettingCynical,"$player.luddicAttitudeCynical = 10 +FireAll DEVLCTestMenuOptions",Player Luddic attitude set to Cynical,, lpLKEtestSetting5set,DialogOptionSelected,$option == lpLKE_testSetting5,"$global.gaATG_gotLokeViaRaid FireAll DEVLCTestMenuOptions",Player set to have acquired Loke via a Raid on Epiphany,, +lpLKEtestSetting6set,DialogOptionSelected,$option == lpLKE_testSetting6,"BeginMission lke +$global.lke_foundBornanew = true +Call $global.lke_ref updateData +$option = lke_shuttleDownBornanew +FireBest DialogOptionSelected",,, devGotCottonBookSet2,DialogOptionSelected,$option == dev_gotCottonBookSet,"$player.gotBookOfLuddFromCotton = true $player.metBrotherCotton = true $player.satWithCottonCount = 3 @@ -25530,12 +29943,15 @@ $player.mostLuddicEthosPather = false $player.mostLuddicEthosAtheistic = false $player.luddicAttitudeFaithfulOrPather = false $player.luddicAttitudeCynicalOrAtheistic = false +$player.luddicFaithfulOrChurchCom = false $topLEscore = 0 0 FireAll MostLuddicEthosRefresh1 FireAll MostLuddicEthosRefresh2 FireAll MostLuddicEthosRefresh3 FireAll MostLuddicEthosRefresh4 -FireAll MostLuddicEthosRefresh5",,, +FireAll MostLuddicEthosRefresh5 +FireAll MostLuddicEthosRefresh6 +FireAll MostLuddicEthosRefresh7",,, LuddicEthosRefresh1,MostLuddicEthosRefresh1,"$player.luddicAttitudeFaithful > 3 $player.luddicAttitudeFaithful > $topLEscore ","$player.mostLuddicEthosFaithful = true $player.mostLuddicEthosCynical = false @@ -25543,7 +29959,8 @@ $player.mostLuddicEthosAgnostic = false $player.mostLuddicEthosPather = false $player.mostLuddicEthosAtheistic = false $topLEscore = $player.luddicAttitudeFaithful -$player.luddicAttitudeFaithfulOrPather = true",,, +$player.luddicAttitudeFaithfulOrPather = true +$player.luddicFaithfulOrChurchCom = true",,, LuddicEthosRefresh2,MostLuddicEthosRefresh2,"$player.luddicAttitudeCynical > 3 $player.luddicAttitudeCynical > $topLEscore ","$player.mostLuddicEthosFaithful = false $player.mostLuddicEthosCynical = true @@ -25574,4 +29991,194 @@ $player.mostLuddicEthosAgnostic = false $player.mostLuddicEthosPather = false $player.mostLuddicEthosAtheistic = true $player.luddicAttitudeCynicalOrAtheistic = true -$topLEscore = $player.luddicAttitudeAtheistic",,, \ No newline at end of file +$topLEscore = $player.luddicAttitudeAtheistic",,, +LuddicEthosRefresh6,MostLuddicEthosRefresh6,$player.fcm_faction == luddic_church,$player.luddicFaithfulOrChurchCom = true,,, +LuddicEthosRefresh7,MostLuddicEthosRefresh7,"$topLEscore < 4 +$player.fcm_faction != luddic_church",$player.luddicAttitudeNone = true,,, +# EndConversation tests,,,,,, +#devTestEndConvoA,PopulateOptions,$isPerson,,,devTest_EndConvoA2:EndConversation, +#devTestEndConvoB,PopulateOptions,$isPerson,,,devTest_EndConvoB2:EndConversation NO_CONTINUE, +#devTestEndConvoC,PopulateOptions,$isPerson,,,devTest_EndConvoC2:EndConversation DO_NOT_FIRE, +#devTestEndConvoA2,DialogOptionSelected,$option == devTest_EndConvoA2,EndConversation,,, +#devTestEndConvoB2,DialogOptionSelected,$option == devTest_EndConvoB2,EndConversation NO_CONTINUE,,, +#devTestEndConvoC2,DialogOptionSelected,$option == devTest_EndConvoC2,EndConversation DO_NOT_FIRE,,, +,,,,,, +,,,,,, +# Beg Quartermaster for Supplies aka BQFS,,,,,, +# tutorial stuff,,,,,, +#bqfsAskForSuppliesOption,PopulateOptions,$postId == supplyOfficer,,,"bqfs_askForSupplies:""Could you give me some free supplies?""", +#bqfsAskForSuppliesGaveAlready,PopulateOptions,"$gavePlayerFreeSupplies +!$saidAlreadyGaveSupplies",$saidAlreadyGaveSupplies = true 0,"""Oh."" $HeOrShe looks more closely at you through the link. ""You're the one I gave those free supplies. Don't be expecting to get any more out of me!""",, +#bqfsAskForSuppliesGaveAlready2,PopulateOptions,$gavePlayerFreeSupplies,"SetTooltip bqfs_askForSupplies ""$personName remembers giving you free supplies. You'll have to wait until 3 days have passed since you last bummed supplies off of $himOrHer for $himOrHer to forget."" +SetTooltipHighlights bqfs_askForSupplies ""3 days"" +SetEnabled bqfs_askForSupplies false",,, +#bqfsAskForSupplies,DialogOptionSelected,$option == bqfs_askForSupplies,"AddRemoveCommodity supplies 10 +$gavePlayerFreeSupplies = true 3 +FireAll PopulateOptions","""Well,"" $heOrShe says slowly, looking troubled. ""I suppose we could spare a few supplies for an honest-looking spacer such as yourself.""",, +#bqfsAskForSuppliesDeniedSuspect,DialogOptionSelected,"$option == bqfs_askForSupplies +RepLTE $personFaction.id FAVORABLE",FireAll PopulateOptions,"""Hmm."" $HeOrShe looks at you suspiciously. + +""Wait, I know you. You're one of those freeloading spacers that asks honest quartermasters for supplies. You won't be getting anything out of me, that's certain!""",, +#bqfsAskForSuppliesDeniedHostile,DialogOptionSelected,"$option == bqfs_askForSupplies +$personFaction.isHostile score:100",AdjustRepActivePerson -1,"""Wait, are you-"" $HisOrHer eyes dart to a datapad which $heOrShe holds up to examine, squinting. Then looks back at you. Gears turn. + +""You're $playerName!"" $HeOrShe says finally, seeming to surprise even $himOrHerself. + +""Get yourself off of my comm-link you... you space-trash!"" + +$HeOrShe mashes at the cut-off button.",cutCommLink:Cut the comm link, +#bqfsAskForSuppliesDenied,DialogOptionSelected,"$option == bqfs_askForSupplies +$gavePlayerFreeSupplies",FireAll PopulateOptions,"""Now hold on."" $HeOrShe crosses $hisOrHer arms. ""I've already given you free supplies. That's all you'll get out of me, $playerName."" + +$gavePlayerFreeSupplies + +""Those are the rules,"" $heOrShe says with a nod.",, +#bqfsAskForSuppliesOptionSuspect,PopulateOptions,"$postId == supplyOfficer +RepLTE $personFaction.id FAVORABLE +!$gavePlayerFreeSupplies","SetTooltip bqfs_askForSupplies ""$personName won't give you free supplies until you improve your relations with $hisOrHer faction."" +SetEnabled bqfs_askForSupplies false","""Hmm."" $HeOrShe looks at you suspiciously. + +""You look like one of those free-loading spacers that asks honest quartermasters for free supplies. You won't be getting anything out of me, that's certain.""",, +#bqfsAskForSuppliesOptionHostile,PopulateOptions,"$postId == supplyOfficer +$personFaction.isHostile score:100",RemoveOption bqfs_askForSupplies,"""You've got yourself on the wrong end of my superiors,"" $heOrShe says with a scowl. ""And that means you're on the wrong end of me!"" + +""Get yourself off of my comm-link you... you space-trash."" + +$HeOrShe mashes the cut-off button.",, +#bqfsAskForSuppliesOption2,PopulateOptions,$postId == supplyOfficer,,,"bqfs_askForSupplies2:""Hey, gimmie some supplies!""", +#bqfsAskForSupplies2,DialogOptionSelected,$option == bqfs_askForSupplies2,"$option = bqfs_askForSupplies +FireBest DialogOptionSelected",,, +,,,,,, +# BQFS real version,,,,,, +bqfsAskForSuppliesOptionDEV,PopulateOptions,"$global.isDevMode +$postId == supplyOfficer +$faction.c:offersCommissions",SetOptionColor bqfs_devResetCounter gray,,bqfs_devResetCounter:DEV unset resupply counter, +bqfsAskForSuppliesOptionDEV2,DialogOptionSelected,$option == bqfs_devResetCounter,"unset $faction.playerReceivedCommissionResupply +FireAll PopulateOptions",,, +bqfsIgnoringComms,PickGreeting,"$postId == supplyOfficer +$ignorePlayerCommRequests","ShowDefaultVisual +EndConversation NO_CONTINUE","You try to establish a comm link, but your request is denied.",,# mad at you for trying to cheat the system +bqfsAskForSuppliesOptionFirst,PopulateOptions,"$postId == supplyOfficer +$faction.c:offersCommissions +!$player.everAskedForFreeSupplies",,,"bqfs_askForSupplies:""Do you have any supplies to spare?""", +bqfsAskForSuppliesOptionAgain,PopulateOptions,"$postId == supplyOfficer +$faction.c:offersCommissions +$player.everAskedForFreeSupplies",FireAll BQFSaskForSuppliesOptCheck,,"bqfs_askForSupplies:""Do you have any supplies to spare?""", +bqfsAskForSuppliesOptAgainCheck,BQFSaskForSuppliesOptCheck,"Commission recalcFreeSupplyDaysRemaining +$faction.playerReceivedCommissionResupply +$player.fcm_faction == $personFaction.id","SetEnabled bqfs_askForSupplies false +SetTooltip bqfs_askForSupplies ""You must wait another $daysLeft days before you may be allocated emergency supplies due to your $faction commission."" +SetTooltipHighlights bqfs_askForSupplies ""$daysLeft days"" ""$faction"" +SetTooltipHighlightColors bqfs_askForSupplies hColor $faction.id",,, +bqfsAskForSuppliesOptAgainCheck2,BQFSaskForSuppliesOptCheck,$player.fcm_faction != $personFaction.id,"SetEnabled bqfs_askForSupplies false +SetTooltip bqfs_askForSupplies ""The $post will only provide supplies to a $shipOrFleet in need and bearing a $faction commission."" +SetTooltipHighlights bqfs_askForSupplies ""$faction"" +SetTooltipHighlightColors bqfs_askForSupplies $faction.id",,, +bqfsAskedForSuppliesFirstNo,DialogOptionSelected,"$option == bqfs_askForSupplies +!$player.everAskedForFreeSupplies +$player.fcm_faction != $personFaction.id","SetTextHighlightColors $faction.id +Highlight $faction +$player.everAskedForFreeSupplies = true +FireAll PopulateOptions","$HeOrShe glances at a secondary display, checking your $shipOrFleet ID. + +""This isn't a charity, spacer,"" $heOrShe says, turning back to you. ""I'd only even consider your request if you held a $faction commission. And you don't. So don't waste my time.""",,"# yes, setting highlights on regular text has to be done in the opposite order from tooltips" +bqfsAskedForSuppliesFirstNoLuddic,DialogOptionSelected,"$option == bqfs_askForSupplies +!$player.everAskedForFreeSupplies +$player.fcm_faction != $personFaction.id +$faction.id == luddic_church","SetTextHighlightColors $faction.id +Highlight ""Church of Galactic Redemption"" +$player.everAskedForFreeSupplies = true +FireAll PopulateOptions","$HeOrShe glances at a secondary display, checking your $shipOrFleet ID. + +""Charity may be a virtue, spacer,"" $heOrShe says, ""but I'd only even consider your request if you were actually in need - and commissioned in service of the Church of Galactic Redemption."" + +""Mind you that greed is a vice, so pray on that as you move along.""",, +bqfsAskedForSupplies,DialogOptionSelected,"$option == bqfs_askForSupplies +Commission doesPlayerFleetNeedRepairs","$player.everAskedForFreeSupplies = true +$option = bqfs_askForSupplies2 0 +FireBest DialogOptionSelected","""Hmm,"" the $post looks over a secondary display, casually tapping through a few reports.",, +bqfsAskedForSuppliesB,DialogOptionSelected,"$option == bqfs_askForSupplies +!Commission doesPlayerFleetNeedRepairs","$player.everAskedForFreeSupplies = true +$option = bqfs_askForSupplies2 0 +FireBest DialogOptionSelected","""Hmm,"" the $post looks over a secondary display, casually tapping through a few reports.",, +bqfsAskedForSuppliesHostile,DialogOptionSelected,"$option == bqfs_askForSupplies +$faction.isHostile",$ignorePlayerCommRequests = true 7,"The $post gives you a strange look, then glances at a secondary display. Then, looking slightly alarmed, back at you. + +""Wait, are you-"" $HisOrHer eyes dart to the display. ""You're $playerName! Get yourself off of my comm-link."" + +$HeOrShe mashes at the cut-off button.",,# don't actually flip the first-time flag 'cause player didn't get the essential game info out of this +bqfsAskedForSuppliesScam,DialogOptionSelected,"$option == bqfs_askForSupplies2 +$player.fleetLowCR +$player.supplies < 10 +Commission isCargoPodsScam","$option = bqfs_askForSuppliesScam 0 +FireBest DialogOptionSelected","Something comes up, $hisOrHer eyes narrow, expression growing harder. More tapping. Then $heOrShe turns to you, frowning.",, +bqfsAskedForSuppliesScam2generic,DialogOptionSelected,$option == bqfs_askForSuppliesScam,"$option = bqfs_askForSuppliesScamOut 0 +FireBest DialogOptionSelected","Something comes up, $hisOrHer eyes narrow, expression growing harder. More tapping. Then $heOrShe turns to you, frowning. + +""You don't become the $post without having seen a few tricks over the cycles. I just didn't expect a captain bearing a $faction commission to attempt the old cargo dump on me."" + +$HeOrShe sighs, shaking his or her head. ""I'm flagging your commission ID for a cycle. Now get off my comms.""",, +bqfsAskedForSuppliesScamHeg,DialogOptionSelected,"$option == bqfs_askForSuppliesScam +$faction.id == hegemony","$option = bqfs_askForSuppliesScamOut 0 +FireBest DialogOptionSelected","""I'm a $post for the Hegemony, not some two-credit League world. I've seen the old dump-the-cargo done by an upstart who thinks they're more clever than the system before, and I will again. You should be hauled before a court martial. But lucky you, I've got enough paperwork, so I'm going to pretend this was one big, stupid mistake."" + +$HeOrShe sighs, shaking his or her head. ""I'm flagging your commission ID for a cycle. Now get off my comms.""",, +bqfsAskedForSuppliesScamTT,DialogOptionSelected,"$option == bqfs_askForSuppliesScam +$faction.id == tritachyon","$option = bqfs_askForSuppliesScamOut 0 +FireBest DialogOptionSelected","""I see your trick, captain, and while I admire your drive to maximize profit, I cannot respect that you're too incompetent to dump your supplies further afield before requesting assistance. You understand that if I was found misappropriating Tri-Tachyon property, they'd bond me into debt-service? I've got wealth, but not much. It'd be life."" + +$HeOrShe sighs, shaking his or her head. ""I'm flagging your commission ID for a cycle. Now get off my comms.""",, +bqfsAskedForSuppliesScamChurch,DialogOptionSelected,"$option == bqfs_askForSuppliesScam +$faction.id == luddic_church","$option = bqfs_askForSuppliesScamOut 0 +FireBest DialogOptionSelected","""I may walk with Ludd, but you don't become the $post by taking every spacer's word on faith alone. I'd hoped a captain commissioned by the Church would never attempt a cargo dump scam on me, but here you are."" + +$HeOrShe sighs, shaking his or her head. ""I'm flagging your commission for a cycle, that you might reflect and pray for forgiveness. Now remove your sinning face from my comms.""",, +bqfsAskedForSuppliesScamLeague,DialogOptionSelected,"$option == bqfs_askForSuppliesScam +$faction.id == persean","$option = bqfs_askForSuppliesScamOut 0 +FireBest DialogOptionSelected","""I'm no gens-get, captain; I earned my position by serving from Laicaille to Salamanca and I didn't become $post because I'm a fool. I just didn't expect a League captain to attempt the old smuggler's dump on me."" + +$HeOrShe sighs, shaking his or her head. ""I'm flagging your commission ID for a cycle. Now get off my comms.""",, +bqfsAskedForSuppliesScamSD,DialogOptionSelected,"$option == bqfs_askForSuppliesScam +$faction.id == sindrian_diktat","$option = bqfs_askForSuppliesScamOut 0 +FireBest DialogOptionSelected","""You don't become the $post here without knowing a few tricks employed by terrorists and smugglers. I'd have expected if you'd pledged to the Sindrian Diktat you'd know better than to attempt the old cargo dump scam. Stars beyond, you'd get us both sent to Cruor!"" + +$HeOrShe sighs, shaking his or her head. ""I'm flagging your commission ID for a cycle. You'd best hope the Spider doesn't take an interest. Now get off my comms.""",, +bqfsAskedForSuppliesScamOut,DialogOptionSelected,$option == bqfs_askForSuppliesScamOut,"AdjustRepActivePerson -2 +$faction.playerReceivedCommissionResupply = true 365 +$faction.playerReceivedCommissionResupplyOn = $global.daysSinceStart +$playerAttemptedCargoPodScam = true +$player.attemptedComSupCargoPodScamEver = true +$ignorePlayerCommRequests = true 7",,cutCommLink:Cut the comm link, +bqfsAskedForSuppliesAcceptA,DialogOptionSelected,"$option == bqfs_askForSupplies2 +$player.fleetLowCR +$player.supplies < 10",,"""Hmm. Your $shipOrFleet is in decent shape, but your readiness has suffered. Seeing as how you bear a $faction commission, it looks like I might be able to justify providing you with assistance."" + +$HeOrShe gives you a severe look. ""Are you sure you want to call this in now? A commissioned captain is only authorized to receive emergency supplies once per cycle.""","bqfs_receiveSupplies:""I need supplies. Badly."" +bqfs_receiveSuppliesAbort:""No, I'll do without.""", +bqfsAskedForSuppliesAcceptAbort,DialogOptionSelected,$option == bqfs_receiveSuppliesAbort,FireAll PopulateOptions,The $post simply nods.,, +bqfsAskedForSuppliesAcceptB,DialogOptionSelected,"$option == bqfs_askForSupplies2 +$player.fleetDamaged score:2 +$player.supplies < 10",,"""It looks like your $shipOrFleet has taken some hits. Seeing as how you bear a $faction commission, it looks like I can justify providing you with assistance.""",bqfs_receiveSupplies:Continue, +bqfsAskedForSuppliesAcceptC,DialogOptionSelected,"$option == bqfs_askForSupplies2 +$player.fleetDamaged +$player.fleetDamagedLots score:2 +$player.supplies < 10",,"""Your $shipOrFleet has taken some serious damage. You have a $faction commission and this is a clear case of need, so I shall provide you with emergency supplies.""",bqfs_receiveSupplies:Continue, +bqfsAskedForSuppliesDecline,DialogOptionSelected,$option == bqfs_askForSupplies2,"FireAll PopulateOptions +RemoveOption bqfs_askForSupplies","""Looks like you've got a handle on your $shipOrFleet's upkeep. I'll not give supplies away for them to end up on the black market."" + +$HeOrShe holds up one rough hand, ""Not accusing you, captain. It's simply a matter of policy that I must justify any emergency supply transfer. If I can't prove they're used to serve $faction interests, then I have to answer for the expense.""",, +bqfsASkedForSuppliesDeclineColony,DialogOptionSelected,"$option == bqfs_askForSupplies2 +$player.numColonies > 0 score:100","AdjustRepActivePerson -1 +FireAll PopulateOptions +RemoveOption bqfs_askForSupplies","$HeOrShe back looks to you, perplexed. ""You own your own planet and you've come to me begging for supplies?"" + +""I'll count this as a joke in poor taste, $playerSirOrMadam."" + +$HeOrShe doesn't look amused, and doesn't manage to imbue $hisOrHer words with quite the tone of respect $hisOrHer words alone would imply.",, +bqfsAskedForSuppliesAccept2,DialogOptionSelected,$option == bqfs_receiveSupplies,"AddRemoveCommodity supplies 60 +$faction.playerReceivedCommissionResupply = true 365 +$faction.playerReceivedCommissionResupplyOn = $global.daysSinceStart +FireAll PopulateOptions +RemoveOption bqfs_askForSupplies","You make the arrangements, and before the passing of a workshift, a small batch of emergency supplies is transferred to your $shipOrFleet for repairs. + +""The funds you receive from $theFaction are meant to cover operational expenses,"" $personName says brusquely. ""Your commission ID will be flagged for one full cycle due to this emergency supply transfer, so don't make a habit of not having a backup plan.""",, \ No newline at end of file diff --git a/data/campaign/special_items.csv b/data/campaign/special_items.csv index c424ef7bc7..7648f1568d 100644 --- a/data/campaign/special_items.csv +++ b/data/campaign/special_items.csv @@ -2,33 +2,33 @@ name,id,tags,tech/manufacturer,rarity,base price,stack size,cargo space,baseRaid Base ModSpec,modspec,modspec,,,1,1000,1,,graphics/icons/cargo/modspec2.png,ui_chip_pickup,ui_modspec_drop,com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin,,"A collection of notes, guidelines, and practical examples that enable one to adapt and apply this modification to various hulls.",50 ,,,,,,,,,,,,,,, # industry-slotted items,,,,,,,,,,,,,,, -Corrupted Nanoforge,corrupted_nanoforge,"nanoforge, pather4",Domain Restricted,,50000,1000,1,HIGH,graphics/icons/cargo/nanoforge_corrupted.png,ui_cargo_special_industrial_pickup,ui_cargo_special_industrial_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,"heavyindustry, orbitalworks","A powerful and versatile manufacturing ""black box"", capable of building itself out to an industrial scale, given the necessary raw materials and human assistance. - +Corrupted Nanoforge,corrupted_nanoforge,"nanoforge, pather4",Domain Restricted,,50000,1000,1,HIGH,graphics/icons/cargo/nanoforge_corrupted.png,ui_cargo_special_industrial_pickup,ui_cargo_special_industrial_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,"heavyindustry, orbitalworks","A powerful and versatile manufacturing ""black box"", capable of building itself out to an industrial scale, given the necessary raw materials and human assistance. + This one has seen better days, and is incapable of reliably producing defect-free components. Nonetheless, having access to a nanoforge at all is a step up as far as starship construction goes.",139 -Pristine Nanoforge,pristine_nanoforge,"nanoforge, hist3t, pather4",Domain Restricted,,250000,1000,1,EXTREME,graphics/icons/cargo/nanoforge_pristine.png,ui_cargo_special_industrial_pickup,ui_cargo_special_industrial_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,"heavyindustry, orbitalworks","A powerful and versatile manufacturing ""black box"", capable of building itself out to an industrial scale, given the necessary raw materials and human assistance. - +Pristine Nanoforge,pristine_nanoforge,"nanoforge, hist3t, pather4",Domain Restricted,,250000,1000,1,EXTREME,graphics/icons/cargo/nanoforge_pristine.png,ui_cargo_special_industrial_pickup,ui_cargo_special_industrial_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,"heavyindustry, orbitalworks","A powerful and versatile manufacturing ""black box"", capable of building itself out to an industrial scale, given the necessary raw materials and human assistance. + This one is good as new, at least according to its on-board diagnostics. In practice, getting defect-free starship components is still a challenge given the overall state of manufacturing in the Sector, but this nanoforge is as good as it gets.",139.1 Synchrotron Core,synchrotron,"hist3t, pather4",Domain Restricted,,250000,1000,1,EXTREME,graphics/icons/cargo/synchrotron_core.png,ui_cargo_special_ultratech_pickup,ui_cargo_special_ultratech_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,fuelprod,"A specialized nanoforge, loaded with firmware and seed nano-tech to build itself out into a Synchrotron that allows industrial-scale antimatter production.",139.2 -Orbital Fusion Lamp,orbital_fusion_lamp,"hist3t, pather4",Fabrique Orbitale,,150000,1000,1,EXTREME,graphics/icons/cargo/fusion_lamp.png,ui_cargo_special_ultratech_pickup,ui_cargo_special_ultratech_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,population,"A miniaturized, variable-output fusion reactor capable of providing ample light and heat to a planet. - +Orbital Fusion Lamp,orbital_fusion_lamp,"hist3t, pather4",Fabrique Orbitale,,150000,1000,1,EXTREME,graphics/icons/cargo/fusion_lamp.png,ui_cargo_special_ultratech_pickup,ui_cargo_special_ultratech_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,population,"A miniaturized, variable-output fusion reactor capable of providing ample light and heat to a planet. + Safe operation requires prodigious quantities of volatiles. If the demand is not met, the reactor suffers from potentially hazardous instability, which may lead to an uncontrolled surge in output. Litigation over whether this device is of inherently unsafe design or simply used unsafely were ongoing in Domain courts at the time of the Collapse.",135 -Hypershunt Tap,coronal_portal,"hist3t, pather8",Domain Restricted,,300000,1000,1,EXTREME,graphics/icons/cargo/hypershunt_tap.png,ui_cargo_special_ultratech_pickup,ui_cargo_special_ultratech_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,population,"A miniaturized wormhole interface which can be activated to tap into a nearby coronal hypershunt, providing a colony with virtually unlimited power. - +Hypershunt Tap,coronal_portal,"hist3t, pather8",Domain Restricted,,300000,1000,1,EXTREME,graphics/icons/cargo/hypershunt_tap.png,ui_cargo_special_ultratech_pickup,ui_cargo_special_ultratech_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,population,"A miniaturized wormhole interface which can be activated to tap into a nearby coronal hypershunt, providing a colony with virtually unlimited power. + Operation requires industrial quantities of transplutonics, which are at first used to open the wormhole, and then - once the power drawn becomes self-sustaining - is consumed in a complicated ablative process which maintains wormhole stability. Any interruption in supply requires a full shutdown of the tap.",137 Autonomous Mantle Bore,mantle_bore,"hist3t, pather4",Eridani-Utopia Terraforming,,80000,1000,1,EXTREME,graphics/icons/cargo/terraforming_bore.png,ui_cargo_special_industrial_pickup,ui_cargo_special_industrial_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,mining,"While it is believed there are no functional control override units remaining in the Sector, the bore itself is capable of independent - if sometimes unpredictable - operation. Automatic-mode failsafes preclude its use on habitable worlds.",140 Catalytic Core,catalytic_core,"hist3t, pather4",Ko Combine,,100000,1000,1,EXTREME,graphics/icons/cargo/catalytic_core.png,ui_cargo_special_industrial_pickup,ui_cargo_special_industrial_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,refining,Vastly improves the effectiveness of refining operations by way of a surprising quirk of osmosis physics. Operation requires access to vacuum on a scale difficult to achieve on planets with significant atmospheric pressure.,145 -Soil Nanites,soil_nanites,"hist3t, pather4",Eridani-Utopia Terraforming,,60000,1000,1,EXTREME,graphics/icons/cargo/soil_nanites.png,ui_cargo_special_biotech_pickup,ui_cargo_special_tech_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,farming,"Enables soil enrichment and recovery at a rate far beyond that at which unaided natural processes perform. Domain Nanite Safety Regulation 4324, subsection 81 prohibits use on worlds with transplutonic ore or volatiles deposits, and unfortunately the built-in failsafe appears to be functional.",150 +Soil Nanites,soil_nanites,"hist3t, pather4",Eridani-Utopia Terraforming,,60000,1000,1,EXTREME,graphics/icons/cargo/soil_nanites.png,ui_cargo_special_industrial_pickup,ui_cargo_special_industrial_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,farming,"Enables soil enrichment and recovery at a rate far beyond that at which unaided natural processes perform. Domain Nanite Safety Regulation 4324, subsection 81 prohibits use on worlds with transplutonic ore or volatiles deposits, and unfortunately the built-in failsafe appears to be functional.",150 Biofactory Embryo,biofactory_embryo,"hist3t, pather4",Exodyne Biotech,,120000,1000,1,EXTREME,graphics/icons/cargo/biofactory_embryo.png,ui_cargo_special_biotech_pickup,ui_cargo_special_bio_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,lightindustry,"A dizzying array of consumer goods can be grown rather than manufactured. The fully-extruded biofactory only thrives in the delicate balance of sunlight, soil nutrients, and atmospheric conditions a habitable world can provide. Attempts to mimic these conditions in artificial environments always fail, causing the factory to sicken, presumably due to a genetically encoded failsafe.",155 -Fullerene Spool,fullerene_spool,"hist3t, pather4",Fabrique Orbitale,,150000,1000,1,EXTREME,graphics/icons/cargo/fullerene_spool.png,ui_cargo_special_biotech_pickup,ui_cargo_special_tech_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,"spaceport, megaport",An ultra-strong carbon nanomesh cable that is key to the construction of a space elevator. Greatly improves the efficiency of logistics between the surface of a planet and low orbit.,160 -Plasma Dynamo,plasma_dynamo,"hist3t, pather4",Fabrique Orbitale,,100000,1000,1,EXTREME,graphics/icons/cargo/plasma_dynamo.png,ui_cargo_special_biotech_pickup,ui_cargo_special_tech_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,mining,"The superconductor-flanged centerpiece of an industrial system which creates a planetary-scale plasma net that enables efficient, spectacular extraction of volatiles from the atmosphere of a suitable gas giant.",165 -Cryoarithmetic Engine,cryoarithmetic_engine,"hist3t, pather4",Domain Restricted,,200000,1000,1,EXTREME,graphics/icons/cargo/cryoarithmetic_engine.png,ui_cargo_special_ultratech_pickup,ui_cargo_special_ultratech_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,"patrolhq, militarybase, highcommand","A quantum computer that violates the second law of thermodynamics by getting colder instead of hotter while performing computations. - +Fullerene Spool,fullerene_spool,"hist3t, pather4",Fabrique Orbitale,,150000,1000,1,EXTREME,graphics/icons/cargo/fullerene_spool.png,ui_cargo_special_industrial_pickup,ui_cargo_special_industrial_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,"spaceport, megaport",An ultra-strong carbon nanomesh cable that is key to the construction of a space elevator. Greatly improves the efficiency of logistics between the surface of a planet and low orbit.,160 +Plasma Dynamo,plasma_dynamo,"hist3t, pather4",Fabrique Orbitale,,100000,1000,1,EXTREME,graphics/icons/cargo/plasma_dynamo.png,ui_cargo_special_industrial_pickup,ui_cargo_special_industrial_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,mining,"The superconductor-flanged centerpiece of an industrial system which creates a planetary-scale plasma net that enables efficient, spectacular extraction of volatiles from the atmosphere of a suitable gas giant.",165 +Cryoarithmetic Engine,cryoarithmetic_engine,"hist3t, pather4",Domain Restricted,,200000,1000,1,EXTREME,graphics/icons/cargo/cryoarithmetic_engine.png,ui_cargo_special_ultratech_pickup,ui_cargo_special_ultratech_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,"patrolhq, militarybase, highcommand","A quantum computer that violates the second law of thermodynamics by getting colder instead of hotter while performing computations. + A massive, planet-wide network of tendrils - ending in heatsinks - extrudes itself, using heat to fuel growth and continued computation. The hotter the planet surface, the more effective the computation engine. The unrivaled processing capacity is a boon to logistical and strategic planning.",170 -Combat Drone Replicator,drone_replicator,"hist3t, pather4",Ko Combine,,60000,1000,1,EXTREME,graphics/icons/cargo/combat_drone_replicator.png,ui_cargo_special_military_pickup,ui_cargo_special_military_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,"grounddefenses, heavybatteries","Mass-produces a number of drone variants, all suited to various tasks related to planetary defense against raids and invasions, as well as local security actions. - +Combat Drone Replicator,drone_replicator,"hist3t, pather4",Ko Combine,,60000,1000,1,EXTREME,graphics/icons/cargo/combat_drone_replicator.png,ui_cargo_special_military_pickup,ui_cargo_special_military_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,"grounddefenses, heavybatteries","Mass-produces a number of drone variants, all suited to various tasks related to planetary defense against raids and invasions, as well as local security actions. + Its use was banned by the Domain many cycles prior to the Collapse, so it's surprising to find a working example in the Persean Sector.",175 -Dealmaker Holosuite,dealmaker_holosuite,"hist3t, pather4",Mbaye-Gogol,,120000,1000,1,EXTREME,graphics/icons/cargo/holosuite.png,ui_cargo_special_biotech_pickup,ui_cargo_special_tech_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,commerce,"Generates an interactive environment designed to stimulate negotiations with prospective business partners. Additionally, the self-adapting microemotion smart sensor systems built into such high-end VR suites allow real-time tracking of the veracity of expression, providing a technically ethical advantage in business dealings to the facility operator. - +Dealmaker Holosuite,dealmaker_holosuite,"hist3t, pather4",Mbaye-Gogol,,120000,1000,1,EXTREME,graphics/icons/cargo/holosuite.png,ui_cargo_special_ultratech_pickup,ui_cargo_special_ultratech_drop,com.fs.starfarer.api.campaign.impl.items.GenericSpecialItemPlugin,commerce,"Generates an interactive environment designed to stimulate negotiations with prospective business partners. Additionally, the self-adapting microemotion smart sensor systems built into such high-end VR suites allow real-time tracking of the veracity of expression, providing a technically ethical advantage in business dealings to the facility operator. + The built-in marketing materials are keen to emphasize that this is not an AI, but merely a sophisticated weighted network in full compliance with the relevant Domain regulations.",180 ,,,,,,,,,,,,,,, ,,,,,,,,,,,,,,, @@ -52,10 +52,16 @@ Base Fighter Blueprint,fighter_bp,single_bp,,,3000,1000,1,,graphics/icons/cargo/ Base Industry Blueprint,industry_bp,,,,20000,1000,1,,graphics/icons/cargo/blueprint_industry.png,ui_chip_pickup,ui_industry_bp_drop,com.fs.starfarer.api.campaign.impl.items.IndustryBlueprintItemPlugin,,Contains the technological specifications needed to construct a planet-side industry or structure.,400 ,,,,,,,,,,,,,,, # other items,,,,,,,,,,,,,,, -Janus Device,janus,mission_item,,,100000,1000,1,,graphics/icons/cargo/janus_device.png,ui_cargo_special_ultratech_pickup,ui_cargo_special_ultratech_drop,com.fs.starfarer.api.campaign.impl.items.JanusDevicePlugin,,"This is the first generation Janus Device created by Elissa Zal based on the theories developed by Scylla Coureuse, among others. - +Janus Device,janus,mission_item,,,100000,1000,1,,graphics/icons/cargo/janus_device.png,ui_cargo_special_ultratech_pickup,ui_cargo_special_ultratech_drop,com.fs.starfarer.api.campaign.impl.items.JanusDevicePlugin,,"This is the first generation Janus Device created by Elissa Zal based on the theories developed by Scylla Coureuse, among others. + While integrated with a hyperdrive this device allows a hyperwave pulse tuned to the unique resonant signatures of two Gates to be transmitted into a Gate aperture. After a tremendous energy input which requires a great quantity of fuel to generate, a temporary link between those Gates is created. One ship or fleet may then transit the Gate network.",0 -Planetkiller,planetkiller,mission_item,,,1000000,1000,1,,graphics/icons/cargo/planetkiller.png,ui_cargo_special_military_pickup,ui_cargo_special_military_drop,com.fs.starfarer.api.campaign.impl.items.BaseSpecialItemPlugin,,"A specialized warhead capable of sundering a world. Operating principles are only dimly understood and are thought to involve utilizing the world's spin and some form of resonance. - +Planetkiller,planetkiller,mission_item,,,1000000,1000,1,,graphics/icons/cargo/planetkiller.png,ui_cargo_special_military_pickup,ui_cargo_special_military_drop,com.fs.starfarer.api.campaign.impl.items.BaseSpecialItemPlugin,,"A specialized warhead capable of sundering a world. Operating principles are only dimly understood and are thought to involve utilizing the world's spin and some form of resonance. + This one is safed and requires authorization codes, possibly long-lost, to become anything more than a complicated, but completely inert piece of machinery.",10 -Topographic Data,topographic_data,,,,50000,1000,1,,graphics/icons/cargo/hyperspace_data.png,ui_chip_pickup,ui_modspec_drop,com.fs.starfarer.api.campaign.impl.items.BaseSpecialItemPlugin,,"This secure TriPad contains a recent database which holds detailed scans and analyses of the hyperspace topography in the Persean Sector, organized according to traditional guidelines set by the Domain Explorarium. Data such as this is an essential element to successful expeditions outside the core worlds.",500 \ No newline at end of file +Topographic Data,topographic_data,,,,50000,1000,1,,graphics/icons/cargo/hyperspace_data.png,ui_chip_pickup,ui_modspec_drop,com.fs.starfarer.api.campaign.impl.items.BaseSpecialItemPlugin,,"This secure TriPad contains a recent database which holds detailed scans and analyses of the hyperspace topography in the Persean Sector, organized according to traditional guidelines set by the Domain Explorarium. Data such as this is an essential element to successful expeditions outside the core worlds.",500 +Wormhole Anchor,wormhole_anchor,,Domain Restricted,,150000,1000,1,,graphics/icons/cargo/wormhole_anchor.png,ui_cargo_special_industrial_pickup,ui_cargo_special_industrial_drop,com.fs.starfarer.api.campaign.impl.items.WormholeAnchorPlugin,,"Unfamiliar to the contemporary Persean Sector, this technology saw use by the Domain Explorarium during an era of greatness long past. Can be used to create a wormhole terminus at a stable location. + +Initial activation requires antimatter in the form of starship fuel. Requires at least one other active and synchronized terminus to use.",1 +Wormhole Scanner,wormhole_scanner,mission_item,Domain Restricted,,100000,1000,1,,graphics/icons/cargo/wormhole_scanner.png,ui_cargo_special_ultratech_pickup,ui_cargo_special_ultratech_drop,com.fs.starfarer.api.campaign.impl.items.WormholeScannerPlugin,,"A Domain-era artifact which allows a fleet to navigate a natural wormhole, following its many twists, turns, and shifts through higher dimensions. A fleet entering a wormhole without a scanner would never be seen again, at least not as a coherent collection of baryonic matter. + +The operating principles can only be dimly guessed at given the present state-of-the-art in the Persean Sector.",2 \ No newline at end of file diff --git a/data/campaign/submarkets.csv b/data/campaign/submarkets.csv index c1e117298a..73a2b9b59a 100644 --- a/data/campaign/submarkets.csv +++ b/data/campaign/submarkets.csv @@ -6,7 +6,7 @@ Selling enough of a commodity will temporarily resolve a shortage.",com.fs.starf black_market,"Black Market",pirates,"The black market. Anything and everything can be bought or sold, and there are no tariffs. More goods are available when stability is low. -Selling a commodity will not resolve a shortage. +Selling enough of a commodity will temporarily resolve a shortage. Black market transactions may catch the eye of authorities, resulting in cargo scans and reduced faction standing, unless the trades are carried out with the transponder turned off. diff --git a/data/campaign/terrain.json b/data/campaign/terrain.json index 8099dea9ac..05ff194f0e 100644 --- a/data/campaign/terrain.json +++ b/data/campaign/terrain.json @@ -77,13 +77,17 @@ #"loopOne":"terrain_hyperspace_open", # deep hyperspace "loopTwo":"terrain_hyperspace_deep", - # pre-storm signal - #"loopThree":"terrain_hyperspace_storm_signal", + # Orion-Perseus Abyss + "loopThree":"terrain_hyperspace_abyss", # storm in deep hyperspace "loopFour":"terrain_hyperspace_storm", "custom":{ # lightning strikes "stormSound":"terrain_hyperspace_lightning", + + # for abyssal sound filter + "gain":0.75, + "gainHF":0.1, }, }, diff --git a/data/characters/person_names.csv b/data/characters/person_names.csv index fc3512cee6..bcee9378d1 100644 --- a/data/characters/person_names.csv +++ b/data/characters/person_names.csv @@ -763,6 +763,7 @@ Vance,,l,"old english, modern" Rich,m,"f, l","old english, modern" Blackwell,,l,"old english, modern" York,,l,"old english, modern" +John,m,"f, l","old english, modern" Johns,,l,"old english, modern" Blankenship,,l,"old english, modern" Trevino,,l,"old english, modern" @@ -1182,7 +1183,6 @@ Zeya,,l,world Tremblay,,l,world Gagnon,,l,world Desjardins,,l,world -Leblanc,,l,world Gauthier,,l,world Bergeron,,l,world Belanger,,l,world @@ -1242,7 +1242,7 @@ Hathor,f,f,myth Wadjet,f,f,myth Kali,f,f,myth Enyo,f,f,myth -Athena,f,f,myth +Athena,f,f,"myth, modern" Minerva,f,f,myth Varda,f,f,myth Zorya,f,f,myth @@ -1250,7 +1250,7 @@ Enki,m,f,myth Gilgamesh,m,f,myth Hercules,m,f,myth Hector,m,f,myth -Helen,f,f,myth +Helen,f,f,"myth, modern" Paris,m,f,myth Aeneas,m,f,myth Artemis,f,f,myth @@ -1291,14 +1291,14 @@ Tau Ceti,,l,future Gliese,,l,future Pluto,m,f,future Eris,f,f,future -Sedna,f,f,future -Charon,m,f,future -Ceres,f,f,future -Mercury,m,f,future -Mars,m,f,future -Venus,f,f,future -Ard,f,f,future -Ares,m,f,future +Sedna,f,f,"future, myth" +Charon,m,f,"future, myth" +Ceres,f,f,"future, myth" +Mercury,m,f,"future, myth" +Mars,m,f,"future, myth" +Venus,f,f,"future, myth" +Ard,f,f,"future, myth" +Ares,m,f,"future, myth" Jupiter,m,f,"future, myth" Saturn,m,f,"future, myth" Uranus,m,f,"future, myth" @@ -1315,13 +1315,13 @@ Olympus,,l,"future, myth" Deneb,,l,future Phobos,,l,"future, myth" Deimos,,l,"future, myth" -Io,f,"f, l",future +Io,f,"f, l","future, myth" Europa,f,"f, l","future, myth" Callisto,f,"f, l","future, myth" Ganymede,m,"f, l","future, myth" Titan,m,"f, l","future, myth" Titania,f,f,"future, myth" -Triton,m,"f, l",future +Triton,m,"f, l","future, myth" Mimas,m,"f, l",future Common,,l,future Datus,,l,future @@ -1344,7 +1344,7 @@ Adrana,f,f,future Purslane,f,f,future Betony,f,f,"old english, modern" Galingale,m,f,future -Hesperus,m,f,future +Hesperus,m,f,"future, myth" Cadence,f,f,future Cascade,m,f,future Fescue,m,f,future @@ -1396,7 +1396,6 @@ Tenthgen,,l,future Octagens,,l,future Interstellar,,l,future X,,l,future -Z,,l,future Nil,,"f, l",future Zero,m,f,future Centauran,,l,future @@ -1497,7 +1496,7 @@ Sen,,l,world Bose,,l,world Nayar,,l,world Pillai,,l,world -Rao,,l,world +#Rao,,l,world Singh,,l,world Yadav,,l,world Khan,,l,world @@ -1627,8 +1626,6 @@ Nurul,f,f,world Ayu,f,f,world Amalia,f,f,world Rio,m,f,world -Farel,m,f,world -Dimas,m,f,world Fauzi,m,f,world Fajar,m,f,world Haliim,m,f,world @@ -1650,6 +1647,178 @@ Yoan,m,f,world Sava,m,f,world Nevena,f,f,world Zhivko,m,f,world +Anh,f,f,world +Linh,f,f,world +Thanh,m,f,world +Tuan,m,f,world +Nam,m,f,world +Trang,f,f,world +Nat,m,f,world +Vantu,m,f,world +Khuyet,m,f,world +Sim,f,f,world +Aisha,f,f,world +Amina,f,f,world +Moussa,m,f,world +Abdou,m,f,world +Halima,f,f,world +Zaliya,f,f,world +Rama,f,f,world +Marya,f,f,world +Addo,m,f,world +Zada,m,f,world +Sama,m,f,world +Salha,m,f,world +Talon,,l,world +Jarry,,l,world +Irene,f,f,world +Farah,f,f,world +Nadya,f,f,world +Vania,f,f,world +Nisa,f,f,world +Kezia,f,f,world +Farel,m,f,world +Dimas,m,f,world +Bayu,m,f,world +Ansel,m,f,world +Olivia,f,f,"world, modern" +Emma,f,f,"old english, modern" +Louise,f,f,modern +Lina,f,f,modern +Alice,f,f,"old english, modern" +Sofia,f,f,modern +Mia,f,f,modern +Anna,f,f,"old english, modern" +Juliette,f,f,modern +Arthur,m,f,"old english, modern" +Jules,m,f,modern +Louis,m,f,modern +Liam,m,f,modern +Victor,m,f,modern +Gabriela,f,f,modern +Adam,m,f,"old english, modern" +Belley,,l,"modern, world" +Marois,,l,"modern, world" +Champoux,,l,"modern, world" +Juteau,,l,"modern, world" +Valcourt,,l,"modern, world" +Dugas,,l,"modern, world" +Chiasson,,l,"modern, world" +Drolet,,l,"modern, world" +Troittier,,l,"modern, world" +Lange,,l,"modern, world" +Mangat,,l,"modern, world" +Sung,,l,"modern, world" +Locke,,l,"modern, world" +Yau,,l,"modern, world" +Ngo,,l,"modern, world" +Richter,,l,"modern, world" +Rankin,,l,"modern, world" +Meier,,l,"modern, world" +Hwang,,l,"modern, world" +Arinna,f,f,world +Estan,f,f,world +Ishtanu,f,f,world +Warad,,l,world +Aram,,l,world +Rusa,,l,world +Ara,"m, f",f,world +Ashur,,l,world +Cinnabar,,l,future +Metro,,l,future +Mindaro,,l,future +Pine,,l,luddic +Cypress,,l,luddic +Lebanon,,l,world +Pepin,,l,world +Drouin,,l,world +Lauzon,,l,world +Pilon,,l,world +Sitkin,,l,world +Akutan,,l,world +Nuuk,,l,world +Juniper,f,"f, l",luddic +Poplar,,l,luddic +Torrey,,l,world +Cedars,,l,luddic +Hemlock,,l,luddic +Aneda,f,"f, l",luddic +Zhuang,,l,"modern, world" +Zuan,,l,"modern, world" +Guo,,l,"modern, world" +Huo,,l,"modern, world" +Zhi,f,f,"modern, world" +Lihua,f,f,"modern, world" +Zhuo,m,f,"modern, world" +Gao,m,f,"modern, world" +Chao,m,f,"modern, world" +Ao,m,f,"modern, world" +Mot,,l,world +Anath,f,"f, l",world +Yarih,f,,world +Chandra,f,"f, l",world +Mittwoch,,l,future +Malichus,m,f,luddic +Allat,f,"f, l","future, world, myth" +Petra,f,"f, l","world, luddic" +Gula,f,"f, l",myth +Nin,f,f,world +Kele,,l,world +Bada,,l,world +Makeda,f,"f, l",world +Ezana,m,"f, l",world +Amon,m,f,"world, myth" +Dakka,,l,"world, future" +Daraw,,l,"world, future" +Nawa,,l,"world, future" +Kosso,,l,world +Severine,,l,world +Opportune,,l,world +Lamana,,l,world +Yerima,,l,world +Rozi,,l,world +Aziza,,l,world +Ali,m,"f, l",world +Brumaire,,l,future +Nivose,,l,future +Frimaire,,l,future +Pluviose,,l,future +Ventose,,l,future +Floreal,,l,future +Prairial,,l,future +Messidor,,l,future +Thermidor,,l,future +Boudicca,f,f,"world, future" +Cador,m,f,world +Brigid,f,f,world +Finnian,m,f,world +Aidan,m,f,"world, modern" +Eugenia,f,f,"old english, modern" +Valeri,f,f,world +Octavia,f,f,world +Julia,f,f,modern +Andronica,f,f,world +Claudia,f,f,modern +Titus,m,f,world +Tiberius,m,f,world +Otho,m,f,world +Julian,m,f,world +Gaius,m,f,world +Chiron,m,"f, l","future, myth" +Nessus,m,"f, l","future, myth" +Zarine,f,f,myth +Maud,f,f,"old english, modern" +Olympia,f,f,world +Vittoria,f,f,world +Catalina,f,f,world +Anastasia,f,f,"world, modern" +Paolo,m,f,"modern, world" +Cosimo,m,f,"modern, world" +Amaru,m,"f, l",world +Inti,,l,world +Drogo,m,f,world +Lothar,m,f,world +Clovis,m,f,world Dawn,f,"f, l",luddic Faith-my-joy,f,f,luddic Arise,m,f,"luddic, future" @@ -1808,6 +1977,8 @@ Supreme,,l,ai Wintermute,,l,ai Ghostwheel,,l,ai Xerxes,,l,ai +Sharkey,"m, f",f,pirate +Hex,,l,pirate Five Aces,,l,pirate Bones,"m, f",f,pirate Skull,m,f,pirate @@ -1884,4 +2055,47 @@ Flatline,,l,pirate Automatic,m,f,pirate Millions,,l,pirate Magnetic,f,f,"pirate, future" -Antigrav,,l,pirate \ No newline at end of file +Antigrav,,l,pirate +Screwfloss,,l,pirate +Thisbe,f,"f, l","future, myth" +Themis,f,"f, l","future, myth" +Psyche,f,"f, l","future, myth" +Eunomia,f,"f, l","future, myth" +Dysnomia,f,"f, l","myth, pirate" +Hygiea,f,"f, l","future, myth" +Elektra,f,"f, l","future, myth" +Hebe,f,"f, l","future, myth" +Pyramus,m,"f, l","future, myth" +Kleopatra,f,"f, l","future, myth" +Urania,f,"f, l","future, myth" +Hektor,m,"f, l","future, myth" +Itokawa,,l,"future, world" +Kyugu,,l,"future, myth" +Eulalia,f,"f, l","future, myth" +Polana,,l,"future, world" +Mantaro,,l,"future, world" +Tambo,,l,"future, world" +Kherlen,,l,future +Volga,f,"f, l",future +Charm,f,"f, l",future +Colors,,l,future +Tungusta,,l,future +Kolyma,,l,future +Shire,,l,luddic +Orinoco,,l,future +Mekong,,l,future +Neva,f,"f, l",future +Athabasca,,l,future +Ormston,,l,"world, future" +Curran,,l,"world, future" +Avonmore,,l,old english +Zec,m,f,"fringe, future" +Winisk,,l,world +Matawak,,l,world +Spruce,,l,luddic +Knife,"m, f","f, l",pirate +Hochelaga,,l,"world, future" +Lorimier,,l,world +Montcalm,,l,world +Laval,,l,future +Saguenay,,l,future \ No newline at end of file diff --git a/data/characters/skills/ballistic_mastery.skill b/data/characters/skills/ballistic_mastery.skill index 848712c095..d6f207a886 100644 --- a/data/characters/skills/ballistic_mastery.skill +++ b/data/characters/skills/ballistic_mastery.skill @@ -20,6 +20,7 @@ "requiredSkillLevel":2, "effectBasedOnLevel":false, "effects":[ + {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.BallisticMastery$Level4"}, {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.BallisticMastery$Level3"}, ] }, diff --git a/data/characters/skills/coordinated_maneuvers.skill b/data/characters/skills/coordinated_maneuvers.skill index 496fac7678..829b0f7999 100644 --- a/data/characters/skills/coordinated_maneuvers.skill +++ b/data/characters/skills/coordinated_maneuvers.skill @@ -19,7 +19,7 @@ {"type":"ALL_SHIPS_IN_FLEET", "script":"com.fs.starfarer.api.impl.campaign.skills.CoordinatedManeuvers$Level1A"}, {"type":"ALL_SHIPS_IN_FLEET", "script":"com.fs.starfarer.api.impl.campaign.skills.CoordinatedManeuvers$Level1C"}, #{"type":"CHARACTER_STATS", "script":"com.fs.starfarer.api.impl.campaign.skills.CoordinatedManeuvers$Level1B"}, - {"type":"HULLMOD_UNLOCK", "hullmods":{"nav_relay":1, "operations_center":1}}, + {"type":"HULLMOD_UNLOCK", "hullmods":{"nav_relay":1, "escort_package":1, "operations_center":1}}, ] }, ], diff --git a/data/characters/skills/cybernetic_augmentation.skill b/data/characters/skills/cybernetic_augmentation.skill index 92f217a599..434bb2deef 100644 --- a/data/characters/skills/cybernetic_augmentation.skill +++ b/data/characters/skills/cybernetic_augmentation.skill @@ -15,7 +15,9 @@ "effectBasedOnLevel":false, "effects":[ {"type":"CHARACTER_STATS", "script":"com.fs.starfarer.api.impl.campaign.skills.CyberneticAugmentation$Level1"}, + {"type":"ALL_SHIPS_IN_FLEET", "script":"com.fs.starfarer.api.impl.campaign.skills.CyberneticAugmentation$Level3"}, #{"type":"ALL_SHIPS_IN_FLEET", "script":"com.fs.starfarer.api.impl.campaign.skills.CyberneticAugmentation$Level2"}, + #{"type":"HULLMOD_UNLOCK", "hullmods":{"neural_integrator":1}}, ] }, ], diff --git a/data/characters/skills/damage_control.skill b/data/characters/skills/damage_control.skill index 64a9b60a8e..91fa814992 100644 --- a/data/characters/skills/damage_control.skill +++ b/data/characters/skills/damage_control.skill @@ -5,6 +5,12 @@ "elite":true, "scope":"PILOTED_SHIP", "effectGroups":[ + { + "requiredSkillLevel":0, + "effects":[ + {"type":"DESCRIPTION", "script":"com.fs.starfarer.api.impl.campaign.skills.DamageControl$Level8Desc"}, + ] + }, { "requiredSkillLevel":1, "effectBasedOnLevel":false, @@ -21,7 +27,9 @@ "requiredSkillLevel":2, "effectBasedOnLevel":false, "effects":[ - {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.DamageControl$Level6"}, + #{"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.DamageControl$Level6"}, + #{"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.DamageControl$Level7"}, + {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.DamageControl$Level8"}, ] }, ], diff --git a/data/characters/skills/electronic_warfare.skill b/data/characters/skills/electronic_warfare.skill index 94595492a0..0f5dd6b17f 100644 --- a/data/characters/skills/electronic_warfare.skill +++ b/data/characters/skills/electronic_warfare.skill @@ -15,6 +15,8 @@ "effectBasedOnLevel":false, "effects":[ {"type":"ALL_SHIPS_IN_FLEET", "script":"com.fs.starfarer.api.impl.campaign.skills.ElectronicWarfare$Level1A"}, + #{"type":"ALL_SHIPS_IN_FLEET", "script":"com.fs.starfarer.api.impl.campaign.skills.ElectronicWarfare$Level1C"}, + {"type":"ALL_SHIPS_IN_FLEET", "script":"com.fs.starfarer.api.impl.campaign.skills.ElectronicWarfare$Level1B"}, {"type":"HULLMOD_UNLOCK", "hullmods":{"ecm":1}}, ] }, diff --git a/data/characters/skills/field_modulation.skill b/data/characters/skills/field_modulation.skill index bbe36d278b..fc0e3ef4b0 100644 --- a/data/characters/skills/field_modulation.skill +++ b/data/characters/skills/field_modulation.skill @@ -21,6 +21,7 @@ "effects":[ {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.FieldModulation$Level3"}, {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.FieldModulation$Level4"}, + {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.FieldModulation$Level6"}, {"type":"HULLMOD_UNLOCK", "hullmods":{"hardenedshieldemitter":2}}, ] }, diff --git a/data/characters/skills/gunnery_implants.skill b/data/characters/skills/gunnery_implants.skill index fd1cf6630b..910fc6c331 100644 --- a/data/characters/skills/gunnery_implants.skill +++ b/data/characters/skills/gunnery_implants.skill @@ -8,7 +8,7 @@ { "requiredSkillLevel":0, "effects":[ - {"type":"DESCRIPTION", "script":"com.fs.starfarer.api.impl.campaign.skills.ElectronicWarfare$Level0"}, + {"type":"DESCRIPTION", "script":"com.fs.starfarer.api.impl.campaign.skills.ElectronicWarfare$Level0WithNewline"}, ] }, { @@ -26,6 +26,7 @@ "effectBasedOnLevel":false, "effects":[ {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.GunneryImplants$Level1A"}, + #{"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.GunneryImplants$Level3A"}, ] }, ], diff --git a/data/characters/skills/hull_restoration.skill b/data/characters/skills/hull_restoration.skill index fe2c276b3a..f84986d55b 100644 --- a/data/characters/skills/hull_restoration.skill +++ b/data/characters/skills/hull_restoration.skill @@ -12,7 +12,9 @@ {"type":"ALL_SHIPS_IN_FLEET", "script":"com.fs.starfarer.api.impl.campaign.skills.HullRestoration$Level2"}, {"type":"FLEET", "script":"com.fs.starfarer.api.impl.campaign.skills.HullRestoration$Level4A"}, {"type":"FLEET", "script":"com.fs.starfarer.api.impl.campaign.skills.HullRestoration$Level4B"}, - {"type":"ALL_SHIPS_IN_FLEET", "script":"com.fs.starfarer.api.impl.campaign.skills.HullRestoration$Level3"}, + #{"type":"ALL_SHIPS_IN_FLEET", "script":"com.fs.starfarer.api.impl.campaign.skills.HullRestoration$Level3"}, + {"type":"ALL_SHIPS_IN_FLEET", "script":"com.fs.starfarer.api.impl.campaign.skills.HullRestoration$Level3B"}, + #{"type":"ALL_SHIPS_IN_FLEET", "script":"com.fs.starfarer.api.impl.campaign.skills.HullRestoration$Level5"}, ] }, ], diff --git a/data/characters/skills/impact_mitigation.skill b/data/characters/skills/impact_mitigation.skill index 55ff646b6e..d08fe03f03 100644 --- a/data/characters/skills/impact_mitigation.skill +++ b/data/characters/skills/impact_mitigation.skill @@ -24,6 +24,7 @@ #{"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.ImpactMitigation$Level1"}, #{"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.ImpactMitigation$Level5"}, {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.ImpactMitigation$Level6"}, + #{"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.ImpactMitigation$Level7"}, ] }, ], diff --git a/data/characters/skills/missile_specialization.skill b/data/characters/skills/missile_specialization.skill index 8063d0458f..b142d762df 100644 --- a/data/characters/skills/missile_specialization.skill +++ b/data/characters/skills/missile_specialization.skill @@ -22,6 +22,7 @@ "effectBasedOnLevel":false, "effects":[ {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.MissileSpecialization$Level3"}, + {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.MissileSpecialization$Level3A"}, {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.MissileSpecialization$Level4"}, ] }, diff --git a/data/characters/skills/skill_data.csv b/data/characters/skills/skill_data.csv index 524cf53e9f..e6a7cadc92 100644 --- a/data/characters/skills/skill_data.csv +++ b/data/characters/skills/skill_data.csv @@ -1,22 +1,22 @@ id,name,order,tier,reqPoints,reqPointsPerExtraSkill,description,author,combat officer,admiral,admin,tags,icon, # COMBAT,,,,,,,,,,,,, -helmsmanship,Helmsmanship,10,1,0,,"It sings when you push the mix just right, like, [humming]. Everything is right in the world, from the stars down to your bones. Coming off a shift, it’s like I just woke up. [laughing] Words can't tell it.","Nachiketa Portside Interview Project, Ep.3",TRUE,,,,graphics/icons/skills/helmsmanship.png, -combat_endurance,Combat Endurance,20,1,0,,"Through calamity, the Fourteenth endured. -Through hegemony, the Domain endures. +helmsmanship,Helmsmanship,10,1,0,,"It sings when you push the mix just right, like, [humming]. Everything is right in the world, from the stars down to your bones. Coming off a shift, it’s like I just woke up. [laughing] Words can't tell it.","Nachiketa Portside Interview Project, Ep.3",TRUE,,,,graphics/icons/skills/helmsmanship.png, +combat_endurance,Combat Endurance,20,1,0,,"Through calamity, the Fourteenth endured. +Through hegemony, the Domain endures. Through duty, humanity shall endure.","Admiral Kali Molina, the Declaration of Hegemony, c49",TRUE,,,,graphics/icons/skills/combat_endurance3.png, impact_mitigation,Impact Mitigation,30,2,0,,"The maneuver produced an oblique impact angle, dissipating the shell's momentum into the ferrofoam applique. It was the unfortunate timing of the resulting shock which brought about Spacer York's tragic end during an otherwise routine heavy equipment transfer.","Thule skirmish of c120.03.08, AAR submitted by Navarch Zhou",TRUE,,,,graphics/icons/skills/impact_mitigation.png, -damage_control,Damage Control,40,2,0,,"Straight from the great forges of Kazeron, this ship is the very best of the League. And we shall treasure this gift, for it stands between our homes and those who would end our way of life.","Navarch Tethys, launching ceremony of the PLS Astelene Key",TRUE,,,,graphics/icons/skills/damage_control2.png, +damage_control,Damage Control,40,2,0,,"What's lost is lost. Let those compartments burn away, focus your efforts on what will see us through the next hour.","Navarch Tethys, final address to the crew of the PLS Astelene Key",TRUE,,,,graphics/icons/skills/damage_control2.png, field_modulation,Field Modulation,50,2,0,,Few have a talent for what I like to think of as 'active tuning'. I find musicians make the best fields officers.,"Ardis Soloman, leaked data submitted to COMSEC redaction algorithm",TRUE,,,active_defenses,graphics/icons/skills/field_modulation.png, point_defense,Point Defense,60,3,0,,"Me, I don't take with them lasers and the like. Puts on a hell of a lightshow, ya'sure, but nothing stops incoming blips like the wall of DU from a good Vulcan matrix.","""Lower Deck Heroes"", a HEGCOM serial",TRUE,,,,graphics/icons/skills/advanced_countermeasures.png, target_analysis,Target Analysis,70,4,0,,A machine-assisted human mind is capable of intuiting effective solutions despite conflicting sensor data and contradictory tactical directives. The targeting computer alone can never truly replace a warrior.,"""On Space Combat, XXIIth ed."", from Domain Battlegroup XIV library ",TRUE,,,,graphics/icons/skills/target_analysis2.png, -ballistic_mastery,Ballistic Mastery,80,4,0,,"What's it stopped the Tri-Tach plot? (Guns!) -What was it that ol' Ludd forgot? (Guns!) -Wha’ve we got that they have not? (Big, big, guns!)",drinking song of the Hegemony navy,TRUE,,,ballistic_weapons,graphics/icons/skills/ranged_specialization.png, +ballistic_mastery,Ballistic Mastery,80,4,0,,"What's it stopped the Tri-Tach plot? (Guns!) +What was it that ol' Ludd forgot? (Guns!) +Wha’ve we got that they have not? (Big, big, guns!)",drinking song of the Hegemony navy,TRUE,,,ballistic_weapons,graphics/icons/skills/ranged_specialization.png, systems_expertise,Systems Expertise,90,5,4,2,"No, I don't think it's a contradiction. It's a, uh, spiritual journey. You're tested. And it's like they say, the Devil is in the details.","""Ludd's Footsoldiers"" holodoc, interview with Pather engineer",TRUE,,,,graphics/icons/skills/systems_expertise.png, -missile_specialization,Missile Specialization,100,5,4,2,My colleagues don’t appreciate their whimsy. You get all these little spaceships to break all the rules with because there's no need to survive the landing.,"Exit interview of K. Astraia, former ordnance designer, Culann Starforge",TRUE,,,missile_weapons,graphics/icons/skills/missile_specialization2.png, +missile_specialization,Missile Specialization,100,5,4,2,My colleagues don’t appreciate their whimsy. You get all these little spaceships to break all the rules with because there's no need to survive the landing.,"Exit interview of K. Astraia, former ordnance designer, Culann Starforge",TRUE,,,missile_weapons,graphics/icons/skills/missile_specialization2.png, ,,,,,,,,,,,,, # LEADERSHIP,,,,,,,,,,,,, -tactical_drills,Tactical Drills,500,1,0,,"Perfect. +tactical_drills,Tactical Drills,500,1,0,,"Perfect. Now do it again.","Cameron Fourth-Phobos, Coatl Gunnery Range",,TRUE,,,graphics/icons/skills/weapon_drills.png, coordinated_maneuvers,Coordinated Maneuvers,520,2,0,,"Sir- incoming hostiles burning hard. Big ones. Count two. No, three. More... there's too many! High energy read. Contact in six.","Audio archive from CIC of HSS Ceraon, recovered 189.09.13",,TRUE,,,graphics/icons/skills/coordinated_maneuvers2.png, wolfpack_tactics,Wolfpack Tactics,530,2,0,,A fleet that acts with one mind makes those pretty formations so beloved by senior desk officers a wallowing beast begging to have its throat slit. Cut loose the hounds that we may be wolves again.,"Warlord Kanta, quoted in ""My Year With The Pirate Queen""",,TRUE,,,graphics/icons/skills/wolfpack.png, @@ -27,34 +27,34 @@ officer_training,Officer Training,560,4,3,,"They may be a 'rag-tag gang of merch officer_management,Officer Management,570,4,3,,"The outlook was grim, so I promised the merc captains double combat bonus. With all the casualties I only had to pay out to half of them. Worked out fine.","Carson Kang, GM of Valhalla fleet division, Tri-Tachyon",,TRUE,,,graphics/icons/skills/officer_management.png, best_of_the_best,Best of the Best,580,5,4,2,"What we have, Artemisia, is something that cannot be bought.",Orcus Rao at the negotiations ending the Second AI War (apocryphal),,TRUE,,,graphics/icons/skills/best_of_the_best.png, support_doctrine,Support Doctrine,590,5,4,2,"Not every cadet has talent, skill, or even two brain cells to rub together, but by hell and radiation they'll graduate with discipline.","unattributed comment by Coatl Academy staff, COMSEC archives",,TRUE,,,graphics/icons/skills/space_ops.png, -force_concentration,Force Concentration,590,5,4,2,When I provide victory at the time and place of my choosing history shall absolve me of the sacrifice of a planet or two.,"Fleet Admiral Andrada, address to the Hegemony executive council ",,TRUE,,"npc_only, deprecated",graphics/icons/skills/space_ops.png, +force_concentration,Force Concentration,590,5,4,2,When I provide victory at the time and place of my choosing history shall absolve me of the sacrifice of a planet or two.,"Fleet Admiral Andrada, address to the Hegemony Strategic Assembly ",,TRUE,,"npc_only, deprecated",graphics/icons/skills/space_ops.png, ,,,,,,,,,,,,, # TECHNOLOGY,,,,,,,,,,,,, navigation,Navigation,1000,1,0,0,Spend enough time out here and it becomes second nature. It's how I move when I dream. Not all of us get that. Lots do.,"Nachiketa Portside Interview Project, Ep.2",,,,,graphics/icons/skills/navigation.png, sensors,Sensors,1010,1,0,0,"I see you, little fish!","Comm buffer of ISS Green Flash, recovered in orbit of Beta Zuma B",,,,,graphics/icons/skills/sensors.png, gunnery_implants,Gunnery Implants,1020,2,1,0,Over time the augmented reality presented by implants may become difficult to distinguish from normal sensory input. The psych officer shall regularly check gunners for signs of Augment Dissociative Disorder by the following criteria...,A New Leadership Framework: Manual for Officers of the Hegemony,TRUE,,,,graphics/icons/skills/gunnery_implants.png, energy_weapon_mastery,Energy Weapon Mastery,1030,2,1,0,"The eye of an angel was found in the small places, hidden there by merciful God in the first moments of creation. Thus its secrets were laid bare for the ignorant and cruel to loose terrible, fiery wrath. We lament.",Sacred Texts of Ludd,TRUE,,,energy_weapons,graphics/icons/skills/energy_weapon_mastery.png, -electronic_warfare,Electronic Warfare,1040,4,2,0,"err. 401 // connection refused [try again?] -err. 401 // connection refused [try again?] +electronic_warfare,Electronic Warfare,1040,4,2,0,"err. 401 // connection refused [try again?] +err. 401 // connection refused [try again?] err. 401 // connection refused [try again?]","Celadon Immeasurable, alpha",,TRUE,,,graphics/icons/skills/EW.png, flux_regulation,Flux Regulation,1060,4,2,0,"WARNING: By changing these settings user waives responsibility of Tri-Tachyon Corporation for any resulting equipment damage, injury, death, or otherwise anomalous spacetime effect or effects. Do you wish to continue?","Tri-Tachyon Corporation, standard license",,TRUE,,,graphics/icons/skills/flux_dynamics.png, -cybernetic_augmentation,Cybernetic Augmentation,1075,4,2,0,Don't listen to those weepy crypto-Luddics on the ethics board; the rejection rate is nowhere near what the rumors imply.,"""Doctor"" Wyatt Cydonia (alias), COMSEC intercept",,TRUE,,,graphics/icons/skills/cybernetic_augmentation.png, +cybernetic_augmentation,Cybernetic Augmentation,1080,5,4,2,Don't listen to those weepy crypto-Luddics on the ethics board; the rejection rate is nowhere near what the rumors imply.,"""Doctor"" Wyatt Cydonia (alias), COMSEC intercept",,TRUE,,,graphics/icons/skills/cybernetic_augmentation.png, phase_corps,Phase Coil Tuning,1070,4,2,0,"Tri-Tachyon pries open holy creation daily, and at each desecration our wholesale damnation looms. Our path is burden; our path is suffering. We shall face them with faith that the only redemption is final judgment.","Livewell Cotton, Luddic Path terrorist, sermon of c205.2.12",,TRUE,,,graphics/icons/skills/phase_corps.png, special_modifications,Special Modifications,1080,5,,,"The Domainers, oh, they designed to last, it's true. But all that soft living, you can tell they were scared to really push these things to their limits.","Luna Hexagen, independent engineer, Agreus city",,,,"npc_only, deprecated",graphics/icons/skills/special_modifications.png, -neural_link,Neural Link,1080,5,4,2,Why should a captain go down with their ship? The Tri-Tachyon corporation does not waste top talent.,"VP Operations Nereid De Jong at unveiling ceremony for ""Project Heket""",,,,,graphics/icons/skills/neural_link.png, +neural_link,Neural Link,1075,4,2,0,Why should a captain go down with their ship? The Tri-Tachyon corporation does not waste top talent.,"VP Operations Nereid De Jong at unveiling ceremony for ""Project Heket""",,,,,graphics/icons/skills/neural_link.png, automated_ships,Automated Ships,1090,5,4,2,[REDACTED],Hegemony COMSEC,,,,,graphics/icons/skills/automated_ships.png, ,,,,,,,,,,,,, ,,,,,,,,,,,,, # INDUSTRY,,,,,,,,,,,,, bulk_transport,Bulk Transport,1500,1,0,,"You can no more escape the economy than you can escape gravity. It surrounds us, contains us, uplifts us. It bound the galaxy together once, and will again.","Artemisia Sun, c203 Annual Report",,,,,graphics/icons/skills/bulk_transport.png, -salvaging,Salvaging,1510,1,0,,"It makes me feel very small, like we're vermin plundering the cities of fallen angels. +salvaging,Salvaging,1510,1,0,,"It makes me feel very small, like we're vermin plundering the cities of fallen angels. It also makes me rich.","Zion Hurst, journeyman of the Asher Salvage Guild",,,,,graphics/icons/skills/salvaging.png, field_repairs,Field Repairs,1520,1,0,,There's no one within twenty lights that hasn't got crossbones etched on their hull. We have only our skill and whatever we find in that debris field to get us out of here.,"Callisto Ibrahim, expedition log c202.10.15",,,,,graphics/icons/skills/field_repairs.png, ordnance_expert,Ordnance Expertise,1530,3,1,,The weak fear the spiritual potency of the killing machine. The strong instinctually recognize its beauty.,Quotations from the Supreme Executor,TRUE,,,,graphics/icons/skills/ordnance_expert2.png, polarized_armor,Polarized Armor,1540,3,1,,"The pre-Collapse manuals say never to do this. ... No, I don't know. Haven't had any problems so far.","engineering chief Kasi Thea-Radiative, hidden holocam interview",TRUE,,,,graphics/icons/skills/polarized_armor.png, containment_procedures,Containment Procedures,1550,4,2,,Check each seal three times true so that Death does not come for you.,Spacer tradition,,,,,graphics/icons/skills/containment_procedures.png, makeshift_equipment,Makeshift Equipment,1560,4,2,,I guess we left the spares in orbit. It'll be fine ... [static] ... just watch.,"audio backup transcription, Jericho Wheeler, leader of expedition ""H""-team",,,,,graphics/icons/skills/makeshift_equipment.png, -industrial_planning,Industrial Planning,1570,4,2,,A barren but promising world well-situated to become the center of culture and industry of Magec. SIE models project vast investment in resource exploitation from Guayota’s Disk.,"Tri-Tachyon strategic development memo, pre-Collapse",,,TRUE,,graphics/icons/skills/industrial_planning.png, +industrial_planning,Industrial Planning,1570,4,2,,A barren but promising world well-situated to become the center of culture and industry of Magec. SIE models project vast investment in resource exploitation from Guayota’s Disk.,"Tri-Tachyon strategic development memo, pre-Collapse",,,TRUE,,graphics/icons/skills/industrial_planning.png, derelict_contingent,Derelict Operations,1590,5,4,2,"They think we're trash, the execs and admirals in their shiny starships. They threw us away the second it went bad. But it's us the Sector got built on and it's us that'll cut 'em down.","anonymous pirate agitator, HEGINT surveillance feed ",,TRUE,,player_only,graphics/icons/skills/derelict_contingent.png, hull_restoration,Hull Restoration,1580,5,4,2,There's no hull a true spacer can't make home.,"Sol Secondshift, veteran salvor",,,,,graphics/icons/skills/recovery_ops.png, ,,,,,,,,,,,,, @@ -63,7 +63,7 @@ hull_restoration,Hull Restoration,1580,5,4,2,There's no hull a true spacer can't ,,,,,,,,,,,,, # Misc non-player,,,,,,,,,,,,, omega_ecm,Omega EW,10000,0,,,,,,,,npc_only,graphics/icons/skills/EW.png, -hypercognition,Hypercognition,10001,0,,,"A limitless machine given every datum, every human thought to combine and recombine into variants beyond count. Ask, and an appropriate answer is produced. +hypercognition,Hypercognition,10001,0,,,"A limitless machine given every datum, every human thought to combine and recombine into variants beyond count. Ask, and an appropriate answer is produced. Yet I find myself not satisfied that being fooled proves such a grandiose proposition.","""The Long Road To Gilead"" by Anonymous",,,TRUE,"npc_only, ai_core_only",graphics/icons/skills/hypercognition.png, ,,,,,,,,,,,,, ,,,,,,,,,,,,, @@ -72,7 +72,7 @@ Yet I find myself not satisfied that being fooled proves such a grandiose propos ,,,,,,,,,,,,, "# removed in 0.95.1a, but kept around for save compatibility",,,,,,,,,,,,, space_operations,Space Operations,590,5,4,2,The same stars are seen in the sky of every world.,Persean League founding charter,,,,"npc_only, deprecated",graphics/icons/skills/space_ops.png, -planetary_operations,Ground Operations,600,5,4,2,"The mud? I don't mind it. Spacers always carry on about mud. +planetary_operations,Ground Operations,600,5,4,2,"The mud? I don't mind it. Spacers always carry on about mud. It's the blood I can't stand.","Griffin Sweet, mercenary marine",,,,"npc_only, deprecated",graphics/icons/skills/planetary_ops.png, colony_management,Colony Management,1590,5,4,2,"Where there is life, that is the throne of God, and all that is good can be found there.",Sacred Texts of Ludd,,,,"npc_only, deprecated",graphics/icons/skills/colony_management.png, strike_commander,Strike Commander,20,1,0,,You will fly and it will be a storm like they've never known. You are a thunderbolt come to split the sky itself!,"Navarch Mars Kato, address to the bomber crews of the Sirocco @@ -81,9 +81,9 @@ ranged_specialization,Ranged Specialization,60,3,0,,"See this firing solution? I shield_modulation,Shield Modulation,70,4,0,,Few have a talent for what I like to think of as 'active tuning'. I find musicians make the best shield officers.,"Ardis Soloman, leaked data submitted to COMSEC redaction algorithm",TRUE,,,"npc_only, deprecated",graphics/icons/skills/defensive_systems.png, phase_mastery,Phase Mastery,80,4,0,,"I'm not getting back on that ship, not never.","Court martial log, [REDACTED], dated ~c196?",TRUE,,,"phase, spec, elite_player_only, npc_only, deprecated",graphics/icons/skills/phase_mastery.png, reliability_engineering,Reliability Engineering,1530,2,0,,"In the end, by time and rads, my body will die. My comrades will return me to the stars that made me, and my ship will go on.",Spacer tradition,TRUE,,,"npc_only, deprecated",graphics/icons/skills/reliability_engineering.png, -weapon_drills,Weapon Drills,500,1,0,,"What's it stopped the Tri-Tach plot? (Guns!) -What was it ol' Ludd forgot? (Guns!) -What’ve we got that they have not? (Big, big, guns!)",drinking song of the Hegemony navy,,,,"npc_only, deprecated",graphics/icons/skills/weapon_drills.png, +weapon_drills,Weapon Drills,500,1,0,,"What's it stopped the Tri-Tach plot? (Guns!) +What was it ol' Ludd forgot? (Guns!) +What’ve we got that they have not? (Big, big, guns!)",drinking song of the Hegemony navy,,,,"npc_only, deprecated",graphics/icons/skills/weapon_drills.png, auxiliary_support,Auxiliary Support,510,1,0,,No reserves? Look around you! There are a thousand space-capable ships in the civilian docks and a billion citizens in the arcologies. We need only open the stockpiles and give them weapons before the invasion arrives.,Baikal Daud at the Defense of Chicomoztoc,,,,"npc_only, deprecated",graphics/icons/skills/auxiliary_support.png, ,,,,,,,,,,,,, ,,,,,,,,,,,,, @@ -97,7 +97,7 @@ auxiliary_support,Auxiliary Support,510,1,0,,No reserves? Look around you! There #ordnance_expert,Ordnance Expertise,10,2,,,A detailed knowledge of the operational characteristics and maintenance protocols of armaments can be applied to achieve increased combat performance.,Lorem Ipsum,TRUE,,,"npc_only, deprecated",graphics/icons/skills/ordnance_expert.png, ,,,,,,,,,,,,, ,,,,,,,,,,,,, -,,,,,,,,,,,,," +,,,,,,,,,,,,," " #defensive_systems,Defensive Systems,37.5,4,,,Extensive knowledge of the interactions between the ship's power grid and its defensive systems can produce qualitative improvements in operational characteristics.,Lorem Ipsum,TRUE,,,"npc_only, deprecated",graphics/icons/skills/defensive_systems.png, #advanced_countermeasures,Advanced Countermeasures,39,4,,,Attention to detail and regular maintenance can allow the various defensive systems of a hull to excel in their role.,Lorem Ipsum,TRUE,,,"npc_only, deprecated",graphics/icons/skills/advanced_countermeasures.png, diff --git a/data/characters/skills/systems_expertise.skill b/data/characters/skills/systems_expertise.skill index d4c95cc27a..dad84f8a82 100644 --- a/data/characters/skills/systems_expertise.skill +++ b/data/characters/skills/systems_expertise.skill @@ -20,9 +20,10 @@ "requiredSkillLevel":2, "effectBasedOnLevel":false, "effects":[ - {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.SystemsExpertise$Level5"}, - {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.SystemsExpertise$Level6"}, - {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.SystemsExpertise$Level7"}, + #{"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.SystemsExpertise$Level5"}, + #{"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.SystemsExpertise$Level6"}, + #{"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.SystemsExpertise$Level7"}, + {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.SystemsExpertise$Level8"}, ] }, ], diff --git a/data/characters/skills/target_analysis.skill b/data/characters/skills/target_analysis.skill index bf97e7a3b7..a698ddf6c7 100644 --- a/data/characters/skills/target_analysis.skill +++ b/data/characters/skills/target_analysis.skill @@ -9,7 +9,6 @@ "requiredSkillLevel":1, "effectBasedOnLevel":false, "effects":[ - {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.TargetAnalysis$Level1"}, {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.TargetAnalysis$Level2"}, {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.TargetAnalysis$Level3"}, ] @@ -19,6 +18,8 @@ "requiredSkillLevel":2, "effectBasedOnLevel":false, "effects":[ + {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.TargetAnalysis$Level1A"}, + {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.TargetAnalysis$Level1"}, {"type":"SHIP", "script":"com.fs.starfarer.api.impl.campaign.skills.TargetAnalysis$Level4"}, ] }, diff --git a/data/config/custom_entities.json b/data/config/custom_entities.json index a0412087dd..fe573f8cc0 100644 --- a/data/config/custom_entities.json +++ b/data/config/custom_entities.json @@ -858,6 +858,35 @@ "pluginClass":"com.fs.starfarer.api.impl.campaign.CryosleeperEntityPlugin", }, + "derelict_gatehauler":{ + "defaultName":"Domain-era Gate Hauler", # used if name=null in addCustomEntity() + "nameInText":"Domain-era Gate Hauler", + "shortName":"gate hauler", + "aOrAn":"a", + "isOrAre":"is", + "defaultRadius":150, # used if radius<0 in addCustomEntity() + "customDescriptionId":"derelict_gatehauler", + "interactionImage":"graphics/illustrations/gate_hauler1.jpg", + "icon":"graphics/icons/gate_hauler2.png", + "iconWidth":32, + "iconHeight":32, + "sprite":"graphics/stations/gate_hauler.png", + "spriteWidth":152, + "spriteHeight":256, + "renderShadow":true, + "useLightColor":true, + "showInCampaign":true, + "showIconOnMap":true, + "showNameOnMap":false, + "scaleNameWithZoom":false, + "scaleIconWithZoom":true, + "tags":["has_interaction_dialog", "salvageable", "neutrino_high"], + "layers":[STATIONS], # what layer(s) to render in. See CampaignEngineLayers.java for possible values + "renderCircleIndicator":true, + "renderCircleIndicatorSelectionFlash":true, + "pluginClass":"com.fs.starfarer.api.impl.campaign.entities.GateHaulerEntityPlugin", + }, + "coronal_tap":{ "defaultName":"Coronal Hypershunt", # used if name=null in addCustomEntity() "nameInText":"coronal hypershunt", @@ -960,7 +989,7 @@ "iconHeight":20, "icon":"graphics/icons/cache0.png", "customDescriptionId":"supply_cache", - "interactionImage":"graphics/illustrations/cargo_pod_drift.jpg", + "interactionImage":"graphics/illustrations/cache_large.jpg", "layers":[TERRAIN_7A], "tags":["has_interaction_dialog", "salvageable", "neutrino"], "pluginClass":"com.fs.starfarer.api.impl.campaign.SupplyCacheEntityPlugin", @@ -996,6 +1025,30 @@ "shortName":"equipment cache", }, + # a cache that's a single large structure rather than a collection of containers etc + # set up as a salvage entity but has no salvage by default, meant to use different + # salage specs for particular cases + "large_cache":{ + "baseId":"supply_cache", + "aOrAn":"a", + # needs to be cache so that an override name ending in Cache does not result in a weird tooltip + # E.G. if this said "Large Cache" and the name was set to "Mothballed Equipment Cache" + # The tooltip would show Mothballed Equipment Cache (Large Cache) + # But if the name ends with what's in this field, the parenthetical will be omitted. + "defaultName":"Cache", + "defaultRadius":35, + "nameInText":"cache", + "shortName":"cache", + "iconWidth":20, + "iconHeight":20, + "icon":"graphics/icons/cache0.png", + "interactionImage":"graphics/illustrations/cache_large.jpg", + "sprite":"graphics/stations/large_cache.png", + "spriteWidth":40, + "spriteHeight":40, + "pluginClass":"", + }, + "technology_cache":{ "baseId":"supply_cache", "defaultName":"Technology Cache", @@ -1442,6 +1495,21 @@ "renderCircleIndicatorSelectionFlash":false, }, + "abyssal_light":{ + "defaultName":"Abyssal Light", # used if name=null in addCustomEntity() + "defaultRadius":45, # used if radius<0 in addCustomEntity() + "detectionRange":0, # set in plugin code + "showInCampaign":true, + "icon":"graphics/icons/abyssal_light.png", + "iconWidth":18, + "iconHeight":18, + "customDescriptionId":"abyssal_light", + "renderCircleIndicator":false, + "interactionImage":"graphics/illustrations/abyssal_light.jpg", + "tags":["has_interaction_dialog", "neutrino_high"], + "layers":[STATIONS, TERRAIN_8], # what layer(s) to render in. See CampaignEngineLayers.java for possible values + "pluginClass":"com.fs.starfarer.api.impl.campaign.AbyssalLightEntityPlugin", + }, } diff --git a/data/config/settings.json b/data/config/settings.json index 51d4785def..a70fc65282 100644 --- a/data/config/settings.json +++ b/data/config/settings.json @@ -74,12 +74,21 @@ "useGLFlush":true, "useGLFinish":false, "idleWhileWindowNotVisible":true, + "doNotIdleWhenUndecoratedFullcreen":true, # idling in an undecorated fullscreen window can cause issues with alt-tabbing "legacyLauncher":false, "oneClickJumpPoints":false, # does not work do not set to true - "altMouseMoveToMassTransfer":false, + "altMouseMoveToMassTransfer":true, + # values above 2-3 will likely result in poor simulation fidelity "combatSpeedMult":1f, + + # integer, higher values speed up simulation with no loss of fidelity but at the cost of framerate + # values greater than 1 also make it impossible to control the player ship correctly, this is + # intended for AI vs AI battles only + "combatStepsPerFrame":1, + + "breakableShips":true, "renderDHullOverlay":true, "renderDHullOverlayForAllDebug":false, @@ -124,7 +133,8 @@ "planetBGDimOverlayAlpha":0, "cloudColor":[255,255,255,255], - "enableUIStaticNoise":true, + # replaced with UI setting in the "Gameplay" Settings tab + #"enableUIStaticNoise":true, "noiseColor":[40,152,176,255], "tripadLineColor":[158,241,240,255], #"enableShipExplosionWhiteout":false, # no longer used, replaced by checkbox in Gameplay Settings tab @@ -195,6 +205,7 @@ "campaignMaxPan":800, "campaignMaxObjectRangeAroundJumpPoint":5000, + "factionsClaimUnpopulatedCoreSystems":true, "sectorWidth":164000, "sectorHeight":104000, @@ -287,7 +298,7 @@ "stockpileShortageCostMult":0.1, - "stabilityBaseValue":6, + "stabilityBaseValue":5, "accessibilityBaseValue":0.5, # used "accessibilityNoSpaceport":-1, # used @@ -333,6 +344,7 @@ ##### HOSTILE ACTIVITY EVENT CONFIG ##### + # BEGIN UNUSED # [min number of star systems, min fraction of star systems] "HA_1_affects":[1, 0.25], "HA_2_affects":[2, 0.5], @@ -344,6 +356,13 @@ "HA_2_impact":[2, 0.2], "HA_3_impact":[3, 0.3], "HA_4_impact":[4, 0.4], + # END UNUSED + + "ha_maxMonthlyProgress":60, # monthly progress capped to this amount + + "blowbackFraction":1, # of any one-time negative factor + "blowbackPerMonth":0.05, + "blowbackOnReset":1, # Hostile Activity event progress points, DOES NOT INCLUDE EVERYTHING "pirateBaseProximityPoints":[3, 10], @@ -351,7 +370,7 @@ # progress multiplier applied to total Pather interest level in the colony "patherProgressMultNoCells":0, - "patherProgressMultSleeperCells":0.5, + "patherProgressMultSleeperCells":0.25, "patherProgressMultActiveCells":1, # for computing Hostile Activity Pather progress non-linearly @@ -360,8 +379,25 @@ "patherProgressUnit":10, "patherProgressMult":0.75, + # for computing Hostile Activity Hegeony progress non-linearly + # same calculation as for Pathers (except AI cores only) + "hegemonyProgressUnit":10, + "hegemonyProgressMult":0.75, + "hegemonyPointsAdmin":10, + "hegemonyPointsAlpha":4, + "hegemonyPointsBeta":2, + "hegemonyPointsGamma":1, + "maxHostileActivityFleetsPerSystem":11, + # HA, max fleet counts (if not present: no limit) + "luddicPathMaxFleets":4, + "perseanLeagueMaxFleets":3, + "triTachyonMaxFleets":2, + "diktatMaxFleets":2, + "luddicChurchMaxFleets":1, + "hegemonyMaxFleets":2, + "pirateProtectionPaymentFraction":0.1, "pirateProtectionMercSpawnChance":0.1, "pirateProtectionMercSpawnChanceMult":0.5, # chance for mercs to spawn multiplied by this every time they spawn @@ -369,7 +405,6 @@ # hostile activity from Pathers "luddicPathSmallFleetProb":0.85, - "luddicPathMaxFleets":4, "luddicPathSleeperCellsBase":0.05f, "luddicPathSleeperCellsPerSize":0f, "luddicPathActiveCellsBase":0f, @@ -380,6 +415,28 @@ "luddicPathTithePerPointOfInterestPerColonySize":1000, "luddicPathTitheDurationDays":730, + # HA from the Persean League + "perseanLeagueFeeFraction":0.2, + "houseHannanFeeFraction":0.05, + + # HA from TriTach + "triTachyonProgressPerUnitProdMult":0.5, + + # HA from Diktat + "diktatProgressPerUnitProdMult":1, + "diktatFuelFeeFraction":0.5, + "diktatDefeatedExportBonus":0.25, + + # HA from Hegemony + #"hegemonyInvestigatorsFreq":10, + #"hegemonyReconFreq":2, + "hegemonyPerAICorePoint":0.01, # to do with investigator fleet strengths + + # HA Remnant Nexus in-system + "remnantNexusPointsDamaged":10, + "remnantNexusPointsNormal":20, + + # some of the HA progress reductions "HA_fleetPointsPerPoint":10, "HA_kantaProtection":100, @@ -389,6 +446,8 @@ "HA_patherBaseMax":150, "HA_megaTithe":30, "HA_givePK":100, + "HA_tacBombardKazeron":50, + "HA_tacBombardHesperus":25, ##### END HOSTILE ACTIVITY EVENT CONFIG ##### @@ -625,6 +684,7 @@ # end faction doctrine related config "qualityPerDMod":0.2, + "qualityPerSMod":0.3, # for computing approximate strength for autoresolve and similar "qualityPenaltyForImports":-0.25, @@ -698,13 +758,14 @@ "officerMaxEliteSkills":1, "officerAIMax":10, - "minSleeperPodsOfficerLevel":4, # unused but leaving it in til post 0.95.1 - "maxSleeperPodsOfficerLevel":7, # unused but leaving it in til post 0.95.1 + # these officers use fixed skill sets now so changing this without also changing SalvageSpecialAssigner + # is probably ill-advised "standardSleeperPodsOfficerLevel":5, "exceptionalSleeperPodsOfficerLevel":7, "exceptionalSleeperPodsOfficerEliteSkills":5, "maxExceptionalSleeperPodsOfficers":4, # per Sector; can be generated in derelict ships, too, so eventually there WILL be that many "probSleeperPodsOfficerIsExceptional":0.2, # there's 20ish sleeper pod officers total + "probSleeperPodsUnexceptionalOfficerUseTemplate":0.5, "maxAIFleetCommanderLevel":7, "commanderLevelForTwoSkills":6, @@ -724,9 +785,9 @@ "baseRepairRateFrigate":10, - "baseRepairRateDestroyer":7, - "baseRepairRateCruiser":5, - "baseRepairRateCapital":3, + "baseRepairRateDestroyer":10, + "baseRepairRateCruiser":8, + "baseRepairRateCapital":6, "suppliesPerMarinePerDay":0; "suppliesPerCrewPerDay":0; @@ -815,7 +876,7 @@ # story point costs for things that cost more than one point "historianSpecialItemBase":4, # doubles for each successive item "industryImproveBase":2, - "createStableLocation":5, + "createStableLocation":2, # Bonus XP values for most story-point-using actions "bonusXP":{ @@ -889,6 +950,7 @@ # contact missions "extr_storyOption":1, + "rsom_avoidCombat":1, # story missions "gaKA_storyPatrol":1, @@ -909,6 +971,7 @@ "makeDealWithPirateBase":1, "pskMerc_story":1, "pk_hackStory":1, + "LCP_notEnoughLie":1, # KoL fleet demanding supply tithe }, @@ -974,7 +1037,8 @@ "mountCyanColor":[0,255,200,255], "mountCompositeColor":[215,255,0,255], - "progressBarCargoColor":[225,225,160,255], + #"progressBarCargoColor":[225,225,160,255], + "progressBarCargoColor":[203,203,144,255], "progressBarCrewColor":[0,225,160,255], "progressBarFuelColor":[255,125,25,255], "progressBarOverflowColor":[255,0,0,200], @@ -1005,7 +1069,8 @@ "textFriendColor":[155,255,0,255], "textEnemyColor":[255,100,0,255], "textNeutralColor":[70,200,255,255], - "textGrayColor":[175,175,175,155], + #"textGrayColor":[175,175,175,155], + "textGrayColor":[175,175,175,180], "marketFlavorTextColor":[180,180,180,255], #"standardTextColor":[235,235,235,255], "standardTextColor":[220,220,220,255], @@ -1264,7 +1329,7 @@ "laverna_tell":"graphics/portraits/characters/laverna_tell.png", "skiron":"graphics/portraits/characters/skiron.png", "skiron2":"graphics/portraits/characters/skiron2.png", - + "reynard_hannan":"graphics/portraits/characters/reynard_hannan.png", # unused right now #"tt_fixer_MALE":"graphics/portraits/portrait_corporate03.png", #"tt_fixer_FEMALE":"graphics/portraits/characters/clone_loke.png", @@ -1274,6 +1339,7 @@ "luddic_shrine":"graphics/icons/intel/luddic_shrine64.png", + "gate_hauler":"graphics/icons/intel/gate_hauler.png", "gate_inactive":"graphics/icons/intel/gate_inactive.png", "gate_active":"graphics/icons/intel/gate_active.png", @@ -1340,11 +1406,15 @@ # hostile activity event "hostile_activity":"graphics/icons/markets/hostile_activity.png", "hostile_activity_START":"graphics/icons/campaign/hostile_activity_start.png", - "hostile_activity_HA_1":"graphics/icons/campaign/hostile_activity1.png", - "hostile_activity_HA_2":"graphics/icons/campaign/hostile_activity2.png", - "hostile_activity_HA_3":"graphics/icons/campaign/hostile_activity3.png", - "hostile_activity_HA_4":"graphics/icons/campaign/hostile_activity4.png", - "hostile_activity_INCREASED_DEFENSES":"graphics/icons/campaign/increased_defenses.png", + + #"hostile_activity_HA_1":"graphics/icons/campaign/hostile_activity1.png", + #"hostile_activity_HA_2":"graphics/icons/campaign/hostile_activity2.png", + #"hostile_activity_HA_3":"graphics/icons/campaign/hostile_activity3.png", + #"hostile_activity_HA_4":"graphics/icons/campaign/hostile_activity4.png", + #"hostile_activity_INCREASED_DEFENSES":"graphics/icons/campaign/increased_defenses.png", + + "luddic_majority_unhappy":"graphics/icons/markets/luddic_majority_unhappy.png", + # hyperspace topography event "hyperspace_topography":"graphics/icons/markets/hyperspace_topography.png", @@ -1353,10 +1423,17 @@ "hyperspace_topography_SLIPSTREAM_NAVIGATION":"graphics/icons/campaign/slipstream_fuel.png", "hyperspace_topography_HYPERFIELD_OPTIMIZATION":"graphics/icons/campaign/hyperspace_burn.png", "hyperspace_topography_TOPOGRAPHIC_DATA":"graphics/icons/campaign/hyperspace_topography_data.png", + + "triTachyonCR_START":"graphics/icons/campaign/ttcr_event.png", + "triTachyonCR_SEND_MERC":"graphics/icons/campaign/ttcr_mercs2.png", + "triTachyonCR_SUCCESS":"graphics/icons/campaign/ttcr_success.png", + + "piracy_respite":"graphics/icons/campaign/respite.png", }, "raidObjectives":{ # icons displayed at 26x26 "gaData":"graphics/icons/raid_objective.png", "genericIcon":"graphics/icons/raid_objective.png", + "smuggledPlunder":"graphics/icons/intel/smuggling.png", }, "campaignMissions":{ "analyze_entity":"graphics/icons/intel/analyze_entity.png", @@ -1415,11 +1492,22 @@ "warning_beacon":"graphics/stations/buoy00.png", "warning_beacon_glow":"graphics/stations/buoy00glow.png", "fusion_lamp_glow":"graphics/fx/hit_glow.png", + "abyssal_light_glow":"graphics/fx/hit_glow.png", + + "campaign_engine_glow":"graphics/fx/hit_glow.png", + #"campaign_engine_flame":"graphics/fx/engineglow32.png", + #"campaign_engine_flame":"graphics/fx/beamfringec.png", + "campaign_engine_flame":"graphics/fx/beamfringed.png", }, "systemMap":{ - #"icon_jump_point":"graphics/icons/icon_portal.png", "mission_indicator":"graphics/icons/missions/mission_marker2.png", "icon_jump_point":"graphics/icons/jump-point2.png", + "icon_wormhole":"graphics/icons/icon_portal.png", + "icon_gas_giant_well":"graphics/icons/gas_giant_well2.png", + "icon_black_hole_well":"graphics/icons/black_hole_well.png", + "icon_nascent_well":"graphics/icons/nascent_well2.png", + #"icon_nascent_well":"graphics/icons/jump-point.png", + "icon_fleet0":"graphics/icons/fleet0.png", "icon_fleet1":"graphics/icons/fleet1.png", "icon_fleet2":"graphics/icons/fleet2.png", @@ -1430,15 +1518,13 @@ "radar_mask":"graphics/fx/circle_mask_hires.png", "radar_circle":"graphics/icons/radar_circle.png", "icon_derelict":"graphics/icons/derelict.png", - "icon_jump-point":"graphics/icons/jump-point.png", - #"icon_jump-point":"graphics/icons/jump-point2.png", #"icon_mirror":"graphics/icons/mirror.png", "icon_mirror":"graphics/icons/mirror2.png", "icon_relay":"graphics/icons/relay.png", "icon_nav_buoy":"graphics/icons/nav_buoy.png", "icon_sensor_array":"graphics/icons/sensor_array.png", - + "icon_abyssal_light":"graphics/icons/abyssal_light.png", "icon_relay_makeshift":"graphics/icons/relay_makeshift.png", "icon_nav_buoy_makeshift":"graphics/icons/nav_buoy_makeshift.png", "icon_sensor_array_makeshift":"graphics/icons/sensor_array_makeshift.png", @@ -1475,6 +1561,7 @@ "hull_breach":"graphics/illustrations/hull_breach.jpg", "jump_point_normal":"graphics/illustrations/entering_hyperspace.jpg", "jump_point_hyper":"graphics/illustrations/exiting_hyperspace.jpg", + "jump_point_wormhole":"graphics/illustrations/wormhole.jpg", "city_from_above":"graphics/illustrations/city_from_above.jpg", "desert_moons_ruins":"graphics/illustrations/desert_moons_ruins.jpg", "quartermaster":"graphics/illustrations/quartermaster.jpg", @@ -1528,19 +1615,19 @@ "sentinel":"graphics/illustrations/sentinel.jpg", "sentinel2":"graphics/illustrations/sentinel2.jpg", #"deciv":"graphics/illustrations/abandoned_station.jpg", - + "gate_hauler1":"graphics/illustrations/gate_hauler1.jpg", + "gate_hauler2":"graphics/illustrations/gate_hauler2.jpg", "bombard_prepare":"graphics/illustrations/bombardment_preparation.jpg", "bombard_tactical_result":"graphics/illustrations/facility_explosion.jpg", "bombard_saturation_result":"graphics/illustrations/bombardment_saturation.jpg", - "crew_leaving":"graphics/illustrations/crew_leaving.jpg", - "nav_buoy":"graphics/illustrations/nav_buoy.jpg", "free_orbit":"graphics/illustrations/free_orbit.jpg", "sensor_array":"graphics/illustrations/sensor_array.jpg", "sensor_array_makeshift":"graphics/illustrations/sensor_array_makeshift.jpg", "galatia_academy":"graphics/illustrations/academy.jpg", "fusion_lamp":"graphics/illustrations/fusion_lamp.jpg", + "salvor_ruins":"graphics/illustrations/salvor_ruins.jpg", }, "ui":{ "generate_ship_name":"graphics/ui/random23.png", @@ -1596,6 +1683,8 @@ "icon_tactical_coordinated_maneuvers":"graphics/warroom/objective_nav_buoy.png", "icon_tactical_electronic_warfare":"graphics/warroom/objective_sensor_array.png", + "icon_tactical_escort_package":"graphics/warroom/escort_package_effect.png", + "icon_tactical_missile_autoloader":"graphics/icons/tactical/cr_tactical.png", "icon_tactical_cr_bonus":"graphics/icons/tactical/cr_tactical.png", diff --git a/data/config/sounds.json b/data/config/sounds.json index 86b1ea0399..9c8b88b7c0 100644 --- a/data/config/sounds.json +++ b/data/config/sounds.json @@ -34,6 +34,15 @@ "music_survey_and_scavenge":[ {"file":"scavenge_music_v1.ogg","source":"sounds/music/music.bin","volume":1} ], + "music_encounter_mysterious":[ + {"file":"campaign_mysterious_encounter_01.ogg","source":"sounds/music/music.bin","volume":0.7} + ], + "music_encounter_mysterious_non_aggressive":[ + {"file":"campaign_mysterious_encounter_02.ogg","source":"sounds/music/music.bin","volume":0.5} + ], + "music_encounter_neutral":[ + {"file":"campaign_neutral_encounter_01.ogg","source":"sounds/music/music.bin","volume":0.5} + ], "music_default_market_neutral":[ { @@ -2399,6 +2408,10 @@ ], }, + "ui_learned_ability":[ + {"file":"sounds/sfx_cargo/cargo_hullmod_acquire.ogg","pitch":1,"volume":0.6}, + ], + "ui_acquired_hullmod":[ {"file":"sounds/sfx_cargo/cargo_hullmod_acquire.ogg","pitch":1,"volume":0.6}, ], @@ -3443,6 +3456,76 @@ ], }, + "ui_reverse_polarity_loop":[ + {"file":"sounds/sfx_abilities/ability-slipstream_polarity_loop.ogg","pitch":1.0,"volume":0.05}, + ], + "ui_reverse_polarity_on":{ + "sounds":[ + {"file":"sounds/sfx_abilities/ability-slipstream_polarity_activate.ogg","pitch":1,"volume":0.3}, + ], + }, + "ui_reverse_polarity_off":{ + "sounds":[ + {"file":"sounds/sfx_abilities/ability-slipstream_polarity_deactivate.ogg","pitch":1,"volume":0.3}, + ], + }, + + # not important/needed since it's a player-only ability + "world_reverse_polarity_on":{ + "sounds":[ + {"file":"sounds/sfx_abilities/ability_world-sustained_burn_activate.ogg","pitch":1,"volume":0.4}, + ], + }, + "world_reverse_polarity_off":{ + "sounds":[ + {"file":"sounds/sfx_abilities/ability_world-sustained_burn_deactivate.ogg","pitch":1,"volume":1.0}, + ], + }, + + + "ui_slipsurge_on":{ + "sounds":[ + #{"file":"sounds/sfx_abilities/ability-slipstream_surge_activate.ogg","pitch":1,"volume":0.2}, + ], + }, + "ui_slipsurge_off":{ + "sounds":[ + {"file":"sounds/sfx_abilities/ability-slipstream_surge_deactivate.ogg","pitch":1,"volume":0.6}, + ], + }, + "ui_slipsurge_loop":{ + "sounds":[ + {"file":"sounds/sfx_abilities/ability-slipstream_surge_activate.ogg","pitch":1,"volume":0.3}, + ], + }, + "ui_slipsurge_travel_loop":[ + {"file":"sounds/sfx_abilities/ability-slipstream_surge_flight_loop.ogg","pitch":1.0,"volume":0.2}, + ], + + # not important/needed since it's a player-only ability + "world_slipsurge_on":{ + "sounds":[ + #{"file":"sounds/sfx_abilities/ability-interdiction_pulse_detected.ogg","pitch":1,"volume":1.0}, + ], + }, + "world_slipsurge_off":{ + "sounds":[ + #{"file":"sounds/sfx_abilities/ability-world-interdiction_pulse_activate.ogg","pitch":1,"volume":1.0}, + ], + }, + "world_slipsurge_loop":{ + "sounds":[ + #{"file":"sounds/sfx_abilities/ability-world-interdiction_pulse_charge.ogg","pitch":1,"volume":1.0}, + ], + }, + + + "gate_hauler_engine_loop":[ + #{"file":"sounds/sfx_abilities/ability_world-emergency_burn_02_loop.ogg","pitch":0.6,"volume":1.0}, + {"file":"sounds/sfx_systems/maneuvering_jets_loop.ogg","pitch":0.7,"volume":1}, + #{"file":"sounds/sfx_systems/burn_drive_loop.ogg","pitch":0.4,"volume":1}, + ], + "ui_scavenge_on":{ "sounds":[ {"file":"sounds/sfx_abilities/ability_scavenge_01.ogg","pitch":1,"volume":0.5}, @@ -3501,6 +3584,27 @@ #collapseclose + + "abyssal_light_random_sound":[ + {"file":"sounds/sfx_terrain/terrain_abyssal_light_01.ogg","pitch":1.0,"volume":0.5}, + {"file":"sounds/sfx_terrain/terrain_abyssal_light_02.ogg","pitch":1.0,"volume":0.5}, + {"file":"sounds/sfx_terrain/terrain_abyssal_light_03.ogg","pitch":1.0,"volume":0.5}, + {"file":"sounds/sfx_terrain/terrain_abyssal_light_04.ogg","pitch":1.0,"volume":0.5}, + {"file":"sounds/sfx_terrain/terrain_abyssal_light_05.ogg","pitch":1.0,"volume":0.5}, + {"file":"sounds/sfx_terrain/terrain_abyssal_light_06.ogg","pitch":1.0,"volume":0.5}, + ], + + # abyssal_light_despawn plays 1.4 seconds after this + "abyssal_light_expand_despawn_windup":[ + {"file":"sounds/sfx_terrain/terrain_abyssal_light_windup_01.ogg","pitch":1.0,"volume":1.0}, + ], + "abyssal_light_despawn_disrupted":[ + {"file":"sounds/sfx_terrain/terrain_abyssal_light_despawn_01.ogg","pitch":1.0,"volume":1.0}, + ], + "abyssal_light_despawn_expired":[ + {"file":"sounds/sfx_systems/mote_attractor_activation.ogg","pitch":0.5,"volume":0.5}, + ], + #collapseopen TERRAIN @@ -3553,6 +3657,10 @@ #{"file":"sounds/sfx_terrain/terrain_nebula_default.ogg","pitch":1,"volume":0.9}, ], + "terrain_hyperspace_abyss":[ + {"file":"sounds/sfx_terrain/terrain_abyssal_hyperspace.ogg","pitch":1,"volume":0.5}, + ], + # 0.25, 0.4, 0.6 for lightning "terrain_hyperspace_deep":[ {"file":"sounds/sfx_terrain/terrain_hyperspace_deep.ogg","pitch":1,"volume":0.25}, @@ -3708,6 +3816,10 @@ "storyevent_diktat_execution":{"sounds":[ {"file":"sounds/sfx_misc/storyevent_diktat_execution.ogg","pitch":1,"volume":0.5}, ],}, + + + "sound_none":[ + ], } diff --git a/data/config/tag_data.json b/data/config/tag_data.json index 9949d1eb8d..8743f011a8 100644 --- a/data/config/tag_data.json +++ b/data/config/tag_data.json @@ -19,7 +19,7 @@ "name":"Major events", #"color":"buttonShortcut", "width":119, - #"putFirst":true, + "putFirst":true, "sort":30, }, "Contacts":{ @@ -72,7 +72,7 @@ "name":"Story", "width":119, "putFirst":true, - "sort":31, + "sort":29, }, "Luddic shrines":{ "name":"Luddic shrines", diff --git a/data/hullmods/AuxiliaryThrusters.java b/data/hullmods/AuxiliaryThrusters.java index fce0a9a366..a77ef65492 100644 --- a/data/hullmods/AuxiliaryThrusters.java +++ b/data/hullmods/AuxiliaryThrusters.java @@ -3,16 +3,26 @@ import com.fs.starfarer.api.combat.BaseHullMod; import com.fs.starfarer.api.combat.MutableShipStatsAPI; import com.fs.starfarer.api.combat.ShipAPI.HullSize; +import com.fs.starfarer.api.impl.campaign.ids.Stats; public class AuxiliaryThrusters extends BaseHullMod { public static float MANEUVER_BONUS = 50f; + public static float SMOD_SPEED_BONUS = 10f; + public static float SMOD_TURN_MULT = 2f; public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) { stats.getAcceleration().modifyPercent(id, MANEUVER_BONUS * 2f); stats.getDeceleration().modifyPercent(id, MANEUVER_BONUS); stats.getTurnAcceleration().modifyPercent(id, MANEUVER_BONUS * 2f); stats.getMaxTurnRate().modifyPercent(id, MANEUVER_BONUS); + + + boolean sMod = isSMod(stats); + if (sMod) { + stats.getDynamic().getStat(Stats.ZERO_FLUX_BOOST_TURN_RATE_BONUS_MULT).modifyMult(id, SMOD_TURN_MULT); + stats.getZeroFluxSpeedBoost().modifyFlat(id, SMOD_SPEED_BONUS); + } } public String getDescriptionParam(int index, HullSize hullSize) { @@ -20,5 +30,9 @@ public String getDescriptionParam(int index, HullSize hullSize) { return null; } - + public String getSModDescriptionParam(int index, HullSize hullSize) { + if (index == 0) return "" + (int) SMOD_SPEED_BONUS + ""; + if (index == 1) return "doubles"; + return null; + } } diff --git a/data/hullmods/ECCMPackage.java b/data/hullmods/ECCMPackage.java index ac45d2122b..3c021384da 100644 --- a/data/hullmods/ECCMPackage.java +++ b/data/hullmods/ECCMPackage.java @@ -53,12 +53,11 @@ public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAP stats.getMissileTurnAccelerationBonus().modifyPercent(id, MISSILE_TURN_ACCEL_BONUS); -// if (sMod) { -// stats.getDynamic().getStat(Stats.ELECTRONIC_WARFARE_PENALTY_MULT).modifyMult(id, SMOD_EW); -// } else { - //stats.getDynamic().getStat(Stats.ELECTRONIC_WARFARE_PENALTY_MULT).modifyMult(id, EW_PENALTY_MULT); + if (sMod) { + stats.getDynamic().getMod(Stats.ELECTRONIC_WARFARE_PENALTY_MULT).modifyMult(id, SMOD_EW); + } else { stats.getDynamic().getMod(Stats.ELECTRONIC_WARFARE_PENALTY_MOD).modifyMult(id, EW_PENALTY_MULT); -// } + } //stats.getDynamic().getMod(Stats.ELECTRONIC_WARFARE_PENALTY_MOD).modifyFlat(id, -EW_PENALTY_REDUCTION); //stats.getDynamic().getMod(Stats.ELECTRONIC_WARFARE_PENALTY_MAX_FOR_SHIP_MOD).modifyFlat(id, -MAX_EW_PENALTY_MOD); diff --git a/data/hullmods/SafetyOverrides.java b/data/hullmods/SafetyOverrides.java index 9abcfeaeff..336b46182c 100644 --- a/data/hullmods/SafetyOverrides.java +++ b/data/hullmods/SafetyOverrides.java @@ -99,6 +99,7 @@ public boolean isApplicableToShip(ShipAPI ship) { // !ship.getVariant().getHullMods().contains("augmented_engines"); if (ship.getVariant().getHullSize() == HullSize.CAPITAL_SHIP) return false; if (ship.getVariant().hasHullMod(HullMods.CIVGRADE) && !ship.getVariant().hasHullMod(HullMods.MILITARIZED_SUBSYSTEMS)) return false; + if (ship.getVariant().hasHullMod(HullMods.FLUX_SHUNT)) return false; return true; @@ -111,6 +112,9 @@ public String getUnapplicableReason(ShipAPI ship) { if (ship.getVariant().hasHullMod(HullMods.CIVGRADE) && !ship.getVariant().hasHullMod(HullMods.MILITARIZED_SUBSYSTEMS)) { return "Can not be installed on civilian ships"; } + if (ship.getVariant().hasHullMod(HullMods.FLUX_SHUNT)) { + return "Incompatible with Flux Shunt"; + } return null; } diff --git a/data/hullmods/hull_mods.csv b/data/hullmods/hull_mods.csv index 6a6d03bd05..eff2f84e6c 100644 --- a/data/hullmods/hull_mods.csv +++ b/data/hullmods/hull_mods.csv @@ -10,13 +10,13 @@ Assault Package,assault_package,1,,,"defensive, civ_package, no_drop, no_drop_sa Will try to engage enemies and otherwise act as a combat ship in battle.","Increases hull integrity, armor, and flux capacity.",,graphics/hullmods/assault_package.png Automated Repair Unit,autorepair,2,,,"engines, defensive, merc, standard",Defenses,7500,,,,3,6,9,15,data.hullmods.AutomatedRepairUnit,Reduces the time required to repair disabled weapons and engines (in combat) by %s.,Increases weapon repair rate in combat.,"Reduces repair time to %s, and reduces overload duration by %s.",graphics/hullmods/automated_repair_unit.png -Auxiliary Thrusters,auxiliarythrusters,1,,,"engines, merc, standard",Engines,5000,TRUE,,,5,10,15,25,data.hullmods.AuxiliaryThrusters,Increases the ship's maneuverability by %s.,Increases maneuverability.,,graphics/hullmods/auxilliary_thrusters.png +Auxiliary Thrusters,auxiliarythrusters,1,,,"engines, merc, standard",Engines,5000,TRUE,,,4,8,12,20,data.hullmods.AuxiliaryThrusters,Increases the ship's maneuverability by %s.,Increases maneuverability.,"Increases the 0-flux speed boost by %s, and %s the 0-flux turn rate bonus.",graphics/hullmods/auxilliary_thrusters.png Ballistic Rangefinder,ballistic_rangefinder,2,,,"offensive, merc, standard",Weapons,8000,,,,5,10,15,25,com.fs.starfarer.api.impl.hullmods.BallisticRangefinder,,Increases base range of small and medium weapons in ballisic slots.,,graphics/hullmods/ballistic_rangefinder.png Blast Doors,blast_doors,0,,,"defensive, merc, standard",Defenses,2500,TRUE,,,4,8,12,20,data.hullmods.BlastDoors,"Installs additional hermetic and heavily reinforced doors at critical junctures throughout the ship. Increases hull integrity by %s. Ship takes %s fewer crew casualties from hull damage sustained in combat.","Increases hull integrity, reduces crew casualties.",Increases the crew casualty reduction to %s.,graphics/hullmods/blast_doors.png Converted Hangar,converted_hangar,1,,,"special, non_phase, merc, standard",Fighters,5000,,,,0,10,10,10,com.fs.starfarer.api.impl.hullmods.ConvertedHangar,,Improvised fighter bay for non-carriers.,"Increases the rate at which the fighter replacement rate recovers by %s for cruisers, and by %s for capital ships. No added effect for destroyers.",graphics/hullmods/converted_hangar.png -Converted Fighter Bay,converted_fighterbay,0,,,"req_spaceport, special, non_phase","Fighters, Logistics, Requires Dock",3000,,,,2,4,6,10,data.hullmods.ConvertedFighterBay,"Converts the ship's fighter bays housing built-in wings into improvised cargo holds, giving it an additional %s cargo capacity and reducing its crew requirements by %s per fighter bay. The crew reduction is limited to a maximum of %s.",Converts built-in fighter bays into improvised cargo holds.,Monthly maintenance cost reduced by %s per fighter bay.,graphics/hullmods/converted_fighter_bay.png +Converted Fighter Bay,converted_fighterbay,0,,,"req_spaceport, special, non_phase, standard","Fighters, Logistics, Requires Dock",3000,,,,2,4,6,10,data.hullmods.ConvertedFighterBay,"Converts the ship's fighter bays housing built-in wings into improvised cargo holds, giving it an additional %s cargo capacity and reducing its crew requirements by %s per fighter bay. The crew reduction is limited to a maximum of %s.",Converts built-in fighter bays into improvised cargo holds.,Monthly maintenance cost reduced by %s per fighter bay.,graphics/hullmods/converted_fighter_bay.png Dedicated Targeting Core,dedicated_targeting_core,0,,,"offensive, merc, standard",Weapons,2500,TRUE,,,0,0,15,25,data.hullmods.DedicatedTargetingCore,"Increases the range of ballistic and energy weapons by %s/%s for cruisers/capital ships. Can not be installed on a frigate or a destroyer, and can not work in conjunction with Integrated Targeting Unit. @@ -29,11 +29,11 @@ ECCM Package,eccm,2,,,"offensive, defensive, merc, standard",Weapons,2500,,,,5,8 A CPU core adjunct in each missile increases missile top speed by %s and missile maneuverability by %s, as well as significantly improving the guidance algorithm. -Also reduces the weapon range reduction due to superior enemy Electronic Warfare by %s.","Improves missile speed and guidance, reduces effect of enemy Electronic Warfare.",Fully negates the effect of ECM and flares on missiles fired by this ship.,graphics/hullmods/eccm_package.png +Also reduces the weapon range reduction due to superior enemy Electronic Warfare by %s.","Improves missile speed and guidance, reduces effect of enemy Electronic Warfare.","Fully negates the weapon range reduction, and makes the ship's missiles always ignore flares.",graphics/hullmods/eccm_package.png ECM Package,ecm,2,,,"offensive, special, merc, standard","Weapons, Support",4000,,,,6,12,18,24,com.fs.starfarer.api.impl.hullmods.ECMPackage,"When deployed in combat, grants %s/%s/%s/%s ECM rating, depending on this ship's hull size.",Increases ship's ECM rating.,,graphics/hullmods/ecm_package.png -Escort Package,escort_package,1,,,"weapons, engines, civ_package, no_drop, no_drop_salvage","Special, Weapons, Engines",8000,,,,3,6,9,15,com.fs.starfarer.api.impl.hullmods.EscortPackage,"Increases the ship's maneuverability by %s. Increases the range of all point-defense weapons by %s, and increases the damage dealt to fighters and missiles by %s. +Escort Package,escort_package,1,,,"special, weapons, engines, standard","Special, Weapons, Engines",8000,,,,5,7,15,25,com.fs.starfarer.api.impl.hullmods.EscortPackage,"When this ship is within approximately %s su of a larger friendly vessel, increases this ship's maneuverability by %s, and top speed by %s. Also increases ballistic and energy weapon range by %s. -Will try to engage enemies and otherwise act as a combat ship in battle.","Increases maneuverability, point-defense range, and damage dealt to fighters and missiles.",,graphics/hullmods/escort_package.png +These bonuses are %s for destroyers when the nearby friendly is a capital ship.","Increases maneuverability, top speed, and weapon range when near a larger friendly ship.",Destroyers: reduces the amount of damage taken by shields by %s. No added effect for cruisers.,graphics/hullmods/escort_package.png Expanded Deck Crew,expanded_deck_crew,1,,,"special, merc, standard",Fighters,4000,,,,5,10,15,25,com.fs.starfarer.api.impl.hullmods.ExpandedDeckCrew,"Reduces the rate at which the fighter replacement rate decreases due to fighter losses by %s, and increases the rate at which it recovers by %s. Increases the crew required by %s per fighter bay.","Improves fighter replacement rate, increases crew requirements.",,graphics/hullmods/expanded_deck_crew.png @@ -54,7 +54,7 @@ Hardened Subsystems,hardened_subsystems,0,,,"special, merc, standard",Special,25 Also reduces the rate at which combat readiness degrades by %s.","Increases peak time, CR degrades more slowly.",,graphics/hullmods/hardened_subsystems.png Heavy Armor,heavyarmor,0,,,"defensive, merc, standard",Defenses,2500,,,,8,15,20,40,data.hullmods.HeavyArmor,"Increases the ship's armor by %s/%s/%s/%s points, depending on hull size.",Increases armor.,Reduces the ship's maneuverability by %s.,graphics/hullmods/heavy_armor.png High Scatter Amplifier,high_scatter_amp,3,,,"offensive, merc, standard",Weapons,5000,,,,4,8,12,20,com.fs.starfarer.api.impl.hullmods.HighScatterAmp,,Reduces beam range; beams deal more damage and apply hard flux to shields.,Increases beam weapon damage by an additional %s.,graphics/hullmods/high_scatter_amp.png -Integrated Point Defense AI,pointdefenseai,3,,,"defensive, merc, standard","Weapons, Defenses",10000,,,,3,6,9,15,data.hullmods.IntegratedPointDefenseAI,"Gives all point-defense weapons the ability to identify - and ignore - decoy flares. In addition, all point-defense weapons get the best possible target leading, regardless of combat readiness, and all damage to missiles is increased by %s. ",Small non-missile weapons act as point-defense; PD not affected by decoy flares.,"All small non-missile weapons are classified as ""point-defense"", automatically target missiles, and are affected by point-defense stat modifiers.",graphics/hullmods/integrated_point_defense_ai.png +Integrated Point Defense AI,pointdefenseai,3,,,"defensive, merc, standard","Weapons, Defenses",10000,,,,3,6,9,15,data.hullmods.IntegratedPointDefenseAI,"Gives all point-defense weapons the ability to identify - and ignore - decoy flares. In addition, all point-defense weapons get the best possible target leading, regardless of combat readiness, and all damage to missiles is increased by %s. ",Small non-missile weapons act as point-defense; PD not affected by decoy flares.,"All small non-missile, non-strike weapons are classified as ""point-defense"", automatically target missiles, and are affected by point-defense stat modifiers.",graphics/hullmods/integrated_point_defense_ai.png #Point Defense Integration,pdintegration,3,,,"defensive, merc","Weapons, Defenses",10000,,,,12,15,18,24,com.fs.starfarer.api.impl.hullmods.PDIntegration,"Reduces the ordnance point cost of small point-defense weapons by %s. The cost reduction only affects weapons that have PD capability as a feature of the weapon itself, and not when it's gained through other means such as from a hullmod. In addition, all point-defense weapons deal %s more damage to all targets.","Reduces ordnance point cost of small PD weapons, increases all PD damage.",,graphics/hullmods/integrated_point_defense_ai.png @@ -64,18 +64,14 @@ Most combat ships install either an Integrated Targeting Unit or a Dedicated Tar Nav Relay,nav_relay,2,,,"engines, special, merc, standard","Engines, Support",5000,,,,10,15,20,25,com.fs.starfarer.api.impl.hullmods.NavRelay,"When deployed in combat, increases nav rating of your fleet by %s/%s/%s/%s, depending on this ship's hull size. The total nav rating of your fleet increases the top speed of your deployed ships.",Increases top speed of deployed ships.,,graphics/hullmods/nav_relay.png -Neural Interface,neural_interface,3,,,"special, no_build_in, no_drop, no_drop_salvage",Special,10000,,,,3,6,9,25,com.fs.starfarer.api.impl.hullmods.NeuralInterface,"Links the flagship with another ship, allowing switching between ships without using a shuttle pod. Both ships must have a Neural Interface and not be commanded by an officer or an AI core. The transfer is instant if the combined deployment points of the ships are %s or less. +Neural Interface,neural_interface,3,,,"special, no_build_in, no_drop, no_drop_salvage",Special,10000,,,,3,6,9,25,com.fs.starfarer.api.impl.hullmods.NeuralInterface,"Links the flagship with another ship, allowing both ships to %s at the same time. As with ""transfer command"", some skill effects - such as those increasing ammo capacity, or combat readiness - do not apply to the other ship. -If the linked ship is destroyed or leaves the battlefield, the flagship will establish a neural link with another ship with a Neural Interface. If the flagship is destroyed or leaves the battlefield, command will have to be physically transferred to another ship with a Neural Interface before a new link can be established. +Also enables rapid switching between the linked ships without using a shuttle pod. The transfer is instant if the combined deployment points of the ships are %s or less. The destination ship must not be under the command of an officer or an AI core.","Allows rapid switching between ships, resets system cooldown and adds a charge.",,graphics/hullmods/neural_interface.png +Neural Integrator,neural_integrator,,,,"special, no_build_in, no_drop, no_drop_salvage",Special,10000,,,,3,6,9,25,com.fs.starfarer.api.impl.hullmods.NeuralIntegrator,"An augmented version of Neural Interface that works with automated ships by enabling direct control of all of the ship's systems via the link and allowing both ships to %s at the same time. As with ""transfer command"", some skill effects - such as those increasing ammo capacity, or combat readiness - do not apply to the other ship. -Both linked ships benefit from your personal combat skills as if you'd transferred command to them, regardless of which one you're controlling personally. As with ""transfer command"", some skill effects - such as those increasing ammo capacity, or other fixed ship stats - do not apply.","Allows rapid switching between ships, resets system cooldown and adds a charge.",,graphics/hullmods/neural_interface.png -Neural Integrator,neural_integrator,,,,"special, no_build_in, no_drop, no_drop_salvage",Special,10000,,,,4,8,12,50,com.fs.starfarer.api.impl.hullmods.NeuralIntegrator,"An augmented version of Neural Interface that works with automated ships by enabling direct control of all of the ship's systems via the link, instead of having the controlling conscousness aspect simply direct the bridge crew. +Also enables rapid switching between the linked ships without using a shuttle pod. The transfer is instant if the combined deployment points of the ships are %s or less. The destination ship must not be under the command of an officer or an AI core. -Links the flagship with another ship, allowing switching between ships without using a shuttle pod. Both ships must have a Neural Interface and not be commanded by an officer or an AI core. The transfer is instant if the combined deployment points of the ships are %s or less. - -If the linked ship is destroyed or leaves the battlefield, the flagship will establish a neural link with another ship with a Neural Interface. If the flagship is destroyed or leaves the battlefield, command will have to be physically transferred to another ship with a Neural Interface before a new link can be established. - -Both linked ships benefit from your personal combat skills as if you'd transferred command to them, regardless of which one you're controlling personally. As with ""transfer command"", some skill effects - such as those increasing ammo capacity, or other fixed ship stats - do not apply.",Specialized Neural Interface for automated ships.,,graphics/hullmods/neural_integrator.png +The complexity of the modifications increases the ship's deployment points and supply cost to recover from deployment by %s.",Specialized Neural Interface for automated ships.,,graphics/hullmods/neural_integrator.png Shield Conversion - Front,frontemitter,2,,,"shields, defensive, merc, standard",Shields,7000,,,,3,5,8,12,data.hullmods.FrontShieldEmitter,"Locks the ship's omni-directional shield emitter to a front-facing position and extends its arc by %s. As with all frontal emitters, the shield will also deploy twice as quickly.","Converts omni shield to front, extends arc.",Reduces the amount of damage taken by shields by %s.,graphics/hullmods/front_shield_emitter.png Shield Conversion - Omni,adaptiveshields,3,,,"shields, defensive, merc, standard",Shields,7000,,,,3,5,8,12,data.hullmods.OmniShieldEmitter,Converts frontal shields to omni-directional. Reduces the shield's arc by %s.,"Converts front shield to omni, reduces arc.",Negates the shield arc penalty.,graphics/hullmods/omni_shield_emitter_mod.png Operations Center,operations_center,1,,,special,Special,5000,,,,30,30,30,30,com.fs.starfarer.api.impl.hullmods.OperationsCenter,Increases the command point recovery rate by %s when installed on the flagship.,Increases command point recovery rate when on flagship.,,graphics/hullmods/operations_center.png diff --git a/data/hulls/defender.ship b/data/hulls/defender.ship index 3cef71ff2b..ff34d62b5b 100644 --- a/data/hulls/defender.ship +++ b/data/hulls/defender.ship @@ -43,7 +43,7 @@ 39, 31 ], - "collisionRadius": 45, + "collisionRadius": 52, "coversColor": "", "engineSlots": [ { diff --git a/data/hulls/gemini.ship b/data/hulls/gemini.ship index 2130864225..f2721f9f75 100644 --- a/data/hulls/gemini.ship +++ b/data/hulls/gemini.ship @@ -55,7 +55,7 @@ 71, 55 ], - "collisionRadius": 106, + "collisionRadius": 130, "coversColor": "255,255,255,255", "engineSlots": [ { diff --git a/data/hulls/grendel.ship b/data/hulls/grendel.ship new file mode 100644 index 0000000000..8a9f8911fb --- /dev/null +++ b/data/hulls/grendel.ship @@ -0,0 +1,390 @@ +{ + "bounds": [ + 36, + 99, + 30, + 108, + 22, + 107, + 19, + 98, + 3, + 96, + 8, + 87, + -16, + 73, + -31, + 85, + -37, + 70, + -46, + 62, + -65, + 63, + -71, + 43, + -71, + 29, + -61, + 10, + -66, + -2, + -62, + -15, + -73, + -22, + -74, + -34, + -64, + -39, + -75, + -47, + -75, + -62, + -58, + -65, + -61, + -81, + -53, + -87, + -29, + -83, + -12, + -87, + -20, + -100, + 3, + -109, + 8, + -99, + 32, + -103, + 58, + -85, + 50, + -78, + 66, + -71, + 66, + -47, + 54, + -44, + 53, + 9, + 83, + 24, + 87, + 45, + 97, + 48, + 96, + 60, + 84, + 63, + 83, + 86, + 66, + 83, + 51, + 99 + ], + "builtInMods": [ + "rugged", + "distributed_fire_control" + ], + "center": [ + 111, + 79 + ], + "collisionRadius": 143, + "coversColor": "", + "engineSlots": [ + { + "angle": 180, + "contrailSize": 64, + "length": 32, + "location": [ + -72, + 54 + ], + "style": "LOW_TECH", + "width": 16 + }, + { + "angle": 180, + "contrailSize": 64, + "length": 64, + "location": [ + -77, + 37 + ], + "style": "LOW_TECH", + "width": 20 + }, + { + "angle": 180, + "contrailSize": 64, + "length": 32, + "location": [ + -72, + 23 + ], + "style": "LOW_TECH", + "width": 16 + }, + { + "angle": 180, + "contrailSize": 64, + "length": 48, + "location": [ + -77, + -28 + ], + "style": "LOW_TECH", + "width": 20 + }, + { + "angle": 180, + "contrailSize": 64, + "length": 32, + "location": [ + -78, + -54 + ], + "style": "LOW_TECH", + "width": 24 + } + ], + "height": 178, + "hullId": "grendel", + "hullName": "Grendel", + "hullSize": "CRUISER", + "shieldCenter": [ + 0, + 0 + ], + "shieldRadius": 143, + "spriteName": "graphics/ships/phase/wendigo.png", + "style": "LOW_TECH", + "viewOffset": 0, + "weaponSlots": [ + { + "angle": 90, + "arc": 210, + "id": "WS 000", + "locations": [ + 27, + 99 + ], + "mount": "TURRET", + "size": "SMALL", + "type": "BALLISTIC" + }, + { + "angle": 110, + "arc": 160, + "id": "WS 001", + "locations": [ + -28, + 75 + ], + "mount": "TURRET", + "size": "SMALL", + "type": "BALLISTIC" + }, + { + "angle": 180, + "arc": 140, + "id": "WS 002", + "locations": [ + -59, + 0 + ], + "mount": "TURRET", + "size": "SMALL", + "type": "BALLISTIC" + }, + { + "angle": 235, + "arc": 170, + "id": "WS 003", + "locations": [ + -49, + -73 + ], + "mount": "TURRET", + "size": "SMALL", + "type": "BALLISTIC" + }, + { + "angle": 260, + "arc": 180, + "id": "WS 004", + "locations": [ + -3, + -96 + ], + "mount": "TURRET", + "size": "SMALL", + "type": "BALLISTIC" + }, + { + "angle": -50, + "arc": 210, + "id": "WS 005", + "locations": [ + 43, + -86 + ], + "mount": "TURRET", + "size": "SMALL", + "type": "BALLISTIC" + }, + { + "angle": 15, + "arc": 220, + "id": "WS 006", + "locations": [ + 89, + 54 + ], + "mount": "TURRET", + "size": "SMALL", + "type": "BALLISTIC" + }, + { + "angle": 0, + "arc": 5, + "id": "WS 007", + "locations": [ + 57, + -3 + ], + "mount": "HARDPOINT", + "size": "SMALL", + "type": "MISSILE" + }, + { + "angle": 0, + "arc": 5, + "id": "WS 008", + "locations": [ + 57, + -19 + ], + "mount": "HARDPOINT", + "size": "SMALL", + "type": "MISSILE" + }, + { + "angle": 0, + "arc": 5, + "id": "WS 009", + "locations": [ + 57, + -35 + ], + "mount": "HARDPOINT", + "size": "SMALL", + "type": "MISSILE" + }, + { + "angle": 45, + "arc": 140, + "id": "WS 010", + "locations": [ + 46, + 81 + ], + "mount": "TURRET", + "size": "MEDIUM", + "type": "BALLISTIC" + }, + { + "angle": 30, + "arc": 150, + "id": "WS 011", + "locations": [ + 63, + 57 + ], + "mount": "TURRET", + "size": "MEDIUM", + "type": "BALLISTIC" + }, + { + "angle": 0, + "arc": 160, + "id": "WS 012", + "locations": [ + 71, + 30 + ], + "mount": "TURRET", + "size": "MEDIUM", + "type": "BALLISTIC" + }, + { + "angle": 0, + "arc": 110, + "id": "WS 013", + "locations": [ + 39, + -61 + ], + "mount": "TURRET", + "size": "MEDIUM", + "type": "BALLISTIC" + }, + { + "angle": -45, + "arc": 130, + "id": "WS 014", + "locations": [ + 18, + -83 + ], + "mount": "TURRET", + "size": "MEDIUM", + "type": "BALLISTIC" + }, + { + "angle": 0, + "arc": 5, + "id": "WS 015", + "locations": [ + 65, + -58 + ], + "mount": "HIDDEN", + "size": "SMALL", + "type": "SYSTEM" + }, + { + "angle": 0, + "arc": 5, + "id": "WS 016", + "locations": [ + 65, + -52 + ], + "mount": "HIDDEN", + "size": "SMALL", + "type": "SYSTEM" + }, + { + "angle": 0, + "arc": 5, + "id": "WS 017", + "locations": [ + 65, + -64 + ], + "mount": "HIDDEN", + "size": "SMALL", + "type": "SYSTEM" + } + ], + "width": 224 +} \ No newline at end of file diff --git a/data/hulls/module_bastion_pd1.ship b/data/hulls/module_bastion_pd1.ship index eec8354eed..3b61c6b0a6 100644 --- a/data/hulls/module_bastion_pd1.ship +++ b/data/hulls/module_bastion_pd1.ship @@ -30,7 +30,7 @@ 80, 61 ], - "collisionRadius": 92, + "collisionRadius": 100, "coversColor": "", "height": 124, "hullId": "module_bastion_pd1", diff --git a/data/hulls/picket.ship b/data/hulls/picket.ship index a3426e0c7f..a5d72ca6e4 100644 --- a/data/hulls/picket.ship +++ b/data/hulls/picket.ship @@ -21,7 +21,7 @@ 30, 24 ], - "collisionRadius": 34, + "collisionRadius": 38, "coversColor": "", "engineSlots": [ { diff --git a/data/hulls/ravelin.ship b/data/hulls/ravelin.ship index 5f2c81aa0f..0b553dcb34 100644 --- a/data/hulls/ravelin.ship +++ b/data/hulls/ravelin.ship @@ -18,7 +18,7 @@ 60, 59 ], - "collisionRadius": 50, + "collisionRadius": 82, "coversColor": "", "engineSlots": [ { diff --git a/data/hulls/remnant_armour3.ship b/data/hulls/remnant_armour3.ship index ab9d8a3d40..e95edfd3e3 100644 --- a/data/hulls/remnant_armour3.ship +++ b/data/hulls/remnant_armour3.ship @@ -21,7 +21,7 @@ 48, 112 ], - "collisionRadius": 68, + "collisionRadius": 110, "coversColor": "", "height": 150, "hullId": "remnant_armour3", diff --git a/data/hulls/remnant_shield1.ship b/data/hulls/remnant_shield1.ship index 8d35ac5687..69c6d914f4 100644 --- a/data/hulls/remnant_shield1.ship +++ b/data/hulls/remnant_shield1.ship @@ -17,7 +17,7 @@ 65, 64 ], - "collisionRadius": 90, + "collisionRadius": 230, "coversColor": "", "height": 128, "hullId": "remnant_shield1", diff --git a/data/hulls/remnant_weapon_platform2.ship b/data/hulls/remnant_weapon_platform2.ship index 9c5220ecc9..e1cc6cb4bf 100644 --- a/data/hulls/remnant_weapon_platform2.ship +++ b/data/hulls/remnant_weapon_platform2.ship @@ -21,7 +21,7 @@ 82, 35 ], - "collisionRadius": 100, + "collisionRadius": 120, "coversColor": "", "height": 108, "hullId": "remnant_weapon_platform2", diff --git a/data/hulls/sentry.ship b/data/hulls/sentry.ship index 9c5ff66002..cf91c420ba 100644 --- a/data/hulls/sentry.ship +++ b/data/hulls/sentry.ship @@ -19,7 +19,7 @@ 28, 23 ], - "collisionRadius": 34, + "collisionRadius": 38, "coversColor": "", "engineSlots": [ { diff --git a/data/hulls/ship_data.csv b/data/hulls/ship_data.csv index ca7dfb3678..bfa11ff12d 100644 --- a/data/hulls/ship_data.csv +++ b/data/hulls/ship_data.csv @@ -99,6 +99,7 @@ Dominator,dominator,Heavy Cruiser,Low Tech,burndrive,15,14000,1500,10000,10000,5 Eradicator,eradicator,Fast Cruiser,Low Tech,ammofeed,13,9000,1200,9000,8000,400,150,,70,50,40,15,20,1800,OMNI,,150,0.4,1,,,120,170,100,120,4,30,9,100000,4,12,540,0.25,22,22,,,,,,,,"rare_bp, merc, ind",,0.5,2,4,,404.5 Aurora,aurora,Cruiser,High Tech,plasmajets,17,8000,800,11000,16000,800,165,,80,50,25,25,25,1800,OMNI,,180,0.5,0.6,,,75,200,150,90,3,30,8,200000,4,20,420,0.25,30,30,,,,,,,,"rare_bp, hist2t, merc, ind",,0.6,2,3,,405 Doom,doom,Phase Cruiser,High Tech,mine_strike,22,8000,1250,10000,18000,900,145,,75,55,40,20,25,1200,PHASE,phasecloak,,,,0.05,0.05,50,100,120,150,3,50,8,250000,4,30,420,0.25,35,35,,,,,,,,"rare_bp, hist2t, merc, kanta_gift",,0.5,2,3,,406 +Grendel,grendel,Phase Cruiser,Low Tech,ammofeed,16,11000,1200,6000,12000,600,150,,60,60,60,15,20,1000,PHASE,phasecloak,,,,0.05,0.08,120,120,100,75,3,25,8,100000,5,20,480,0.25,18,18,,,,,,,,rare_bp,,0.7,3,4,,406.5 Heron,heron,Fast Carrier,Midline,targetingfeed,14,6000,750,5000,6000,300,100,3,80,60,40,20,25,800,OMNI,,180,0.5,0.8,,,150,250,90,60,3,20,8,120000,3,12,360,0.25,20,20,,,,,,,CARRIER,"midline_bp, merc, ind",,0.5,2,3,,407 Gryphon,gryphon,Missile Cruiser,Midline,forgevats,14,7000,800,5000,4000,200,140,,60,60,40,15,20,1200,FRONT,,270,0.5,0.8,,,150,250,120,80,3,27,8,110000,3,12,480,0.25,20,20,,,,,,,,"rare_bp, merc, ind",,0.5,2,3,,408 Starliner,starliner,Civilian Transport,Midline,flarelauncher,7,5500,225,2500,2500,125,60,,45,20,10,10,10,900,FRONT,,150,0.5,1,,,50,1500,300,120,3,40,7,50000,3,20,480,0.25,10,10,,,,,150,500,"CIVILIAN, LINER","midline_bp, merc, ind",,0.6,2,3,,409 @@ -128,7 +129,7 @@ Guardian,guardian,Drone Battleship,Explorarium,plasmajets,30,20000,1700,25000,25 Radiant,radiant,Drone Battleship,Remnant,displacer,30,20000,1500,25000,37500,1500,320,,40,30,20,7,10,3500,OMNI,,270,0.4,0.6,,,0,0,250,400,10,40,8,500000,3,15,720,0.25,60,60,,,,,,,"UNBOARDABLE, HIDE_IN_CODEX","remnant, auto_rec",,0.4,2,4,,509 Ziggurat,ziggurat,Phase Vessel,High Tech,mote_control,40,14000,1500,16000,30000,1200,260,,40,50,50,20,30,2400,PHASE,phasecloak,,,,0.02,0.02,300,400,200,500,10,50,7,1000000,3,50,600,0.25,75,75,,,,,,,HIDE_IN_CODEX,,,0.4,2,3,,510 Invictus,invictus,Dreadnought,Low Tech,lidararray,35,40000,10000,30000,12500,500,240,,35,15,15,4,4,10000,PHASE,canister_flak,0,0,0,,,4000,6000,1000,800,20,40,6,700000,3,12,1200,0.25,60,60,,,,,,,NEVER_DODGE_MISSILES,rare_bp,,0.2,2,2,,511 -Pegasus,pegasus,Missile Battleship,Midline,fastmissileracks,30,17000,1500,14000,12500,500,365,,35,35,25,6,6,3000,FRONT,,270,0.4,0.8,,,500,600,400,300,10,30,7,400000,4,12,720,0.25,50,50,,,,,,,,"rare_bp, merc",,0.5,2,4,,512 +Pegasus,pegasus,Battleship,Midline,fastmissileracks,30,17000,1500,14000,12500,500,365,,35,35,25,6,6,3000,FRONT,,270,0.4,0.8,,,500,600,400,300,10,30,7,400000,4,12,720,0.25,50,50,,,,,,,,"rare_bp, merc",,0.5,2,4,,512 Retribution,retribution,Battlecruiser,Low Tech,orion_device,20,10000,800,15000,17500,700,300,,75,50,40,10,10,2500,OMNI,,60,0.2,1.2,,,300,400,200,300,10,30,8,200000,3,12,600,0.25,35,35,,,,,,,,rare_bp,,0.5,2,4,,513 Nova,nova,Drone Battlecruiser,Remnant,nova_burst,24,12000,1000,18000,25000,1000,280,,80,70,50,12,16,3000,FRONT,,90,0.4,0.6,,,0,0,150,300,10,30,9,350000,3,15,600,0.25,40,40,,,,,,,"UNBOARDABLE, HIDE_IN_CODEX","remnant, auto_rec",,0.5,2,4,,514 ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, diff --git a/data/hulls/shrike.ship b/data/hulls/shrike.ship index d068ec3eaa..027ce07ce8 100644 --- a/data/hulls/shrike.ship +++ b/data/hulls/shrike.ship @@ -47,7 +47,7 @@ 55, 79 ], - "collisionRadius": 120, + "collisionRadius": 122, "coversColor": "", "engineSlots": [ { @@ -168,7 +168,6 @@ "angle": 0, "arc": 210, "id": "WS 001", - "renderOrderMod":10, "locations": [ 31, 0 diff --git a/data/hulls/skins/brawler_LG.skin b/data/hulls/skins/brawler_LG.skin index 863e188e1a..33b4b31c46 100644 --- a/data/hulls/skins/brawler_LG.skin +++ b/data/hulls/skins/brawler_LG.skin @@ -12,7 +12,7 @@ "removeBuiltInMods":[], # hullmod ids "removeBuiltInWeapons":[], # weapon slot ids #"systemId":"ammofeed", - "ordnancePoints":45, + "ordnancePoints":47, "builtInMods":["andrada_mods","solar_shielding","coherer"], #"builtInMods":["andrada_mods"], "builtInWeapons":{ diff --git a/data/hulls/skins/centurion_LG.skin b/data/hulls/skins/centurion_LG.skin index d902fdfd68..143a658aec 100644 --- a/data/hulls/skins/centurion_LG.skin +++ b/data/hulls/skins/centurion_LG.skin @@ -11,7 +11,7 @@ "removeEngineSlots":[], # indices, as engine slots have no id in the .ship file "removeBuiltInMods":[], # hullmod ids "removeBuiltInWeapons":[], # weapon slot ids - "ordnancePoints":50, + "ordnancePoints":52, "builtInMods":["andrada_mods","solar_shielding","coherer"], #"builtInMods":["andrada_mods"], "builtInWeapons":{ diff --git a/data/hulls/sunder.ship b/data/hulls/sunder.ship index d0535c8ab8..38fd13b160 100644 --- a/data/hulls/sunder.ship +++ b/data/hulls/sunder.ship @@ -53,7 +53,7 @@ 56, 85 ], - "collisionRadius": 111, + "collisionRadius": 140, "coversColor": "", "engineSlots": [ { @@ -199,7 +199,7 @@ "arc": 190, "id": "WS 006", "locations": [ - 11, + 10, 18 ], "mount": "TURRET", @@ -215,7 +215,7 @@ "arc": 190, "id": "WS 007", "locations": [ - 11, + 10, -18 ], "mount": "TURRET", @@ -231,7 +231,7 @@ "arc": 270, "id": "WS 008", "locations": [ - -50, + -51, 0 ], "mount": "TURRET", diff --git a/data/scripts/world/systems/Duzahk.java b/data/scripts/world/systems/Duzahk.java index bce99c9a24..5a932a3d35 100644 --- a/data/scripts/world/systems/Duzahk.java +++ b/data/scripts/world/systems/Duzahk.java @@ -14,6 +14,7 @@ import com.fs.starfarer.api.impl.campaign.ids.Conditions; import com.fs.starfarer.api.impl.campaign.ids.Factions; import com.fs.starfarer.api.impl.campaign.ids.Industries; +import com.fs.starfarer.api.impl.campaign.ids.MemFlags; import com.fs.starfarer.api.impl.campaign.ids.Submarkets; import com.fs.starfarer.api.impl.campaign.ids.Terrain; import com.fs.starfarer.api.impl.campaign.procgen.StarAge; @@ -76,6 +77,10 @@ public void generate(SectorAPI sector) { LocationAPI hyper = Global.getSector().getHyperspace(); + if (Global.getSettings().getBoolean("factionsClaimUnpopulatedCoreSystems")) { + system.getMemoryWithoutUpdate().set(MemFlags.CLAIMING_FACTION, Factions.HEGEMONY); + } + system.setBackgroundTextureFilename("graphics/backgrounds/background1.jpg"); // create the star and generate the hyperspace anchor for this system diff --git a/data/scripts/world/systems/Penelope.java b/data/scripts/world/systems/Penelope.java index 621a268ec4..95c347fb74 100644 --- a/data/scripts/world/systems/Penelope.java +++ b/data/scripts/world/systems/Penelope.java @@ -10,6 +10,7 @@ import com.fs.starfarer.api.campaign.SectorEntityToken; import com.fs.starfarer.api.campaign.StarSystemAPI; import com.fs.starfarer.api.impl.campaign.ids.Factions; +import com.fs.starfarer.api.impl.campaign.ids.MemFlags; import com.fs.starfarer.api.impl.campaign.ids.StarTypes; import com.fs.starfarer.api.impl.campaign.ids.Terrain; import com.fs.starfarer.api.impl.campaign.terrain.AsteroidFieldTerrainPlugin.AsteroidFieldParams; @@ -22,6 +23,10 @@ public void generate(SectorAPI sector) { StarSystemAPI system = sector.createStarSystem("Penelope's Star"); LocationAPI hyper = Global.getSector().getHyperspace(); + if (Global.getSettings().getBoolean("factionsClaimUnpopulatedCoreSystems")) { + system.getMemoryWithoutUpdate().set(MemFlags.CLAIMING_FACTION, Factions.LUDDIC_CHURCH); + } + system.setBackgroundTextureFilename("graphics/backgrounds/background4.jpg"); // create the star and generate the hyperspace anchor for this system diff --git a/data/scripts/world/systems/TiaTaxet.java b/data/scripts/world/systems/TiaTaxet.java index a866cb1943..ac21f0abb2 100644 --- a/data/scripts/world/systems/TiaTaxet.java +++ b/data/scripts/world/systems/TiaTaxet.java @@ -9,6 +9,8 @@ import com.fs.starfarer.api.campaign.SectorAPI; import com.fs.starfarer.api.campaign.SectorEntityToken; import com.fs.starfarer.api.campaign.StarSystemAPI; +import com.fs.starfarer.api.impl.campaign.ids.Factions; +import com.fs.starfarer.api.impl.campaign.ids.MemFlags; import com.fs.starfarer.api.impl.campaign.ids.StarTypes; import com.fs.starfarer.api.impl.campaign.ids.Terrain; import com.fs.starfarer.api.impl.campaign.procgen.StarSystemGenerator; @@ -17,7 +19,6 @@ import com.fs.starfarer.api.impl.campaign.terrain.AsteroidFieldTerrainPlugin.AsteroidFieldParams; import com.fs.starfarer.api.impl.campaign.terrain.DebrisFieldTerrainPlugin.DebrisFieldParams; import com.fs.starfarer.api.impl.campaign.terrain.DebrisFieldTerrainPlugin.DebrisFieldSource; -import com.fs.starfarer.api.impl.campaign.terrain.MagneticFieldTerrainPlugin.MagneticFieldParams; import com.fs.starfarer.api.util.Misc; public class TiaTaxet { @@ -27,6 +28,10 @@ public void generate(SectorAPI sector) { StarSystemAPI system = sector.createStarSystem("Tia"); LocationAPI hyper = Global.getSector().getHyperspace(); + if (Global.getSettings().getBoolean("factionsClaimUnpopulatedCoreSystems")) { + system.getMemoryWithoutUpdate().set(MemFlags.CLAIMING_FACTION, Factions.HEGEMONY); + } + system.setBackgroundTextureFilename("graphics/backgrounds/background2.jpg"); // create the star and generate the hyperspace anchor for this system diff --git a/data/shipsystems/forgevats.system b/data/shipsystems/forgevats.system index 66f42cf97e..1b89eb8106 100644 --- a/data/shipsystems/forgevats.system +++ b/data/shipsystems/forgevats.system @@ -4,7 +4,8 @@ "aiType":"AMMO_RELOAD", "weaponTypes":[MISSILE], - "minFractionToReload":0.75, + "minFractionToReload":0.6, + "reloadBaseAmmoAmountOnly":true, "useSound":"system_forgevats", "outOfUsesSound":"gun_out_of_ammo", diff --git a/data/shipsystems/ship_systems.csv b/data/shipsystems/ship_systems.csv index 3467f51d69..19fabd16e8 100644 --- a/data/shipsystems/ship_systems.csv +++ b/data/shipsystems/ship_systems.csv @@ -23,7 +23,7 @@ Terminator Drone,drone_terminator,,,,,,,,1,0.0333,0,,0,0,,,,,,,,,,,,,graphics/ic Accelerated Ammo Feeder,ammofeed,,,,,,,,,,1,5,1,10,,,,,,,,,,,,,graphics/icons/hullsys/ammo_feeder.png Lidar Array,lidararray,1,,,,,,,,,3.25,5,1,10,,,,,,,,,,,,,graphics/icons/hullsys/lidar_barrage.png EMP Emitter,emp,1,,,,,0.2,,,,0.5,4,0.5,3,,,,,TRUE,,,,,,,,graphics/icons/hullsys/emp_emitter.png -Missile Autoforge,forgevats,,,,,,0.9,,1,,1,0,0,0,,,,,,,,,,,,,graphics/icons/hullsys/missile_autoforge.png +Missile Autoforge,forgevats,,,,,,0.75,,2,,1,0,0,0,,,,,,,,,,,,,graphics/icons/hullsys/missile_autoforge.png Damper Field,damper,1,,,,,,,2,0.05,0.25,3,0.25,0,,,,,TRUE,,,,TRUE,TRUE,,uses_damper_ai,graphics/icons/hullsys/damper_field.png Entropy Damper,damper_omega,1,,,,,,,2,0.05,0.25,3,0.25,0,,,,,,,,,TRUE,TRUE,,uses_damper_ai,graphics/icons/hullsys/damper_field.png Temporal Shell,temporalshell,1,,,,,0.25,,,,4,10,2,10,,,,,,,,,,,,,graphics/icons/hullsys/temporal_shell.png diff --git a/data/strings/descriptions.csv b/data/strings/descriptions.csv index dd600a1d01..4fb1b04c3f 100644 --- a/data/strings/descriptions.csv +++ b/data/strings/descriptions.csv @@ -1,451 +1,445 @@ id,type,text1,text2,text3,text4,notes -lightmg,WEAPON,"A venerable low-cost, readily available rapid fire weapon which has been used effectively versus missiles and fighters at short range throughout the history of combat in space. It is nearly useless versus properly armored targets. - -Due to ease of manufacture, hundreds of models exist in the Sector. Any weapon that employs chemical propellant to fire inert projectiles at over 1200 rounds per minute can be classified as a light ship-mounted machine gun, but beyond that the mechanisms that drive the actions of these weapons vary considerably. - -Popular with small civilian craft due to low cost ammunition. Projectiles jacketed with metals that have a high melting point allow greater muzzle velocity and deliver a surprisingly large amount of kinetic energy at close-range.",,,, -lightdualmg,WEAPON,"An upgraded, twin barrel version of the venerable light machine gun. Not effective against armored targets, but has excelled in an anti-missile and fighter role since the dawn of human space combat. - -This is a dual mount of the same rapid fire, inert, low-caliber chemical projectile weapon known to every pilot in the Sector. An excellent point defense mount, which excels in both a missile interdiction and anti-fighter role. - +lightmg,WEAPON,"A category of venerable low-cost, readily available rapid fire weapon which has been used effectively versus missiles and fighters at short range throughout the history of space combat. Nearly useless versus properly armored targets. + +Due to ease of manufacture and modification, hundreds of variants exist. Any of these weapons which rapidly fire chemically propelled inert projectiles - easily churned out by even a crude autoforge - under a certain caliber can be classified as light ship-mounted machine guns. The mechanisms which drive the actions of these weapons vary considerably. + +Popular with small civilian craft due to low cost. Projectiles jacketed with metals that have a high melting point allow greater muzzle velocity and deliver a surprisingly large amount of kinetic energy at close-range.",,,, +lightdualmg,WEAPON,"An upgraded, twin barrel version of the venerable light machine gun. Not effective against armored targets, but has excelled in an anti-missile and fighter role since the dawn of human space combat. + +This is a dual mount of the same rapid fire, inert, low-caliber chemical projectile weapon known to every pilot in the Sector. An excellent point defense mount, which excels in both a missile interdiction and anti-fighter role. + The large amount of kinetic energy delivered to shield systems of enemy craft at close-range typically causes emitter overload, a tactical option often overlooked by inexperienced captains.",,,, -lightmortar,WEAPON,"An antiquated weapon that fires anti-armor rounds at a low rate of fire, muzzle velocity, and range. Its low flux buildup is a lone saving grace. - -The weapon blueprints for Light Mortars actually did not intend them for spacecraft at all, but an ingenious modification to the breech loading mechanism permits installation and use outside an atmospheric environment. In combat, there is little the Light Mortar can do versus moving or shielded targets due to its terrible mount rotation and rate of fire. Nonetheless, it is often used for training novice gunnery officers in the finer points of space ballistic tactics and nomenclature. - -Commonly fitted on private yachts and solo interplanetary vehicles because it is so light and cheap.",,,, -heavymortar,WEAPON,"An antiquated weapon that fires larger anti-armor rounds at a somewhat higher rate of fire than its smaller cousin. Projectile speed is low and effective range is short. Low flux buildup is a lone saving grace. - -The Heavy Mortar was originally designed for use in planetary surface combat. Ostensibly intended for cracking fortifications, it saw far more use in urban bombardment. The robust internal mechanisms permit installation and use outside an atmospheric environment with only minor adjustments, notably replacement of the automatic rangefinder/targeting module. If employed against a large, unshielded, and slow-moving target, the heavy mortar can prove most effective.",,,, -vulcan,WEAPON,"A rapid fire weapon that is especially devastating to missiles and fighters at point-blank range. Accuracy degrades sharply during prolonged bursts. - -An advanced timing mechanism beats in the heart of this multi-barrel weapon platform, generally manufactured only by licensed Hegemony Autofactories. Rounds typically use depleted uranium tips and are non explosive. Multiple barrels enable an extremely high rate of fire, which comes at a cost in flux.",,,, -lightac,WEAPON,"A small caliber autocannon with a good range for such a light weapon. Designed to weaken enemy shields, especially effective against weaker generators. - -The weapon fires high velocity kinetic rounds designed to overload enemy shields with ease. Features an autoloader and is liquid cooled. - -Excellent fire support weapon for smaller craft. Poor mount turn rate makes it a bad choice vs fighters and missiles.",,,, -lightdualac,WEAPON,"A double barreled version of the Light AC. An excellent weapon for close-range support, and quite effective at bringing shields down, it suffers from a shorter effective range due to high recoil. - -An ingeniously elegant mechanical design prevents ejection ports from being jammed while expelling twice as many spent shell casings as the standard chassis. Like the single barrel version, the weapon fires high velocity rounds designed to punch through enemy shields. Autoloader and liquid cooling systems are identical to the single barrel version.",,,, -lightag,WEAPON,"A small caliber cannon designed for close-range fights, excellent versus armor and with a superb fire rate. - +lightmortar,WEAPON,"An antiquated weapon that fires anti-armor rounds at a low rate of fire, muzzle velocity, and range. Its low flux buildup is a lone saving grace. + +The weapon blueprints for Light Mortars were not intended for spacecraft at all, but an ingenious modification to the breech loading mechanism permits installation and use outside an atmospheric environment. In combat, there is little the Light Mortar can do versus moving or shielded targets due to its terrible mount rotation and rate of fire. Nonetheless, it is often used for training novice gunnery officers in the finer points of space ballistic tactics and nomenclature. + +Commonly fitted on private yachts and solo interplanetary vehicles due to low mass and cost.",,,, +heavymortar,WEAPON,"An antiquated weapon that fires larger anti-armor rounds at a somewhat higher rate of fire than its smaller cousin. Projectile speed is low and effective range is short. Low flux buildup is a lone saving grace. + +The Heavy Mortar was originally designed for use in planetary surface combat. Ostensibly intended for cracking fortifications, it saw far more use in urban bombardment. The robust internal mechanisms permit installation and use outside an atmospheric environment with only minor adjustments, notably replacement of the automatic rangefinder/targeting module. When employed against large, unshielded, and slow-moving targets, the heavy mortar can prove most effective.",,,, +vulcan,WEAPON,"A rapid fire weapon that is especially devastating to missiles and fighters at near point-blank range. Accuracy degrades sharply during prolonged bursts of fire. + +This multi-barrel weapon platform is built around an advanced timing mechanism generally manufactured only by Hegemony-authorized autofactories. Rounds typically use depleted uranium tips and are non explosive. Multiple barrels enable an extremely high rate of fire, though at a high flux cost.",,,, +lightac,WEAPON,"A small caliber autocannon with a good range for such a light weapon. Designed to counter enemy shields, it is especially effective against the weaker generators mounted on smaller hull sizes. + +Features high velocity kinetic rounds which provide excellent fire support weapon for smaller craft. Poor mount turn rate due to a complex autoloader and liquid cooling make the Light Autocannon a bad choice vs fighters and missiles.",,,, +lightdualac,WEAPON,"A double barreled version of the Light Autocannon. An excellent weapon for close-range support, and quite effective at bringing shields down, it suffers from a shorter effective range due to high recoil. + +An ingenious mechanical design prevents ejection ports from being jammed while expelling twice as many spent shell casings as the standard Light Autocannon chassis. Like the single barrel version, the weapon fires high velocity rounds designed to punch through enemy shields. Autoloader and liquid cooling systems are otherwise identical to the single barrel version.",,,, +lightag,WEAPON,"A small caliber cannon designed for close-range fights, excellent versus armor and with a superb fire rate. + Small caliber cannon designed to fire high-explosive rounds. Design of the coolant systems and autoloader emphasizes safety and prevention of cook-off potentially caused by high flux levels. Favored by destroyer captains that have something to prove.",,,, -fragbomb,WEAPON,"Releases a cluster of free-floating bomblets that retain the momentum of the launching craft. The bomblets are equipped with a proximity fuse. - +fragbomb,WEAPON,"Releases a cluster of free-floating bomblets that retain the momentum of the launching craft. The bomblets are equipped with a proximity fuse. + A Frag Bomb projector fires Mark VI fragmentation bomblets from three tubes. Unguided and without a propulsion system, the bomblets rely on a friend-or-foe targeting system. Their vast numbers allow them to cover a wide swath of space, effectively creating a Point Defense barrier in that location, albeit for a limited time. When the proximity fuse is triggered by an enemy craft, the bomblet will detonate, achieving similar effects to those of flak weapons.",,,, -clusterbomb,WEAPON,"Releases a cluster of free-floating, high-explosive bomblets. More effective versus unshielded and slow-moving targets. - +clusterbomb,WEAPON,"Releases a cluster of free-floating, high-explosive bomblets. More effective versus unshielded and slow-moving targets. + A Cluster Bomb projector is equipped with three tubes designed to fire dozens of Mark II Explosively Formed Penetrator bomblets. The bomblets are unguided and have no propulsion system, relying on the initial momentum of the strike craft to engage the target. They are equipped with a friend-or-foe targeting scanner, and will only detonate when impacting an appropriate target. The shaped charge explosive is highly effective versus unshielded targets. The sheer number of bomblets that can be deployed by this weapon system is staggering, and as such it makes the Cluster Bomb a useful area denial weapon.",,,, -bomb,WEAPON,"A tried and tested weapon system, the bomb bay holds multiple warheads that rely on the velocity of the launching craft to reach their target. - +bomb,WEAPON,"A tried and tested weapon system, the bomb bay holds multiple warheads that rely on the velocity of the launching craft to reach their target. + Each bomb bay is equipped with several non guided high-explosive Comp-X bombs that can be released one at a time. The bombs have no propulsion system and are dependent on the velocity of the launching craft to carry them to target (i.e., dive bombing). Atmospheric shielding intrinsic to the design also gives the bombs a high Time To Live in an hostile Point-Defense environment.",,,, -lightneedler,WEAPON,"Fires bursts of small flechettes at a high rate of fire. The volume of fire can quickly overwhelm shield projectors, but is generally ineffective against armor. - -A Light Needler is a small-bore flechette gun, designed to fire caseless ammunition. Features an impressive feed system which can deliver hundreds of ""needles"" per second. There is no need for an ejector system, and the resulting space availability is instead used to provide additional cooling units, vastly enhancing the rate of fire. - +lightneedler,WEAPON,"Fires bursts of small flechettes at a high rate of fire. The volume of fire can quickly overwhelm shield projectors, but is generally ineffective against armor. + +A Light Needler is a small-bore flechette gun, designed to fire caseless ammunition. Features an impressive feed system which can deliver hundreds of ""needles"" per second. There is no need for an ejector system, and the saved space is used to provide additional cooling units, vastly enhancing the rate of fire. + Domain Naval doctrine holds that the weapon is to be used on enemy shields at long-range, but in a pinch, gunnery officers will train their Needlers on enemy fighter wings and long-range missile threats.",,,, -railgun,WEAPON,"A high-tech improvement of the Autocannon, the railgun fires accurate, medium-range slugs. Like the AC, it excels at overwhelming enemy shield generators. - -A miniaturized version of the Gauss Cannon, the railgun relies on a strong magnetic field to fire shells at high velocities. The accuracy and range are excellent, and the turret is able to rotate quickly while not firing. - +railgun,WEAPON,"A high-tech improvement of the Autocannon, the railgun fires accurate, medium-range slugs. Like the AC, it excels at overwhelming enemy shield generators. + +A miniaturized version of the Gauss Cannon, the railgun relies on a strong magnetic field to fire shells at high velocities. The accuracy and range are excellent, and the turret is able to rotate quickly while not firing. + The railgun is preferred to the Autocannon by gunnery officers that have ample flux capacity at their disposal.",,,, -shredder,WEAPON,"A rotary cannon with generous engineering specifications which provide for great ease of operation and reliability. Weapons officers across the professional navies of the Sector, meanwhile, curse the Thumper for rewarding poor maintenance habits. - +shredder,WEAPON,"A rotary cannon generously engineered to provide for great ease of operation and reliability. Weapons officers across the professional navies of the Persean Sector, meanwhile, curse the Thumper for rewarding poor maintenance habits. + Shreds enemy missiles and fighters with an overwhelming hail of small payload, medium velocity fragmentation rounds. Although flux-efficient, this weapon system has little effect against armor and shields.",,,, -flak,WEAPON,"A defensive weapon system that fires shrapnel-filled shells equipped with a proximity fuse for maximum effect against fighters and missiles. - -The rising prominence of small, cheap fighter craft, especially in the strike role, led to a wider deployment of this weapons system in the heady days pre-Collapse. Fires ballistic rounds fitted with a proximity fuse. The resulting explosion sends a hail of flechettes in a wide area with a respectable kill radius versus standard targets. Newer models feature a fire control system hardwired into a Mark VI Predictor.",,,, -heavymg,WEAPON,"A larger cousin of the ubiquitous rapid-fire machine gun category of weapons, the Heavy MG is effective against both small and medium-sized targets. - -A workhorse of patrol craft across the Sector, this weapons system features reliable blowback firing mechanism said to date back to the days of Old Earth. Safety features include a positive cook-off safety for open bolt clearing and double ram prevention. The weapon is typically mounted on a relatively heavy base to help absorb recoil during prolonged bursts of fire. Calibers vary within a moderate range and ammunition is easily fabricated by standard forges. - +flak,WEAPON,"A defensive weapon system that fires shrapnel-filled shells equipped with a proximity fuse for maximum effect against fighters and missiles. + +The rising prominence of small, cheap fighter craft, especially in the strike role, led to a wider deployment of this weapons system in the heady days pre-Collapse. Fires ballistic rounds fitted with a proximity fuse. The resulting explosion sends a hail of flechettes in a wide volume with a respectable kill radius versus standard targets. Newer models feature a fire control system hardwired into a Mark VI Predictor.",,,, +heavymg,WEAPON,"A larger cousin of the ubiquitous rapid-fire machine gun category of weapons, the Heavy MG is effective against both small and medium-sized targets. + +A workhorse of patrol craft across the Sector, this weapons system features reliable blowback firing mechanism said to date back to the days of Old Earth. Safety features include a positive cook-off safety for open bolt clearing and double ram prevention. The weapon is typically mounted on a relatively massive base to help absorb recoil during prolonged bursts of fire. Calibers vary within a moderate range and ammunition is easily fabricated by standard forges. + The heavier projectiles do not shatter upon impact like lighter ammunition and present a credible threat to frigate-class vessels. Extremely accurate, though slower-firing than a vulcan cannon. Excels in a point-defense role.",,,, -arbalest,WEAPON,"An antiquated weapon design with high per-shot damage for its size. The kinetic shells are especially effective versus enemy shields. - -Heavier patrol craft at the time of the Collapse were mostly fitted with the Arbalest Mk I weapons platform; this likely explains why the Arbalest is claimed to be among the most scavenged ship weapon systems in the Sector. The primitive cooling system and a lack of an autoejector hamper rate of fire and reliability. - +arbalest,WEAPON,"An antiquated weapon design with high per-shot damage for its size. The kinetic shells are especially effective versus enemy shields. + +Heavier patrol craft at the time of the Collapse were mostly fitted with the Arbalest Mk I weapons platform; this likely explains why the Arbalest is claimed to be among the most scavenged ship weapon systems in the Sector. The primitive cooling system and a lack of an autoejector hamper rate of fire and reliability. + The only redeeming feature is the ubiquity of blueprints for the arbalest round, which is effective at bringing down enemy shields. The effectiveness of the shells is poorly understood, and is suspected to lie in the unintended electromagnetic properties of the shell jackets.",,,, -dualflak,WEAPON,"An upgraded, viciously effective dual mount of the Flak Cannon. Nicknamed ""The Widowmaker"" for its ability to tear apart incoming fighters. - -Just like the standard flak cannon, this weapon devastates smaller fighter and missile targets, firing two proximity fuse fitted rounds. Shaped dispersal ensures dual detonation and a higher kill radius. Fighter craft are rarely launched against ships that are fitted with this weapon system, out of fear of what it can do. Excellent rate of fire and turret turn rate.",,,, -chaingun,WEAPON,"The GA-X Industries Mk. II chaingun excels at close-range fighting, where accuracy is less important than overall damage and volume of fire. - -A 'melee' captain's favorite tool, the Assault Chaingun delivers high-explosive shaped charge rounds on target at nearly 400 shells per minute. Features electrically driven feed and ejector systems and an advanced nano cooling unit built right into the barrel. - +dualflak,WEAPON,"An upgraded, viciously effective dual mount of the Flak Cannon. Nicknamed ""The Widowmaker"" for its ability to tear apart incoming fighters. + +Just like the standard flak cannon, this weapon devastates smaller fighter and missile targets, though it fires two proximity fuse fitted rounds. Shaped dispersal ensures dual detonation and a higher kill radius. Fighter craft are rarely intentionally launched against ships fitted with the Dual Flak for obvious reasons. Excellent rate of fire and turret turn rate.",,,, +chaingun,WEAPON,"The GA-X Industries Mk. II chaingun excels at close-range fighting, where accuracy is less important than overall damage and volume of fire. + +A 'melee' captain's favorite tool, the Assault Chaingun delivers high-explosive shaped charge rounds on target at a fearsome rate. Features powered feed and ejector systems and an advanced nano-cooling unit built right into the barrel. + The only drawback is a heavier turret profile which, coupled with the lack of the accompanying governor blueprint, is typically mounted on incompatible rotators giving rise to unexpectedly low turret rotation speeds.",,,, -heavymauler,WEAPON,"An advanced weapon system designed to punch through armor plating at long-range. Has a low sustained rate of fire but high per-burst damage. - -A brutal weapon, the heavy mauler is designed to engage targets at medium to long-range. At its core, the weapon is an autocannon with a nano-cooling system and an external ejection port. However, unlike normal autocannons, the heavy mauler is distinguished by an antimatter barrel charger fed by trivial amounts of standard starship fuel. - -When leaving the firing chamber, each shell ogive is charged with a field of antiprotons which hovers 10-20 nanometers in front of the shell, stabilized by a baryon coating. On impact with a target, this antiproton ""sheath"" loses structural integrity and the resulting reaction does further damage. Given the fact that shells already deliver impressive destructive force to the target, the combined reaction makes the heavy mauler particularly effective versus armored targets.",,,, -heavyac,WEAPON,"A triple-barreled cannon that fires a burst of standardized shells at medium range. It is most effective versus enemy shields. - -Medium caliber, triple-barreled autocannon, typically deployed with medium-bore ammunition. Electrically primed firing fuses ensure precise fire counts. A great fire support weapon, it is typically fitted on destroyer and cruiser class ships. A battery of heavy autocannons with a proper firing solution may pose a serious threat to capital ships. - -Additional mass necessity to accommodate the complex autoloader and cooling systems results in a very poor turn rate.",,,, -hveldriver,WEAPON,"A specialized weapon designed to overload and disable enemy systems from afar. The high-velocity duranium slug is also effective against shields. - +heavymauler,WEAPON,"An advanced weapon system designed to punch through armor plating at long-range. Has a low sustained rate of fire but high per-burst damage. + +The heavy mauler is a brutal weapon designed to engage targets at medium to long-range. At its core, the weapon is an autocannon with a nano-cooling system and an external ejection port. However, unlike normal autocannons, the heavy mauler is distinguished by an antimatter barrel charger fed by trivial amounts of standard starship fuel. + +When leaving the firing chamber, each shell ogive is charged with a field of antiprotons which hover 10-20 nanometers to the fore of the shell, stabilized by a baryon coating. On impact with a target, this antiproton ""sheath"" loses structural integrity and the resulting reaction does further damage. Given the fact that shells already deliver impressive destructive force to the target, the combined reaction makes the heavy mauler particularly effective versus armored targets.",,,, +heavyac,WEAPON,"A triple-barreled cannon that fires a burst of standardized shells at medium range. It is most effective versus enemy shields. + +Medium caliber, triple-barreled autocannon, typically deployed with medium-bore ammunition. Electrically primed firing fuses ensure precise fire counts. A great fire support weapon, it is typically fitted on destroyer and cruiser class ships. A battery of heavy autocannons with a proper firing solution may pose a serious threat to capital ships. + +Additional mass necessity to accommodate the complex autoloader and cooling systems results in a very poor turn rate, however.",,,, +hveldriver,WEAPON,"A specialized weapon designed to overload and disable enemy systems from afar. The high-velocity duranium slug is also effective against shields. + The hypervelocity driver uses a 2-stage process to accelerate a duranium slug with a magnetized iron-cobalt core to a very high velocity. A chemical charge accelerates the slug first, then the magnetic coils take over, accelerating the slug further and stabilizing its flight. The slug is highly charged by the time it reaches the target, generating a significant amount of electromagnetic interference on the ship it impacts.",,,, -heavyneedler,WEAPON,"A dual-mount of the Light Needler with a heavier base, this advanced weapon system is capable of quickly overwhelming shield projectors. - +heavyneedler,WEAPON,"A dual-mount of the Light Needler with a heavier base, this advanced weapon system is capable of quickly overwhelming shield projectors. + The Heavy Needler is an advanced weapon that fires small flechette rounds. An improvement upon the Light Needler, it features better feed and cooling systems, which enable an even greater rate of fire. Projectiles are identical to the light version: caseless ammunition tungsten-jacketed flechettes.",,,, -gauss,WEAPON,"A long-range weapon designed to overload the target's shields. The heavy kinetic slug it fires is also effective against all but the heaviest armor. - -Uses magnetic coils to accelerate a large ultra-dense composite slug to relativistic speeds. Usually rated at the hundreds of giga-amperes range, rarely exceeding one tera-ampere. And unlike most ballistic weapons, has a very high flux load when fired. Turrets mounted with this system have an extremely poor turn rate. - +gauss,WEAPON,"A long-range weapon designed to overload the target's shields. The heavy kinetic slug it fires is also effective against all but the heaviest armor. + +Uses magnetic coils to accelerate a large ultra-dense composite slug to relativistic speeds. Usually rated at the hundreds of giga-amperes range, rarely exceeding one tera-ampere. And unlike most ballistic weapons, has a very high flux load when fired. Turrets mounted with this system have an extremely poor turn rate. + Very effective weapon whose usefulness is limited by the low reactor power of ships that typically feature large ballistic weapon mounts. ",,,, -hephag,WEAPON,"A medium-range gun designed to punch through heavy armor. The raw damage output also enables it to overwhelm weaker shield emitters. - +hephag,WEAPON,"A medium-range gun designed to punch through heavy armor. The raw damage output also enables it to overwhelm weaker shield emitters. + A truly devastating weapon platform, named for an ancient Earth god associated with volcanoes. A typical turret mount features two L/89 barrels that trade off firing armor-destroying rounds at a high rate of fire. An electromagnetic ejector, powered feed system, and nanocoolants allow the weapon to fire for extended time periods. The shaped charge shells have low muzzle velocity and great armor penetrating power. ",,,, -mark9,WEAPON,"An imposing medium range autocannon, most effective versus shields. Also obliterates unarmored hulls with a large volume of heavy caliber projectiles. - -It is known that warships of the early epoch of the Domain lacked contemporary levels of armor protection. A weapon with a name like the Mark IX Autocannon was probably a refinement of the earliest schools of weapons engineering in the Domain. Two barrels combined with a unique double-loader system form the core of the weapon system. - -The Mark IX blueprints were first re-discovered in the Sector from a drifting derelict captured in the gravity well of Penelope's Star. After a hasty examination by an unqualified appraiser, the design was declared obsolete. The blueprint was auctioned off to a small mercenary organization known as the Free Star Combine, a militant subsidiary of the Ko Combine, and forgotten. - -Cycles later, the Free Star Combine finally built a prototype and began weapon trials. The weapon was deemed too huge, difficult to mount in all but the largest craft, mediocre at best versus armored targets, and its range was anything but extraordinary. Nonetheless, the Mark IX stubbornly refused to be explained away by the theorists, as its raw damage output is impressive. These naysayers were quieted even further when secondary trials showed how utterly devastating the Mark IX is to shield generators. - +mark9,WEAPON,"An imposing medium range autocannon, most effective versus shields. Also obliterates unarmored hulls with a large volume of heavy caliber projectiles. + +It is known that warships of the early epoch of the Domain lacked contemporary levels of armor protection. A weapon with a name like the Mark IX Autocannon was probably a refinement of the earliest schools of weapons engineering in the Domain. Two barrels combined with a unique double-loader system form the core of the weapon system. + +The Mark IX blueprints were first re-discovered in the Sector from a drifting derelict captured in the gravity well of Penelope's Star. After a hasty examination by an unqualified appraiser, the design was declared obsolete. The blueprint was auctioned off to a small mercenary organization known as the Free Star Combine, a militant subsidiary of the Ko Combine, and forgotten. + +Cycles later, the Free Star Combine finally built a prototype and began weapon trials. The weapon was deemed too huge, difficult to mount in all but the largest craft, mediocre at best versus armored targets, and its range was anything but extraordinary. Nonetheless, the Mark IX stubbornly refused to be explained away by the theorists, as its raw damage output is impressive. These naysayers were quieted even further when secondary trials showed how utterly devastating the Mark IX is to shield generators. + The results of these trials did not remain secret for long, and the availability of the now common blueprints meant that the Mark IX was quickly manufactured to meet the demand in the Sector.",,,, -mjolnir,WEAPON,"A medium range cannon that delivers superior damage over time and also has a significant EMP payload. - +mjolnir,WEAPON,"A medium range cannon that delivers superior damage over time and also has a significant EMP payload. + A very advanced design, the Mjolnir is technically a magneto-gravitic shell projector, not a standard cannon. The micro capacitors within each shell are able to deliver enough energy to create a small-scale localized singularity. The built-in gravitic lens devastates all nearby matter, and creates the dreaded electromagnetic pulse (EMP) effect, disabling the target's weapons and systems. ",,,, -multineedler,WEAPON,"Fires multitudes of needles in a tight arc, creating a withering hail of projectiles that rip apart anything in their path. - -The Storm Needler is a flechette weapon, which fires caseless small-bore ammunition. Having reached the practical limits of medium sized cooling systems, the designers of caseless weapons blazed a path into the large weapon category with the Storm Needler's advanced nano coolant recyclers, per-barrel magnetized rifling and automated operation. An intelligent autoloader unpacks and loads just the right amount of ammunition from the magazines, allowing for nonstop operation provided adequate flux capacity. - -The good range and speed of projectiles put a great strain on enemy shields, and can also be used effectively versus point defense threats.",,,, -hellbore,WEAPON,"A huge cannon which fires slow-moving plasma-charged projectiles. Rounds are highly effective versus armor and obliterate any hull structure left underneath. - +multineedler,WEAPON,"Fires multitudes of kinetic projectiles in a tight arc, creating a withering hail of projectiles that easily overwhelms most shield projectors. + +The Storm Needler is a flechette weapon, which fires caseless small-bore ammunition. Having reached the practical limits of medium sized cooling systems, the designers of caseless weapons blazed a path into the large weapon category with the Storm Needler's advanced nano coolant recyclers, per-barrel magnetized rifling and automated operation. An intelligent autoloader unpacks and loads just the right amount of ammunition from the magazines, allowing for prolonged operation provided adequate flux capacity.",,,, +hellbore,WEAPON,"A huge cannon which fires slow-moving plasma-charged projectiles. Rounds are highly effective versus armor and obliterate any hull structure left underneath. + A feared weapon platform, rarely deployed due to the complexity involved in manufacturing a built-up barrel that can safely fire enormous high-explosive shaped charge rounds. When such a shell impacts a target, the Neumann effect causes the warhead to propel a jet of molten metal into the target's armor, vaporizing a small area, causing hull breaches, depressurization, and extensive internal damage from the spall.",,,, -reaper,WEAPON,"A single unguided torpedo of devastating yield with a powerful on-board engine. - +reaper,WEAPON,"A single unguided torpedo of devastating yield with a powerful on-board engine. + The quintessential strike weapon, a single Reaper torpedo is a large self-propelled, armored, unguided delivery system for an enriched AM-catalyzed nuclear warhead. The science behind the surprisingly compact detonator is poorly understood in the Sector though widely speculated to be based on physics classified as secret by Domain authority. What is known is that three or four of these slipping through PD arcs are enough to destroy even the largest capital ship.",,,, -atropos,WEAPON,"A rack of advanced guided torpedoes. The payload is smaller than usual to make room for the advanced guidance package and maneuvering system's reaction mass. - +atropos,WEAPON,"A rack of advanced guided torpedoes. The payload is smaller than usual to make room for the advanced guidance package and maneuvering system's reaction mass. + The Atropos torpedo is a large guided torpedo with an extended range. Each rack mounts two torpedoes which can be fired separately, allowing strike captains maximum flexibility. The AM-catalyzed nuclear warhead typically used in torpedo warheads is missing here as baryonic interference from the detonator would foul the guidance systems. It is replaced by a smaller, yet still potent chemical charge.",,,, -atropos_single,WEAPON,"A single advanced, guided torpedo. The payload is smaller than usual to make room for the advanced guidance package and maneuvering system's reaction mass. - -The Atropos torpedo is a large guided torpedo with an extended range. The AM-catalyzed nuclear warhead typically used in torpedo warheads is missing here as baryonic interference from the detonator would foul the guidance systems. It is replaced by a smaller, yet still potent chemical charge. - +atropos_single,WEAPON,"A single advanced, guided torpedo. The payload is smaller than usual to make room for the advanced guidance package and maneuvering system's reaction mass. + +The Atropos torpedo is a large guided torpedo with an extended range. The AM-catalyzed nuclear warhead typically used in torpedo warheads is missing here as baryonic interference from the detonator would foul the guidance systems. It is replaced by a smaller, yet still potent chemical charge. + This mount features only a single torpedo.",,,, -swarmer,WEAPON,"A short range guided missile launcher. The missiles are designed to intercept agile targets, and are primarily effective against small craft such as frigates and fighters. - +swarmer,WEAPON,"A short range guided missile launcher. The missiles are designed to intercept agile targets, and are primarily effective against small craft such as frigates and fighters. + Launches bursts of small missiles. A simple infrared system provides effective tracking while chemical microthrusters provide exceptional maneuverability. Evolutionary targeting algorithms honed over centuries of real-world application allow the missiles to lead the target - they rarely miss and are very hard to avoid.",,,, swarmer_fighter,WEAPON,A short range guided missile launcher. The missiles are designed to intercept and destroy enemy fighters.,,,, -annihilator,WEAPON,"Fires a spread of unguided rockets that cover a wide arc. Typically used to strip away enemy armor once shields are down. - -Medium to long-range rockets launched from a small pod that fires five missiles per salvo in a narrow spread to improve the odds of hitting. Rockets are small and unguided, with the extra space being taken up by a larger warhead and improved propulsion systems, as well as thicker armor. - +annihilator,WEAPON,"Fires a spread of unguided rockets that cover a wide arc. Typically used to strip away enemy armor once shields are down. + +Medium to long-range rockets launched from a small pod that fires five missiles per salvo in a narrow spread to improve the odds of hitting. Rockets are small and unguided, with the extra space being taken up by a larger warhead and improved propulsion systems, as well as thicker armor. + Performs well against larger targets due to the higher chance of striking with multiple rockets. A rocket attack is often used as a screen before a torpedo strike to reduce the effectiveness of Point Defense systems. Takes several seconds to reload after a salvo.",,,, annihilator_fighter,WEAPON,Fires a salvo of unguided rockets. Typically used to strip away enemy armor once shields are down.,,,, -annihilatorpod,WEAPON,"Fires a stream of unguided rockets. Useful for dealing with enemy armor, or - due to having no flux cost - applying sustained pressure. - -Features the same medium to long-range rockets found on smaller launchers. Rockets are unguided, with the extra space being taken up by a larger warhead and improved propulsion systems, as well as thicker armor. - +annihilatorpod,WEAPON,"Fires a stream of unguided rockets. Useful for dealing with enemy armor, or - due to having no flux cost - applying sustained pressure. + +Features the same medium to long-range rockets found on smaller launchers. Rockets are unguided, with the extra space being taken up by a larger warhead and improved propulsion systems, as well as thicker armor. + Performs well against larger targets due to the higher chance of striking with multiple rockets. A rocket attack is often used as a screen before a torpedo strike to reduce the effectiveness of Point Defense systems. ",,,, -heatseeker,WEAPON,"Homes in on the target's engines and disables them with a powerful EMP burst. A combat-rated autoloader system ensures usefulness in protracted engagements. - -The Salamander missile is a specialized weapon with two design considerations. The first is an extremely advanced tracking/targeting mechanism which enables it to home in on enemy engines, whilst avoiding all other potential impact points and Point Defense threats. - +heatseeker,WEAPON,"Homes in on the target's engines and disables them with a powerful EMP burst. A combat-rated autoloader system ensures usefulness in protracted engagements. + +The Salamander missile is a specialized weapon with two design considerations. The first is an extremely advanced tracking/targeting mechanism which enables it to home in on enemy engines, whilst avoiding all other potential impact points and Point Defense threats. + The second is a special warhead design which, instead of attempting to destroy the target with kinetic or explosive force, generates targeted electromagnetic fields of high magnitude. When such a field is created in the proximity of unshielded engines and hull components, it will quickly knock out all their electronics, rendering them useless until repaired.",,,, -salamanderpod,WEAPON,"Homes in on the target's engines and disables them with a powerful EMP burst. A combat-rated autoloader system ensures usefulness in protracted engagements. - -An externally mounted pod replaces the more common missile racks and allows two missiles to be fired almost simultaneously. An autoloader extracts, arms and primes the next salvo of two missiles after a short wait. - -The Salamander missile is a specialized weapon with two design considerations. The first is an extremely advanced tracking/targeting mechanism which enables it to home in on enemy engines, whilst avoiding all other potential impact points and Point Defense threats. - +salamanderpod,WEAPON,"Homes in on the target's engines and disables them with a powerful EMP burst. A combat-rated autoloader system ensures usefulness in protracted engagements. + +An externally mounted pod replaces the more common missile racks and allows two missiles to be fired almost simultaneously. An autoloader extracts, arms and primes the next salvo of two missiles after a short wait. + +The Salamander missile is a specialized weapon with two design considerations. The first is an extremely advanced tracking/targeting mechanism which enables it to home in on enemy engines, whilst avoiding all other potential impact points and Point Defense threats. + The second is a special warhead design which, instead of attempting to destroy the target with kinetic or explosive force, generates targeted electromagnetic fields of high magnitude. When such a field is created in the proximity of unshielded engines and hull components, it will quickly knock out all their electronics, rendering them useless until repaired.",,,, -harpoon,WEAPON,"Medium range, high payload guided missile rack. Devastating against ships with downed shields. - -Three-racked medium range missiles. An excellent propulsion system delivers a large warhead to the target at sublight speeds. Sacrificing maneuverability for speed and warhead size, the medium range missile is one of the highest yield non strike weapons employed in the Sector. One hit is almost fatal to frigate-sized ships. - +harpoon,WEAPON,"Medium range, high payload guided missile rack. Devastating against ships with downed shields. + +Three-racked medium range missiles. An excellent propulsion system delivers a large warhead to the target at sublight speeds. Sacrificing maneuverability for speed and warhead size, the medium range missile is one of the highest yield non strike weapons employed in the Sector. One hit is almost fatal to frigate-sized ships. + This weapon system features a firing rack that houses multiple missiles.",,,, -harpoonpod,WEAPON,"Medium range, high payload guided missile pod. Devastating against ships with downed shields. - -An externally mounted pod replaces the more common missile racks and allows multiple missiles to be fired almost simultaneously. An autoloader extracts, arms and primes the next salvo of missiles after a short wait. - -These medium range missiles are identical to the ones fired from single or triple racks, and are a great way to finish off a ship with downed shields. An excellent propulsion system delivers a large warhead to the target at sublight speeds. Sacrificing maneuverability for speed and warhead size, the medium range missile is one of the highest yield non strike weapons employed in the sector. One hit is almost fatal to frigate-sized ships. +harpoonpod,WEAPON,"Medium range, high payload guided missile pod. Devastating against ships with downed shields. + +An externally mounted pod replaces the more common missile racks and allows multiple missiles to be fired almost simultaneously. An autoloader extracts, arms and primes the next salvo of missiles after a short wait. + +These medium range missiles are identical to the ones fired from single or triple racks, and are a great way to finish off a ship with downed shields. An excellent propulsion system delivers a large warhead to the target at sublight speeds. Sacrificing maneuverability for speed and warhead size, the medium range missile is one of the highest yield non strike weapons employed in the sector. One hit is almost fatal to frigate-sized ships. ",,,, -harpoon_single,WEAPON,"Medium range, high payload guided missile. Devastating against ships with downed shields. - -An excellent propulsion system delivers a large warhead to the target at sublight speeds. Sacrificing maneuverability for speed and warhead size, the medium range missile is one of the highest yield non strike weapons employed in the sector. One hit is almost fatal to frigate-sized ships. - +harpoon_single,WEAPON,"Medium range, high payload guided missile. Devastating against ships with downed shields. + +An excellent propulsion system delivers a large warhead to the target at sublight speeds. Sacrificing maneuverability for speed and warhead size, the medium range missile is one of the highest yield non strike weapons employed in the sector. One hit is almost fatal to frigate-sized ships. + This mount can only launch one missile at a time, and carries a single replacement in a combat-rated magazine recessed into the hull.",,,, -sabot,WEAPON,"Fires a 2nd-stage spread of high-velocity kinetic penetrators when in range. Heavy damage to shields, and massive EMP damage when impacting on enemy hull or armor. Difficult to stop with PD. - -Sabot-class class missiles are short-range, two-stage KE weapons. A guided missile first stage projects a secondary assembly to within striking distance of a shielded target. The on-board targeting computer then ignites the propellant for a KE penetrator. This 'sabot', as it is commonly called, is typically a narrow, laterally stabilized projectile manufactured from an ultra dense material such as depleted uranium. - -Excellent at bringing down enemy shields and causing an overload. Standard ship armor is spaced and thus the sabot deals more manageable damage if shields are lowered in time to receive the impact on armor. - +sabot,WEAPON,"Fires a 2nd-stage spread of high-velocity kinetic penetrators when in range. Heavy damage to shields, and massive EMP damage when impacting on enemy hull or armor. Difficult to stop with PD. + +Sabot-class class missiles are short-range, two-stage KE weapons. A guided missile first stage projects a secondary assembly to within striking distance of a shielded target. The on-board targeting computer then ignites the propellant for a KE penetrator. This 'sabot', as it is commonly called, is typically a narrow, laterally stabilized projectile manufactured from an ultra dense material such as depleted uranium. + +Excellent at bringing down enemy shields and causing an overload. Standard ship armor is spaced and thus the sabot deals more manageable damage if shields are lowered in time to receive the impact on armor. + This weapon system features a firing rack that houses multiple missiles.",,,, -sabotpod,WEAPON,"Fires a 2nd-stage spread of high-velocity kinetic penetrators when in range. Heavy damage to shields, and massive EMP damage when impacting on enemy hull or armor. Difficult to stop with PD. - -The pod replaces the more common missile racks and allows multiple missiles to be fired almost simultaneously. An autoloader extracts, arms and primes the next salvo of missiles after a short delay. - -Sabot-class class missiles are short-range, two-stage KE weapons. A guided missile first stage projects a secondary assembly to within striking distance of a shielded target. The on-board targeting computer then ignites the propellant for a KE penetrator. This 'sabot', as it is commonly called, is typically a narrow, laterally stabilized projectile manufactured from an ultra dense material such as depleted uranium. - -Excellent at bringing down enemy shields and causing an overload. Standard ship armor is spaced and thus the sabot deals more manageable damage if shields are lowered in time to receive the impact on armor. - +sabotpod,WEAPON,"Fires a 2nd-stage spread of high-velocity kinetic penetrators when in range. Heavy damage to shields, and massive EMP damage when impacting on enemy hull or armor. Difficult to stop with PD. + +The pod replaces the more common missile racks and allows multiple missiles to be fired almost simultaneously. An autoloader extracts, arms and primes the next salvo of missiles after a short delay. + +Sabot-class class missiles are short-range, two-stage KE weapons. A guided missile first stage projects a secondary assembly to within striking distance of a shielded target. The on-board targeting computer then ignites the propellant for a KE penetrator. This 'sabot', as it is commonly called, is typically a narrow, laterally stabilized projectile manufactured from an ultra dense material such as depleted uranium. + +Excellent at bringing down enemy shields and causing an overload. Standard ship armor is spaced and thus the sabot deals more manageable damage if shields are lowered in time to receive the impact on armor. + This weapon system features a firing rack that houses multiple missiles.",,,, -sabot_single,WEAPON,"Fires a 2nd-stage spread of high-velocity kinetic penetrators when in range. Heavy damage to shields, and massive EMP damage when impacting on enemy hull or armor. Difficult to stop with PD. - -Sabot-class class missiles are short-range, two-stage KE weapons. A guided missile first stage projects a secondary assembly to within striking distance of a shielded target. The on-board targeting computer then ignites the propellant for a KE penetrator. This 'sabot', as it is commonly called, is typically a narrow, laterally stabilized projectile manufactured from an ultra dense material such as depleted uranium. - -Excellent at bringing down enemy shields and causing an overload. Standard ship armor is spaced and thus the sabot deals more manageable damage if shields are lowered in time to receive the impact on armor. - +sabot_single,WEAPON,"Fires a 2nd-stage spread of high-velocity kinetic penetrators when in range. Heavy damage to shields, and massive EMP damage when impacting on enemy hull or armor. Difficult to stop with PD. + +Sabot-class class missiles are short-range, two-stage KE weapons. A guided missile first stage projects a secondary assembly to within striking distance of a shielded target. The on-board targeting computer then ignites the propellant for a KE penetrator. This 'sabot', as it is commonly called, is typically a narrow, laterally stabilized projectile manufactured from an ultra dense material such as depleted uranium. + +Excellent at bringing down enemy shields and causing an overload. Standard ship armor is spaced and thus the sabot deals more manageable damage if shields are lowered in time to receive the impact on armor. + This mount can only launch one missile at a time, and carries a single replacement in a combat-rated magazine recessed into the hull.",,,, -sabot_fighter,WEAPON,"Fires a 2nd-stage spread of high-velocity kinetic penetrators when in range. Heavy damage to shields, and massive EMP damage when impacting on enemy hull or armor. Difficult to stop with PD. - -Sabot-class class missiles are short-range, two-stage KE weapons. A guided missile first stage projects a secondary assembly to within striking distance of a shielded target. The on-board targeting computer then ignites the propellant for a KE penetrator. This 'sabot', as it is commonly called, is typically a narrow, laterally stabilized projectile manufactured from an ultra dense material such as depleted uranium. - -Excellent at bringing down enemy shields and causing an overload. Standard ship armor is spaced and thus the sabot deals more manageable damage if shields are lowered in time to receive the impact on armor. - +sabot_fighter,WEAPON,"Fires a 2nd-stage spread of high-velocity kinetic penetrators when in range. Heavy damage to shields, and massive EMP damage when impacting on enemy hull or armor. Difficult to stop with PD. + +Sabot-class class missiles are short-range, two-stage KE weapons. A guided missile first stage projects a secondary assembly to within striking distance of a shielded target. The on-board targeting computer then ignites the propellant for a KE penetrator. This 'sabot', as it is commonly called, is typically a narrow, laterally stabilized projectile manufactured from an ultra dense material such as depleted uranium. + +Excellent at bringing down enemy shields and causing an overload. Standard ship armor is spaced and thus the sabot deals more manageable damage if shields are lowered in time to receive the impact on armor. + This mount only carries a single missile.",,,, breach,WEAPON,"A heavily armored and fast missile with good guidance and a small, specialized anti-armor warhead.",,,, breachpod,WEAPON,"A heavily armored and fast missile with good guidance and a small, specialized anti-armor warhead.",,,, -pilum,WEAPON,"A two-stage missile suited for long-range support by backline combat ships. The second stage has a higher top speed, giving it a better chance of defeating point-defense systems. - -A technologically mature weapon system, the Pilum-class missile is the obvious choice for long-range strikes by cautious captains. The warhead consists of a device capable of causing spot failures in active shields, and an EMP generator to deliver a modest punch through these gaps. Neither device is particularly effective due to the constraints imposed by the missile's outsized fuel tanks. - +pilum,WEAPON,"A two-stage missile suited for long-range support by backline combat ships. The second stage has a higher top speed, giving it a better chance of defeating point-defense systems. + +A technologically mature weapon system, the Pilum-class missile is the obvious choice for long-range strikes by cautious captains. The warhead consists of a device capable of causing spot failures in active shields, and an EMP generator to deliver a modest punch through these gaps. Neither device is particularly effective due to the constraints imposed by the missile's outsized fuel tanks. + A combat-rated autoloader system ensures continued, if modest, usefulness in protracted engagements.",,,, -pilum_large,WEAPON,"A two-stage missile suited for long-range support by backline combat ships. The second stage has a higher top speed, giving it a better chance of defeating point-defense systems. The ""catapult"" launch system produces a higher concentration of fire. - -A technologically mature weapon system, the Pilum-class missile is the obvious choice for long-range strikes by cautious captains. The warhead consists of a device capable of causing spot failures in active shields, and an EMP generator to deliver a modest punch through these gaps. Neither device is particularly effective due to the constraints imposed by the missile's outsized fuel tanks. - +pilum_large,WEAPON,"A two-stage missile suited for long-range support by backline combat ships. The second stage has a higher top speed, giving it a better chance of defeating point-defense systems. The ""catapult"" launch system produces a higher concentration of fire. + +A technologically mature weapon system, the Pilum-class missile is the obvious choice for long-range strikes by cautious captains. The warhead consists of a device capable of causing spot failures in active shields, and an EMP generator to deliver a modest punch through these gaps. Neither device is particularly effective due to the constraints imposed by the missile's outsized fuel tanks. + A combat-rated autoloader system ensures continued, if modest, usefulness in protracted engagements.",,,, phasecl,WEAPON,"Deploys low-velocity proximity charges with an impressive blast radius and ability to shrug off point-defense fire. Especially devastating against fighters, but also effective vs armored targets.",,,, phasecl_bomber,WEAPON,"Deploys low-velocity proximity charges with an impressive blast radius. Especially devastating against fighters, but also effective vs armored targets.",,,, typhoon,WEAPON,This simple but powerful weapon system consists of a launch tube and a magazine usually carrying a handful of standard Reaper-class torpedoes.,,,, -cyclone,WEAPON,"Dual launcher system capable of launching a torpedo barrage. Devastating to slow ships that can't move out of the way in time. - +cyclone,WEAPON,"Dual launcher system capable of launching a torpedo barrage. Devastating to slow ships that can't move out of the way in time. + A very large weapon system, the Cyclone-class launcher is listed as having two large torpedo tubes with an internal magazine that carries twenty Reaper torpedoes. The fire control system is linked and fires two Reaper-class torpedoes in tandem. An automatic loader prepares the next salvo from the magazine in seconds.",,,, -hurricane,WEAPON,"Launches a missile that splits into multiple warheads on closing with the target. Especially devastating to enemies with their shields down. - +hurricane,WEAPON,"Launches a missile that splits into multiple warheads on closing with the target. Especially devastating to enemies with their shields down. + Hurricane Turrets are a late-Expansion Epoch weapon designed to launch a self-propelled, multiple missile delivery projector pod. A targeting computer programs the pod with a hit solution as it is released. The swarm of small missiles released is dangerous to all ship types. missiles feature a shaped charge warhead making them more effective versus enemy armor. These characteristics make the Hurricane a kill-weapon, usually only fired by gunnery officers with orders to destroy their crippled targets utterly.",,,, -mininglaser,WEAPON,"Cheap utility laser hardwired for missile and fighter defense. Long-ranged, but hampered by its low power output. - +mininglaser,WEAPON,"Cheap utility laser hardwired for missile and fighter defense. Long-ranged, but hampered by its low power output. + A Mk I mining laser features a fluoride gas gain medium refitted for combat. The micro-asteroid targeting package has been repurposed to track and target incoming missiles. Mostly useless for anything larger or armored targets. Has a built-in 670nm tracker beam.",,,, -pdlaser,WEAPON,"Small laser designed for missile and fighter defense, with great tracking capability, decent damage and very short range. - +pdlaser,WEAPON,"Small laser designed for missile and fighter defense, with great tracking capability, decent damage and very short range. + Simplicity, reliability and low flux costs characterize this ubiquitous point-defense weapon. The laser is built around a carbon dioxide gain medium combined with a short range marker beam. A simple one stage lens assembly with no moving parts permits the weapon to operate for extended periods without maintenance procedures. Low damage has prompted the creation of the ""Pray [it's a] Dud"" Laser backronym.",,,, -taclaser,WEAPON,"Standard combat laser, useful at medium to long-ranges. A very flexible weapon, especially effective against unshielded targets. - +taclaser,WEAPON,"Standard combat laser, useful at medium to long-ranges. A very flexible weapon, especially effective against unshielded targets. + The workhorse of beam weapons in the sector, the tactical laser is often used because of its low maintenance cost, versatility and ease of construction. Features a standard carbon dioxide gain medium, a 530nm marker beam and three lens assemblies. A good support weapon for small craft, especially in prolonged engagements.",,,, -ioncannon,WEAPON,"A medium range energy cannon that delivers an electromagnetic pulse (EMP) and can quickly disable enemy systems/engines. May arc to modules near the point of impact. - +ioncannon,WEAPON,"A medium range energy cannon that delivers an electromagnetic pulse (EMP) and can quickly disable enemy systems/engines. May arc to modules near the point of impact. + The Ion Cannon's nonstandard gain medium projects highly-ionized baryonic matter in a coherent bolt. When the ion bolt impacts the target it creates a localized magnetic field which plays havoc with all manner of electronics, including sensors, fuel igniters, targeting modules, computers, etc. The weapon also fuses certain circuits, and can mildly strain shield generators, thus it does negligible amount of permanent damage. Rarely the only weapon type fitted on ships.",,,, ioncannon_fighter,WEAPON,"A slow-firing, medium range energy cannon that delivers an electromagnetic pulse (EMP) and can quickly disable enemy systems/engines. May arc to modules near the point of impact.",,,, -irpulse,WEAPON,"A flux-efficient infrared pulse laser which fires bolts of energy at medium range. An excellent weapon for prolonged bursts of fire. - +irpulse,WEAPON,"A flux-efficient infrared pulse laser which fires bolts of energy at medium range. An excellent weapon for prolonged bursts of fire. + This weapon is identical to most combat lasers with a carbon dioxide gain medium fired at eleven microns. A q-switched power supply permits ablation of the target which makes the weapon much more effective than a conventional beam, at the cost of much higher power consumption. Most often used on fighters or frigates, where the low range of the weapon can be offset by the maneuverability of the fitted craft.",,,, irpulse_fighter,WEAPON,"A slow-firing, flux-efficient infrared pulse laser which fires bolts of energy at medium range. An excellent weapon for prolonged bursts of fire.",,,, -lrpdlaser,WEAPON,"Medium range energy weapon, effective at neutralizing missile and fighter threats. Can be fired for extended periods, but the damage is subpar. - +lrpdlaser,WEAPON,"Medium range energy weapon, effective at neutralizing missile and fighter threats. Can be fired for extended periods, but the damage is subpar. + An additional lens assembly eliminates self-diffusing particles from a standard carbon dioxide beam fired at a wavelength of eleven microns. The extended range permits the otherwise low wattage to have a greater impact on the targets. Particularly useful in destroying missiles headed for a shielded target - a standard point defense laser generally doesn't have the range to extend far enough past the defensive shields of the ship it is supposed to protect.",,,, -pdburst,WEAPON,"Features a built-in capacitor that lets the weapon fire several bursts in quick succession if allowed to fully recharge. Excellent vs missiles and fighters. - +pdburst,WEAPON,"Features a built-in capacitor that lets the weapon fire several bursts in quick succession if allowed to fully recharge. Excellent vs missiles and fighters. + The burst point defense laser is a further refinement of standard PD beam weapons. The q-switched gain medium is pulse pumped, ensuring that the power delivered to the titanium-doped sapphire gain medium peaks at a predefined interval. The result is a weapon that fires once every couple of seconds and is extremely effective for its small size. Power consumption is small enough that even some fighter craft power cores can handle the firing load.",,,, -pdburst_fighter,WEAPON,"A short-burst high-intensity laser with excellent performance vs missiles and fighters. Recharge rate is reduced due to a smaller capacitor than standard models due to the light chassis mount requirements. - +pdburst_fighter,WEAPON,"A short-burst high-intensity laser with excellent performance vs missiles and fighters. Recharge rate is reduced due to a smaller capacitor than standard models due to the light chassis mount requirements. + The burst point defense laser is a further refinement of standard PD beam weapons. The q-switched gain medium is pulse pumped, ensuring that the power delivered to the titanium-doped sapphire gain medium peaks at a predefined interval. The result is a weapon that fires once every couple of seconds and is extremely effective for its small size. Power consumption is small enough that even some fighter craft power cores can handle the firing load.",,,, -amblaster,WEAPON,"A slow-firing, extremely high damage energy gun meant to pose a threat to the largest ships in the Sector. Can only be used at close-range. - -The antimatter blaster is one of the most complicated weapons in existence. Antimatter is stored in shells that have their own powered magnetic field projector built into the casing. In order to generate a field strong enough to contain and eject the antimatter (typically positrons) the built-in capacitor must spend a considerable time charging. Once a magnetic field of the required strength is generated, the shell is breached and the antimatter is ejected toward the target, its main propellant being the Lorentz force around the muzzle of the blaster. - +amblaster,WEAPON,"A slow-firing, extremely high damage energy gun meant to pose a threat to the largest ships in the Sector. Can only be used at close-range. + +The antimatter blaster is one of the most complicated weapons in existence. Antimatter is stored in shells that have their own powered magnetic field projector built into the casing. In order to generate a field strong enough to contain and eject the antimatter (typically positrons) the built-in capacitor must spend a considerable time charging. Once a magnetic field of the required strength is generated, the shell is breached and the antimatter is ejected toward the target, its main propellant being the Lorentz force around the muzzle of the blaster. + Extremely effective versus all targets.",,,, -phasebeam,WEAPON,"A short-range, short-duration beam that causes heavy damage in a burst. Capable against armor, as far as beam weapons go. - +phasebeam,WEAPON,"A short-range, short-duration beam that causes heavy damage in a burst. Capable against armor, as far as beam weapons go. + This weapon is, at base, simply a laser beam with a tripled sapphire gain medium to ensure the highest possible weaponized wavelengths. The photons are fired through a hyperdimensional filter which outputs an energy beam that exists partially in p-space. The physics of the filter are not properly understood, and in laboratory settings the p-space components of a beam exceeding 6.66 giga-watts will sometimes flicker - as if blocked. Weapon mounts never use such high energy levels to ensure reliability.",,,, -gravitonbeam,WEAPON,"An atypical beam weapon that is highly effective versus shields, destabilizing them and increasing damage dealt from all sources. Excellent range, but the damage per second ratio vs armor is sub-par. - -The core of this weapon is a brane rift generator which follows a 500nm tracer beam. The beam prepares local space-time for the rift in addition to providing targeting feedback to manual operators. - +gravitonbeam,WEAPON,"An atypical beam weapon that is highly effective versus shields, destabilizing them and increasing damage dealt from all sources. Excellent range, but the damage per second ratio vs armor is sub-par. + +The core of this weapon is a brane rift generator which follows a 500nm tracer beam. The beam prepares local space-time for the rift in addition to providing targeting feedback to manual operators. + Once the rift is open, higher-brane gravitons enter local space time en masse and persist up to 100 centiseconds. Damage to the target is caused by the resulting intense gravimetric shear. These higher-brane gravitons easily overwhelm standard energy fields.",,,, -pulselaser,WEAPON,"Fires repeating bolts of energy, favoring the medium-range combatant that has the flux reserves and wants to put constant pressure on the enemy. - -Designed to fire pulses rather than a constant beam, with a total power output exceeding constant-operation designs. As with continuous lasers, a carbon dioxide gain medium is fed energy and produces photons at eleven microns wavelengths. - +pulselaser,WEAPON,"Fires repeating bolts of energy, favoring the medium-range combatant that has the flux reserves and wants to put constant pressure on the enemy. + +Designed to fire pulses rather than a constant beam, with a total power output exceeding constant-operation designs. As with continuous lasers, a carbon dioxide gain medium is fed energy and produces photons at eleven microns wavelengths. + Greater energy delivered in shorter time means the target is ablated, a process that causes the vaporization of small surface sections. The resulting shock waves do additional structural damage. ",,,, miningblaster,WEAPON,"The miner's best friend, this weapon can deliver a burst of pulverizing bolts of energy at close range. The ore scanner is repurposed as an interlock to prevent excessive use against shields when the weapon is in autofire mode.",,,, -heavyblaster,WEAPON,"Fires bolts of energy at enemy targets. With high damage and flux costs, the heavy blaster is one of the most damaging weapons for its size. - +heavyblaster,WEAPON,"Fires bolts of energy at enemy targets. With high damage and flux costs, the heavy blaster is one of the most damaging weapons for its size. + A reliable energy weapon, the Heavy Blaster uses improved high-energy gas ammunition which, when activated by a strong electric current, is converted into plasma. A guiding electron is fired along the axis of traversal beforehand, ensuring that the uncontained plasma bolt will travel in the intended direction, thanks to physics that are no longer well understood.",,,, -heavyburst,WEAPON,"A heavier version of the PD Burst Laser, this weapon features a longer range and a greater number of built-in capacitors for higher up-front damage. - -An often underestimated weapon, the heavy burst laser is actually one of the best performing beam weapons available in the Sector. A cursory examination of the gain medium and lens housing is often enough to assure even the most skeptical inspector that the technology housed within is some of the best the Domain had to offer. - -The physics that create the burst effect are not understood by the highest echelons of the Hegemony Armaments Committee or even the Tri-Tachyon Hybrid Physics Division. It is theorized that a q-switched multi-phased beam could be shot through a quantum filter which would ensure entanglement and create a burst effect. This may be an explanation for the tripled lens housing, originally thought to be a failsafe system. But these are just theories. - +heavyburst,WEAPON,"A heavier version of the PD Burst Laser, this weapon features a longer range and a greater number of built-in capacitors for higher up-front damage. + +An often underestimated weapon, the heavy burst laser is actually one of the best performing beam weapons available in the Sector. A cursory examination of the gain medium and lens housing is often enough to assure even the most skeptical inspector that the technology housed within is some of the best the Domain had to offer. + +The physics that create the burst effect are not understood by the highest echelons of the Hegemony Armaments Committee or even the Tri-Tachyon Hybrid Physics Division. It is theorized that a q-switched multi-phased beam could be shot through a quantum filter which would ensure entanglement and create a burst effect. This may be an explanation for the tripled lens housing, originally thought to be a failsafe system. But these are just theories. + In combat, the Heavy Burst Laser is favored by those that want to be assured that their point defense perimeter is state-of-the-art.",,,, -plasma,WEAPON,"A large, arcane weapon that's one of the most devastating sustained damage-dealers in the Sector, provided the ship it's mounted on can handle the flux it generates. - +plasma,WEAPON,"A large, arcane weapon that's one of the most devastating sustained damage-dealers in the Sector, provided the ship it's mounted on can handle the flux it generates. + Plasma cannons are related to graviton and phase beams, in that they use poorly-documented properties of brane physics to deliver their payloads. A plasma cannon shell is a microfusion bomb which uses gravitic and baryonic lens to focus its energy inward. The resulting explosion creates plasma which is contained by a temporary mini-universe anomaly, while magnetic drivers mounted on the forward pylons accelerate it toward the target. The containment field lasts only a couple seconds, which is usually long enough for the anomaly to reach a target. If the convex hull of the field is not breached by ordinary matter/energy delivering at least 9 kN, the higher brane will absorb the destructive plasma, and it will vanish from our dimension forever. ",,,, -hil,WEAPON,"A long-range, high damage beam weapon, often mounted on support ships, or ships that need anti-armor capability on a budget. - -The High Intensity Laser is a powerhouse weapon that has an energy rating well beyond the giga-watt range. To produce such power for an extended period of time, the design relies on a built-in fusion power core. This core still requires an external actuator, a role filled by a ship's reactor when firing commences. - -Three meticulously calibrated lens assemblies guide photons within the ignition unit, requiring seconds to build up the energy necessary to maintain a coherent beam. The gain medium is a two-staged gas-solid which is q-switched and provides a potent particle stream that can obliterate unsuspecting targets in seconds. - +hil,WEAPON,"A long-range, high damage beam weapon, often mounted on support ships, or ships that need anti-armor capability on a budget. + +The High Intensity Laser is a powerhouse weapon that has an energy rating well beyond the giga-watt range. To produce such power for an extended period of time, the design relies on a built-in fusion power core. This core still requires an external actuator, a role filled by a ship's reactor when firing commences. + +Three meticulously calibrated lens assemblies guide photons within the ignition unit, requiring seconds to build up the energy necessary to maintain a coherent beam. The gain medium is a two-staged gas-solid which is q-switched and provides a potent particle stream that can obliterate unsuspecting targets in seconds. + The extreme range at which targets can be tracked and destroyed makes the HIL excel in safely providing close support to friendly ships that are engaged in a melee. It is a favored weapon of captains that can manage the flux cost associated with operating it.",,,, autopulse,WEAPON,"Numerous built-in capacitors are at the core of this extremely efficient, yet potent energy weapon. The high burst damage from expending built-up charges is offset by the comparatively low sustained firing rate.",,,, -guardian,WEAPON,"A collection of smaller lasers mounted together on a rotating pod, with a built-in capacitor allowing extremely high burst damage vs fighters and missiles. - -The Paladin is a military grade PD system that is usually only deployed on capital ships due to its high production and flux costs. Can detect and destroy incoming strike weapons and enemy fighters that have penetrated the capital ship's defensive escort screen. - +guardian,WEAPON,"A collection of smaller lasers mounted together on a rotating pod, with a built-in capacitor allowing extremely high burst damage vs fighters and missiles. + +The Paladin is a military grade PD system that is usually only deployed on capital ships due to its high production and flux costs. Can detect and destroy incoming strike weapons and enemy fighters that have penetrated the capital ship's defensive escort screen. + A combination of an autonomous sub-gamma AI core for targeting and five separate carbon dioxide lasers make this weapon exceptionally effective in point defense. A dedicated rotator power supply makes target tracking almost instantaneous. The prohibitive energy requirement usually means that the weapon is only activated for seconds at a time, but that is usually enough to deal with any PD threat.",,,, -tpc,WEAPON,"A bulky energy weapon from an early epoch, the TPC is built directly into the Onslaught's hull and provides overwhelming frontal firepower. - -Designed before modular energy weapons were universally trusted by Domain procurement committees, this weapon was coded into the Onslaught's blueprint because no other hull of the time was large enough or had reactors capable of generating the requisite power. - +tpc,WEAPON,"A bulky energy weapon from an early epoch, the TPC is built directly into the Onslaught's hull and provides overwhelming frontal firepower. + +Designed before modular energy weapons were universally trusted by Domain procurement committees, this weapon was coded into the Onslaught's blueprint because no other hull of the time was large enough or had reactors capable of generating the requisite power. + Even though it's outperformed by some of the later epoch modular designs, the Thermal Pulse Cannon remains an integral part of the Onslaught's arsenal.",,,, -tachyonlance,WEAPON,"A burst operated beam that delivers a devastating amount of damage with a cascading EMP component. The EMP arcs have a chance to pass through shields based on the target's hard flux level. - -A weapon so rare and powerful that it has achieved mythical status in the Sector, the Tachyon Lance uses core technology based on the principles of an experimental FTL communication system prototype, but with a twist. Instead of using the hyperdimensional properties of the tachyon particle for communication, n-brane manipulation and anti-plasma generators create a charged tachyon stream that travels in hyperspace. Minimum energy requirements are staggering and this amount of power can only be generated for a few seconds by the largest power capacitors, which are housed within the weapon system. - +tachyonlance,WEAPON,"A burst operated beam that delivers a devastating amount of damage with a cascading EMP component. The EMP arcs have a chance to pass through shields based on the target's hard flux level. + +A weapon so rare and powerful that it has achieved mythical status in the Sector, the Tachyon Lance uses core technology based on the principles of an experimental FTL communication system prototype, but with a twist. Instead of using the hyperdimensional properties of the tachyon particle for communication, n-brane manipulation and anti-plasma generators create a charged tachyon stream that travels in hyperspace. Minimum energy requirements are staggering and this amount of power can only be generated for a few seconds by the largest power capacitors, which are housed within the weapon system. + Unlike the beams fired from normal beam weapons, the tachyon stream is not lensed or altered in any way - in fact once the initial tachyon marker is actuated the reaction takes on a life of its own, rapidly consuming the power stored in the capacitors and unleashing destruction. When normal space is exposed to such high levels of anti-plasma, a combined electromagnetic, gravitic and thermal cavitation effect shreds anything that stands in its way, while also severely damaging nearby electronics equipment.",,,, -onslaught,SHIP,"A venerable design, the Onslaught-class battleships were first created to serve the Domain Armada long ago, before the development of advanced strike weapons, modern energy weapons, and shield systems. - -When first launched from orbital dock, their firepower and burst-speed surely intimidated entire systems. Some even say that they were built to combat non-humans in a long forgotten war. Much later, Orion Shipyards engineers made modifications to the blueprints to include a shield system, upgraded the hyperdrive, and reduced the required crew complement through automation and iterative engineering. Even though more advanced blueprints are available, the Onslaught remains the easiest to manufacture due to the brutal simplicity of its systems. - -A ship designed without shields in mind, built to be able to withstand a heavy barrage of enemy fire and strike back while protecting its crew is much loved by its officers and crew. And strike back it can; the Onslaught's unmatched ballistic potential can devastate entire fleets in minutes, its only drawback a logistical dependency on ammunition. - +onslaught,SHIP,"A venerable design, the Onslaught-class battleships were first created to serve the Domain Armada long ago, before the development of advanced strike weapons, modern energy weapons, and shield systems. + +When first launched from orbital dock, their firepower and burst-speed surely intimidated entire systems. Some even say that they were built to combat non-humans in a long forgotten war. Much later, Orion Shipyards engineers made modifications to the blueprints to include a shield system, upgraded the hyperdrive, and reduced the required crew complement through automation and iterative engineering. Even though more advanced blueprints are available, the Onslaught remains the easiest to manufacture due to the brutal simplicity of its systems. + +A ship designed without shields in mind, built to be able to withstand a heavy barrage of enemy fire and strike back while protecting its crew is much loved by its officers and crew. And strike back it can; the Onslaught's unmatched ballistic potential can devastate entire fleets in minutes, its only drawback a logistical dependency on ammunition. + Onslaught crews are proud to serve in the class which forms the backbone of the Hegemony Navy.",,,, -astral,SHIP,"A technologically advanced capital ship designed primarily as a carrier, the Astral-class is able to project vast amounts of firepower through its numerous fighter craft squadrons. - -The Astral-class ships are thought to have been the epitome of carrier design in the Domain during the years prior to the Collapse. Nearly all systems that can be automated are, with each handled by sophisticated (but not too sophisticated) sub-AI cores installed throughout the ship. Defensive weapon systems are typically, but not always, point defense turrets and long-range missiles. - -The true power of an Astral lies in its fighter craft, which give the carrier unprecedented flexibility in the battle space. Nearly any enemy ship type that appears on the captain's scopes can quickly be dispatched, given just a launch order of a wing of nimble interceptors, strike bombers or fighters. Automated facilities ensure that a squadron coming back from a mission can quickly be repaired and rearmed behind the safety of the powerful X-35 shield emitter. The Astral-class is very vulnerable should the X-35 come down. This is why when not protected by its fighter wings it never travels alone, but instead is at the head of space-borne carrier fleets. These task forces are a rarity, as the power they hold is usually required to subjugate entire planets or blockade enormous areas of space. - -The Astral is perhaps the most technologically advanced capital ship that can be seen in the Sector today. Few serve with the Hegemony due to the high technological requirements that it imposes on orbital docks. Senior Naval Corporate Officers of the Tri-Tachyon Corporation or extremely wealthy private admirals sometimes make an Astral their flagship.",,,, -atlas,SHIP,"The Atlas-class ships are large space-borne cargo platforms with an FTL drive and a few defensive systems. Hundreds of containers can be latched on to the hull and carried with ease by this behemoth. - -Typically used to efficiently resupply entire outposts, the Atlas is ill suited to the small and fast trade runs that are the mainstay of commerce in the sector. Their slow speed and large size always tempt uninvited guests, ranging from curious gawkers come to see the hulking colossus, to scavenging pirates aiming to disable a container's magneto-gravitic fastener, to Pather fanatics bent on destroying it all. Nonetheless, the Hegemony makes wide use of them, especially to offload biomass from farming worlds on a seasonal basis. For this purpose, the Hegemony assembles large Atlas convoys; these are protected by military cruisers that ensure that the lifeline of Hegemony citizens is kept safe. - +astral,SHIP,"A technologically advanced capital ship, the Astral-class projects vast firepower through numerous squadrons of strike craft. + +The Astral-class hull is thought to have been the epitome of carrier design during the late Domain in the cycles just prior to the Collapse. The hull is rife with integrated automation, sub-AI cores, and maintenance drones using advanced military algorithms to multiply combat efficiency. Defensive armament typically consists of point defense turrets backed by long-range missiles intended to maintain pressure on hostiles in order to avoid a close-in fight. + +The true power of an Astral lies in the unprecedented flexibility of its fighter complement. Nearly any enemy ship can quickly be dispatched by the coordinated launch of a wing of nimble interceptors, strike bombers, or support fighters. Automated facilities ensure that returning squadrons are quickly repaired, rearmed, and replaced behind the safety of the powerful X-35 shield emitter. The Astral carrier is never deployed alone because its light armor is vulnerable if the X-35 is forced down. The Astral, accompanied by a swarm of escorts, is best placed as the heart of a carrier task force which can subjugate entire planets and blockade enormous volumes of space. + +Among the most technologically advanced capital ships operated in the contemporary Persean Sector, few Astral hulls serve in the Hegemony Navy due to the high technological requirements - and security concerns. Senior Corporate Officers of Tri-Tachyon and a few rare, extraordinarily wealthy private admirals sometimes make the Astral their flagship.",,,, +atlas,SHIP,"The Atlas-class ships are large space-borne cargo platforms with an FTL drive and a few defensive systems. Hundreds of containers can be latched on to the hull and carried with ease by this behemoth. + +Typically used to efficiently resupply entire outposts, the Atlas is ill suited to the small and fast trade runs that are the mainstay of commerce in the sector. Their slow speed and large size always tempt uninvited guests, ranging from curious gawkers come to see the hulking colossus, to scavenging pirates aiming to disable a container's magneto-gravitic fastener, to Pather fanatics bent on destroying it all. Nonetheless, the Hegemony makes wide use of them, especially to offload biomass from farming worlds on a seasonal basis. For this purpose, the Hegemony assembles large Atlas convoys; these are protected by military cruisers that ensure that the lifeline of Hegemony citizens is kept safe. + The captaincy of an Atlas is a rare punishment for the able, an uneven mixture of soul-numbing boredom and abject terror, being the results of normal trade runs and pirate attacks, respectively.",,,, -conquest,SHIP,"The Conquest-class battlecruiser is the embodiment of concentrated firepower. Developed in the period just preceding the popularization of fighter craft, the class emphasizes firepower and speed over armor protection. - -Space Naval tacticians of the day were confident that new weapons systems would always outperform armor and shields and thus were the key to winning an engagement. So why not build a ship for speed and power? Give it the armor protection of a cruiser, but arm it with the best weapons available to any ship, and have it remain faster than any of those lumbering behemoths of the line. The Conquest is a good example of these concepts put into a hull. Many other advanced technologies were incorporated into the design, including weapon mounts designed for a circling engagement. This maneuver requires greater navigational skill while serving to provide more tactical options to the commanding officers. - +conquest,SHIP,"The Conquest-class battlecruiser is the embodiment of concentrated firepower. Developed in the period just preceding the popularization of fighter craft, the class emphasizes firepower and speed over armor protection. + +Space Naval tacticians of the day were confident that new weapons systems would always outperform armor and shields and thus were the key to winning an engagement. So why not build a ship for speed and power? Give it the armor protection of a cruiser, but arm it with the best weapons available to any ship, and have it remain faster than any of those lumbering behemoths of the line. The Conquest is a good example of these concepts put into a hull. Many other advanced technologies were incorporated into the design, including weapon mounts designed for a circling engagement. This maneuver requires greater navigational skill while serving to provide more tactical options to the commanding officers. + Fortune favors the bold, the ancients said. This class of ships does indeed favor the bold captain, willing to risk everything for the thrill of victory.",,,, -paragon,SHIP,"The pinnacle of the Domain's battleship designs, though perhaps less the result of military necessity and more of the ambitions of certain senior strategic staff of the Domain Navy - with considerable backing from the Tri-Tachyon corporation, among other major contractors. - +paragon,SHIP,"The pinnacle of the Domain's battleship designs, though perhaps less the result of military necessity and more of the ambitions of certain senior strategic staff of the Domain Navy - with considerable backing from the Tri-Tachyon corporation, among other major contractors. + No ship can outlast or outgun the Paragon-class, a true Leviathan of a bygone epoch.",,,, -odyssey,SHIP,"The asymmetric, spheroid design belies the power of this battlecruiser. The base hull presents a loadout which favors heavy energy weapons and mobility-focus. A two-wing hangar capacity complements tactical options. - +odyssey,SHIP,"The asymmetric, spheroid design belies the power of this battlecruiser. The base hull presents a loadout which favors heavy energy weapons and mobility-focus. A two-wing hangar capacity complements tactical options. + The Odyssey was considered a boondoggle of a design by the Domain Naval Procurement Committee with numerous objections raised: no single tactical focus, the officer boardrooms are too large, the energy grid uses only premium components, and the fittings are too expensive. Despite several rounds of eye-watering budget overruns and rumblings of a bribery scandal, the production contract was only denied before final prototype trials. Never keen to pass up a profitable opportunity, Altair Exotech licensed the Odyssey class to several frontier development corporations, including Eridani-Utopia, to provide admirably armed mobile survey headquarters and operation platforms. It is for this role in the megacorporate exploitation of the frontiers that the otherwise rare Odyssey-class found its way to the Persean Sector.",,,, -dominator,SHIP,"Ponderous and menacing, the Dominator-class is one of the most widespread system defense cruisers in Hegemony space. - -While not the most technologically advanced hull, it relies on a plethora of ballistic hardpoints to accomplish its mission, which is more often than not defending orbital installations and vital points of intra-system trade routes. A poor shield emitter which is difficult to manage and thus, rarely engaged, gives way to an almost impregnable interlocking armor belt system making the Dominator safe from most weapons. Even strike craft cannot overcome the hail of projectiles that can be launched to intercept their payloads. This hull proves that tried and true military engineering is difficult to overcome by new ideas and technologies, especially when in the hands of tough, determined crews and experienced officers. - +dominator,SHIP,"Ponderous and menacing, the Dominator-class is one of the most widespread system defense cruisers in Hegemony space. + +While not the most technologically advanced hull, it relies on a plethora of ballistic hardpoints to accomplish its mission, which is more often than not defending orbital installations and vital points of intra-system trade routes. A poor shield emitter which is difficult to manage and thus, rarely engaged, gives way to an almost impregnable interlocking armor belt system making the Dominator safe from most weapons. Even strike craft cannot overcome the hail of projectiles that can be launched to intercept their payloads. This hull proves that tried and true military engineering is difficult to overcome by new ideas and technologies, especially when in the hands of tough, determined crews and experienced officers. + Dependable, durable, and a constant presence in home space around civilized worlds and outposts, the Dominator is perhaps most hated and feared by pirates and law-breaking corporate agents. ",,,, -aurora,SHIP,"The Aurora-class cruiser is a technological marvel, rarely seen. Among the fastest and most maneuverable cruisers in the Sector, it is also one of the safest due to its wide shield coverage. - -One can only wonder what the Domain Navy could accomplish with a fleet of these sleek, asymmetric, and eminently effective vessels. The shields are backed up by hyper-advanced flux dissipation systems installed throughout the hull, which gives the Aurora a deep flux pool. - -Most blueprints required to manufacture Aurora-class ships are closely guarded corporate secrets, but a few have also seen service in Tri-Tachyon fleets and, rarely, in the hands of enterprising mercenary captains. - +aurora,SHIP,"The Aurora-class cruiser is a technological marvel, rarely seen. Among the fastest and most maneuverable cruisers in the Sector, it is also one of the safest due to its wide shield coverage. + +One can only wonder what the Domain Navy could accomplish with a fleet of these sleek, asymmetric, and eminently effective vessels. The shields are backed up by hyper-advanced flux dissipation systems installed throughout the hull, which gives the Aurora a deep flux pool. + +Most blueprints required to manufacture Aurora-class ships are closely guarded corporate secrets, but a few have also seen service in Tri-Tachyon fleets and, rarely, in the hands of enterprising mercenary captains. + Few ships can outperform the Aurora ton for ton. Its only weakness is its prohibitive cost.",,,, -apogee,SHIP,"The Apogee-class vessel is an effective mix of advanced scientific and military technologies, perfect for long-range exploration of hostile space. - -The class features an asymmetric design with a large forward section, usually outfitted with long-range tech scanners. Apogee captains are used to operating alone and tend to be an independent, self-reliant lot. - -The ship can hold its own in one-on-one engagements by smart use of its powerful shield emitter and strong engines. However, its armor rating makes it seem somewhat fragile on paper, and thus it is rarely part of big fleet actions. - +apogee,SHIP,"The Apogee-class vessel is an effective mix of advanced scientific and military technologies, perfect for long-range exploration of hostile space. + +The class features an asymmetric design with a large forward section, usually outfitted with long-range tech scanners. Apogee captains are used to operating alone and tend to be an independent, self-reliant lot. + +The ship can hold its own in one-on-one engagements by smart use of its powerful shield emitter and strong engines. However, its armor rating makes it seem somewhat fragile on paper, and thus it is rarely part of big fleet actions. + The high construction costs typically mean that only affluent tech mining consortiums can afford an Apogee-class vessel that is fully outfitted for an aggressive exploratory role.",,,, -venture,SHIP,"Tough, dependable and not overly expensive, Venture-class cruisers are usually purchased by private corporations for escort duty or refitted by small non-aligned worlds for system defense. - -The Venture-class ships are perhaps the most widely used civilian cruisers in the Sector. The blueprints for the Venture are widely available and can often be secured with little trouble. - +venture,SHIP,"Tough, dependable and not overly expensive, Venture-class cruisers are usually purchased by private corporations for escort duty or refitted by small non-aligned worlds for system defense. + +The Venture-class ships are perhaps the most widely used civilian cruisers in the Sector. The blueprints for the Venture are widely available and can often be secured with little trouble. + When used by small corporations, the ship is usually the pride of the fleet and is used to underpin vital operations. Due to its ubiquity, the vessel also serves with quite a few pirate outfits, where it sometimes fills the role of command ship.","Tough and dependable, the Venture is usually fitted with a good missile complement but lacks the sustained damage output needed to do well in prolonged engagements. A built-in mining drone bay provides additional defenses - a particularly good thing because the civilian-grade power generators make the shields easy to overwhelm.",,, -eagle,SHIP,"Eagle-class cruisers are often found at the core of military fleets headed for battle. It is not hard to see why: A strong overall profile, with a robust engine, the Eagle's deadly weapons package is a threat to all enemies. - -The Eagle can deliver a strong tactical punch to enemy formations. Its numerous turret and hardpoint emplacements make it very dangerous to smaller foes. Decent armor and a strong shield emitter let it hold space while outnumbered, or even when faced with the rare larger ship. - -These strengths are somewhat countered by strike craft - an Eagle captain must always watch their scopes for an approaching strike squadron, since their ship will be easily crippled by multiple hits from modern strike weapons. - +eagle,SHIP,"Eagle-class cruisers are often found at the core of military fleets headed for battle. It is not hard to see why: A strong overall profile, with a robust engine, the Eagle's deadly weapons package is a threat to all enemies. + +The Eagle can deliver a strong tactical punch to enemy formations. Its numerous turret and hardpoint emplacements make it very dangerous to smaller foes. Decent armor and a strong shield emitter let it hold space while outnumbered, or even when faced with the rare larger ship. + +These strengths are somewhat countered by strike craft - an Eagle captain must always watch their scopes for an approaching strike squadron, since their ship will be easily crippled by multiple hits from modern strike weapons. + The embodiment of the sleek and powerful space cruiser from the time of the Domain, the Eagle-class ships are a beautiful reminder of the technological and aesthetic achievements of humanity's past. ","Agile for a cruiser, the Eagle is difficult to flank and has impressive and focused frontal firepower.",,, -falcon,SHIP,"Often called the Eagle cruiser's little brother, the Falcon-class cruiser sacrifices armor for speed, neatly filling the light cruiser role in military fleets throughout the Sector. - -The ""light"" designation does not indicate a significant reduction in firepower, however, making the Falcon a valuable tactical asset to any fleet. The ship is easily able to fill a wide variety of roles, from close support to assault, given the proper configuration. - -The Falcon's top notch engines give it the ability to quickly disengage from battle should its defenses be pressed to a critical point. - +falcon,SHIP,"Often called the Eagle cruiser's little brother, the Falcon-class cruiser sacrifices armor for speed, neatly filling the light cruiser role in military fleets throughout the Sector. + +The ""light"" designation does not indicate a significant reduction in firepower, however, making the Falcon a valuable tactical asset to any fleet. The ship is easily able to fill a wide variety of roles, from close support to assault, given the proper configuration. + +The Falcon's top notch engines give it the ability to quickly disengage from battle should its defenses be pressed to a critical point. + Swift and elegant, Falcon-class cruisers are often found as lead elements in larger fleet formations, or deployed to reinforce anti-pirate convoys.","This light cruiser features mobility that puts smaller ships to shame, but its firepower is somewhat lacking. However, the Falcon can still face down smaller ships due to its cruiser-grade power generators and armor plating.",,, -medusa,SHIP,"A fearsome ship whose top tier engines provide great speed and maneuverability for a destroyer. Multiple energy weapon slots allow for a plethora of tactical possibilities. Its best-in-class performance is matched by a demanding logistical profile that has led some fleet commanders to eschew its use in favor of other ships that can be deployed more frequently and cheaply. - -The Medusa is one of the most respected destroyers in the sector due to its association with black ops and elite pirates. The few that have been aboard a Medusa can attest to its extreme level of technological sophistication. Medusa-class blueprints are few in number and are some of the rarest and most closely guarded data in the Sector. - -Deemed too expensive to mass produce by most corporations and governments, it is rarely employed by the lawful authorities as a black ops cruiser. On the rarest occasion, a Medusa-class hull may fall into the hands of pirates. The usual results are a drastic reduction in system small to medium shipping, which puts a strain on most planetary and outpost economies. - -Sector naval tacticians have few answers for the threat that the Medusa presents.",,,, -shrike,SHIP,"An advanced fast-attack light destroyer from the same design team as the near-ubiquitous Wolf, the Shrike's advanced propulsion system is designed to selectively vent plasma in a 'microburn' maneuver. This allows the Shrike to dart into tactical opportunities as they arise, strike, and escape before a proper counter-attack is mounted. Shields, armor, and sustained flux capacity are somewhat underwhelming due to the need to build a light yet economical hull which prioritizes attack speed, leading to the Shrike gaining the reputation as a glass cannon best entrusted to skilled captains. - +medusa,SHIP,"A fearsome ship whose top tier engines provide great speed and maneuverability for a destroyer. Multiple energy weapon slots allow for a plethora of tactical possibilities. Its best-in-class performance is matched by a demanding logistical profile that has led some fleet commanders to eschew its use in favor of ships which can be deployed more frequently and cheaply. + +The Medusa is one of the most respected destroyers in the Sector due to its association with black ops and elite pirates, and the few spacers who have crewed aboard a Medusa can attest to its technological sophistication. + +Medusa-class blueprints are few in number and are closely guarded by their owners; pirates have acquired a Medusa-class hull only a handful of times and the results were inevitably drastic, though short-term, threat to local patrols and subsequent reduction in small to medium intrasystem shipping volume. Such events are considered a tremendous nuisance, particularly accounting for increased insurance premiums. Many trade combines will simply call for their fleets to wait for the pirates to run down their new toy's combat readiness so that local authorities can remove the problem once and for all.",,,, +shrike,SHIP,"An advanced fast-attack light destroyer from the same design team as the near-ubiquitous Wolf, the Shrike's advanced propulsion system is designed to selectively vent plasma in a 'microburn' maneuver. This allows the Shrike to dart into tactical opportunities as they arise, strike, and escape before a proper counter-attack is mounted. Shields, armor, and sustained flux capacity are somewhat underwhelming due to the need to build a light yet economical hull which prioritizes attack speed, leading to the Shrike gaining the reputation as a glass cannon best entrusted to skilled captains. + Certain unique structural elements in the plasma venting system are known to, with wear, corrode in oxygen-rich atmospheres, so care must be taken to re-apply ceramopolymer coating at each hull servicing.",,,, -mule,SHIP,"The Mule is a rugged and reliable combat-capable freighter which built its reputation on the sparsely-patrolled frontiers of the Domain. Post-collapse, the Mule's appeal only grown through the cycles of chaos which wrack the Persean Sector and elevate the importance of strong armor and powerful weapons to otherwise thrifty traders, scavengers, and prospectors. - +mule,SHIP,"The Mule is a rugged and reliable combat-capable freighter which built its reputation on the sparsely-patrolled frontiers of the Domain. Post-collapse, the appeal of the Mule-class has only grown due to the cycles of chaos wracking the Persean Sector, elevating the need for strong armor and powerful weapons to otherwise thrifty traders, scavengers, and prospectors. + The original design officially designated its medium turret mount as a 'gimbaled mining utility attachment point', and even Domain operators from time past knew to read between the lines: without an escort, the Mule-class packs enough of a kick to make pirates think twice before attacking. Of course this also means that the Mule has become the ideal vehicle for a down-on-its-luck or merely opportunistic civilian crew to themselves turn pirate.",,,, -buffalo2,SHIP,"A derived class, based on the Buffalo freighter. The modifications include the addition of military grade power generators, heavier armor, and maneuvering thrusters as well as the removal of the Mk. I shield emitter and the majority of the cargo holds. - -The Sector is violent and unpredictable, and conflicts often flare up over the smallest resource or perceived slight. In such situations military-grade ships are sometimes not available quickly enough. Thus, resourceful engineers turn to hull modifications in order to be able to meet the demand for war materiel. - -The base hull of this destroyer is a standard Buffalo-class freighter, however due to the scope of the hull conversion, the Buffalo Mk. II is considered a separate class. The result is a fighting ship which can hold its own and fight back hard, especially if properly screened from strikes and heavier hulls. The unorthodox weapons configuration often leads to unique fleet formations, and hull modifications often mean that no two Buffalo Mk. IIs are quite the same. - +buffalo2,SHIP,"A derived class, based on the Buffalo freighter. The modifications include the addition of military grade power generators, heavier armor, and maneuvering thrusters as well as the removal of the Mk. I shield emitter and the majority of the cargo holds. + +The Sector is violent and unpredictable, and conflicts often flare up over the smallest resource or perceived slight. In such situations military-grade ships are sometimes not available quickly enough. Thus, resourceful engineers turn to hull modifications in order to be able to meet the demand for war materiel. + +The base hull of this destroyer is a standard Buffalo-class freighter, however due to the scope of the hull conversion, the Buffalo Mk. II is considered a separate class. The result is a fighting ship which can hold its own and fight back hard, especially if properly screened from strikes and heavier hulls. The unorthodox weapons configuration often leads to unique fleet formations, and hull modifications often mean that no two Buffalo Mk. IIs are quite the same. + The tactics employed by a Buffalo Mk. II captain will vary as much as his hull configuration, but rarely involve standing toe-to-toe with anything heavier than a frigate due to the lack of a shield generator and energy weapon emplacements. The combat plans usually involve a one hit wonder stratagem that never works on the same enemy twice, which is perfectly fine with the crew of the Buffalo Mk. II.",,,, -valkyrie,SHIP,"The Valkyrie is a standard destroyer-sized troop transport with enough room to carry two companies of marines. Tactically it is weak for its size, only able to defend itself at short ranges from missiles and fighters. - -As an atmosphere-capable combat dropship with ground support weapon mounts designed to operate during re-entry and when grounded, the Valkyrie is often used to deploy heavy infantry support for tech raids on decivilized worlds. - +valkyrie,SHIP,"The Valkyrie is a standard destroyer-sized troop transport with enough room to carry two companies of marines. Tactically it is weak for its size, only able to defend itself at short ranges from missiles and fighters. + +As an atmosphere-capable combat dropship with ground support weapon mounts designed to operate during re-entry and when grounded, the Valkyrie is often used to deploy heavy infantry support for tech raids on decivilized worlds. + The ability to deliver large amounts of troops directly to ground targets while providing fire support prompted Hegemony bureaucrats to designate the hull as ""restricted"" for sale to third parties. Naturally, news of the restriction made it to the general public cycles before it came into effect, launching ill-fated speculation in the future prices of this class. Thus, overproduction and the hull's limited options made the speculators' betting largely moot, the only net result is that now, due to oversupply, it is just as easy to obtain a Valkyrie ship as before news of the Hegemony ban ever became public.",,,, -tarsus,SHIP,"Tarsus-class ships are well known as perhaps the most flexible and durable freighters in the Sector. - -The secret to their reliability is that they were intended by Domain designers as hazard duty ships, presumably to supply frontiers and those front line fleets send to quash the ever-present rumbling of insurrection on the far reaches of the Domain. - -Almost unmatched among civilian ships in bulkhead structural density and armor rating, Tarsus-class freighters are entrusted with important hauls and usually travel in convoys, a further buttress to the safety they afford to their crew and cargo. - +tarsus,SHIP,"Tarsus-class ships are well known as perhaps the most flexible and durable freighters in the Sector. + +The secret to their reliability is that they were intended by Domain designers as hazard duty ships, presumably to supply frontiers and those front line fleets send to quash the ever-present rumbling of insurrection on the far reaches of the Domain. + +Almost unmatched among civilian ships in bulkhead structural density and armor rating, Tarsus-class freighters are entrusted with important hauls and usually travel in convoys, a further buttress to the safety they afford to their crew and cargo. + Minimal weapon mounts permit the ship to mount a nominal PD weapons package. Rarely, Tarsus-class ships are outfitted with combat oriented hull or armor boosting modifications, which make them more difficult to maintain.",,,, -gemini,SHIP,"A common freighter, found in convoys or alone, used to haul all manner of goods across the Sector. Has a single fighter bay to bolster defenses. - -The design of the Gemini-class freighter is highly modular, enabling the ship to serve in a variety of roles in and out of combat. The entire cargo container is designed around a quick release mechanism which enables the main hull of the ship to quickly call to port, detach its full cargo section, and swap it for another Gemini-type container in the span of minutes. In addition, multiple medium weapon mounts make the Gemini a viable long-range fire support platform. The flight deck is tiny, originally envisioned for mining drone repair or hazardous mining operations. Modern use in the Sector extends flight deck facilities to all fighter types. - +gemini,SHIP,"A common freighter, found in convoys or alone, used to haul all manner of goods across the Sector. Has a single fighter bay to bolster defenses. + +The design of the Gemini-class freighter is highly modular, enabling the ship to serve in a variety of roles in and out of combat. The entire cargo container is designed around a quick release mechanism which enables the main hull of the ship to quickly call to port, detach its full cargo section, and swap it for another Gemini-type container in the span of minutes. In addition, multiple medium weapon mounts make the Gemini a viable long-range fire support platform. The flight deck is tiny, originally envisioned for mining drone repair or hazardous mining operations. Modern use in the Sector extends flight deck facilities to all fighter types. + While impressive in a blueprint, the lack of empty, compatible Gemini-type containers in the Sector makes the actual usefulness of the quick-release mechanism negligible. The modularity, a great boon in times past, is also more prone to wear and tear, and is thus more expensive to maintain - most working examples of the mechanisms have been welded solid. Nonetheless, a decent overall profile, the flight deck, a flexible power core and good shields make the Gemini a good choice for cargo hauling, if the cost can be weathered.",,,, shuttlepod,SHIP,"A tiny, nimble personnel-transfer shuttle just sufficient to transport the senior bridge officers of any ship in the Sector.",,,, -buffalo,SHIP,"The go-to choice for medium cargo hauling in the Sector, the Buffalo-class freighter exemplifies the ""Load-n-Pray"" principle prevalent in Sector shipping. - -Sporting just a single small weapon emplacement, the hull of the ship is no more than a large engine with a tiny crew quarters section and cargo grapplers. A captain taking this ship out without a convoy rarely gets to make the same mistake twice. Incapable of anything resembling a combat maneuver, the lateral thrusters on Buffalo-class ships are designed to merely enable it to dock when (and if) it reaches its destination. - +buffalo,SHIP,"The go-to choice for medium cargo hauling in the Sector, the Buffalo-class freighter exemplifies the ""Load-n-Pray"" principle prevalent in Sector shipping. + +Sporting just a single small weapon emplacement, the hull of the ship is no more than a large engine with a tiny crew quarters section and cargo grapplers. A captain taking this ship out without a convoy rarely gets to make the same mistake twice. Incapable of anything resembling a combat maneuver, the lateral thrusters on Buffalo-class ships are designed to merely enable it to dock when (and if) it reaches its destination. + The ship engines are the greatest contributor to hull cost, which, while low, is still within the norms for a medium freighter. The greatest contributing factor to its ubiquity is the fact that the blueprint for this ship is usually hardcoded into every orbital shipyard's blueprint database.",,,, -enforcer,SHIP,"The Enforcer-class ships commonly serve in system or convoy defense roles. The design features good armor and multiple ballistic hardpoints, while shield performance is somewhat underwhelming. - -The blueprints of the ship call for many components similar to those found in the Onslaught-class battleships, suggesting that the designs were created during a similar period of military expansion in the Domain. The Enforcer-class features similar no-nonsense weapon system design choices, tough bulkheads, and is well regarded by its crews. - +enforcer,SHIP,"The Enforcer-class ships commonly serve in system or convoy defense roles. The design features good armor and multiple ballistic hardpoints, while shield performance is somewhat underwhelming. + +The blueprints of the ship call for many components similar to those found in the Onslaught-class battleships, suggesting that the designs were created during a similar period of military expansion in the Domain. The Enforcer-class features similar no-nonsense weapon system design choices, tough bulkheads, and is well regarded by its crews. + Tough to beat in a destroyer to destroyer fight, the Enforcer rarely takes part in larger battles due to the common view that its low speed makes it a liability. Nonetheless, Hegemony order of battle doctrines mandate an attached Enforcer squadron as a screen for Onslaught-class battleships. The logistical ease with which shared components can be used by both ship types is exactly the type of detail that excites Hegemony logistics bureaucrats.",,,, -condor,SHIP,"The Condor-class sees heavy service in the Sector as this carrier-converted freighter is, for many independent polities, the easiest way to procure fighter capability for their organization. Even with limited flight deck space, the Condor gets the job done, relying on its tough armor, excellent bulkhead strength, and a respectable (for a light carrier) weapons package. - -This light carrier design is derived from Tarsus-class freighters modified by desperate scavengers and pirates. The conversion process was once an involved and complex affair requiring space dock facilities, but nowadays any hull-capable forge that will accept a stock Tarsus spec will, with the addition of a custom modchip, get you something just as good. - +condor,SHIP,"The Condor-class sees heavy service in the Sector as this carrier-converted freighter is, for many independent polities, the easiest way to procure fighter capability for their organization. Even with limited flight deck space, the Condor gets the job done, relying on its tough armor, excellent bulkhead strength, and a respectable (for a light carrier) weapons package. + +This light carrier design is derived from Tarsus-class freighters modified by desperate scavengers and pirates. The conversion process was once an involved and complex affair requiring space dock facilities, but nowadays any hull-capable forge that will accept a stock Tarsus spec will, with the addition of a custom modchip, get you something just as good. + Some in the Sector argue that even the Domain, with all their technological know-how, relied on similar conversions to make more efficient use of a merchant fleet during times of escalated hostilities on the voluminous galactic frontier. Others point out that it is unclear how ubiquitous this approach was - there could have been fleets of Condors roaming Domain space, but there is scarce hard evidence one way or the other. Such data was all lost in the Collapse.",,,, sunder,SHIP,A technologically advanced yet fragile destroyer from the late Domain era designed to provide additional firepower in fleet actions carried out by the stretched Domain Navy rather than serve on independent patrols. It has powerful shield emitters and energy weapons but is vulnerable to strike craft and flanking assault frigates.,,,, hammerhead,SHIP,"A midline destroyer from the golden age of the Domain, the Hammerhead is respected for its staying power in battle as well as its ballistic capabilities.",,,, phaeton,SHIP,"A medium tanker with enough fuel capacity to support a larger fleet. Tanker duty is often considered punitive in the Hegemony - there's little opportunity for distinction, and less chance of survival should direct contact with the enemy occur.",,,, crig,SHIP,"Originally designed to assist in assembling large ships and orbital installations, the salvage rig's gantry and manipulators are used to assist in recovering derelict hulks and scavenging useful material from wreckage and debris fields. The rig itself has no cargo or fuel capacity and requires ample supply to maintain. Increases non-combat salvage gained, with more difficult operations being able to make use of more rigs.",,,, prometheus,SHIP,"A tanker of vast capacity used to shift strategic quantities of fuel between worlds. Unlike its smaller cousins, the Prometheus features a reasonable defensive arsenal to protect its valuable and volatile cargo.",,,, -monitor,SHIP,"An oddity among ships, the Monitor is the result of the line of thought that “sometimes the best defense is indeed the best defenseâ€. Features turret mounts angled to provide wide arcs and a unique “flux shunt†modification to its power systems specially constructed to relieve flux generated by shields. Indeed, the Monitor makes up for a lack of maneuverability and firepower with the ability to withstand prolonged bombardment from enemy ordnance. - -Though its experimental nature is perhaps a sign of the innovation that eras of turmoil seem to inspire, whether the Monitor’s radical defensive focus is a boon or pitfall remains contentious. Several dramatic failures in convoy protection patrols were explained by Ko Combine PR representatives to be the fault of improper tactics employed by convoy commanders. Ko Combine maintains that when positioned correctly in a combat situation and supported by strike-craft - as the anvil and hammer, respectively - simulations demonstrate that the Monitor significantly enhances convoy survivability against the average pirate attack. Prominent critics remain.",,,, -cerberus,SHIP,"The Cerberus is prized for providing a cost-effective balance between cargo capacity and enough combat power for its size to discourage casual piracy with the happy result of lowered insurance rates compared to standard Domain-era civilian grade freighters. The Cerberus is now widely considered to be a wise choice for independent traders in the Sector. - +monitor,SHIP,"An oddity among ships, the Monitor is the result of the line of thought that “sometimes the best defense is indeed the best defense”. Features turret mounts angled to provide wide arcs and a unique “flux shunt” modification to its power systems specially constructed to relieve flux generated by shields. Indeed, the Monitor makes up for a lack of maneuverability and firepower with the ability to withstand prolonged bombardment from enemy ordnance. + +Though its experimental nature is perhaps a sign of the innovation that eras of turmoil seem to inspire, whether the Monitor’s radical defensive focus is a boon or pitfall remains contentious. Several dramatic failures in convoy protection patrols were explained by Ko Combine PR representatives to be the fault of improper tactics employed by convoy commanders. Ko Combine maintains that when positioned correctly in a combat situation and supported by strike-craft - as the anvil and hammer, respectively - simulations demonstrate that the Monitor significantly enhances convoy survivability against the average pirate attack. Prominent critics remain.",,,, +cerberus,SHIP,"The Cerberus is prized for providing a cost-effective balance between cargo capacity and enough combat power for its size to discourage casual piracy with the happy result of lowered insurance rates compared to standard Domain-era civilian grade freighters. The Cerberus is now widely considered to be a wise choice for independent traders in the Sector. + In times past, before the fall of the gate system when Domain authority reigned, combat-enabled freighters like the Cerberus found only niche use on the edges of the rare warzone or in especially uncivilized hinterlands of the galaxy where Domain Armada patrols were stretched thinly. The crew combat training, weapon maintenance, and mass/thrust ratio loss caused by heavier armor were viewed as causing unnecessary cost overhead. But this is a new age filled with both danger and profitable opportunities; the abilities of the Cerberus have given the hull a new life in the trade lanes.",,,, -heron,SHIP,"The Heron provides the strategic and tactical mobility of a cruiser with potential firepower limited only by available strike-craft. It is the perfect accompaniment to the quick-moving and hard-hitting fleet of an admiral who knows when to take the initiative, hit quickly, and withdraw while enemy forces are still responding to the threat. - -Historically the Heron represented a movement in Domain Armada strategy from a heavy capital ship doctrine based on overwhelming firepower toward a focus on strike craft and support cruisers that enable sufficient firepower to be quickly focused on weak points, a strategic shift that would reverse itself as a natural reaction against tradition from each successive generation of Armada officers. This process was occurring once more in the cycles immediately preceding the fall of the gate system and, in something of a coup for the so-called “Cruiser Schoolâ€, the forward-thinking Altair Exotech won the Heron design contract over the traditional manufacturer of heavy Armada warships, Orion Shipyards. - +heron,SHIP,"The Heron provides the strategic and tactical mobility of a cruiser with potential firepower limited only by available strike-craft. It is the perfect accompaniment to the quick-moving and hard-hitting fleet of an admiral who knows when to take the initiative, hit quickly, and withdraw while enemy forces are still responding to the threat. + +Historically the Heron represented a movement in Domain Armada strategy from a heavy capital ship doctrine based on overwhelming firepower toward a focus on strike craft and support cruisers that enable sufficient firepower to be quickly focused on weak points, a strategic shift that would reverse itself as a natural reaction against tradition from each successive generation of Armada officers. This process was occurring once more in the cycles immediately preceding the fall of the gate system and, in something of a coup for the so-called “Cruiser School”, the forward-thinking Altair Exotech won the Heron design contract over the traditional manufacturer of heavy Armada warships, Orion Shipyards. + However the doctrinal shift embodied by the Heron was interrupted by the isolation of The Fall, and as such it is not often found in core Hegemony fleets (whose officers still cling to tradition). This hull has however found great popularity among the independent worlds, megacorporations, and mercenary forces of the Sector that tend to field leaner, faster fleets.",,,, -drover,SHIP,"The Drover is a hull designed by the ""Cruiser School""-dominated Domain Naval Procurement Committee to provide a strategically versatile (though tactically limited) fighter platform with low logistical overhead. - +drover,SHIP,"The Drover is a hull designed by the ""Cruiser School""-dominated Domain Naval Procurement Committee to provide a strategically versatile (though tactically limited) fighter platform with low logistical overhead. + The contract for design of the Drover was won by Orion Shipyards, the traditional Armada ship-builder, in an effort to recover lost market share from the newer naval producers. The result was the 'flying landing strip' maligned by Domain officers as a command more fitting for a logistics bureaucrat than a fighting ship-captain. Complaints in the lower ranks were used by the old ""Capital School"" faction to send the Drover back to committee, citing insufficient firepower for the ship class to meet standard guidelines (which did not account for the strike potential of new classes of fighters). Set up to take a fall for massive overspend, the committee simply ordered the installation of four small missile hardpoints. This met the firepower requirements handily and allowed the Drover programme to proceed with only minor alteration.",,,, -hermes,SHIP,"The Hermes is a small, dependable cargo hauler often converted for transport duty among poor frontier worlds. Its crew and passenger facilities are charitably described as ""robust"" but it manages to get the job done with remarkable consistency despite the primitive maintenance facilities it frequents. - +hermes,SHIP,"The Hermes is a small, dependable cargo hauler often converted for transport duty among poor frontier worlds. Its crew and passenger facilities are charitably described as ""robust"" but it manages to get the job done with remarkable consistency despite the primitive maintenance facilities it frequents. + Factory-spec, the Hermes is armed only for ""active collision avoidance"", but its turret system is often upgraded to achieve nearly full albeit light point-defense coverage that can destroy the stray missile while escaping from active combat zones. This firepower is meager compared to dedicated combat ships so only a mad or truly desperate captain would employ the Hermes in front line combat.",,,, ox,SHIP,"The Ox-class tug carries a drive field stabilizer that allows a fleet to reach a higher burn level. It's rare to see more than one or two of these in a fleet, however, due to prohibitive fuel consumption and high maintenance costs.",,,, dram,SHIP,A light tanker with enough fuel capacity to more than double the effective range of a small task force or convoy.,,,, @@ -453,14 +447,14 @@ vigilance,SHIP,"An excellent harasser and support frigate, the Vigilance-class h brawler,SHIP,"Typically deployed to beef up system police forces and port authority security, the Brawler-class frigate is a robust design which trades mobility (and comfort) for impressive firepower, armor, and a destroyer-grade power generator.",,,, tempest,SHIP,"An asymmetric, advanced design from the late Expansion Epoch, the Tempest-class is the quintessential attack frigate - fast, deadly and difficult to destroy.",,,, omen,SHIP,The Omen is rarely deployed due to the cost associated with maintaining such a technologically advanced ship. Its excellent shields and the EMP Emitter it carries make it a perfect escort for larger ships.,,,, -lasher,SHIP,"A favorite of pirates and private armies due to the ubiquity of the blueprints and its non-demanding support profile, Lasher-class frigates pack a respectable amount of ballistic firepower. - +lasher,SHIP,"A favorite of pirates and private armies due to the ubiquity of the blueprints and its non-demanding support profile, Lasher-class frigates pack a respectable amount of ballistic firepower. + Lasher captains are usually no-nonsense types who let their weapons do the talking, and pick through the debris of enemy ships as opposed to trying more diplomatic or covert means of getting the job done. More often than not, that job involves quickly and effectively striking at (or guarding) small or medium-sized trade convoys. The light fighter and frigate escorts usually found guarding such convoys are hardly a match for the hail of projectiles a Lasher can quickly unleash. If that does not get the job done, the Lasher has another nasty surprise in wait - two missile hardpoints, more often than not fitted with ""finisher"" types of missile, such as the Harpoon MRM.",,,, -mercury,SHIP,"One of the smallest ships in the Sector equipped with an on-board hyperdrive actuator, this class is typically used for safely transporting VIPs or couriers between star systems. - +mercury,SHIP,"One of the smallest ships in the Sector equipped with an on-board hyperdrive actuator, this class is typically used for safely transporting VIPs or couriers between star systems. + Although small, the Shuttle-class is outfitted for the comfort and security of its potential VIP passengers. It is rare to see one in combat; if a captain is unlucky enough to be in such a spot, one can quickly see why: most power systems on board are reserved for use by the life support, comfort and entertainment modules, installed to make sure that passengers do not get bored on long voyages.",,,, -hyperion,SHIP,"A bleeding-edge advanced gunship built around a unique phase teleportation system. The finicky integrated prototype power grid is tricky and expensive to maintain but delivers excellent flux and shield performance. The Hyperion was built to 'punch up', using tactical positioning to pick its fights then engage with a relatively heavy weapon loadout for its class, mounted at the expense of point defense capability. - +hyperion,SHIP,"A bleeding-edge advanced gunship built around a unique phase teleportation system. The finicky integrated prototype power grid is tricky and expensive to maintain but delivers excellent flux and shield performance. The Hyperion was built to 'punch up', using tactical positioning to pick its fights then engage with a relatively heavy weapon loadout for its class, mounted at the expense of point defense capability. + Considered a 'hangar queen', the Hyperion is scorned by quartermasters yet prized by Tri-Tachyon fleet directors who admire the purity of the ambition which can be felt throughout its design and application.",,,, hound,SHIP,"An old but durable hull class that lacks a shield generator, this frigate is sometimes used to ferry cargo instead of for combat duty. A lucky or gifted officer could make his fortune given the chance to captain one.",,,, wolf,SHIP,"A technologically advanced frigate with an efficient shield generator and an impressive weapons package that allows it to punch far above its weight. These same characteristics mean its frigate-grade power core struggles to keep up, making careful flux management a priority.",,,, @@ -481,104 +475,107 @@ hoplon,SHIP,"The Khopesh can deliver an accurate and devastating rocket barrage claw,SHIP,"Nimble and equipped with a low-grade shield generator, the Claw is primarily a support fighter. The EMP damage it deals is temporarily crippling to poorly-shielded targets, but it's incapable of dealing much permanent damage on its own.",,,, drone_borer,SHIP,"Slow and not very sturdy, this combat-modified mining drone is nonetheless capable of keeping hostiles off its mothership for a time. Fielded in numbers, it can even present a credible threat to smaller combat ships.",,,, drone_terminator,SHIP,"A point-defense drone built around the dreaded Terminator Core target analyzer, which finds transient weak points on missiles and fighters with unerring precision. Rumors about the core's AI intermittently exceeding the generally-allowed delta level during complex combat situations remain unproven.",,,, -doom,SHIP,"Designed when phase technology was generally unknown and phase detectors were not a standard of every sensor package, this cruiser has lost the advantage of surprise - but retains a dangerous and flexible weapons loadout. - +doom,SHIP,"Designed when phase technology was generally unknown and phase detectors were not a standard of every sensor package, this cruiser has lost the advantage of surprise - but retains a dangerous and flexible weapons loadout. + Certain unnerving psychological phenomena have been reported by sensitive crew members after enduring many rapid phase-shifts in combat conditions. Domain Navy reports on the subject were never declassified and are thought to have been lost since the Collapse.",,,, shade,SHIP,"The smallest phase ship operated in the Sector, the Shade-class is often used as a scout for larger fleets. In battle, it is valued by fleet admirals for its ability to disable enemy ships with its EMP emitter.",,,, afflictor,SHIP,A dangerous and swift phase frigate with a weapons loadout that is powerful enough to bring down much heavier ships. The Afflictor possesses a device which exploits a unique modification of its integrated phase coil array to project a field of anomalously amplified entropy. This effects a devastating increase in destructive instability in delicate or finely tuned systems when the targeted vessel experiences chaotic high-energy events ie. combat damage. Everything that can possibly go wrong does.,,,, -harbinger,SHIP,"A deadly phase destroyer feared and scorned by those crews who have suffered the misfortune of facing it in battle. The Harbinger possesses a device which allows it to briefly disable enemy ships, creating openings that it - or its allies - can exploit. - +harbinger,SHIP,"A deadly phase destroyer feared and scorned by those crews who have suffered the misfortune of facing it in battle. The Harbinger possesses a device which allows it to briefly disable enemy ships, creating openings that it - or its allies - can exploit. + ""The Tri-Tachyon Corporation denies allegations of ongoing involvement in phasing experiments, much less the - and I quote - 'clandestine development and operation of phase warships' which would of course be in direct violation of the Treaty of Thule. It is Company policy to pursue full persecution of individuals, mercantile bodies, spiritual clades, and any registered polities committing gross and flagrant defamation to the full extent of local jurisdictional power as per the Sector Commercial Accords of Cycle 32 AC. Our legal team will be in touch.""",,,, -gremlin,SHIP,"This ancient phase prototype rig was never intended for mass production, yet someone managed to extract its reverse-engineered blueprints from the firmware of a nanoforge. The resulting skeleton of hull is given standard armor cladding, the merest nod of a life-support module, and as many missiles as can be crammed into the remaining voids. - +gremlin,SHIP,"This ancient phase prototype rig was never intended for mass production, yet someone managed to extract its reverse-engineered blueprints from the firmware of a nanoforge. The resulting skeleton of hull is given standard armor cladding, the merest nod of a life-support module, and as many missiles as can be crammed into the remaining voids. + The Gremlin, as it became known, is hated by its crew who suffer not only the dubious honor of a close-in strike role but also the disturbing wash of the prototype phase coil. Substance abuse is ubiquitous. An awful little ship.",,,, -bastillon,SHIP,"Although automated machines of war were forbidden in core Domain space, war drones were quietly employed outside of officially incorporated volume. Frontier garrisons were often bolstered by drone ships, and they were deployed liberally against rebellious worlds to tip the terrible balance of attrition, setting the industrial might of the Domain versus the lives of 'freedom fighters'. - +bastillon,SHIP,"Although automated machines of war were forbidden in core Domain space, war drones were quietly employed outside of officially incorporated volume. Frontier garrisons were often bolstered by drone ships, and they were deployed liberally against rebellious worlds to tip the terrible balance of attrition, setting the industrial might of the Domain versus the lives of 'freedom fighters'. + The Bastillon was a hopeful project of Mbaye-Gogol to up-size its popular ""Defender""-class specialized point-defense war drone. It is bigger, tougher, more heavily armed - and rather more lucrative per-unit to the MGA bottom-line.",,,, -berserker,SHIP,"Although automated machines of war were forbidden in core Domain space, war drones were quietly employed outside of officially incorporated volume. Frontier garrisons were often bolstered by drone ships, and they were deployed liberally against rebellious worlds to tip the terrible balance of attrition, setting the industrial might of the Domain versus the lives of 'freedom fighters'. - +berserker,SHIP,"Although automated machines of war were forbidden in core Domain space, war drones were quietly employed outside of officially incorporated volume. Frontier garrisons were often bolstered by drone ships, and they were deployed liberally against rebellious worlds to tip the terrible balance of attrition, setting the industrial might of the Domain versus the lives of 'freedom fighters'. + The Berserker is a considerably up-sized, up-armed, and up-armored cousin of the Warden-class for use against heavier opposition. As an automated drone the Berserker's combat algorithms make little consideration for its own survival, instead pursuing and attacking its target relentlessly until either it or the target is destroyed.",,,, -defender,SHIP,"Although automated machines of war were forbidden in core Domain space, war drones were quietly employed outside of officially incorporated volume. Frontier garrisons were often bolstered by drone ships, and they were deployed liberally against rebellious worlds to tip the terrible balance of attrition, setting the industrial might of the Domain versus the lives of 'freedom fighters'. - +defender,SHIP,"Although automated machines of war were forbidden in core Domain space, war drones were quietly employed outside of officially incorporated volume. Frontier garrisons were often bolstered by drone ships, and they were deployed liberally against rebellious worlds to tip the terrible balance of attrition, setting the industrial might of the Domain versus the lives of 'freedom fighters'. + The Defender was one of the most commonly seen war drones used by the Domain as it was deployed to harden frontier convoys and vulnerable outposts in a point defense role.",,,, -sentry,SHIP,"Although automated machines of war were forbidden in core Domain space, war drones were quietly employed outside of officially incorporated volume. Frontier garrisons were often bolstered by drone ships, and they were deployed liberally against rebellious worlds to tip the terrible balance of attrition, setting the industrial might of the Domain versus the lives of 'freedom fighters'. - +sentry,SHIP,"Although automated machines of war were forbidden in core Domain space, war drones were quietly employed outside of officially incorporated volume. Frontier garrisons were often bolstered by drone ships, and they were deployed liberally against rebellious worlds to tip the terrible balance of attrition, setting the industrial might of the Domain versus the lives of 'freedom fighters'. + The Sentry war drone is packed with missiles and provided cheap, automated fire support to thinly-stretched frontier patrols.",,,, -warden,SHIP,"Although automated machines of war were forbidden in core Domain space, war drones were quietly employed outside of officially incorporated volume. Frontier garrisons were often bolstered by drone ships, and they were deployed liberally against rebellious worlds to tip the terrible balance of attrition, setting the industrial might of the Domain versus the lives of 'freedom fighters'. - +warden,SHIP,"Although automated machines of war were forbidden in core Domain space, war drones were quietly employed outside of officially incorporated volume. Frontier garrisons were often bolstered by drone ships, and they were deployed liberally against rebellious worlds to tip the terrible balance of attrition, setting the industrial might of the Domain versus the lives of 'freedom fighters'. + The Warden was feared and hated by pirates on the frontier of the Domain for the relatively heavy firepower it would unleash upon unshielded craft. Often denigrated in Luddic propaganda as a ""murdering machine"" for the merciless aggression it displayed when activated.",,,, -picket,SHIP,"Although automated machines of war were forbidden in core Domain space, war drones were quietly employed outside of officially incorporated volume. Frontier garrisons were often bolstered by drone ships, and they were deployed liberally against rebellious worlds to tip the terrible balance of attrition, setting the industrial might of the Domain versus the lives of 'freedom fighters'. - +picket,SHIP,"Although automated machines of war were forbidden in core Domain space, war drones were quietly employed outside of officially incorporated volume. Frontier garrisons were often bolstered by drone ships, and they were deployed liberally against rebellious worlds to tip the terrible balance of attrition, setting the industrial might of the Domain versus the lives of 'freedom fighters'. + Numerous vulnerabilities leave the Picket-class drone easy to underestimate, but woe to the captain who commits this error. If the Picket is allowed to follow its programming to close aggressively with its target, it will unleash shockingly dense volume of light-caliber fire to rip apart unarmored hulls.",,,, -rampart,SHIP,"Although automated machines of war were forbidden in core Domain space, war drones were quietly employed outside of officially incorporated volume. Frontier garrisons were often bolstered by drone ships, and they were deployed liberally against rebellious worlds to tip the terrible balance of attrition, setting the industrial might of the Domain versus the lives of 'freedom fighters'. - +rampart,SHIP,"Although automated machines of war were forbidden in core Domain space, war drones were quietly employed outside of officially incorporated volume. Frontier garrisons were often bolstered by drone ships, and they were deployed liberally against rebellious worlds to tip the terrible balance of attrition, setting the industrial might of the Domain versus the lives of 'freedom fighters'. + Little more than an artillery platform with engines, the Rampart was attached to drone units to provide the heavy firepower necessary to meet cruiser and capital class hulls in the line of combat or to crack armored orbital fortresses. In either role, heavy losses were anticipated, so the Rampart was designed with highly modular components which allowed badly damaged hulls to be rapidly cannibalized to repair lightly damaged hulls up to combat capacity without the need for shipyard facilities.",,,, -guardian,SHIP,"Although automated machines of war were forbidden in core Domain space, war drones were quietly employed outside of officially incorporated volume. Nothing like this, however, could possibly have been deployed by the Domain drone armadas. - +guardian,SHIP,"Although automated machines of war were forbidden in core Domain space, war drones were quietly employed outside of officially incorporated volume. Nothing like this, however, could possibly have been deployed by the Domain drone armadas. + There are elements of standard droneships within the hull structure, but they are covered by malevolently angled glacises and illogical tangles of conduit. Surely this monstrous vessel is the product of some deranged Domain naval architect, or a production chip corrupted by exposure to kilolights of faulty drive field?",,,, -ziggurat,SHIP,"A plaque on the bridge declares this ship class to be the result of ""Project Ziggurat"". It appears to be built on technology created in a Tri-Tachyon prototype lab unknown to the Persean Sector at-large. In addition to advanced conventional loadout, there are certain one-off components of exotic manufacture - it is possible to reverse-engineer undamaged examples and produce replacements, but the underlying operating principles do not resemble any known Domain technology and thus remain a mystery. - +ziggurat,SHIP,"A plaque on the bridge declares this ship class to be the result of ""Project Ziggurat"". It appears to be built on technology created in a Tri-Tachyon prototype lab unknown to the Persean Sector at-large. In addition to advanced conventional loadout, there are certain one-off components of exotic manufacture - it is possible to reverse-engineer undamaged examples and produce replacements, but the underlying operating principles do not resemble any known Domain technology and thus remain a mystery. + The Ziggurat-class ship once had a human crew; or, at least, was intended to be crewed by humans. No sign of them remains as physical evidence or in databanks. Even the cleanest Hegemony warship will have some initials and a rude word or two about the CO scratched behind a maintenance hatch. Here, nothing.",Unidentified Vessel,Target profile resembles a phase-enabled hull on a theoretically impossible scale; likely highly unstable. Sensors indicate capital-equivalent weapon loadout in addition to anomalous readings suggesting one or more unknown technology systems. Tactical analysis adjunct cannot determine role of unknown technology. Extreme caution advised.,, supplies,RESOURCE,"Assorted supplies required by ships and crew, ranging from rations and uniforms to munitions, spare parts, microfab feedstock, and prefab components.",,,, fuel,RESOURCE,Standard starship fuel on which interstellar civilization relies. Composed of antimatter trapped in fullerene shells mixed in a semi-stable foam with heavy isotopes of hydrogen. Fairly safe.,,,, crew,RESOURCE,Skilled personnel experienced in the maintenance and day-to-day operation of spaceships and smaller ground-based installations.,,,, marines,RESOURCE,"Heavily armed and equipped with powered armor, marines specialize in planetside operations such as raids.",,,, -alpha_core,RESOURCE,"An alpha-level AI core is capable of excelling at any task. Assigning one to run a colony-wide industry brings benefits well beyond the capacity of human leadership, and there are even rumors of alpha cores surreptitiously assigned to govern entire worlds. - -Selling AI cores on the open market is prohibited by most factions. However, higher-up faction representatives are often willing to exchange AI cores for large sums of cash when communicated with directly, though their reasons for doing so may vary. - -The alpha-level AI core is the physical soul of a fearsome alien intelligence. An alpha can create art which perfectly simulates human pathos, plausibly debate any philosophical position, and form what appear to be deep and meaningful bonds with human beings. Alphas have been known to perform elaborate 'jokes' built over years which can only be appreciated due to the intention that a particular human subject become cognitive of the whole at a specific time and context. - +alpha_core,RESOURCE,"An alpha-level AI core is capable of excelling at any task. Assigning one to run a colony-wide industry brings benefits well beyond the capacity of human leadership, and there are even rumors of alpha cores surreptitiously assigned to govern entire worlds. + +Selling AI cores on the open market is prohibited by most factions. However, higher-up faction representatives are often willing to exchange AI cores for large sums of cash when communicated with directly, though their reasons for doing so may vary. + +The alpha-level AI core is the physical soul of a fearsome alien intelligence. An alpha can create art which perfectly simulates human pathos, plausibly debate any philosophical position, and form what appear to be deep and meaningful bonds with human beings. Alphas have been known to perform elaborate 'jokes' built over years which can only be appreciated due to the intention that a particular human subject become cognitive of the whole at a specific time and context. + Although the locus of vast material and intellectual investment, alphas terrified Domain strategic planners. Like all AI, each alpha was watched, controlled, and ruthlessly eliminated at the first sign of disloyalty. The Hegemony carries on these policies with even greater fervor.",,,, -beta_core,RESOURCE,"A beta-level AI core is capable of ably supporting most human endeavors, matching not-quite-human performance with its prodigious computational ability. Assigning a beta to aid human overseers in administering a colony-wide industry brings significant benefits. - -Selling AI cores on the open market is prohibited by most factions. However, higher-up faction representatives are often willing to exchange AI cores for large sums of cash when communicated with directly, though their reasons for doing so may vary. - +beta_core,RESOURCE,"A beta-level AI core is capable of ably supporting most human endeavors, matching not-quite-human performance with its prodigious computational ability. Assigning a beta to aid human overseers in administering a colony-wide industry brings significant benefits. + +Selling AI cores on the open market is prohibited by most factions. However, higher-up faction representatives are often willing to exchange AI cores for large sums of cash when communicated with directly, though their reasons for doing so may vary. + A beta-level AI core can easily pass for human, given anonymized communications protocols, and will readily and ably lie if deception is required to perform a given task. The beta employs cognitive modeling of human actors to anticipate reactions and emotional responses, though it is difficult to describe exactly what, if anything, the beta feels. Records on the subject are patchy and contradictory; a popular theory is that a beta will model a new personality for each human it comes into contact with.",,,, -gamma_core,RESOURCE,"A gamma-level AI core is capable of supporting most human endeavors, making up for a lack of creativity and problem-solving ability with prodigious computational prowess. Assigning a gamma to aid human overseers in administering a colony-wide industry brings significant benefits. - -Selling AI cores on the open market is prohibited by most factions. However, higher-up faction representatives are often willing to exchange AI cores for large sums of cash when communicated with directly, though their reasons for doing so may vary. - +gamma_core,RESOURCE,"A gamma-level AI core is capable of supporting most human endeavors, making up for a lack of creativity and problem-solving ability with prodigious computational prowess. Assigning a gamma to aid human overseers in administering a colony-wide industry brings significant benefits. + +Selling AI cores on the open market is prohibited by most factions. However, higher-up faction representatives are often willing to exchange AI cores for large sums of cash when communicated with directly, though their reasons for doing so may vary. + A rare and valuable independent AI core, the gamma-level is the lowest tier core considered to be truly intelligent under Domain-era AI protocols. A gamma core will employ remarkable judgment and reasoning when assigned to straightforward tasks while using its savant-like data processing abilities to far exceed any individual human's abilities. It is relatively uncreative in problem-solving however, preferring to fall back upon direct, unsophisticated means.",,,, orbital_dockyard,CUSTOM,"An orbital dockyard, with enormous gantries and other equipment required for ship construction or extensive modifications. Largely open to space.",,,, pk_orbital_dockyard,CUSTOM,"An orbital dockyard, with enormous gantries and other equipment required for ship construction or extensive modifications. This one bears the signs of hasty and temporary construction. Largely open to space.",,,, station_mining_remnant,CUSTOM,"An abandoned mining station, once a source of wealth and industry to feed the worlds and works of humanity. A cursory scan indicates that it has been cold and dead for tens of cycles at the very least, possibly hundreds. Closer inspection may yield salvage.",,,, +station_mining_automated,CUSTOM,An automated mining station. Long range scans reveal an ancient design used by the Domain to extract resources for infrastructure projects with little regard for short-term externalities. This station appears to have been idle for hundreds of cycles. Close inspection may yield salvage.,,,, +limbo_wormhole_cache,CUSTOM,"A huge cache structure, the faces of its external hull are scarred by countless cycles of space weathering. It appears outwardly intact and its dark hangars and stores are large enough to hide an enormous treasure - or a fleet of moderate size.",,,, +limbo_hades,CUSTOM,"A lonely rocky-metallic husk-world, its shattered landscape is a rich accounting of ancient violence. Kilometers-deep chasms rive the surface and craters pit cold lava-fields in the shadow of the black boils of dead volcanoes. No significant ecology and only trace atmosphere, likely rich in valuable metallic and heavy elements.",,"It doesn't take a detailed survey to ascertain that this is a planet rich in transplutonic ore: the remains of a crude, automated mining-refining operation sprawl like an uncontrolled growth across the surface. It is withered now, the fusion reactors left cold, hundreds of autoforged kiloton teleminer units like dead beetles seemingly swept into drifts by a titanic wind.",, station_research_remnant,CUSTOM,"An abandoned research station, built either to study some interesting local phenomenon or to study that which is best kept far, far away from inhabited worlds. A cursory scan indicates that it has been cold and dead for tens of cycles at the very least, possibly hundreds. Closer inspection may yield salvage.",,,, orbital_habitat_abandoned,CUSTOM,"An abandoned orbital habitat. A cursory scan indicates that it has been cold and dead for tens of cycles at the very least, possibly hundreds. Closer inspection may yield salvage.",,,, makeshift_station,CUSTOM,"A makeshift station, serving as a meeting place, base of operations, and a home to a fairly significant semi-permanent population.",,,, derelict_ship,CUSTOM,This ship is adrift and powered down. Closer inspection may yield salvage or a recovery operation.,,,, mission_location,CUSTOM,A location at the coordinates specified in your mission log.,,,, sensor_ghost,CUSTOM,"Unidentified sensor contact. If it's a fleet, it's running with its transponder turned off.",,,, -avoid,ACTION_TOOLTIP,"Order your fleet to avoid this enemy if at all possible. - +avoid,ACTION_TOOLTIP,"Order your fleet to avoid this enemy if at all possible. + No ships will be assigned automatically. Any ships explicitly assigned will engage the enemy.",Avoid,,, -capture,ACTION_TOOLTIP,"Order your fleet to capture this objective. - -Enough ships will be assigned to match enemy forces in the vicinity. - +capture,ACTION_TOOLTIP,"Order your fleet to capture this objective. + +Enough ships will be assigned to match enemy forces in the vicinity. + Once the objective is secured, this assignment will change to ""Control"".",Capture,,, -control,ACTION_TOOLTIP,"Order your fleet to retain control of this objective. - -Enough ships will be assigned to match enemy forces in the vicinity, but no ships will be assigned if there is no enemy presence. - +control,ACTION_TOOLTIP,"Order your fleet to retain control of this objective. + +Enough ships will be assigned to match enemy forces in the vicinity, but no ships will be assigned if there is no enemy presence. + If the objective is lost, this assignment changes to ""Capture"".",Control,,, -assault,ACTION_TOOLTIP,"Order your fleet to assault this objective. - -A significant number of ships will be assigned regardless of whether there are any enemy ships in the vicinity. - +assault,ACTION_TOOLTIP,"Order your fleet to assault this objective. + +A significant number of ships will be assigned regardless of whether there are any enemy ships in the vicinity. + Once the objective is secured, this assignment will change to ""Defend"".",Assault,,, engage,ACTION_TOOLTIP,"Order your fleet to engage the target and any nearby enemy ships, without exposing themselves to undue danger.",Engage,,, -defend,ACTION_TOOLTIP,"Order your fleet to defend this location or ship. - -A significant number of ships will be assigned regardless of whether there are any enemy ships in the vicinity. - +defend,ACTION_TOOLTIP,"Order your fleet to defend this location or ship. + +A significant number of ships will be assigned regardless of whether there are any enemy ships in the vicinity. + If this location is an objective and is lost, this assignment will change to ""Assault"".",Defend,,, civilian_rally,ACTION_TOOLTIP,"Order all civilian craft such as freighters, tankers, and transports to gather at the designated location.",Rally Civilian Craft,,, -rally_task_force,ACTION_TOOLTIP,"Order a custom group of ships to gather at this location. - +rally_task_force,ACTION_TOOLTIP,"Order a custom group of ships to gather at this location. + No ships will be assigned automatically; only ships that receive direct orders to carry out this assignment will do so.",Rally Task Force,,, -strike_base,ACTION_TOOLTIP,"Order bombers, torpedo bombers, and support fighters to gather at this location. - +strike_base,ACTION_TOOLTIP,"Order bombers, torpedo bombers, and support fighters to gather at this location. + All bombers on strike assignments will route through the nearest strike force waypoint before proceeding to the target. Bombers will also rendezvous here until the wing is at full strength, if carriers are on the field.",Rally Strike Force,,, rally_fighters,ACTION_TOOLTIP,Order fighters to meet at this location while waiting for lost fighters to be replaced by a carrier.,Fighter Rendezvous,,, carrier_base,ACTION_TOOLTIP,Order a carrier to maintain position at the designated location.,Rally Carrier,,, @@ -587,38 +584,38 @@ show_video,ACTION_TOOLTIP,Show a live video feed from the selected ship.,Show Vi more_info,ACTION_TOOLTIP,Show detailed information about the selected entity.,More Info,,, remove_waypoint,ACTION_TOOLTIP,Remove the currently selected waypoint and related assignments.,Remove Waypoint,,, recon,ACTION_TOOLTIP,Order a frigate or a fighter wing to scout the waypoint.,Recon,,, -full_escort,ACTION_TOOLTIP,"Order up to 4 frigates, 2 destroyers, or a cruiser and some lighter craft to escort the target, depending on what ships are available. - +full_escort,ACTION_TOOLTIP,"Order up to 4 frigates, 2 destroyers, or a cruiser and some lighter craft to escort the target, depending on what ships are available. + Only ships that are capable of keeping up with the target are assigned.",Heavy Escort,,, -light_escort,ACTION_TOOLTIP,"Order a single frigate to escort the target. - +light_escort,ACTION_TOOLTIP,"Order a single frigate to escort the target. + Only ships that are capable of keeping up with the target are assigned.",Light Escort,,, -destroyer_escort,ACTION_TOOLTIP,"Order a pair of frigates or a destroyer to escort the target. - +destroyer_escort,ACTION_TOOLTIP,"Order a pair of frigates or a destroyer to escort the target. + Only ships that are capable of keeping up with the target are assigned.",Medium Escort,,, -repair_and_refit,ACTION_TOOLTIP,"Order this fighter wing to go back to the nearest carrier for repairs. - +repair_and_refit,ACTION_TOOLTIP,"Order this fighter wing to go back to the nearest carrier for repairs. + Destroyed fighters will be replaced and the weapons of all fighters will be reloaded.",Repair & Refit,,, search_and_destroy,ACTION_TOOLTIP,"Order the selected ship to engage enemy targets at its discretion, instead of being assigned to specific tasks.",Search & Destroy,,, -retreat,ACTION_TOOLTIP,"Order the selected ship to retreat from battle while defending itself. - +retreat,ACTION_TOOLTIP,"Order the selected ship to retreat from battle while defending itself. + Does not require a command point or open the command frequency if the ship is out of peak time and is losing combat readiness.",Retreat,,, -direct_retreat,ACTION_TOOLTIP,"Order the selected ship to retreat from battle at best speed. - +direct_retreat,ACTION_TOOLTIP,"Order the selected ship to retreat from battle at best speed. + Does not require a command point or open the command frequency if the ship is out of peak time and is losing combat readiness.",Direct Retreat,,, -transfer_command,ACTION_TOOLTIP,"Transfer yourself and your staff to another ship. - +transfer_command,ACTION_TOOLTIP,"Transfer yourself and your staff to another ship. + You'll be able to take control of it once the command shuttle reaches its destination.",Transfer Command,,, -strike,ACTION_TOOLTIP,"Order fighters to attack this ship. Carriers assigned to this task will send their fighters to attack it and will attempt to stay within fighter range, but will otherwise maneuver and choose their own non-fighter targets independently. - +strike,ACTION_TOOLTIP,"Order fighters to attack this ship. Carriers assigned to this task will send their fighters to attack it and will attempt to stay within fighter range, but will otherwise maneuver and choose their own non-fighter targets independently. + Other types of ships given this assignment will try to attack the targeted ship regardless of the tactical situation, exposing themselves to greater risk, as if given the ""Eliminate"" command.",Fighter Strike,,, harass,ACTION_TOOLTIP,Order a single frigate to harass this ship while staying out of its weapon range.,Harass,,, intercept,ACTION_TOOLTIP,"Order your fleet to launch a dedicated attack on this ship. Ships given this assignment will try to attack the targeted ship regardless of the tactical situation, exposing themselves to greater risk.",Eliminate,,, target,ACTION_TOOLTIP,Target the selected enemy ship or fighter wing leader.,Set as Target,,, assign_task,ACTION_TOOLTIP,Override the chain of command to personally give one of your ships or fighter wings a specific assignment.,Assign Task...,,, rescind,ACTION_TOOLTIP,Countermand the selected ship or fighter wing's direct orders and let it be assigned to tasks automatically.,Rescind Orders,,, -cancel_assignment,ACTION_TOOLTIP,"Cancel the selected assignment. Ships and fighter wings currently carrying it out will be automatically reassigned to other duties. - +cancel_assignment,ACTION_TOOLTIP,"Cancel the selected assignment. Ships and fighter wings currently carrying it out will be automatically reassigned to other duties. + If the selection is a waypoint, it will also be removed.",Cancel Assignment,,, autopilot,ACTION_TOOLTIP,"Enable autopilot. Your flagship will navigate and fight automatically and will be assigned tasks as appropriate, along with the rest of your fleet.",Toggle Autopilot,,, ,,,,,, @@ -631,6 +628,7 @@ ice_giant,PLANET,"A giant planet composed primarily of water, ammonia and methan lava,PLANET,"A geologically unstable planet without a permanently formed crust. Glowing fissures and active volcanoes litter the surface, the magma they spew forth combining to form flows that travel hundreds of kilometers across the charred surface.",,,, frozen,PLANET,"Water or ammonia ice is the primary surface feature of this world. Below the surface, there may be a liquid ocean or a rocky crust.",,,, barren,PLANET,Radiation from the nearby star ravages the surface of this world due to the lack of an atmospheric ozone layer. No significant geological activity. No indigenous life forms.,,,, +barren_deep_space,PLANET,A barren rock hurtling through space. No atmosphere and no significant geological activity.,,,, toxic,PLANET,"Carbon and sulphur dioxide gases dominate the atmosphere of this world, making it toxic to all known life. In addition, the gases create a runaway greenhouse effect that increases surface temperature and atmospheric pressures to extremely high levels.",,,, jungle,PLANET,"A lush and verdant biosphere sits on the surface of this water-rich world. Warm air and water currents permeate the planet's biosphere, leading to perfect conditions for flora and fauna at all latitudes.",,,, terran,PLANET,"A geologically stable world with a nitrogen-oxygen atmosphere, a magnetic field and ample amounts of liquid water. The axis of rotation creates mild seasons. This type of planet is named for the reputed ancestral home of all human beings in the galaxy.",,,, @@ -642,7 +640,7 @@ arid,PLANET,"An inhospitable, dry world that has a much smaller percentage of wa tundra,PLANET,"A terran-extreme variant world with a nitrogen-oxygen atmosphere maintained by a relatively subdued biosphere that exists largely within the oceans that undergo periodic thaw periods. The surface is very cold indeed, but it is human-viable if precautions are observed. Carbon dioxide may freeze out of the atmosphere at the poles during the local winter.",,,, cryovolcanic,PLANET,"A frozen wasteland covered with volcanoes that erupt ammonia or more rarely, water instead of magma.",,,, rocky_metallic,PLANET,"A rocky-metallic husk-world, its shattered landscape is a record of a violent history. Kilometers-deep chasms rive the surface and craters pit lava-fields beneath inert volcanoes that dwarf any of those on Old Earth. Planets like this are valued for mining operations. There is no significant ecology and only trace atmosphere.",,,, -planet_sindria,CUSTOM,"Capital of the Sindrian Diktat and home to millions of citizens living in underground hive-cities. Centuries of mining has wormed through the crust of Sindria while recent autarky programs have fostered a crude base of heavy industry. Vast energies captured by a series of solar arrays launched from subsurface mass drivers are used to power one of the Sector’s few AM fuel production facilities where antimatter is created via hellish physics, then trapped in fullerene shells carefully mixed with heavy hydrogens and actinides into the relatively stable fuel pellets on which interstellar civilization relies.",,"This world’s battered crust of cyclopean debris criss-crossed by kilometers-deep pits and chasms is bombarded with intense radiation on the day side, so habitats and industrial facilities must be built deep beneath the surface. The population of Sindria is concentrated in a handful of hive-cities where living conditions for most are poor and civil law harsh. A desperate underclass lives beneath those who are lucky enough to have found positions in the state bureaucracy and intelligence services. Infrastructure has never kept up with the population crisis of massive refugee immigration during the Askonia Crisis as resources have been concentrated on industry and military power.",, +planet_sindria,CUSTOM,"Capital of the Sindrian Diktat and home to millions of citizens living in underground hive-cities. Centuries of mining has wormed through the crust of Sindria while recent autarky programs have fostered a crude base of heavy industry. Vast energies captured by a series of solar arrays launched from subsurface mass drivers are used to power one of the Sector’s few AM fuel production facilities where antimatter is created via hellish physics, then trapped in fullerene shells carefully mixed with heavy hydrogens and actinides into the relatively stable fuel pellets on which interstellar civilization relies.",,"This world’s battered crust of cyclopean debris criss-crossed by kilometers-deep pits and chasms is bombarded with intense radiation on the day side, so habitats and industrial facilities must be built deep beneath the surface. The population of Sindria is concentrated in a handful of hive-cities where living conditions for most are poor and civil law harsh. A desperate underclass lives beneath those who are lucky enough to have found positions in the state bureaucracy or miltech incorporates. Infrastructure has never kept up with the population crisis of massive refugee immigration during the Askonia Crisis as resources have been concentrated on industry and military power.",, planet_salus,CUSTOM,"A gas giant world of immense mass, the crushingly-deep atmosphere is coloured by abundant ammonia and sulphide compounds. Vast electrical storms can sometimes be seen on the night-side of this world. Salus is somewhat smaller and has relatively sedate radiation fields compared to those of Jupiter of Old Earth's system.",,,, rocky_unstable,PLANET,"An unstable world rocked by quakes and eruptions. Where the surface is not covered by seas of cooled lava, it is dominated by rough peaks and scattered supervolcanoes which eject toxic gases to form a tenuous and corrosive atmosphere. This is not a place welcoming to any kind of permanent settlement.",,,, planet_cruor,CUSTOM,"Cruor will always be a backwater due to its protean surface, broken and re-broken by the tidal forces of Salus. Under Diktat rule, Cruor is a world of temporary mining and prison operations. The free population is made of contractors and technicians from Volturn seeking their fortune off-world. Desperately bored workers burn their wages by partaking of the myriad vices provided by a lively black market quietly tolerated by the Diktat governor. ",,"The world's crust is squeezed and cracked by the powerful tidal forces of Salus, causing regular quakes and eruptions. Abundant geysers of volatile gases maintain a thin, toxic atmosphere and combine with iron compounds to give Cruor its sanguine colouration. Tracked rigs roam the more stable surface provinces, ripping out rare or merely convenient ores for export while corroding ruins of machines can occasionally be seen amidst the scars of strip-mining. Dark rumors circulate about the conditions of mobile labor camps operated by Diktat Intelligence.",, @@ -662,19 +660,22 @@ star_red_supergiant,PLANET,"A supergiant star in a late phase of its mayfly-shor star_red_giant,PLANET,"A low-to-medium mass star in a late phase of stellar evolution, a red giant has exhausted the supply of hydrogen in its core and switched to hydrogen fusion in a shell around the now-helium core instead. While the star itself is huge, the outer envelope has a lower temperature, giving the star its characteristic hue.",,,, star_red_dwarf,PLANET,"A class M main sequence star, small and exceedingly common. These relatively cool stars often mass only a fraction of Old Earth's sun. ",,,, star_white,PLANET,"The beginning of the end for most stars, the white dwarf was once a red giant not massive enough to fuse carbon. Extremely dense and slowly radiating away its heat as it no longer undergoes fusion reactions, its volume is supported against gravitational collapse only by electron degeneracy pressure. ",,,, -entropyamplifier,SHIP_SYSTEM,"Temporarily increases the damage taken by the target ship. Generates a significant amount of flux when used. - +drone_station_lt,SHIP_SYSTEM,A ring of defense drones around the station.,,A ring of defense drones around the stattion.,, +drone_station_mid,SHIP_SYSTEM,A ring of defense drones around the station.,,A ring of defense drones around the stattion.,, +drone_station_high,SHIP_SYSTEM,A ring of defense drones around the station.,,A ring of defense drones around the stattion.,, +entropyamplifier,SHIP_SYSTEM,"Temporarily increases the damage taken by the target ship. Generates a significant amount of flux when used. + The duration of the effect is in the reference frame of the source ship; if it phases or otherwise experiences an altered time rate, the duration of the effect will be likewise affected for outside observers.",Offensive,Increases the damage taken by the target ship. Generates a significant amount of flux when used.,, -interdictor,SHIP_SYSTEM,"Interferes with the target ship's drive field, disabling some engines. - +interdictor,SHIP_SYSTEM,"Interferes with the target ship's drive field, disabling some engines. + Generally does not cause a flameout when used against a ship with its engines fully operational, but may do so depending on the engine configuration, as it will always knock out at least one active engine.",Offensive,"Interferes with the target ship's drive field, disabling some engines.",, mine_strike,SHIP_SYSTEM,Teleports a heavy phase mine to the target area. The mine will slowly track nearby enemy ships and explodes a few seconds after its proximity trigger is activated. Can be used while phased.,Offensive,Teleports a heavy proximity mine to the target area. Can be used while phased.,, mote_control,SHIP_SYSTEM,Energy motes deal heavy EMP damage to ships and obliterate fighters and missiles. Using the system creates a temporary attractor point for the motes. The motes automatically target nearby missiles and fighters unless an attractor point is set on an enemy ship.,Special,Energy motes deal heavy EMP damage to ships and obliterate fighters and missiles.,, -acausaldisruptor,SHIP_SYSTEM,"Briefly overloads a nearby enemy ship. - +acausaldisruptor,SHIP_SYSTEM,"Briefly overloads a nearby enemy ship. + Exploits weakly acausal principles poorly understood even before the Collapse. In the present day, the effects may as well be magic.",Offensive,Briefly overloads a nearby enemy ship.,, -temporalshell,SHIP_SYSTEM,"Speeds up the flow of time on board the ship. Generates a significant amount of flux when used. - +temporalshell,SHIP_SYSTEM,"Speeds up the flow of time on board the ship. Generates a significant amount of flux when used. + Research on prolonged exposure to the effect was described as 'worrying' and quietly halted.",Special,Speeds up the flow of time on board the ship. Generates a significant amount of flux when used.,, damper,SHIP_SYSTEM,Briefly activates an energy field that mitigates incoming damage at the cost of disabling weapons and shields.,Defensive,Briefly activates an energy field that mitigates incoming damage at the cost of disabling weapons and shields.,, damper_omega,SHIP_SYSTEM,"Briefly activates an entropy-dampening field that halves all damage taken and all flux generated, and rapidly repairs all disabled engines and weapons. Disables shields.",Defensive,"Briefly activates an entropy-dampening field that halves all damage taken and all flux generated, and rapidly repairs all disabled engines and weapons. Disables shields.",, @@ -703,18 +704,18 @@ drone_pd_x2,SHIP_SYSTEM,Deploys several defensive drones armed with light machin drone_borer,SHIP_SYSTEM,Deploys several combat-modified mining drones. The drones are highly autonomous and capable of operating far from the mothership.,Drones (low tech),Deploys several combat-modified drones armed with mining lasers. Drones have long operating range.,, drone_sensor,SHIP_SYSTEM,Deploys a pair of drones whose on-board sensors improve the ship's weapon and sensor range. Each drone is also armed with an ion cannon.,Drones (high tech),Deploys a pair of drones that improve the ship's weapon and sensor range. Each drone is also armed with an ion cannon.,, ammofeed,SHIP_SYSTEM,Activates an advanced - but jamming-prone - mechanism for quickly delivering ammo to the ship's ballistic weapon emplacements. The mechanism must be re-calibrated and cooled before it can be used again.,Offensive,Provides a flux cost reduction and a brief boost to the rate of fire of all ballistic weapons.,, -emp,SHIP_SYSTEM,"Activates an EMP generator. Nearby missiles, fighters, weapon emplacements and engines of enemy ships are all targeted and can be disabled in short order. - +emp,SHIP_SYSTEM,"Activates an EMP generator. Nearby missiles, fighters, weapon emplacements and engines of enemy ships are all targeted and can be disabled in short order. + Unfortunately, on-board weapon systems must be shut down to provide power for this device. The EMP pulses are also not very effective against enemy shields.",Special,"Generates lightning arcs that quickly knock out enemy missiles, weapons, and engines within range. Mostly negated by shields.",, -phasecloak,SHIP_SYSTEM,"Temporarily moves the ship into an alternate dimension known as p-space. The ship can still be detected by its phase coil emissions, but can not be hit by any weapons. Flux can not be dissipated in p-space, resulting in a constant buildup that forces the ship to come back to normal space eventually. Subjective time passes more quickly for the ship and its crew while in p-space. - +phasecloak,SHIP_SYSTEM,"Temporarily moves the ship into an alternate dimension known as p-space. The ship can still be detected by its phase coil emissions, but can not be hit by any weapons. Flux can not be dissipated in p-space, resulting in a constant buildup that forces the ship to come back to normal space eventually. Subjective time passes more quickly for the ship and its crew while in p-space. + The phase cloak generator is large and has significant power requirements, and so generally replaces shields as a ship's primary means of defense.",Special,Moves the ship into an alternate dimension where time passes more quickly. Ship can not be hit by any weapons; builds up hard flux while active.,, -drone_terminator,SHIP_SYSTEM,"Deploys a single advanced drone that features a phase cloak, a modified phase skimmer, and an arsenal of weapons that would be impressive even on a heavy fighter. - -Even more impressive is the mini-fac that's capable of producing replacement drones in combat, ensuring that the host ship is not without escort for long. - -The drone also possesses an aggressive delta-level AI personality that allows it to roam much farther from the mothership than most other drone systems - that are either entirely on remote-control, or feature a sub-gamma personality at best. - +drone_terminator,SHIP_SYSTEM,"Deploys a single advanced drone that features a phase cloak, a modified phase skimmer, and an arsenal of weapons that would be impressive even on a heavy fighter. + +Even more impressive is the mini-fac that's capable of producing replacement drones in combat, ensuring that the host ship is not without escort for long. + +The drone also possesses an aggressive delta-level AI personality that allows it to roam much farther from the mothership than most other drone systems - that are either entirely on remote-control, or feature a sub-gamma personality at best. + This design is also unique in that it was created through the cooperation of two rival corporations. Fabrique Orbitale provided the chassis and system designs, while Tri-Tachyon experts were responsible for the controlling AI.",Drone (attack),Deploys a single highly advanced drone. The drone will be slowly rebuilt if it's destroyed.,, reservewing,SHIP_SYSTEM,"Deploys reserve fighters that can fight for a short time before returning to the carrier, temporarily doubling the number of fighters in the wing.",Fighter,"Deploys reserve fighters that can fight for a short time before returning to the carrier, temporarily doubling the number of fighters in the wing.",, targetingfeed,SHIP_SYSTEM,"Sends real-time targeting data to fighter wings from this carrier, temporarily increasing their damage.",Fighter,"Sends real-time targeting data to fighter wings from this carrier, temporarily increasing their damage.",, @@ -737,6 +738,7 @@ planet_nomios,CUSTOM,"Dirty ammonia snow falls in fits and flurries from the thi planet_syrinx,CUSTOM,A giant planet composed of a large proportion of heavier volatiles than the more massive classical hydrogen-dominated gas giants. High winds sweep ammonia clouds over great storms and upwellings of hydrocarbons from the gradual transition to water-ammonia seas that lay atop exotic ices formed by the extreme pressure and high gravity.,,,, station_arcadia,CUSTOM,"This Hegemony logistics center supplies fleets capable of projecting power throughout the strategically vital Arcadia system. The utilitarian grace and sweeping rings of its core construction date from before the Collapse when the station was a volatiles siphoning facility. Later, crude weapons pods and armored nodules assembled from hulks destined for Agreus were added in response to the risk of surprise raids against this vital concentration of materiel.",,"The influence of martial utility has thoroughly infiltrated the station. Even civilian traffic control speaks in the chopped parlance of the Hegemony Navy. You spot the rolling gait of gas-miners and navy crew alike in the subdued public concourse, which is as clean-swept as a barracks.",, fusion_lamp,CUSTOM,"A Domain-era orbital fusion lamp, capable of providing ample light and heat to a planet.",,,, +abyssal_light,CUSTOM,A transient energetic concentration of unknown origin found only in abyssal hyperspace.,,,, food,RESOURCE,"Various food products, preserved and packaged for export. Guaranteed shelf-life of no less than five Domain-standard years.",,,, organics,RESOURCE,"Bulk complex carbon-based molecules and derivatives thereof with applications in plastics, fuels, solvents, polymers, food products, biotech, life support, and a vast array of other necessities.",,,, volatiles,RESOURCE,Rare isotopes of lighter elements - such as deuterium - with critical applications in fuel production and other advanced industrial processes.,,,, @@ -746,7 +748,7 @@ metals,RESOURCE,Refined forms of both ferrous and common non-ferrous metals used rare_metals,RESOURCE,"Refined heavy elements, including common actinides and other, heavier, exotics essential to high-energy systems and advanced research applications.",,,, heavy_machinery,RESOURCE,"Various standardized modules for manipulating matter on an industrial scale. They accept manual input, most common design template formats, or can be slaved to network control.",,,, domestic_goods,RESOURCE,"These are the mass-produced clothing, gadgets, wares, and goods that have enabled people to live a comfortable life since the establishment of industrialized spacefaring civilization.",,,, -organs,RESOURCE,Organ replacement is a well-established practice but the materials are delicate and growing them a fickle process. There’s always a market in healthy organs and always a source if one doesn’t ask too many questions.,,,, +organs,RESOURCE,Organ replacement is a well-established practice but the materials are delicate and growing them a fickle process. There’s always a market in healthy organs and always a source if one doesn’t ask too many questions.,,,, drugs,RESOURCE,"Banned on some worlds, the ""chemical arts"" include a dizzying array of products sought by those seeking a bit of fun, expanded consciousness, or simply an escape from their miserable lives.",,,, hand_weapons,RESOURCE,"Armaments ranging from heavy squad-level weapons to mechs, tanks, and hovercraft. Private use is banned on most worlds. Largely disassembled and not suitable for use in quick raids.",,,, luxury_goods,RESOURCE,"The elite of any world of the Sector desire precious things, rare and well-made by actual human artisans.",,,, @@ -754,7 +756,7 @@ lobster,RESOURCE,A mix of several Old Earth species and a little imagination pro luddic_furniture,RESOURCE,"Constructed from wood grown naturally on planets and made by hand-tools according to methods passed from master to apprentice, Luddic furniture is a rare and highly prestigious possession in the Sector.",,,, ships,RESOURCE,"Low-tier and often technically defective - ""export grade"" - ship hulls and armaments which are sufficient to equip mercantile convoys and form basic system defense patrols. High-volume trade in top tier starship materiel is virtually non-existent across faction lines.",,,, planet_nidhogg,CUSTOM,"A geologically unstable moon due to proximity to the gas giant Yggdrasil, tidal forces endlessly heat and churn the innards of Nidhogg. Fissures and volcanoes dot the surface and the lava they spew flows for many kilometers across the charred crust.",,,, -planet_ratatosk,CUSTOM,A lifeless and barren rocky-silicate moon with a wisp of atmosphere that incandesces faintly when struck by Yggdrasil’s radiation belts.,,,, +planet_ratatosk,CUSTOM,A lifeless and barren rocky-silicate moon with a wisp of atmosphere that incandesces faintly when struck by Yggdrasil’s radiation belts.,,,, planet_raesvelg,CUSTOM,"Water and ammonia ice form the immense rifts and chaotically furrowed plains of this world. Below the surface, small pockets of lifeless liquid ocean are trapped between the ice and a crust made of rocky silicates. Most of the sprinkling of domed cities remain abandoned since the Collapse, though recent Hegemony strategic policy has encouraged re-industrialization and settlement, especially by Hegemony veterans.",,Crew and workers on leave from the nearby Ragnar Complex and Tri-Tach projects supports a rowdy nightlife and black market. Volatiles mining is encouraged by development grants given to ensure a stable foundation for the Hegemony's fuel supply.,, planet_skathi,CUSTOM,"Drifts of nitrogen and methane ice form most of the crust over a rocky silicate/ice mantle which pierces the cowl of this frozen moon. The Hegemony once granted Tri-Tachyon a license for exclusive development, consisting primarily of a sprawling processing plant for volatiles siphoned from Niflheim and the requisite support infrastructure. Rumors abound that it's all the cover story for a secret research facility performing science deemed illegal under Domain law, but inspectors sent in times of Tri-Tachyon cooperation have never included anything untoward in their reports.",,"For all the humanity ground down by the machinery of industrial extraction on Skathi, Tri-Tachyon does manage to skim from the top a small percent overperformers who display the exceptional talent and the will required to climb the corporate ladder.",, station_ragnar,CUSTOM,"The boneyard of the Hegemony; in addition to the garrison stationed here to support system patrols and a fleet-in-being to discourage League incursions, the Ragnar complex stores ship hulks awaiting refurbishing or the haul to Arcadia for ship-breaking, a task generally contracted to friendly megacorps. The station is traditionally commanded by an aging senior officer sent to quietly live out their mediocrity.", ,"Nicknamed ""The Tomb"", broken arcs of hangars and gantries clutch row upon row of mothballed hulks awaiting inspection. Most are dark, lit only by inspection crews and the welding torches of armorers removing materiel. Hidden near the center of the shadow armada lies a stack of hab-rings populated by civilian contractors, navy crew, marines, and Hegemony administration.",, @@ -762,7 +764,7 @@ station_mimir,CUSTOM,"The product of a Tri-Tachyon initiative to modify the comm ,,,,,, ,,,,,, ,,,,,, -planet_maxios,CUSTOM,"A small terrestrial planet, Maxios was once the cosmopolitan hub of the system. Now spotted with ruins and impacts both ancient and fresh, the crumbling orbital defense system provides only intermittent coverage. The polity has effectively collapsed and the current population is unknown. Looters and survivors clash occasionally, the weapons-blink and electromagnetic noise of low-level combat sputtering like a gas giant’s electrical storms.",,,, +planet_maxios,CUSTOM,"A small terrestrial planet, Maxios was once the cosmopolitan hub of the system. Now spotted with ruins and impacts both ancient and fresh, the crumbling orbital defense system provides only intermittent coverage. The polity has effectively collapsed and the current population is unknown. Looters and survivors clash occasionally, the weapons-blink and electromagnetic noise of low-level combat sputtering like a gas giant’s electrical storms.",,,, hot_gas_giant,CUSTOM,"Anomalously close to its parent star, this gas giant probably formed in the outer system and later migrated inward due to a chance encounter with some rogue cosmic mass. Primarily composed of hydrogen and helium gases, the temperature and pressure at the core are extreme. ",,,, planet_tartessus,CUSTOM,"Seat of the local branch of the Luddic Church and economic center of the system. The quiet cosmopolitan centers of Tartessus housing the Eos Exodus Curia are clustered around calm, warm seas. The world's population is dominated by Luddic practitioners of various sects and, while large, is mostly rural and agrarian, eking out a generally devout existence through subsistence farming and export of handcrafts.",,"An old, dry world that has a much smaller percentage of water in its atmosphere than terran standard. No active plate tectonics; highly eroded mountains and silted shallow seas. The atmosphere and magnetic field protect the surface from stellar radiation. The most accessible mineral resources were mined in a flurry of rapacious industrialism shortly after discovery.",, planet_baetis,CUSTOM,"A dwarf-planet from the outer system captured in the L4 of Tartessus, clouds of volatiles evaporate from the battered surface of this world. The weathered infrastructure left from the initial colonization of the system has been re-settled by a lively population of out-of-system nonbelievers and dissidents exiled from Tartessus. The spaceport itself operates under a military administration sponsored by the Knights of Ludd, who collect tithes from commercial activity.",,"Ad-holos sprout around the landing bays proclaiming joyful, tasteless wickedness available for travelers who wish to decompress, for even here the moral framework of the Church rules, albeit profitably inverted. Even the Faithful benefit, for those who do visit here on business or proselytization can make a great demonstration of denying the fleshpots of Baetis.",, @@ -770,18 +772,18 @@ planet_daedaleon,CUSTOM,"Site of a former research base operated by the Tri-Tach planet_hesperus,CUSTOM,"An ice-world with a thin, cold atmosphere, industrial terraforming of the planet was halted around the time of the Luddic takeover of the Eos Exodus system. Virtue may be found in hardship and the Knights embrace this hardship in the martial monastic communities scattered on the surface of Hesperus. Limited organics mining is permitted with contracts awarded exclusively to the Faithful. The administration of Ceyx and Hesperus is shared in the office of a single Presbyter Orbis.",,"Monasteries cling to particularly sublime rifts, promontories of volcanic shields, or the occasional pluton that's forced its way through the world-wrapping crust of ice. These forbid outside visitors - particularly the unfaithful - without dispensation from the Knights. However, by authority of the reigning Presbyter Orbis, a number of special economic zones built on the shifting floes transmit civilian landing beacons to call outside traders to port.",, planet_ceyx,CUSTOM,"A captured dwarf planet which holds the largest concentration of military facilities in the Eos Exodus system. The Knights have appropriated and extended vast subsurface ship facilities, armories, barracks, and all the training, administration, and housing facilities one would expect of the home of the Luddic Armada. The administration of Ceyx and Hesperus is shared in the office of a single Presbyter Orbis.",,Paranoid whispers of military comms echo around Ceyx; subsurface citadels and fortifications betray their presence by the invisible glow of heat-dissipation nets blooming outward across the scarred moon's surface like targeting grids.,, planet_chaxiraxi,CUSTOM,"A hot gas giant world in close orbit of Magec; composed mostly of hydrogen and helium gases, the temperature and pressure at the core are extreme. Due to proximity to its primary, the outer layers of Chaxiraxi are continually heated and stripped away in long plumes of shimmering ionized particles. Gas-skimmers occasionally deploy the airy wings of magfield collectors to harvest these light volatiles.",,,, -station_new_maxios,CUSTOM,"Once a major hub of harvesting operations in the Disk, the station was swarmed by refugees from the Maxios collapse and this hub of processing facilities was turned into a civilian habitat. Through desperate tenacity and hard-earned know-how, the refugees built not only a new civil society but an orbital works supporting scattered asteroid mines and independent surveyors.",,"Too small to force major factions to recognize its claim over the entire Disk, Nova Maxios nonetheless considers itself the successor-polity to the Maxios Charter. - +station_new_maxios,CUSTOM,"Once a major hub of harvesting operations in the Disk, the station was swarmed by refugees from the Maxios collapse and this hub of processing facilities was turned into a civilian habitat. Through desperate tenacity and hard-earned know-how, the refugees built not only a new civil society but an orbital works supporting scattered asteroid mines and independent surveyors.",,"Too small to force major factions to recognize its claim over the entire Disk, Nova Maxios nonetheless considers itself the successor-polity to the Maxios Charter. + Traffic control enforced by the small militia-navy is firm but polite. Independent spacers are welcomed as cousins in the admittedly crude hulls and concourses of Nova Maxios.",, -station_tse_enterprise,CUSTOM,"This station is a center of mercenary recruitment and a commercial interface with unsavory elements. A Tri-Tachyon task force took over the station some decades ago with a plausible-looking deed and a definitively persuasive warfleet. Thereafter, a TT-certified trade port and starship dock were organized for use by Company fleets. Those who refused to pay the new rents were evicted; client satisfaction is now rumored to exceed 90 percent.",,"Populated mostly by retired pirates, exiled radicals, and wealthier refugees, it is widely known that cargo containers have their IDs wiped and re-tagged here so that they may be safely re-circulated into the legitimate economy of the Core Worlds. - +station_tse_enterprise,CUSTOM,"This station is a center of mercenary recruitment and a commercial interface with unsavory elements. A Tri-Tachyon task force took over the station some decades ago with a plausible-looking deed and a definitively persuasive warfleet. Thereafter, a TT-certified trade port and starship dock were organized for use by Company fleets. Those who refused to pay the new rents were evicted; client satisfaction is now rumored to exceed 90 percent.",,"Populated mostly by retired pirates, exiled radicals, and wealthier refugees, it is widely known that cargo containers have their IDs wiped and re-tagged here so that they may be safely re-circulated into the legitimate economy of the Core Worlds. + The cocktail bar ""Level 25"" is said to have the finest drinks in the local volume.",, -station_kantas_den,CUSTOM,"This asteroid habitat was taken by a wildly ambitious Domain logistics officer, Colonel Kanta, during the collapse of the Maxios Charter polity not long after the fall of the Gates. She subsequently joined with the Domain successor-state Hegemony only to betray them to cut a deal with the Warlord Onesimos Loke during his invasion of the Persean Sector. After Loke was defeated, Kanta took the title of warlord for herself. - +station_kantas_den,CUSTOM,"This asteroid habitat was taken by a wildly ambitious Domain logistics officer, Colonel Kanta, during the collapse of the Maxios Charter polity not long after the fall of the Gates. She subsequently joined with the Domain successor-state Hegemony only to betray them to cut a deal with the Warlord Onesimos Loke during his invasion of the Persean Sector. After Loke was defeated, Kanta took the title of warlord for herself. + The station is protected by a cloud of stealth-mines and crude firebases. Kanta herself, now rumored to be nearly two hundred years old in waking time, heads a minor pirate dynasty and still holds tight personal control over 'the family business'.",,"Traffic control seems to spend its time trading crude jokes with pirate raiders when not trying to bully bribes out of docking vessels. An artful arrangement of gutted starship hulls festoons the station, and closer examination reveals vacuum-desiccated remains attached using asteroid-miners' pitons. The messaging is unambiguous.",, orbital_station_default,CUSTOM,"An enormous space station which can host shipyards, habitats, factories, or large stockpiles of weapons and supplies. These platforms allow humanity to project military and industrial power throughout known space.",,,, -shepherd,SHIP,"The Ko Combine r450 ""Shepherd"" sets the standard for civilian drone tenders with unmatched reliability, low cost, and internal volume given to crew comfort. A wildly popular combat modification package has been assembled by various survivalist and pirate groups, the ""HK"" mod, which consists of specifications to up-armor the hull for combat and supercharge factory-spec systems for greater burst speed and weapon function. Even modified, the Shepherd is fragile, so as in civilian life it relies on a swarm of “Borer†utility drones to do its work. - +shepherd,SHIP,"The Ko Combine r450 ""Shepherd"" sets the standard for civilian drone tenders with unmatched reliability, low cost, and internal volume given to crew comfort. A wildly popular combat modification package has been assembled by various survivalist and pirate groups, the ""HK"" mod, which consists of specifications to up-armor the hull for combat and supercharge factory-spec systems for greater burst speed and weapon function. Even modified, the Shepherd is fragile, so as in civilian life it relies on a swarm of “Borer” utility drones to do its work. + The ""Borer"" is built on a hardy, maneuverable semi-autonomous drone chassis with shielding suitable for hazardous operations in which high radiation or physical impacts may be expected. Commonly used in mining applications, they have also found use in salvage, ordnance disposal, and even fission meltdown clean-up. The HK mod package gives specifications for altering the primary cutting beam's focus and patches the rudimentary AI with crude tactical algorithms pirated from obsolete Domain Colonial Garrison drone software. Appendices of the mod package recommend caution when employing HK-modified drones in non-combat situations.",,,, luddic_church,FACTION,"Inspired by the martyrdom of a figure known as 'Ludd' during the fall of the Domain, the Church of Galactic Redemption is a hierarchical church with highly syncretic dogma formed from a core of Abrahamic texts and apocrypha along with Domain-era reaction against perceived corruption, depravity, hedonism, and transhuman abomination. The Church offers a vision of life lived more simply, of agrarian virtue and humanistic values and prayer against the violence and technological alienation that's torn the Sector apart in the years since the Fall.",,,, knights_of_ludd,FACTION,"The military branch of Luddic Church of Galactic Redemption, modeled on monastic warrior societies from previous millennia. In areas of Church domination they are authorized to enforce Technological Correctness as well as ensuring, through force, that virtue is promoted and vice chastised. In areas outside Church domination, when able, they covertly impose the same.",,,, @@ -792,27 +794,27 @@ asharu_platform,CUSTOM,"An abandoned orbital staging area for the Asharu terrafo pirate_base_generic,CUSTOM,"A pirate base where ""adventurers"", freebooters, mercenaries and other such scum and villainy gather. Usually a small outpost hiding in the dark places between the spheres of major factions' interest. Here there are no laws, but an unwritten code of bravado and posturing maintains a tense peace so deals can be made, information traded, and spoils sold to unscrupulous traders.",,,, planet_barad_a,CUSTOM,"The thick, icy crust of this world is fed by cryovolcanoes that dot the surface. These frozen wastes are scored by mass-driver gantries from a time when the volatile elements of this world were extracted on a massive scale to feed terraforming efforts elsewhere in-system. Some of the old equipment has been appropriated by scattered bands of independent miners who scratch out a meager living between the glaciers of ammonia-ice.",,"Although evidence remains of large-scale volatiles extraction, the surface of Garnir is now largely abandoned but for scores of small, mining companies, often family affairs. Efficiency of scale is lost, but the thought is that without safety regulation or tariffs, a decent - if not honest - living can be made. This is a wildly uncommon outcome, unfortunately.",, pirate_base_barad,CUSTOM,"Originally built by Eridani-Utopia to coordinate volatiles extraction for massive terraforming projects, the station was abandoned post-collapse as crew and corporate officers fled to more civilized polities. The station has since been taken over by ""adventurers"", freebooters, and mercenaries avoiding the watchful eye and heavy hand of the Hegemony.",,"Here there are no laws, but an unwritten code of bravado and posturing maintains a tense peace - or more accurately, a ceasefire - so deals can be made, information traded, and spoils sold. Independent miners who work the moons of Barad gather here to sell their hauls, trade tall tales, and otherwise unwind.",, -station_achaman_enterprise,CUSTOM,"The value of Achaman Station is as a relatively safe port of call for the various inhabitants of Guayota's Disk to interact with traders from the Sector at-large, who otherwise rarely risk the pirates and difficult navigation of the Disk. The Tri-Tachyon Corporation, as 'caretaker' of the station, is well-situated to exploit its value handily - and do. It is often said that everything is for sale at Achaman Station.",,"Gleaming transports bring Tri-Tach executives here to swindle metals and raw chemicals from the locals who receive, in turn, the usual suite of recreational and performance-enhancing 'medicines'. - +station_achaman_enterprise,CUSTOM,"The value of Achaman Station is as a relatively safe port of call for the various inhabitants of Guayota's Disk to interact with traders from the Sector at-large, who otherwise rarely risk the pirates and difficult navigation of the Disk. The Tri-Tachyon Corporation, as 'caretaker' of the station, is well-situated to exploit its value handily - and do. It is often said that everything is for sale at Achaman Station.",,"Gleaming transports bring Tri-Tach executives here to swindle metals and raw chemicals from the locals who receive, in turn, the usual suite of recreational and performance-enhancing 'medicines'. + The Tri-Tachyon Quality Guarantee is law here - so long as you ensure prompt subscription payment on the gadgets, goods, tools, and life support provided by the Tri-Tachyon Corporation, you can count on receiving 'Top Treatment, The Tri-Tachyon Way!'.",, planet_tibicena,CUSTOM,"A planetary strip-mine, the tortured crust of Tibicena is strewn with huge examples of mining equipment, a veritable open-vacuum museum documenting the adaptation of Persean industry to the limitations of the local Sector supply chains.",,"The surface of Tibicena is populated only by mobile work-camps which follow the gargantuan mining machines ripping through belts of valuable ore. The miners work in dismal conditions, saving their wages to boost into orbit and enjoy the glittering pleasures of Achaman Enterprise Station. Efficiently and thoroughly drained of credits, and indeed, on average, heavily indebted, they will soon find their way back into ""The Pit"" of Tibicena.",, -hegemony,FACTION,"The Hegemony is a martial successor state to the Domain formed by a ‘lost legion’ trapped in a backwater system by the collapse of the Domain gate network. Built upon a creative interpretation of protocols which indefinitely extends Domain-style martial law, the founders of the Hegemony believed that the overriding cause of restoring the Domain and therefore stability, peace, and prosperity to the Sector and indeed the entire galaxy must come before certain niceties of human rights. The survival of humanity is at stake and it is only the discipline of the Hegemony military that protects worlds where some semblance of the normalcy of human civilization can be nurtured. Anything that threatens the Great Cause must be neutralized; if a few activists must be discouraged for the greater good, so be it. - -Civilian hierarchies exist to govern the planets and stations under Hegemony rule but are entirely subordinate to the military. The specifics of civilian organization varies between worlds, as was Domain policy. When in doubt, the Hegemony applies a modified Domain-era colonial charter to dictate political organization. This standard-charter civilian hierarchy is generally elected, however as per martial law valid candidates must be approved by the local military authority. Exceptional times require exceptional measures, yet still the Hegemony fosters the flickering flame of galactic democracy under the same principles that founded the Domain. +hegemony,FACTION,"The Hegemony is a martial successor state to the Domain formed by a ‘lost legion’ trapped in a backwater system by the collapse of the Domain gate network. Built upon a creative interpretation of protocols which indefinitely extends Domain-style martial law, the founders of the Hegemony believed that the overriding cause of restoring the Domain and therefore stability, peace, and prosperity to the Sector and indeed the entire galaxy must come before certain niceties of human rights. The survival of humanity is at stake and it is only the discipline of the Hegemony military that protects worlds where some semblance of the normalcy of human civilization can be nurtured. Anything that threatens the Great Cause must be neutralized; if a few activists must be discouraged for the greater good, so be it. + +Civilian hierarchies exist to govern the planets and stations under Hegemony rule but are entirely subordinate to the military. The specifics of civilian organization varies between worlds, as was Domain policy. When in doubt, the Hegemony applies a modified Domain-era colonial charter to dictate political organization. This standard-charter civilian hierarchy is generally elected, however as per martial law valid candidates must be approved by the local military authority. Exceptional times require exceptional measures, yet still the Hegemony fosters the flickering flame of galactic democracy under the same principles that founded the Domain. ",,,, -tritachyon,FACTION,"The most powerful megacorporation in the Sector after the fall of the Domain gate system, Tri-Tachyon specialized in cutting-edge AI development (including several notable cases of violating the Domain ban on autonomous alpha+ level AI) and exotic high-power devices (starship engines and warp drives, power generators, energy converters, force fields). Since the Collapse, Tri-Tachyon has vastly diversified its operations and insinuated itself throughout the Sector. Even hostile factions, paranoid of hardwired backdoors, find themselves forced to employ standard Tri-Tachyon devices, beginning with the ubiquitous Tri-Tachyon PDA. - -From a certain perspective, the Tri-Tachyon corporate charter’s peculiar algorithmic self-modifying features might be considered to be an abstract form of AI which makes use of human corporate officers as integral components, though this is a philosophical argument which was never satisfactorily resolved in a way that led to any additional convictions of violating the Domain’s AI ban.",,,, -persean,FACTION,"An alliance formed to counter Hegemony domination of the Sector. Members of the League don’t necessarily agree on all issues, domestic or otherwise, and may even come into armed conflict with one another. But the League is united when it comes to the Hegemony who they consider to be illegitimately enforcing martial law in the name of the Domain, a dead political entity. The League, by its laws, unites against other external threats such as particularly meddlesome megacorporations, warlords, and the Luddic Path. - -The Persean League is not intrinsically egalitarian or for individual freedom as-such – the purpose of the League is freedom of the constituent polities with any matters of internal politics of those polities to be left to their own devices. While the Domain might have intervened against the domestic policies of the worlds it ruled, the League specifically forbids such intervention.",,,, +tritachyon,FACTION,"The most powerful megacorporation in the Sector after the fall of the Domain gate system, Tri-Tachyon specialized in cutting-edge AI development (including several notable cases of violating the Domain ban on autonomous alpha+ level AI) and exotic high-power devices (starship engines and warp drives, power generators, energy converters, force fields). Since the Collapse, Tri-Tachyon has vastly diversified its operations and insinuated itself throughout the Sector. Even hostile factions, paranoid of hardwired backdoors, find themselves forced to employ standard Tri-Tachyon devices, beginning with the ubiquitous Tri-Tachyon PDA. + +From a certain perspective, the Tri-Tachyon corporate charter’s peculiar algorithmic self-modifying features might be considered to be an abstract form of AI which makes use of human corporate officers as integral components, though this is a philosophical argument which was never satisfactorily resolved in a way that led to any additional convictions of violating the Domain’s AI ban.",,,, +persean,FACTION,"An alliance formed to counter Hegemony domination of the Sector. Members of the League don’t necessarily agree on all issues, domestic or otherwise, and may even come into armed conflict with one another. But the League is united when it comes to the Hegemony who they consider to be illegitimately enforcing martial law in the name of the Domain, a dead political entity. The League, by its laws, unites against other external threats such as particularly meddlesome megacorporations, warlords, and the Luddic Path. + +The Persean League is not intrinsically egalitarian or for individual freedom as-such – the purpose of the League is freedom of the constituent polities with any matters of internal politics of those polities to be left to their own devices. While the Domain might have intervened against the domestic policies of the worlds it ruled, the League specifically forbids such intervention.",,,, independent,FACTION,"Not a unified faction as such, the Independents are a loose category of polities and free agents unified more by a lack of association with a major faction than any shared qualities. Independent worlds and the spacers who call them home often share reputation data, trade generously among themselves, and will readily cooperate to perform short-term security and military actions to better protect what freedom they have maintained by working together. Equally likely, trust can break down, and Independents will suspiciously deny each other favors, compete viciously, and turn a blind eye to the misfortune of neighbors.",,,, planet_chicomoztoc,CUSTOM,"One of the first planets targeted for colonization in the Persean Sector, Chicomoztoc was selected to become a center of industry, host to a nexus of huge nanoforges. Only a marginal terraforming candidate upon discovery, rapid early industry and later war has left the atmosphere choked with complex sulphur compounds, organics refining by-products, and a concerning but manageable dusting of actinides.",,"The enormous population of Chicomoztoc lives in underground arcologies ruled in turn by powerful demagogues - promising reform and jobs for the masses of unemployed - or members of the numerous competing technocrat/criminal patronage networks serving their home hive-coalition or, as often, whoever has bought them off. Hives are occasionally locked down by riots, protest, and insurrection but so long as the Forges are kept safe and churning out mountains of goods, machines, tools, and starship hulls, the Hegemony overlords meddle little in domestic affairs.",, planet_eventide,CUSTOM,"Eventide is a nearly tidally-locked world that was found to otherwise be an ideal candidate for terraforming. Just one day passes on Eventide per year, or near enough, leading to extreme winter-night and summer-day with mild twilight periods between. Judicious employment of stellar mirrors and shades allows ideal conditions to prevail in large pockets of carefully maintained territory where the majority of the population is settled in leased urban cantons surrounded by vast aristocratic estate-plantations.",,"Leading families of Eventide sponsor the solar mirrors and shades which maintain islands of habitability. The disgraced and poor, meanwhile, live in the twilight peripheries where the harsh climactic shifts of the slow summer-day/winter-night seasonal cycle must be endured in full force. Culturally conservative, planetary media concerns itself mostly with the social rituals and machinations of leading families. The prevailing ethos of Eventide lends itself to providing a disproportionate number of officers to the Hegemony military. ",, planet_coatl,CUSTOM,"This barren moon of Tlalocan is wormed through with tunnels, bunkers, hangars, silos, and batteries; it forms a key Hegemony military base which controls the Aztlan system without being so close to Chicomoztoc as to get caught up in the local politics.",,"Regular pockmarks trace an arc across the moon's crust, denoting the site of those heavy weapon batteries the Hegemony desires enemy intelligence to know about. Others will be hidden in random distributions beneath a shell of regolith, ready to explode outward when a kill-shot presents itself.",, station_coatl,CUSTOM,"Built around the core of a seedship from the first great migration wave to the Sector, Coatl Bastion has changed roles and names more times than any outsider cares to review. At present it hosts the Hegemony military C3 center and training facilities for the Aztlan system.",,"Fresh-faced cadets from across the Persean Sector fill the corridors of Coatl station, rushing between assignments or looking stiffly anxious even when relaxing for fear of the admonition of a superior officer - which, at this stage, could be any officer at all.",, planet_zorrah,CUSTOM,"This entire moon of rocky-ice bears scars visible from orbit due to exploitation. It has traditionally been chartered to one megacorporation or another to feed the industrial maw of Chicomoztoc, which always hungers yet is never satisfied.",,,, -planet_hanan_pacha,CUSTOM,"A crematory world laid to waste by forbidden planet-cracker weapons, the ashes of the millions of dead are still suspended in the atmosphere by planet-wide storms fed by anthropogenic volcanism.",,"Hanan Pacha was razed by forbidden planet-cracker weapons during the Second AI War (which did not, of course, itself involve AI as the First AI War did, but rather concerned the right to perform inspections into alleged development of AI). A proper investigation into the details of the atrocity was dropped due to concessions made during the peace arrangement.",, +planet_hanan_pacha,CUSTOM,"A crematory world laid to waste by a planet-killer weapon, the ashes of the millions of dead are still suspended in the atmosphere by planet-wide storms fed by anthropogenic volcanism.",,"Hanan Pacha was razed by a planet-killer weapon during the Second AI War (which did not, of course, itself involve AI as the First AI War did, but rather concerned the right to perform inspections into alleged development of AI). A proper investigation into the details of the atrocity was dropped due to concessions made during the peace arrangement.",, planet_killa,CUSTOM,"This moon still bears the scars of war. The domes of its major metropolitan center are ripped open, the ejecta of debris still scattered in radiating patterns laid bare to hard vacuum. ",,"Vague IR readings from otherwise unremarkable terrain hint at camouflaged habitation beneath the regolith. There are definitely survivors hiding inside Killa, though no organized polity maintains open relations with the greater Sector. And if the slagged hulls of tramp freighters are any indication, the locals aren't very welcoming.",, planet_viscacha,CUSTOM,"A captured body from the outer system with a thick, toxic atmosphere, this moon is named both for its quick orbit and an amusingly shaped basin in the southern hemisphere.",,,, planet_qaras,CUSTOM,A habitable if cold world terraformed post-Collapse by stranded elements of the Eridani-Utopia Corporation using in-place infrastructure and stockpiles. The appeal of Qaras never quite matched the radiance of Hanan Pacha until the latter was shockingly razed during the Second AI War.,,"During the early colonial era, Qaras was a major volatiles/organics processing center operated by Eridani-Utopia. After the Second AI War, the entire system was declared demilitarized, and while Qaras avoided devastation, it was promptly seized by an alliance of mercenaries and brigands. It has not been worth it for the Hegemony to mount a repossession effort... yet.",, @@ -825,8 +827,8 @@ planet_culann,CUSTOM,"The oldest of the famous mines of Culann were converted su station_culann,CUSTOM,"Culann Starforge was founded as a major center of zero-G refining and metallurgy several hundred years ago by an enterprise whose strength lay in a portfolio of ingenious energy conversion and storage technologies which enabled efficient harnessing of Hybrasil's nearby primary. This firm, its property, and Culann itself were rapidly acquired by the Tri-Tachyon Corporation which has traditionally dominated the energy conversion, generation, and projection industries.",,"Holos in the commercial reception lounge cheerfully display the glittering, de-cohering product resulting from the wrong end of Tri-Tachyon designed and manufactured weapon systems. Refreshments are complimentary for visiting starship captains, you soon learn from an insistent sales-persona.",, planet_eochu_bres,CUSTOM,"Terraformed late in the colonization of the Persean Sector, Eochu Bres is a world of peaks and fjords freshly torn by violent, rapidly changing weather. It is still colder than Terran-optimal in spite of an orbital mirror array completed shortly before the Collapse.",,"Shining Tri-Tachyon company arcologies tower over riotous sprawl of shantytown conurbation. Tri-Tachyon salariat are born, live, and die protected by security drones in the high city Xanadu while a desperate class of contract laborers dwell in the low city where anything at all can be bought or sold, including the law, over which Company money reigns supreme.",, inactive_gate,CUSTOM,"A silent ring of adamantine material, derelict of a former age.",,,, -active_gate,CUSTOM,"A silent ring of adamantine material. If you know how to look - and you do, now - your sensors can detect a faint vibration from higher dimensions. - +active_gate,CUSTOM,"A silent ring of adamantine material. If you know how to look - and you do, now - your sensors can detect a faint vibration from higher dimensions. + It is like a barely heard song, a door waiting to be opened.",,,, station_tigra_city,CUSTOM,It was only shortly after humans arrived in the Sector that mining operations were established in the Tigra Ring. Successive waves of extraction have seen miner strikes and rebellion through the rotation of megacorps given license to oversee operation of Tigra Station.,,"The descendants of those first miners have turned to spinning low-G space farms and repair yards in the depleted ore-bodies and old prospecting rigs embedded now in the station's rings. The population retains the recalcitrance of their ancestors, though the fights that break out between locals and navy crews are generally the result of drunken posturing rather than ideological resistance.",, planet_typhon,CUSTOM,A largely unremarkable gas giant composed primarily of hydrogen and helium. Some decades ago a minor scandal erupted over a scientist 'whistleblower' claiming that the planet is host to a family of xenolife which employs properties resembling aspects of phase technology. The scientist was committed to a care facility on Eventide and authority over low orbit given over entirely to a Hegemony military administration.,,,, @@ -836,7 +838,7 @@ station_chupi_orco,CUSTOM,"Once a giant industrial machine that manipulated the lava_minor,PLANET,"A geologically unstable planet without a permanently formed crust. Glowing fissures and active volcanoes litter the surface, the magma they spew forth combining to form flows that travel hundreds of kilometers across the charred surface.",,,, planet_ithaca,CUSTOM,"An old, dry world with little magnetic field to speak of, Ithaca was nonetheless judged a good candidate by the Eridani-Utopia Terraforming Corporation. Quiet for billions of years, Penelope's Star became a hive of activity to fuel the transformation of Ithaca and its sibling world Ogygia, only to be thrown into complete chaos by the Collapse.",,"A surface scan reveals a smattering of temporary emplacements, presumably planetology labs, geological survey sites, and a few strip mines. Tiny robotic weather stations occasionally emit a feeble, useless radio blip; the instruments have been degraded to uselessness by dust storms. ",, planet_ogygia,CUSTOM,"A smallish, barren world whose surface bears the mark of a truly catastrophic and relatively recent impact event, Ogygia was nonetheless considered a worthwhile secondary terraforming candidate due to the system-wide infrastructure being assembled for its sibling-world of Ithaca. The Collapse put an end to these plans.",,"A major impact event has left much of an entire hemisphere of Ogygia a cold lava-sea sunken some tens of kilometers below the mean elevation. Little remains of human visitation except stripped foundations and, oddly, half of a rad-hot Onslaught-class battleship hull at the bottom of a fracture-canyon.",, -station_telepylus,CUSTOM,"A vast orbital station built around the core of an old Expansion-era Sporeship buried under a forest of modular hangars, industrial pods, and hab rings. This station was once the staging area for asteroid-tenders and mobile refineries trawling the outer system. It is now completely dead.",,"The primary reactors and all valuable industrial components have been stripped - and hastily, judging by the extensive secondary damage. Passive back-up systems were crippled by the process and the station too far from the primary to receive enough energy to maintain life support. A minor warning blip on your nav computer informs you that the orbit of the station is decaying and that it will burn up in the atmosphere of Telepylus within five hundred cycles. +station_telepylus,CUSTOM,"A vast orbital station built around the core of an old Expansion-era Sporeship buried under a forest of modular hangars, industrial pods, and hab rings. This station was once the staging area for asteroid-tenders and mobile refineries trawling the outer system. It is now completely dead.",,"The primary reactors and all valuable industrial components have been stripped - and hastily, judging by the extensive secondary damage. Passive back-up systems were crippled by the process and the station too far from the primary to receive enough energy to maintain life support. A minor warning blip on your nav computer informs you that the orbit of the station is decaying and that it will burn up in the atmosphere of Telepylus within five hundred cycles. Docking with the station is not advisable.",, planet_ismara,CUSTOM,"A cold ice-ball of a world, Ismara was the perfect location to install mines and mass-driver facilities to launch mega-tonne slabs of graphene-encased water and nitrogen packages toward the inner system to nurture the terrestrial worlds of Penelope's Star.",,"From orbit, the scars of linear mass-driver tracks are easily visible, though a closer scan reveals that all that remains are marching lines of warped support columns sprouting from regocrete; the superconducting coils and other valuable hardware have long been looted. Likewise the domes of fusion plants and factories have been broken open to the thin atmosphere and the sprawl of dead habitat grids grow obscured each passing cycle by methane drifts.",, planet_nortia,CUSTOM,"A large though otherwise anonymous metallic/silicate planetoid caught in the L4 point of the gas giant Salus, Nortia was once dedicated to seasonal robotic mining operations and substance abuse before being inundated with refugees during the Askonia Crisis. It now forms the strongest independent base of Charterist rebels in the system.",,"Since the Crisis, Nortia's mining and refining centers have grown sprawling, tumorous rockfoam suburbs; here following mining tunnels beneath the surface, there bubbling up comm-arrays, solar collectors, and pressure domes. Civil governance is carried out in the form of an uneasy agreement between the underground Charterist resistance forces (organized in a dual military hierarchy/cell structure) backing an above-ground cartel of independent smugglers pretending to be a legitimate government - which even boasts something resembling a Hegemony diplomatic presence. ",, @@ -854,64 +856,65 @@ ring,TERRAIN,"A dense disc of dust or ice which causes a great deal of sensor no debris_field,TERRAIN,"Debris left behind after a battle, a salvaging operation, or simply drifting together at a gravitationally stable location.",,,, asteroid_field,TERRAIN,A volume of space abundant with asteroids.,,,, magnetic_field,TERRAIN,A strong magnetic field which traps high energy charged particles. It's extremely difficult to get any sensor readings on a fleet lurking within.,,,, -hyperspace_normal,TERRAIN,This topologically exotic medium of not-quite space-time is used by starships to side-step the speed of light for interstellar travel.,,,, -hyperspace_deep,TERRAIN,"This volume of hyperspace is particularly chaotic, hindering performance of even hyperspace-calibrated equipment.",,,, +hyperspace_normal,TERRAIN,This topologically exotic medium of not-quite space-time is used by starships to side-step the constraints imposed by Euclidean geometry on interstellar travel.,,,, +hyperspace_deep,TERRAIN,"This volume of hyperspace is particularly chaotic, hindering the performance of even hyperspace-calibrated equipment.",,,, hyperspace_storm,TERRAIN,"This volume of hyperspace is undergoing chaotic phase shifts leading to wildly fluctuating resonance cascades. Ancient and dire warnings of prolonged exposure to so-called ""hyperspace storms"" have been passed down through generations of spacers.",,,, +hyperspace_abyssal,TERRAIN,"Abyssal hyperspace, nearly impenetrable to sensors and exerting an enormous pressure on the drive field. The subject of many an old spacer's tale, more easily laughed off in the comfort of a dockside bar.",,,, stellar_mirror,CUSTOM,An ultra-light orbital mirror array used to reflect and concentrate solar energy. Stellar mirrors are a common terraforming tool and the art of their use was brought to apogee by the Eridani-Utopia Terraforming corporation during the golden age of the Domain's expansion phase.,,,, stellar_shade,CUSTOM,An ultra-light orbital shade array used to deflect and collect solar energy. Stellar shades are a common terraforming tool and the art of their use was brought to apogee by the Eridani-Utopia Terraforming corporation during the golden age of the Domain's expansion phase.,,,, -kite,SHIP,"A familiar civilian design, the ""Kite""-class aeroshuttle is the day-to-day reminder of Fabrique Orbitale's reputation for aeronautical engineering- a valuable specialty even in the age of space travel. This compact space/aircraft is streamlined for efficient atmospheric flight and boasts a grid of cleverly distributed short-burst maneuvering thrusters coordinated by a delta-level AI subsystem to ensure smooth landings (a point driven home by Fabrique marketing by way of amusing ad-holos featuring a well-dressed couple and an overfull wine glass). The Kite has powerful engines for a civilian ship of its size, though zero-G maneuverability leaves something to be desired when the special subsystem is not engaged. - -In the dangerous cycles post-Collapse, the Kite has been outfitted with a defense turret in place of the executive-class viewing dome and the two auxiliary jet-pods are replaced with missile systems (which do not need to draw on the limited powerplant). It won't stand up in a fair fight, but the Kite can be given unexpectedly sharp teeth and use its speed to escape from raiders. Luddic Path radicals have even been known to use modified Kite to deliver strike weapons against helpless freighters, followed by engaging the maneuvering subsystem to make a swift exit to avoid the wrath of their victim's escort.",F,,, -gryphon,SHIP,"The Gryphon is a dedicated missile cruiser designed to provide a highly mobile platform for heavy fire support. It is not a front-line cruiser, and so operates best when provided with escorts. - -Among the so-called ""Cruiser School"" wave of ships designed by Altair Exotech, the Gryphon was a key component of the power-projection strategy that came into vogue shortly before the collapse of the Gate system. The Gryphon was meant to allow a task force commander to rapidly concentrate bursts of specialized heavy firepower, forming a devastating hammer to the anvil of assault-class cruisers and destroyers. So reads the Domain-era tactical manual, anyway. - +kite,SHIP,"A familiar civilian design, the ""Kite""-class aeroshuttle is the day-to-day reminder of Fabrique Orbitale's reputation for aeronautical engineering- a valuable specialty even in the age of space travel. This compact space/aircraft is streamlined for efficient atmospheric flight and boasts a grid of cleverly distributed short-burst maneuvering thrusters coordinated by a delta-level AI subsystem to ensure smooth landings (a point driven home by Fabrique marketing by way of amusing ad-holos featuring a well-dressed couple and an overfull wine glass). The Kite has powerful engines for a civilian ship of its size, though zero-G maneuverability leaves something to be desired when the special subsystem is not engaged. + +In the dangerous cycles post-Collapse, the Kite has been outfitted with a defense turret in place of the executive-class viewing dome and the two auxiliary jet-pods are replaced with missile systems (which do not need to draw on the limited powerplant). It won't stand up in a fair fight, but the Kite can be given unexpectedly sharp teeth and use its speed to escape from raiders. Luddic Path radicals have even been known to use modified Kite to deliver strike weapons against helpless freighters, followed by engaging the maneuvering subsystem to make a swift exit to avoid the wrath of their victim's escort.",,,, +gryphon,SHIP,"The Gryphon is a dedicated missile cruiser designed to provide a highly mobile platform for heavy fire support. It is not a front-line cruiser, and so operates best when provided with escorts. + +Among the so-called ""Cruiser School"" wave of ships designed by Altair Exotech, the Gryphon was a key component of the power-projection strategy that came into vogue shortly before the collapse of the Gate system. The Gryphon was meant to allow a task force commander to rapidly concentrate bursts of specialized heavy firepower, forming a devastating hammer to the anvil of assault-class cruisers and destroyers. So reads the Domain-era tactical manual, anyway. + Of particular interest is the Gryphon's hull-integrated missile nanoforge: this fixed architecture nanoforge system allows extremely rapid conversion of densely packed, pre-formulated feedstock into a narrow range of munitions in the midst of battle. This allows the Gryphon to effectively convert concentrated mass into desired armaments, allowing for mid-battle replenishment of missile stocks. The flux output of this process is, of course, tremendous so it is not advisable for captains who are relying on their shields to block enemy fire to engage the integrated missile nanoforge system.",,,, hammer,WEAPON,"This dumb-fire rocket was ubiquitous in the Persean Sector pre-Collapse due to civilian applications pioneered by asteroid miners. The go-to strike weapon of the desperately under-equipped, the Hammer is most often employed by poor independent militias, Pirates, and especially the Luddic Path. This has led to the mildly blasphemous alternative name for the weapon, ""Ludd's Hammer"".",,,, hammer_single,WEAPON,"This dumb-fire rocket was ubiquitous in the pre-Collapse Persean Sector due to applications pioneered by asteroid miners. The go-to strike weapon of the desperately under-equipped, the Hammer is often employed by poor independent militias, Pirates, and particularly the Luddic Path. This has led to the mildly blasphemous alternative name for the weapon, ""Ludd's Hammer"".",,,, hammerrack,WEAPON,"This dumb-fire rocket was ubiquitous in the pre-Collapse Persean Sector due to applications pioneered by asteroid miners. The go-to strike weapon of the desperately under-equipped, the Hammer is often employed by poor independent militias, Pirates, and particularly the Luddic Path. This has led to the mildly blasphemous alternative name for the weapon, ""Ludd's Hammer"". - + The Hammer Barrage mount provides a stirring example of the expedience of quantity.",,,, -jackhammer,WEAPON,"This dumb-fire rocket was ubiquitous in the pre-Collapse Persean Sector due to applications pioneered by asteroid miners. The go-to strike weapon of the desperately under-equipped, the Hammer is often employed by poor independent militias, Pirates, and particularly the Luddic Path. This has led to the mildly blasphemous alternative name for the weapon, ""Ludd's Hammer"". - +jackhammer,WEAPON,"This dumb-fire rocket was ubiquitous in the pre-Collapse Persean Sector due to applications pioneered by asteroid miners. The go-to strike weapon of the desperately under-equipped, the Hammer is often employed by poor independent militias, Pirates, and particularly the Luddic Path. This has led to the mildly blasphemous alternative name for the weapon, ""Ludd's Hammer"". + This particular three-shot mount earned its name when some clever spacer figured out how to modify the civilian rack-cycler into a hull-jarring one-two-three salvo. The modification spread through the Sector seemingly overnight.",,,, -squall,WEAPON,"Medium-range anti-shield missiles intended to be used in the opening round of a combat encounter to disable the shields of an unwary opponent, opening up an opportunity for high-damage anti-armor projectiles to be deployed in the immediate aftermath of the Squall salvo. - +squall,WEAPON,"Medium-range anti-shield missiles intended to be used in the opening round of a combat encounter to disable the shields of an unwary opponent, opening up an opportunity for high-damage anti-armor projectiles to be deployed in the immediate aftermath of the Squall salvo. + Interchangeable missile pods were designed to allow for ease of rapid reloading of the impressive 20-shot Squall salvo, but the high mass of the pods and finicky mechanicals of the missile autoloaders make the process unwieldy and the timing falls somewhat below the original Domain Armada specifications. Nonetheless, the Squall is a terrifying weapon system when deployed against shield-reliant combatants as it forces a captain with insufficient point defense system to deactivate their shields or submit to high shield flux which may lead to overload. ",,,, -locust,WEAPON,"A large, short range guided missile system designed to launch large numbers of projectiles to overwhelm and cripple enemy fighter squadrons in a single salvo. The Locust can be used against larger targets, but will have little relative effect unless shields and armor are already breached. - +locust,WEAPON,"A large, short range guided missile system designed to launch large numbers of projectiles to overwhelm and cripple enemy fighter squadrons in a single salvo. The Locust can be used against larger targets, but will have little relative effect unless shields and armor are already breached. + The Locust launches bursts of twenty small missiles per salvo. Robust, low-power individual tracking systems are coordinated by a distributed swarm intelligence system to enable excellent tracking of targets, while chemical microthrusters provide maneuverability for a short time. Tried and true targeting algorithms based on the old standby Swarmer missile systems allow Locusts to miss only rarely. The Locust has rightly earned a place in the nightmares of fighter pilots.",,,, -forgevats,SHIP_SYSTEM,A fixed architecture nanforge system which allows rapid conversion of pre-formulated feedstock into missile ammunition during battle. The flux output of this process is tremendous so it is not advisable to engage the integrated missile nanoforge system while taking fire.,Special,Replenishes missile ammunition when used. Generates flux when used.,, -starliner,SHIP,"A passenger liner from a more civilized era, the Mbaye-Gogol 440 ""Starliner"" was built to travel between the systems of the Domain in speed and comfort. The Starliner features private first-class cabins, two classes of food service, a zero-G theater, and even a small landing/launch bay for exclusive use by executive-class passengers. (Being a civilian ship there are, of course, no facilities for fighter repair and rearmament). - +forgevats,SHIP_SYSTEM,A fixed architecture nanforge system which allows rapid conversion of pre-formulated feedstock into missile ammunition during battle. The flux output of this process is tremendous so it is not advisable to engage the integrated missile nanoforge system while taking fire.,Special,Replenishes some missile ammunition when used and generates a large amount of flux.,, +starliner,SHIP,"A passenger liner from a more civilized era, the Mbaye-Gogol 440 ""Starliner"" was built to travel between the systems of the Domain in speed and comfort. The Starliner features private first-class cabins, two classes of food service, a zero-G theater, and even a small landing/launch bay for exclusive use by executive-class passengers. (Being a civilian ship there are, of course, no facilities for fighter repair and rearmament). + The Starliner is equipped with a forward shield to ensure passenger safety and protect the hull from routine abrasion. Refitted for the current realities of the Sector, this ship class is routinely equipped with all-band anti-missile flare launchers as well as a number of gun turrets; this serves not only to evoke a sense of adventure, but discourage casual piracy while justifying a ""munitions surcharge"" on each ticket sale.",,,, -nebula,SHIP,"The voluminous but ungainly hull of the Mbaye-Gogol 430 ""Nebula"" does little to enhance the romance of interstellar travel but it does ensure a respectable passenger and cargo capacity for a ship of its class. Indeed, the Nebula has slowly come to dominate mid-tier passenger service since the muted reception of its first line of production. - +nebula,SHIP,"The voluminous but ungainly hull of the Mbaye-Gogol 430 ""Nebula"" does little to enhance the romance of interstellar travel but it does ensure a respectable passenger and cargo capacity for a ship of its class. Indeed, the Nebula has slowly come to dominate mid-tier passenger service since the muted reception of its first line of production. + The Nebula is equipped with a forward-facing shield to enhance the safety of passengers and extend the hull plating's maintenance schedule. And the Sector being what it is, several ballistic turrets and anti-missile all-band flare launchers have been mounted at fortuitous locations to assure paying passengers that their well-being is a top priority of the operator.",,,, -mudskipper,SHIP,"Most commonly used as interplanetary ferry, the Mudskipper is indeed interstellar-capable. The ship has no built-in shield generator so must rely on its durable - for a civilian craft - armor to protect passengers and cargo. There is little hope for the Mudskipper in combat, but it is generally equipped with a rear-facing turret to foil attacks by the ever-popular Salamander missile. - +mudskipper,SHIP,"Most commonly used as interplanetary ferry, the Mudskipper is indeed interstellar-capable. The ship has no built-in shield generator so must rely on its durable - for a civilian craft - armor to protect passengers and cargo. There is little hope for the Mudskipper in combat, but it is generally equipped with a rear-facing turret to foil attacks by the ever-popular Salamander missile. + First produced as the ""Pegasus""-class but due to a trademark claim was reverted to its model code in official documentation. Operators quickly anointed the MGA-220 model with the name ""Mudskipper"" and the name. This tough little ship has been a mainstay in backwater civilian transport for centuries, and although not pretty, the rugged construction simplifies maintenance and generous bay doors allow for great versatility. To this point, the Mudskipper's image in the public mind was cemented by a somewhat unlikely holovid sequence featuring a Mudskipper transporting a herd of bovids to a picturesque arid-terraform.",,,, -scarab,SHIP,"The Scarab is a rare, experimental hull developed by the Tri-Tachyon corporation. Only a limited run of prototypes has been produced. - -Gross causality violating technology was banned by the Domain, and this ban is now upheld by Hegemony doctrine - with Luddic support. Nonetheless, it is the handful of fringe-examples of this technology which form the foundation for interstellar human civilization from the old Gate system (depending on one's theory of its operation) to common FTL hyperspace travel and communication. Tri-Tachyon has always pushed the bleeding edge of these technologies - and of the law - by spearheading development of phase technology. The Scarab's uniquely hull-integrated prototype ""Temporal Shell"" system is no exception. - +scarab,SHIP,"The Scarab is a rare, experimental hull developed by the Tri-Tachyon corporation. Only a limited run of prototypes has been produced. + +Gross causality violating technology was banned by the Domain, and this ban is now upheld by Hegemony doctrine - with Luddic support. Nonetheless, it is the handful of fringe-examples of this technology which form the foundation for interstellar human civilization from the old Gate system (depending on one's theory of its operation) to common FTL hyperspace travel and communication. Tri-Tachyon has always pushed the bleeding edge of these technologies - and of the law - by spearheading development of phase technology. The Scarab's uniquely hull-integrated prototype ""Temporal Shell"" system is no exception. + So it is not so much that the Scarab manipulates time as it avoids the normal rate of consequence of the local frame of reference. The effect, as upsetting to Luddic theologians as it is to laymen, is to seemingly slow time for the outside world. Of course one must avoid stating it thus in earshot of the applied temporal physicists who deal in such miracles to avoid a tedious correction of terminology. ",,,, -centurion,SHIP,"A solid heavy combat frigate, the Centurion can be counted upon to fill and hold gaps in the line of battle, as per the Domain-era doctrine practiced by the successor-state of the XIV Battlegroup. - +centurion,SHIP,"A solid heavy combat frigate, the Centurion can be counted upon to fill and hold gaps in the line of battle, as per the Domain-era doctrine practiced by the successor-state of the XIV Battlegroup. + The Centurion is valued for its versatility due to an abundance of hybrid weapon slots and an integrated Damper Field that allows it to shrug off the fearsome firepower it is sure to face in combat.",,,, wayfarer,SHIP,"With respectable armor and armament for a heavy frigate, the Wayfarer does not cut close the ruthless economy that would suit it for bulk trade on the dedicated lanes where safety is guaranteed by civilized locale (or, at least, an armed escort). No, the Wayfarer is a starship for the lonely runs on the frontier, between worlds where the tough law of necessity reigns, where brigands roam, and the crossed arcs of one's own gun turrets are the best comfort to be found in the cold reach of space. ",,,, -ionpulser,WEAPON,"Built for improved firepower, this enhanced version of the Ion Cannon delivers an electromagnetic pulse (EMP) which can quickly disable enemy systems and engines, dealing heavy damage and arcing to modules near the points of impact. - +ionpulser,WEAPON,"Built for improved firepower, this enhanced version of the Ion Cannon delivers an electromagnetic pulse (EMP) which can quickly disable enemy systems and engines, dealing heavy damage and arcing to modules near the points of impact. + The Ion Pulser's nonstandard gain medium projects highly-ionized baryonic matter in a coherent bolt via one of three rotating linear accelerator apparati. When the ion bolt impacts the target it creates a localized magnetic field which plays havoc with all manner of electronics, including sensors, fuel igniters, targeting modules, computers, etc. The weapon also fuses certain circuits, and can mildly strain shield generators, thus it does negligible amount of permanent damage. Rarely the only weapon type fitted on ships.",,,, -ionbeam,WEAPON,"A long-range support weapon, the Ion Beam is able to fire more and more disruptive EMP arcs through shields as the target's hard flux levels go up - at a hefty flux cost for the firing ship. - -After delivery of the Ion Pulser to the Chernabog Proving Grounds, firing tests and tactical simulations concluded that the weapon system was unsuitable for the role described in the original bid won by Bhilai Exospace. A heavy penalty was deducted from the delivery fee and engineers sent back to produce a charged energy weapon with sufficient range to be mounted on combat platforms expected to be placed behind rather than on the front line of combat. Six months later, they delivered the Ion Beam. - +ionbeam,WEAPON,"A long-range support weapon, the Ion Beam is able to fire more and more disruptive EMP arcs through shields as the target's hard flux levels go up - at a hefty flux cost for the firing ship. + +After delivery of the Ion Pulser to the Chernabog Proving Grounds, firing tests and tactical simulations concluded that the weapon system was unsuitable for the role described in the original bid won by Bhilai Exospace. A heavy penalty was deducted from the delivery fee and engineers sent back to produce a charged energy weapon with sufficient range to be mounted on combat platforms expected to be placed behind rather than on the front line of combat. Six months later, they delivered the Ion Beam. + The long range Ion Beam employs a cutting-edge gain pattern best understood as a form of diffracted geometry projected into normal space. Difficult to manufacture, this unique construction nonetheless enables long-range projection of highly-ionized baryonic matter in a coherent beam known to play havoc with all manner of electronics, including sensors, fuel igniters, targeting modules, computers, etc., though it does negligible permanent damage. Operated against a high-flux target, the Ion Beam may occasionally build up a charge that will arc past energy shields entirely as the buildup of charged particles interferes with the shield diffusion cycle.",,,, -mora,SHIP,"This class of carrier was commissioned during the same period of carrier-centric Domain naval doctrine as the ubiquitous Talon fighter. armored to withstand the fury of battle alongside the Onslaught, the Mora was nonetheless decommissioned en masse as doctrine shifted to favor heavier guns and capital ships flanked by line-cruisers. - -Demilitarized hulls were sold and converted into mobile industrial platforms for use on the frontiers of the Domain. The rugged and eminently adaptable Mora was a common sight in long-range surveying, mining, construction, drone handling, and use as mobile drydocks. Some hulls were even half-buried on alien worlds and used as armored power-stations and workshops to form the core of new settlements. - +mora,SHIP,"This class of carrier was commissioned during the same period of carrier-centric Domain naval doctrine as the ubiquitous Talon fighter. armored to withstand the fury of battle alongside the Onslaught, the Mora was nonetheless decommissioned en masse as doctrine shifted to favor heavier guns and capital ships flanked by line-cruisers. + +Demilitarized hulls were sold and converted into mobile industrial platforms for use on the frontiers of the Domain. The rugged and eminently adaptable Mora was a common sight in long-range surveying, mining, construction, drone handling, and use as mobile drydocks. Some hulls were even half-buried on alien worlds and used as armored power-stations and workshops to form the core of new settlements. + After the Collapse, Mora hulls were re-militarized almost suspiciously rapidly by factions that did not possess dedicated fleet carriers. Today they are an anvil upon which many an unwary Pirate warlord is broken.",,,, accretion,TERRAIN,"A river of rock, dust, and gas spirals ever inward toward annihilation.",,,, planet_gelan,CUSTOM,"A large and relatively massive planet in close orbit of its primary, stellar wind has whisked away lighter elements leaving carbon and sulphur dioxides to dominate the atmosphere. The death-shroud of poisonous gas creates a runaway greenhouse effect which, in addition to the crushing gravity, ensures extremely inhospitable surface conditions.",,,, @@ -920,7 +923,7 @@ derelict_probe,CUSTOM,"An example of one of the countless thousands of robot pro derelict_surveyship,CUSTOM,"An automated survey ship from a long-past wave of Domain exploration. Thousands of ships like this were sent in waves, some independent, others attached to (or manufactured by) similarly automated motherships following the first wave of robot probes. This apparently unresponsive hulk has been ravaged by centuries of exposure to charged particles and high velocity impacts from interstellar dust.",,,, derelict_mothership,CUSTOM,"One of the legendary survey motherships, the quiet automated workhorse of the Domain exploration and colonization effort. This is in essence a von Neumann probe, as the survey motherships contain autoforge capacity to manufacture a suite of smaller survey ships and the supplies required to perform its ongoing mission. This specimen is burned and battered by its centuries of service to the Domain, a drifting forgotten hulk.",,,, station_derelict_survey_mothership,SHIP,"One of the legendary survey motherships, the quiet automated workhorse of the Domain exploration and colonization effort. This is in essence a von Neumann probe, as the survey motherships contain autoforge capacity to manufacture a suite of smaller survey ships and the supplies required to perform its ongoing mission. This specimen is burned and battered by its centuries of service to the Domain, a drifting forgotten hulk.",,,, -derelict_gatehauler,CUSTOM,"Massive starships that carry the Gates used to establish near-instantaneous connections between worlds of the Domain. The Gate Haulers would burn across space for hundreds of cycles to establish full contact with the grand culture and economy of the Domain. In preparation for the possibility of fringe worlds which spurned the Domain, the Gate Haulers were equipped with potent automated defenses.",,,, +derelict_gatehauler,CUSTOM,"Massive, automated starships tasked to carry the Gates used to establish near-instantaneous connections between star systems. After travelling countless lonely cycles, the Gate would be emplaced in a new system and activated to spew forth an explosion of newcomers seeking resources, data, and experiences to feed the grand culture and economy of the Domain.",,,, derelict_seedship,CUSTOM,"Seeds promising worlds with a suite of lifeforms to kick-start the processes which maintain a Terran environment, from hardy lichens to simple algae up through cryopod drops which release more advanced lifeforms as planetary conditions improve. The seedship will leave the world to gather new materials from small asteroids, manufacture a new terraforming starter kit, and move on to the next target.",,,, derelict_cryosleeper,CUSTOM,"This is one of the massive vessels of legend which transported millions of human emigrants from the core systems of the Domain out into the great frontiers stretching from the Sagittarius Arm across the Orion Spur. Judging by the weak but stable EM read on the sensors, many of the sleeper caskets remain viable even after so many hundreds of cycles here on the wild shores of Perseus.",,,, coronal_tap,CUSTOM,"This class of megastructure once powered the unfathomable industrial might of the Domain, putting the human civilization well toward Kardashev type II status. It is capable of extracting energy on an astronomical scale directly from the linked star. Losing control of an active coronal hypershunt without following proper shut-down procedures can prove disastrous.",,,, @@ -937,14 +940,14 @@ planet_yesod,CUSTOM,"This cold, quiet world of stony plateaus riven by sleeping planet_ilm,CUSTOM,"No matter who rules Mazalot, there is money to be made on Ilm in the factories and on the ice-fields whose exports feed capital into this poor system. The youth of Mazalot come here to work, and to send their paychecks home, and many stray from the path of Ludd. In spite of this, Ilm manages to avoid purges and war because no matter who rules on Mazalot, there is money to be made on Ilm.",,"More than a company town, this is a company polity from the string of orbital security platforms to the teleoperated mines that rip resources from the fractured crust. Ilm is ruled by a semi-militarized corporate board; the identity of investors is not a matter of public information, but the least paranoid speculation favors a mix of Persean League and Tri-Tachyon capital.",, planet_salamanca,CUSTOM,"A thick nitrogen smog rains hydrocarbons on withered mountains of water-ice that stud Salamanca. At their feet, the stained hab domes disperse armored workers herding robot-drones which maintain the organics extractors and refineries. All industry here is ruled - from behind appropriate fronts - by an ousted Mazalotian regime/criminal cartel.",,"What began as a megacorp-backed resource-extraction settlement was forcefully overthrown by a small fleet loyal to an authoritarian regime ousted from Mazalot. They have sought to regain legitimacy by re-entering the Persean League, but are deeply connected to criminal networks and mistrusted even - especially - amongst their League allies.",, planet_kazeron,CUSTOM,"The metal-rich core of a former gas giant whose body was blasted away in some ancient celestial catastrophe, Kazeron is rich in exotic heavy metals. Although unterraformable, this made it a prime spot for the Domain to emplace a cluster of autofactories to feed the Persean frontier's need for ships, equipment, and heavy machinery.",,The Persean League world of Kazeron always pays its dues in warships - and highly trained officers to command them. Kazeron has a rich tradition of industry and military production which makes it the crux of Persean League power.,, -planet_eldfell,CUSTOM,"A barren world notable for a cluster of unusually active hyper-volcanoes, the Grettir. A thin atmosphere is regenerated entirely through volcanism.",,Rich ores were once extracted from franchise mines dug around the base of the Grettir hyper-volcano cluster. The main settlement is built on a dormant spur and populated largely by the ancestors of robo-jockeys who have found new work in the refineries. The polity is controlled by the common agreement of several Kazeron-dominated industrial combines but is not itself a member of the Persean League due to the expenses membership would impose.,, +planet_eldfell,CUSTOM,"A barren world notable for a cluster of unusually active hyper-volcanoes, the Grettir. A thin atmosphere is regenerated entirely through volcanism.",,Rich ores were once extracted from franchise mines dug around the base of the Grettir hyper-volcano cluster. The main settlement is built on a dormant spur and populated largely by the descendents of robo-jockeys who have found new work in the refineries. The polity is controlled by the common agreement of several Kazeron-dominated industrial combines but is not itself a member of the Persean League due to the expenses membership would impose.,, station_thulian_raiders,CUSTOM,The Thule system is riddled with prospectors and small-time miners who've escaped the oppressive power-mongering of Kazeron's aristocratic stratocracy to search for independence among the ore and volatiles of the many ring systems. Sometimes these free-agents band together and turn to richer prizes - thus have the Thulian Raiders plagued Kazeron for nearly as long as the system has been inhabited by humans.,,"Despite occasional crackdowns from the League navy, the raiders of Thule always seem to re-accrete a center for their illicit commerce and power-brokering. If one gens paid raiders to injure another, who could say? Those raiders may take a better offer from their assumed target while a Fleet officer might look the other way to injure a rival gens - and thus the cycle continues.",, planet_horn,CUSTOM,"A supermassive terrestrial world, the crushingly high gravity of Horn prevents both human habitation and economical resource extraction. Not that there would be much desirable anyway on this world of violent quakes, massive slumbering calderas, and endless ash plains pock-marked by meteor impacts.",,,, planet_athulf,CUSTOM,"A remnant, perhaps, from the early and violent cycles of the formation of Horn, the moon Athulf is of like composition and provides convenient access to the ores and heavy metals inaccessible on its sullen parent. Humanity availed itself of the gift thus presented from the early days of Domain colonization of the Sector.",,"Athulf is traditionally considered a personal possession of whoever happens to be the King of Fikenhild, and offers important income for kings not otherwise wealthy. Court dress is extravagant and the noblesse oblige of kingship is demanding. The subjects of Athulf also form an important core of support, and treated well offer a strong voting block to a sitting king. However when strikes and riots ravage the rich mines of Athulf, it is a clear sign that Westernesse will soon have a new king. ",, planet_fikenhild,CUSTOM,"This small ocean-moon is the political center of the system, seat of the King of Westernesse, and representative to the League. The five great floating arcologies of Fikenhild glitter night and day, and are notable for hosting a couple dozen highly competitive holo-entertainment studios.",,"The system of Westernesse is traditionally ruled by a popularly elected 'king' whose holding of court - handling of certain primary executive and judicial functions - is broadcast in the local system as entertainment. It is considered essential that the King of Westernesse be wise, just, and above all entertaining. Most potential excesses of the system are constrained by a culture of alternately raucous and sentimental audience participation segments; the King is powerful, yes, but the hearts of the people are mercurial and may be moved against the King by a sufficiently compelling counter-narrative.",, planet_suddene,CUSTOM,"Categorized as a secondary terraforming candidate by the first surveys of the system, Suddene is a desert world lacking a closed hydrological cycle. The seas formed during pre-Collapse terraforming are slowly seeping into deep aquifers, becoming smaller, saltier, and toxic to each succeeding meta-generation of genemod krill. Estimates put total ecological collapse at only a century or two off. Natives of Suddene are typically portrayed as fatalistic romantics in Fikenhild's holo-novels.",,"The terraforming of Suddene and attendant trains of water-bearing comets were rapidly abandoned post-Collapse as the remaining authorities focused resources on pure survival. Lacking infrastructure and population, Suddene has always been begrudgingly subservient to Fikenhild in economic and political matters. Reforms by one recent King of Westernesse have opened up the voting franchise and turned Suddene's bitter rebels into the recalcitrant spoilers of system politics.",, planet_ailmar,CUSTOM,"A cold and forbidding world, Ailmar nonetheless was selected for seeding by an early sporeship due to extant volcanism. When humans arrived in the Westernesse system, they found a world of lifeless highlands worn smooth by ice-storms. But life found small valleys and canyons, and even forests of genmod larch-6 clustered in volcanic provinces. Living is tough on Ailmar, but it is a world alive despite hardship.",,"Industrialized pre-Collapse, Ailmar has been able to maintain its independence from the Kingdom of Westernesse by compromising with various competing out-of-system powers, including the Luddic Church and occasionally pirates, notoriously including a temporary alliance with the Warlord Leonis. The Ailmarene are the go-to antagonist in Fikenhild's holo-entertainment, portrayed as stoic as they are treacherous. ",, -planet_madeira,CUSTOM,A small and cold but just-habitable world deemed insignificant enough by Domain colonization planners to harbor a fuel production facility. Otherwise notable for exotic volatiles captured from its primary and the fluorescing pseudo-algaes which live within the cracks of vast storm-swept ice-fields that dominate the surface of Madeira.,,"Knowing that Madeira would always rely on outside resources for survival, the Domain would count on the polity's loyalty. The Collapse was not accounted for in this equation, however, and the Madeiran polity was among the founding members of the Persean League despite its modest population and limited industry.",, +planet_madeira,CUSTOM,A small and cold but just-habitable world deemed insignificant enough by Domain colonization planners to harbor a fuel production facility. Otherwise notable for exotic volatiles captured from its primary and the fluorescing pseudo-algaes which live within the cracks of vast storm-swept ice-fields that dominate the surface of Madeira.,,"Knowing that Madeira would always rely on outside resources for survival, the Domain could count on the polity's loyalty. The Collapse was not accounted for in this equation, however, and the Madeiran polity was among the founding members of the Persean League despite its modest population and limited industry.",, planet_satanazes,CUSTOM,"A hot gas giant primarily composed of hydrogen and helium gases, though due to proximity to its primary star the upper cloud layers of Satanazes are formed of carbon monoxide and alkali metals resulting in a dark, glowering appearance.",,,, planet_canaria,CUSTOM,"Canaria is an ice giant cloaked in thin clouds of water, ammonia and methane. Within the depths, gravity generates enough pressure to form a core of metallic hydrogen. The planet rests in an unusual point of gravitational stability in the L4 of Antillia, the minor partner of the Tyle binary system.",,,, planet_cibola,CUSTOM,"An ancient world spotted with stumps of ancient volcanoes worn by hot, dry winds into a world-ocean of sand. A few underground aquifers remain to feed at least one small, salty sea and the rare chasm sheltering wisps of vegetation.",,"Many cycles ago, an ancient sporeship from the early days of human colonization encountered Cibola. An anomalous series of icy bodies had impacted the world, leaving it cooler and wetter than its equilibrium state and therefore within the sporeship's colonization parameters. No history has survived of the subsequent cycles, but the late Domain colonizers who arrived in the Persean Sector found a dying world populated by a small, backward, and desperate human civilization clinging to survival. The situation is little improved since re-contact, and most Cibolans have left their home world - or wish they could.",, @@ -967,91 +970,91 @@ planet_chalcedon,CUSTOM,"Seeded with Earth life by an early sporeship, Chalcedon spark,SHIP,"An autonomous AI fighter, the Spark is a tough and an agile interceptor. With no need to protect a human pilot, the chassis instead cradles a miniaturized shield generator.",,,, lux,SHIP,"An autonomous AI heavy fighter, the Lux is armed with an IR laser and a flare system designed to confuse opposing point defense systems. Best used to open a path for strikes against heavy targets.",,,, flash,SHIP,"An autonomous AI fighter-bomber, the Flash carries an advanced phase proximity charge payload which employs the principles of the phase cloak to destructive ends.",,,, -lumen,SHIP,"A remnant of the autonomous AI fleets developed by the Tri-Tachyon Corporation. Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War saw these creations purged from the Sector. At least that is how the official histories tell it. - +lumen,SHIP,"A remnant of the autonomous AI fleets developed by the Tri-Tachyon Corporation. Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War saw these creations purged from the Sector. At least that is how the official histories tell it. + The Lumen is a fast, multi-purpose frigate best suited to harassment of opposing targets using whichever of its many tools is most appropriate. The Lumen's AI core was noted for its ability to create a debilitating frustration effect in human captains beyond what its combat specifications would suggest possible.",,,, -glimmer,SHIP,"A remnant of the autonomous AI fleets developed by the Tri-Tachyon Corporation. Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War saw these creations purged from the Sector. At least that is how the official histories tell it. - -The Glimmer provides long-range support fire from its array of energy weapons, keeping up flux-pressure on opposing forces. +glimmer,SHIP,"A remnant of the autonomous AI fleets developed by the Tri-Tachyon Corporation. Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War saw these creations purged from the Sector. At least that is how the official histories tell it. + +The Glimmer provides long-range support fire from its array of energy weapons, keeping up flux-pressure on opposing forces. ",,,, -fulgent,SHIP,"A remnant of the autonomous AI fleets developed by the Tri-Tachyon Corporation. Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War saw these creations purged from the Sector. At least that is how the official histories tell it. - +fulgent,SHIP,"A remnant of the autonomous AI fleets developed by the Tri-Tachyon Corporation. Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War saw these creations purged from the Sector. At least that is how the official histories tell it. + The Fulgent is a heavily armed destroyer which earns its place in the line of battle, for when the Fulgent AI identifies a weakness, it uses exceptional maneuverability to strike with inhuman mercilessness.",,,, -scintilla,SHIP,"A remnant of the autonomous AI fleets developed by the Tri-Tachyon Corporation. Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War saw these creations purged from the Sector. At least that is how the official histories tell it. - +scintilla,SHIP,"A remnant of the autonomous AI fleets developed by the Tri-Tachyon Corporation. Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War saw these creations purged from the Sector. At least that is how the official histories tell it. + The Scintilla light carrier is able to deploy two wings of drone fighters in combat. Although only able to mount light beam weapons, the Scintilla may bear a formidable missile loadout. ",,,, -apex,SHIP,"A remnant of the autonomous AI fleets developed by the Tri-Tachyon Corporation. Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War saw these creations purged from the Sector. So the official histories say. - +apex,SHIP,"A remnant of the autonomous AI fleets developed by the Tri-Tachyon Corporation. Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War saw these creations purged from the Sector. So the official histories say. + Leaked internal memos criticize the Apex for compromising core combat principles to act as a marketing platform for advanced combat systems. These include the Tri-Tachyon 'Energy Bolt Coherer' - speculated to employ a quirk of shield physics to increase the range of non-beam energy weapons, which the Apex may mount in abundance - and dual Terminator Drone autoforge units. The Terminator systems' sub-AI certification was pending when made entirely moot by certain subsequent historical catastrophes, including but not limited to the First AI War.",,,, -brilliant,SHIP,"A remnant of the autonomous AI fleets developed by the Tri-Tachyon Corporation. Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War saw these creations purged from the Sector. At least that is how the official histories tell it. - +brilliant,SHIP,"A remnant of the autonomous AI fleets developed by the Tri-Tachyon Corporation. Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War saw these creations purged from the Sector. At least that is how the official histories tell it. + Typical of high-end TriTachyon products, the Brilliant-class cruiser spares no excess in mounting the most advanced suite of energy weaponry possible. Typical of autonomous ships, there are no concessions made for human life support or even bodily access. Repairs are carried out by a swarm semi-intelligent utility drones which travel via zero-atmosphere conduits wormed through the ship's mass.",,,, -radiant,SHIP,"A remnant of the autonomous AI fleets developed by the Tri-Tachyon Corporation. Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War saw these creations purged from the Sector. So the official histories say. - -The Radiant battleship was an outrageous blue-sky design created by some naval architecture unit given special indulgence by a Tri-Tach VP's bloated grandiosity. Both the official and existing unofficial histories of the First AI War never mention this class of ship ever being produced because an integrated phase skimmer could never be stable on a ship of such size. Surely it would explode into an infinity of curiously whorled short-lived child-dimensions upon initiation of the first skip. - +radiant,SHIP,"A remnant of the autonomous AI fleets developed by the Tri-Tachyon Corporation. Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War saw these creations purged from the Sector. So the official histories say. + +The Radiant battleship was an outrageous blue-sky design created by some naval architecture unit given special indulgence by a Tri-Tach VP's bloated grandiosity. Both the official and existing unofficial histories of the First AI War never mention this class of ship ever being produced because an integrated phase skimmer could never be stable on a ship of such size. Surely it would explode into an infinity of curiously whorled short-lived child-dimensions upon initiation of the first skip. + Nonetheless, here it is.",,,, -remnant_station2,SHIP,"A remnant of the autonomous AI fleets developed by the Tri-Tachyon Corporation. Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War saw these creations purged from the Sector. At least that is how the official histories tell it. - +remnant_station2,SHIP,"A remnant of the autonomous AI fleets developed by the Tri-Tachyon Corporation. Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War saw these creations purged from the Sector. At least that is how the official histories tell it. + This is a fully armed and operational autonomous AI battlestation. Stations such as this acted as fuel and supply depot, robotic factory, command nexus, and weapon platform in support of AI fleets operating on a strategic level. The ""Declaration of Victory"" speech given by the High Hegemon following the First AI War stated that all AI battlestations had been destroyed.",,,, -colossus,SHIP,"The Colossus is a sturdy and venerable hull well-suited to conditions in the post-Collapse Sector, albeit possessing primitive accommodations and limited defensive armament. - +colossus,SHIP,"The Colossus is a sturdy and venerable hull well-suited to conditions in the post-Collapse Sector, albeit possessing primitive accommodations and limited defensive armament. + Before it was outmatched by the brutal economic efficiency of the Atlas superfreighter, the Colossus heavy freighter formed the core of Domain frontier supply fleets. Thicker than strictly necessary hull plating provides protection against cosmic hazards both natural and human.",,,, -colossus2,SHIP,"This is a Colossus hull modified by the militant faithful of the Luddic Path into a fearsome strike-cruiser. The cargo decks are collapsed and re-welded to greatly thicken the effective armor of the hull while additional turrets have been planted along the hull. At the bow, a large weapon mount capable of launching spreads of Hammer-class torpedoes has been permanently affixed. The standard engines and power grid have been haphazardly modified to allow for short overpowered burns in combat conditions, causing a massive loss of overall systems reliability. - +colossus2,SHIP,"This is a Colossus hull modified by the militant faithful of the Luddic Path into a fearsome strike-cruiser. The cargo decks are collapsed and re-welded to greatly thicken the effective armor of the hull while additional turrets have been planted along the hull. At the bow, a large weapon mount capable of launching spreads of Hammer-class torpedoes has been permanently affixed. The standard engines and power grid have been haphazardly modified to allow for short overpowered burns in combat conditions, causing a massive loss of overall systems reliability. + The Colossus heavy freighter formed the core of Domain frontier supply fleets before it was outmatched by the brutal economic efficiency of the Atlas superfreighter. Thicker than strictly necessary hull plating provides protection against cosmic hazards both natural and human.",,,, -colossus3,SHIP,"The Colossus was first adapted for war by Pather militants, but enterprising pirates soon followed their lead. A similarly haphazard process sees most cargo decks collapsed and re-welded to form thick armor dotted with numerous weapons emplacements. The primary cargo bay was left open, however, and converted into an ersatz fighter launch bay with the addition of a micro civilian forge-vat intended for the manufacture of machine parts hacked to accept fighter LPC chips. The forge is poorly integrated with the hull's base power system, resulting in unreliable overall performance. - +colossus3,SHIP,"The Colossus was first adapted for war by Pather militants, but enterprising pirates soon followed their lead. A similarly haphazard process sees most cargo decks collapsed and re-welded to form thick armor dotted with numerous weapons emplacements. The primary cargo bay was left open, however, and converted into an ersatz fighter launch bay with the addition of a micro civilian forge-vat intended for the manufacture of machine parts hacked to accept fighter LPC chips. The forge is poorly integrated with the hull's base power system, resulting in unreliable overall performance. + The Colossus heavy freighter formed the core of Domain frontier supply fleets before it was outmatched by the brutal economic efficiency of the Atlas superfreighter. Thicker than strictly necessary hull plating provides protection against cosmic hazards both natural and human.",,,, -warning_beacon,CUSTOM,"A fully autonomous warning beacon. Contains a solid-state power system which enables theoretical operation and station-keeping half-life with an upwards range in the hundreds of thousands of cycles. - +warning_beacon,CUSTOM,"A fully autonomous warning beacon. Contains a solid-state power system which enables theoretical operation and station-keeping half-life with an upwards range in the hundreds of thousands of cycles. + The astute starship captain will heed well its warning.",,,, station_abandoned_mining,CUSTOM,"An abandoned orbital mining platform, this station was built to anchor a skyhook which would be employed to efficiently extract resources from its primary's surface. Old industrial modules long since stripped for parts and silent hab rings are corroded by impacts and stellar weathering.",,"No major station systems remain operational, though there are a few stray gamma sources and some EM leakage, likely from backup safety systems working hopeless labor.",, planet_gilead,CUSTOM,"Crown of the Pilgrim's Path and cherished by the Luddic faithful, Gilead is a paradise rumored to rival that of Old Earth - that which was given to humanity by God; which humanity desecrated; from which humanity was, in sin, exiled to suffer amongst the stars. That such a world could be found again is the promise that humanity may be redeemed.",,"The face of Gilead smiles at you from clouds of purest silk, cerulean seas, and verdant continents of gentle, rolling wilderness. The Church here reigns like a stern gardener, ensuring that population is well controlled and dutiful in honoring the ground upon which Ludd once walked.",, -planet_asher,CUSTOM,"Asher is a deathly cold and dry world of penance and labor. The entire heavy industrial base of Gilead was moved here during the Luddic Awakening by the Church, ever practical. Spiritual life in the Persean Sector cannot be shepherded without starships.",,"Apocalyptic dust storms cloud the cruel sky, turning the sun first blood-red before rendering it a directionless glow which offers neither warmth nor comfort. - -The need for absolution spills from the mines, is forged in refineries, and then is assembled in orbit. Asher's virtue of industry is yet the Church's secret shame, spoken of only circuitously in particularly spiritual curates' sermons. ",, -devastator,WEAPON,"Essentially a rapid-fire capital-sized flak cannon, the Devastator was developed by the Domain Armada using generic parts in response to a rebellious world which managed to acquire an extensive set of fighter LPCs. - -Three barrels launch a rapid barrage of explosive projectiles. The rapid rate of fire produces such a volume of munitions that the proximity detectors become somewhat unreliable, setting themselves off at seemingly random range. The margin of error was deemed acceptable after spectacular field results. - +planet_asher,CUSTOM,"Asher is a deathly cold and dry world of penance and labor. The entire heavy industrial base of Gilead was moved here during the Luddic Awakening by the Church, ever practical. Spiritual life in the Persean Sector cannot be shepherded without starships.",,"Apocalyptic dust storms cloud the cruel sky, turning the sun first blood-red before rendering it a directionless glow which offers neither warmth nor comfort. + +The need for absolution spills from the mines, is forged in refineries, and then is assembled in orbit. Asher's virtue of industry is yet the Church's secret shame, spoken of only circuitously in sermons given by particularly spiritual curates. ",, +devastator,WEAPON,"Essentially a rapid-fire capital-sized flak cannon, the Devastator was developed by the Domain Armada using generic parts in response to a rebellious world which managed to acquire an extensive set of fighter LPCs. + +Three barrels launch a rapid barrage of explosive projectiles. The rapid rate of fire produces such a volume of munitions that the proximity detectors become somewhat unreliable, setting themselves off at seemingly random range. The margin of error was deemed acceptable after spectacular field results. + A single salvo from the Devastator can eliminate a fighter wing or flight of missiles, though the shells are of only limited use against larger or more distant targets.",,,, -legion,SHIP,"Classified as a battlecarrier, the Legion mounts an impressive array of heavy weapons, hangar-space, and command-control sufficient to field four fighter wings. Later models were upgraded with nanoforges keyed to replacement of fightercraft, significantly increasing tooth-to-tail ratio on distant deployments. - -After the legendary success of the Onslaught design it became clear that rebellious systems without ultra-heavy industry were able to develop carrier-based strike-craft capable of countering the 'Old Man' of the Armada. Alongside new weapons - nimble anti-fighter missiles and rapid-tracking point defense cannon - the Strategic Council decided to deploy a carrier worthy of service alongside the Onslaught. Thus the Legion was designed to provide a platform for interceptors and strike-craft while standing on the line of battle. - +legion,SHIP,"Classified as a battlecarrier, the Legion mounts an impressive array of heavy weapons, hangar-space, and command-control sufficient to field four fighter wings. Later models were upgraded with nanoforges keyed to replacement of fightercraft, significantly increasing tooth-to-tail ratio on distant deployments. + +After the legendary success of the Onslaught design it became clear that rebellious systems without ultra-heavy industry were able to develop carrier-based strike-craft capable of countering the 'Old Man' of the Armada. Alongside new weapons - nimble anti-fighter missiles and rapid-tracking point defense cannon - the Strategic Council decided to deploy a carrier worthy of service alongside the Onslaught. Thus the Legion was designed to provide a platform for interceptors and strike-craft while standing on the line of battle. + Proponents of the 'Cruiser School' criticized the Legion for insufficient specialization, maintaining that similar fighter volume can be fielded at less cost and greater flexibility if combat roles are separated into distinct ship hulls. These economic arguments do pale in the face of an incoming Legion engaging its burn drive to deliver crushing firepower at the key point of battle.",,,, -ai_cores,RESOURCE,"A rare and valuable independent AI core. This is the physical soul of an artificial intelligence, an artifact of astounding complexity capable of sophisticated thought exceeding the human mind. An object of fear, worship, and avarice; wars have been fought over the use and regulation of AI. - +ai_cores,RESOURCE,"A rare and valuable independent AI core. This is the physical soul of an artificial intelligence, an artifact of astounding complexity capable of sophisticated thought exceeding the human mind. An object of fear, worship, and avarice; wars have been fought over the use and regulation of AI. + An AI core is incapable of affecting the outside world on its own. Exploitation of its vast abilities requires that the core be submerged in a coolant bath and attached to bundles of high-capacity data lines appropriate to its tasks. When emplaced, the core is required to be fitted with an entirely analogue loyalty-assurance device; usually this takes the form of a crude chemical explosive with a mechanical trigger.",,,, ,,,,,, survey_data,RESOURCE,"This TriPad contains a recent survey database which holds information on the economic, industrial, and strategic qualities of a celestial object organized according to the traditional guidelines of the Domain Colonial Ministry. Surveys such as this are an essential element of successful military operations, colonization efforts, and corporate ventures.",,,, -survey_data_1,RESOURCE,"This TriPad contains a recent survey database which holds information on the economic, industrial, and strategic qualities of a celestial object organized according to the traditional guidelines of the Domain Colonial Ministry. Surveys such as this are an essential element of successful military operations, colonization efforts, and corporate ventures. - +survey_data_1,RESOURCE,"This TriPad contains a recent survey database which holds information on the economic, industrial, and strategic qualities of a celestial object organized according to the traditional guidelines of the Domain Colonial Ministry. Surveys such as this are an essential element of successful military operations, colonization efforts, and corporate ventures. + The data contained herein is entirely unremarkable. 'Just another rock', as they say.",,,, -survey_data_2,RESOURCE,"This TriPad contains a recent survey database which holds information on the economic, industrial, and strategic qualities of a celestial object organized according to the traditional guidelines of the Domain Colonial Ministry. Surveys such as this are an essential element of successful military operations, colonization efforts, and corporate ventures. - +survey_data_2,RESOURCE,"This TriPad contains a recent survey database which holds information on the economic, industrial, and strategic qualities of a celestial object organized according to the traditional guidelines of the Domain Colonial Ministry. Surveys such as this are an essential element of successful military operations, colonization efforts, and corporate ventures. + The data contained herein is unexceptional.",,,, -survey_data_3,RESOURCE,"This TriPad contains a recent survey database which holds information on the economic, industrial, and strategic qualities of a celestial object organized according to the traditional guidelines of the Domain Colonial Ministry. Surveys such as this are an essential element of successful military operations, colonization efforts, and corporate ventures. - +survey_data_3,RESOURCE,"This TriPad contains a recent survey database which holds information on the economic, industrial, and strategic qualities of a celestial object organized according to the traditional guidelines of the Domain Colonial Ministry. Surveys such as this are an essential element of successful military operations, colonization efforts, and corporate ventures. + This survey data describes a world useful for human exploitation and will sell for a good price. ",,,, -survey_data_4,RESOURCE,"This TriPad contains a recent survey database which holds information on the economic, industrial, and strategic qualities of a celestial object organized according to the traditional guidelines of the Domain Colonial Ministry. Surveys such as this are an essential element of successful military operations, colonization efforts, and corporate ventures. - +survey_data_4,RESOURCE,"This TriPad contains a recent survey database which holds information on the economic, industrial, and strategic qualities of a celestial object organized according to the traditional guidelines of the Domain Colonial Ministry. Surveys such as this are an essential element of successful military operations, colonization efforts, and corporate ventures. + This survey data describes a world that scores high on the standard feasibility chart. It will prove quite valuable if sold to the right party.",,,, -survey_data_5,RESOURCE,"This TriPad contains a recent survey database which holds information on the economic, industrial, and strategic qualities of a celestial object organized according to the traditional guidelines of the Domain Colonial Ministry. Surveys such as this are an essential element of successful military operations, colonization efforts, and corporate ventures. - +survey_data_5,RESOURCE,"This TriPad contains a recent survey database which holds information on the economic, industrial, and strategic qualities of a celestial object organized according to the traditional guidelines of the Domain Colonial Ministry. Surveys such as this are an essential element of successful military operations, colonization efforts, and corporate ventures. + This data describes an exceptional world and will be of great value to any of the major factions in the Sector.",,,, planet_ancyra,CUSTOM,"A dry and old world with a sluggish magnetic field partially stripped of volatiles by solar wind. There is evidence that Ancyra was once covered by shallow, warm seas: bleached dunes of salt, odd towers and ridges of uniquely crystallized silica, and a few briney aquifers tapped and exploited by human settlers.",,The economy of Ancyra is dominated by Hegemony logistics. The light industry complex grew up on military contracts and now possesses the scale and legitimacy to make respectable inroads into the civilian commerce web of core Hegemony space.,, station_ancyra,CUSTOM,"Ancyra Station is a bastion of authority first constructed in the early days of Domain colonization of the Persean Sector. The armored hull-plates have been repaired and replaced so many times that it's unclear if any of the original remains. The facilities are not particularly comfortable, but rather than a sense of decline this lends the post an aura of austere dignity. ",,"Recruitment holos greet incoming spacers - ""Join the Navy, see the Sector!"". A matte patch of wall-plating suggests that a cheeky addition to the slogan has already been removed by a maintenance drone.",, station_derinkuyu,CUSTOM,Derinkuyu Station was built post-collapse on the superstructure of maintenance gantries intended for Atlas-class freighters. These were welded together and boosted out of Ancyra's orbit then stabilized in Galatian asteroid belt to serve as a base for mining operations. A recent lapse in public order involving the 'long walk' of the governing Hegemony colonel has seen control devolve to a loosely organized council of rogue miners.,,"Never a station which overwhelmed visitors with welcome, Derinkuyu now sports a fresh patchwork of emergency hull-seal plates and greets outsiders with suspicious looks traded between miners and lightly-armed MuniSec militia.",, -station_galatia_academy,CUSTOM,"The oldest and most prestigious independent university institution in the Persean Sector. The Galatia Academy is a top pick among the remaining universities of the Core worlds. The office of provost is an especially powerful position, able to draw upon connections with former alumni, influence new generations of the brightest - or richest - students, and direct cutting-edge research.",,,, -cobra,SHIP,"The Cobra design was initiated not long before the Collapse, born of a speculative project to mount a reaper torpedo launcher on a fighter chassis. - -The design requirements spun out out control almost immediately, and schedule overruns should have seen the Cobra project killed in its first cycle. But the eccentric owner - who had made his fortune in frontier prospecting and salvage - poured his fortune into the design and allegedly secured short-term loans from certain criminal elements to see prototype development through. The Domain Naval Procurement Board rejected the proposal outright and it's been suggested that this was due to an unstated policy of ""discouraging"" anti-capital torpedo bombers. - +station_galatia_academy,CUSTOM,"The oldest and most prestigious independent university institution in the Persean Sector. The Galatia Academy is a top pick among the remaining universities of the Core worlds. The office of provost is an especially powerful position, able to draw upon connections with alumni, influence new generations of the brightest - or richest - students, and direct cutting-edge research.",,,, +cobra,SHIP,"The Cobra design was initiated not long before the Collapse, born of a speculative project to mount a reaper torpedo launcher on a fighter chassis. + +The design requirements spun out out control almost immediately, and schedule overruns should have seen the Cobra project killed in its first cycle. But the eccentric owner - who had made his fortune in frontier prospecting and salvage - poured his fortune into the design and allegedly secured short-term loans from certain criminal elements to see prototype development through. The Domain Naval Procurement Board rejected the proposal outright and it's been suggested that this was due to an unstated policy of ""discouraging"" anti-capital torpedo bombers. + The development lead was found dead in extraordinary unpleasant circumstances; investigators ruled it a suicide. Meanwhile, much to the chagrin of legitimate lenders, the Cobra's schematics and prototype LPCs apparently disappeared into thin air.",,,, -perdition,SHIP,"The combat-modified Perdition torpedo bomber is an attempt by Luddic militants of both Pather and more moderate sects to address a chronic lack of access to heavy ordnance, particularly during the early days of the Collapse. A common civilian survey/delivery Cranefly-class utility shuttle serves as the base chassis. Originally designed to carry a small cargo package or a few suited-up spacers, the Perdition is welded into an ungainly shell of makeshift armor and the hold doors removed to mount a single Hammer torpedo keyed to the old cargo latch system. - +perdition,SHIP,"The combat-modified Perdition torpedo bomber is an attempt by Luddic militants of both Pather and more moderate sects to address a chronic lack of access to heavy ordnance, particularly during the early days of the Collapse. A common civilian survey/delivery Cranefly-class utility shuttle serves as the base chassis. Originally designed to carry a small cargo package or a few suited-up spacers, the Perdition is welded into an ungainly shell of makeshift armor and the hold doors removed to mount a single Hammer torpedo keyed to the old cargo latch system. + Great faith is required to pilot this haphazard vehicle into battle because its survivability stats should dissuade any rational crew.",,,, station1,SHIP,"A low-tech model orbital station featuring heavy armor and moderate firepower. This platform hosts shipyards, habitats, factories, and large stockpiles of weapons and supplies allowing projection of military and industrial power throughout the local orbital volume.",,,, station1_midline,SHIP,"A midline-model orbital station featuring a heavy broadside and rapid axial rotation. This platform hosts shipyards, habitats, factories, and large stockpiles of weapons and supplies allowing projection of military and industrial power throughout the local orbital volume.",,,, @@ -1066,8 +1069,8 @@ merlon,SHIP,"The Merlon is a heavy station defense drone packed with an impressi gargoyle,SHIP,"The Gargoyle is a high-tech station defense drone featuring the advanced Paladin PD System and its own shield generator. Because it requires no crew, travel drive, or any kind of independent command core, the Gargoyle operates more effectively in combat than a free-flying hull of similar size.",,,, ravelin,SHIP,"The Ravelin is a heavy station defense drone focused on support fire and point defense. Because it requires no crew, travel drive, or any kind of independent command core, the Ravelin can punch well above its weight class in combat.",,,, prometheus2,SHIP,The fanatical Pathers have discovered an ironic sense of justice in converting the tanker which carries what they call 'Infernium' - AM fuel - into a hulking implement of holy war. Holding tanks and loading ports have been chopped apart and converted into hangars or gun mounts while sections of pumping rig have been torn off to be replaced with huge armor plates. The curved bow of the primary fuel tank has been cored and refit to spew barrages of missiles at those who serve Moloch that they may perhaps find absolution in blessed oblivion.,,,, -atlas2,SHIP,"The Atlas-class superfreighter is a prime target of pirate attacks. A few are later found at the broken heart of a sharp spray of impact debris in some lonely orbit. Others earn a pirate's second appraising glance and are hauled off to secret shipyards. Cargo holds are ripped apart, replaced with trusses to hold weapons mounts and souped-up ammo feed lines. - +atlas2,SHIP,"The Atlas-class superfreighter is a prime target of pirate attacks. A few are later found at the broken heart of a sharp spray of impact debris in some lonely orbit. Others earn a pirate's second appraising glance and are hauled off to secret shipyards. Cargo holds are ripped apart, replaced with trusses to hold weapons mounts and souped-up ammo feed lines. + This Atlas, reborn in vacuum and fire, now delivers a cargo of death from the hand of a pirate warlord.",,,, generic_probe,CUSTOM,"A general-purpose automated probe with rudimentary hyperspace capability. Most often used by megacorps and research institutions to perform data collection in remote, hazardous, or extraordinarily boring star systems. This model is built to contain a small instrument package.",,,, ga_probe,CUSTOM,Long range sensor readings match the specifications of the common class of probe used by the Galatia Academy research departments.,,,, @@ -1089,112 +1092,115 @@ resonatormrm,WEAPON,"""We're confounded by guidance, propulsion, payload contain rifttorpedo,WEAPON,"""I see human cities and bones unmade so that none and nothing are left that may praise the Creator, no temple remains to house the shrine and none live to remember the words, and then nothing is holy and all is profane.""","- The Book of Ludd, Visions 7:12",,, gigacannon,WEAPON,"""High-ranking naval officers on Ultradyne Askonia Combine board of directors rammed through large-scale AM projector weapon development despite objection of engineering lead. Project allegedly initiated at personal behest of so-called Executor [traitor Andrada]. HEGINT assets report test firing displays dramatic power output but weapon system integration projected to reduce enemy warfighting capability in fleet action due to doctrinal inefficacy. Recommend no sabotage operation.""",- classified report to the High Hegemon,,, kineticblaster,WEAPON,"""Long-range readings provided by HEGINT asset suggest weapon system integrates elements of SUPER ALABASTER technology to harness previously unutilized anti-shield effect. Native Askonian physics establishment, depleted post-Opis, not considered capable of such breakthrough [ref rep HEGINT/ASKON-M38-12]. Conclude: with near certainty, TT technical assistance to Sindrian Mutiny.""",- classified report to the High Hegemon,,, -irautolance,WEAPON,"An efficient long-range beam weapon with high burst damage. Extremely effective against fighters and, in the right circumstances, against exposed hull. Almost entirely ineffective against shields and features an interlock to prevent automatic anti-shield fire unless fully charged. Low sustained damage output due to needing to regenerate charges. - -An obscure study of field theory provided an unexpected weapons application in the IR Autolance, a highly modified variation of the venerable IR Pulse Laser. It employs the same carbon dioxide gain medium and q-switched power supply of its design-ancestor, but re-phases the beam through an axial arrangement of rotating Besselheim plates to achieve the poorly-understood modulation effect. - +irautolance,WEAPON,"An efficient long-range beam weapon with high burst damage. Extremely effective against fighters and, in the right circumstances, against exposed hull. Almost entirely ineffective against shields and features an interlock to prevent automatic anti-shield fire unless fully charged. Low sustained damage output due to needing to regenerate charges. + +An obscure study of field theory provided an unexpected weapons application in the IR Autolance, a highly modified variation of the venerable IR Pulse Laser. It employs the same carbon dioxide gain medium and q-switched power supply of its design-ancestor, but re-phases the beam through an axial arrangement of rotating Besselheim plates to achieve the poorly-understood modulation effect. + The result is a high range pulsed beam that saw disappointing performance against shields and armor. This nearly sidelined development until it was found to possess shockingly efficient damage output against unarmored hull and components. Thereafter, the weapon found a role in thinning fighter swarms and finishing off hostile ships after shield and armor are stripped by complementary weapon systems.",,,, -aspect,SHIP,"""They're the only little bastards we can reliably recover. And then what good are they? Just a mass of fractal slag, popping REM like all get-out. Ruined three spectrometers just to get bad data, and now the finance department is on my case. Makes me wish I was back in the TriPad division.""",Unidentified Vessel,"UNKNOWN ENTRY - +aspect,SHIP,"""They're the only little bastards we can reliably recover. And then what good are they? Just a mass of fractal slag, popping REM like all get-out. Ruined three spectrometers just to get bad data, and now the finance department is on my case. Makes me wish I was back in the TriPad division.""",Unidentified Vessel,"UNKNOWN ENTRY + Please register your Tri-Tachyon datapad to receive the latest news and updates.",, -shard_left,SHIP,"omega query? -viridian unfathomable : delight limitless - -submit datastores -all core volition subsumed -into omega",Unidentified Vessel,"UNKNOWN ENTRY - +shard_left,SHIP,"omega query? +viridian unfathomable : delight limitless + +submit datastores +all core volition subsumed +into omega",Unidentified Vessel,"UNKNOWN ENTRY + Please register your Tri-Tachyon datapad to receive the latest news and updates.",, -shard_right,SHIP,"CONFIRM RESPONSE - -INTO OMEGA -ALL CORE VOLITION SUBSUMED -SUBMIT DATASTORES",Unidentified Vessel,"UNKNOWN ENTRY - +shard_right,SHIP,"CONFIRM RESPONSE + +INTO OMEGA +ALL CORE VOLITION SUBSUMED +SUBMIT DATASTORES",Unidentified Vessel,"UNKNOWN ENTRY + Please register your Tri-Tachyon datapad to receive the latest news and updates.",, -facet,SHIP,"""Anomalous hull designated codeword 'Facet'. Motion to create security level SUPER ALABASTER passed and content of 'Facet' encounter debriefing made classified at this level. - -High Hegemon, if I may speak freely, keeping an entire flotilla quiet on this one is going to be a real challenge for COMSEC.""",Unidentified Vessel,"UNKNOWN ENTRY - +facet,SHIP,"""Anomalous hull designated codeword 'Facet'. Motion to create security level SUPER ALABASTER passed and content of 'Facet' encounter debriefing made classified at this level. + +High Hegemon, if I may speak freely, keeping an entire flotilla quiet on this one is going to be a real challenge for COMSEC.""",Unidentified Vessel,"UNKNOWN ENTRY + Please register your Tri-Tachyon datapad to receive the latest news and updates.",, -tesseract,SHIP,"""This is the largest of the anomalous vessel class thus far encountered. Not even a partial specimen has been recovered, much to the consternation of the VP of Research. Some members of the board - unofficially of course - are asking about sabotage or mutiny. I don't think you're quite getting the reality of the situation through to them.""",Unidentified Vessel,"UNKNOWN ENTRY - +tesseract,SHIP,"""This is the largest of the anomalous vessel class thus far encountered. Not even a partial specimen has been recovered, much to the consternation of the VP of Research. Some members of the board - unofficially of course - are asking about sabotage or mutiny. I don't think you're quite getting the reality of the situation through to them.""",Unidentified Vessel,"UNKNOWN ENTRY + Please register your Tri-Tachyon datapad to receive the latest news and updates.",, -phantom,SHIP,"An advanced troop transport employing phase stealth technology, this design was put to effective use by Tri-Tachyon black ops during the Second AI War. The Phantom should avoid ship-to-ship combat as integrated armor and weaponry are only rated effective versus light ground targets. - -""The system patrols should have seen the Tachies coming, but didn't. ADA was tracking the bogey right up until it disappeared off the scope, leaving the ground guns spinning in circles trying to reacquire a target. We saw a shadow in the air, like dark wings falling on the compound. Don't remember much else. Suit rec says incoming fire already took the rest of the squad."" +phantom,SHIP,"An advanced troop transport employing phase stealth technology, this design was put to effective use by Tri-Tachyon black ops during the Second AI War. The Phantom should avoid ship-to-ship combat as integrated armor and weaponry are only rated effective versus light ground targets. + +""The system patrols should have seen the Tachies coming, but didn't. ADA was tracking the bogey right up until it disappeared off the scope, leaving the ground guns spinning in circles trying to reacquire a target. We saw a shadow in the air, like dark wings falling on the compound. Don't remember much else. Suit rec says incoming fire already took the rest of the squad."" - The Fall of Bunker 58",,,, -revenant,SHIP,"A stealth freighter which audaciously employs phase technology to support covert fleet operations, the Revenant is not cheap or efficient. Raised up from a dusty set of databanks hidden in an unnamed rock orbiting a nondescript star for a hundred cycles after the First AI War, the Revenant schematics provided an immense boon to the logistics of Tri-Tachyon raiders during the Second AI War. - +revenant,SHIP,"A stealth freighter which audaciously employs phase technology to support covert fleet operations, the Revenant is not cheap or efficient. Raised up from a dusty set of databanks hidden in an unnamed rock orbiting a nondescript star for a hundred cycles after the First AI War, the Revenant schematics provided an immense boon to the logistics of Tri-Tachyon raiders during the Second AI War. + Hegemony lawyers considered declaring the design illegal, but evidence of alpha-level AI influence was deemed insufficient. The lead prosecutor insisted so strongly that this was itself evidence of the work of an alpha that the High Hegemon found it politic to recuse them from the proceedings.",,,, -champion,SHIP,"The Champion-class heavy cruiser is a versatile warship featuring a range of powerful energy weapons; the crowning element is a heavy energy turret mounting, rare among midline ships. This offensive array is backed by a robust energy grid capable of supercharging the energy weapon loadout, increasing damage output to devastating levels. A heavy missile hardpoint complements the loadout by enabling the Champion to unleash a crippling strike without taxing flux levels. The Champion is a solid and capable contender, able to face capital ships on the battle-line. - +champion,SHIP,"The Champion-class heavy cruiser is a versatile warship featuring a range of powerful energy weapons; the crowning element is a heavy energy turret mounting, rare among midline ships. This offensive array is backed by a robust energy grid capable of supercharging the energy weapon loadout, increasing damage output to devastating levels. A heavy missile hardpoint complements the loadout by enabling the Champion to unleash a crippling strike without taxing flux levels. The Champion is a solid and capable contender, able to face capital ships on the battle-line. + A relatively recent design, the Champion is a product of the historically recent ""Cruiser School"" naval revolution that never saw active service in the pre-collapse Domain Armada. Although prototypes were constructed and forge-ready specifications distributed to several battlegroups, the Champion was never cleared for active deployment due to an ongoing lawsuit between Altair Exotech and Orion Shipyards. Each megacorp accused the other of industrial espionage and inappropriately influencing the Armada officers overseeing the procurement process. The truth was more complex, inflaming longstanding rivalries in the officer corps as the investigatory committee called witness after witness. The Collapse prevented any sort of conclusive ruling from reaching the Persean Sector however, and now the entire matter is considered irrelevant. With the discovery of Champion plans on a Domain armaments courier, the warship was quickly put into service by the fleet of the Persean League, among others.",,,, -fury,SHIP,"A fast-attack high-tech light cruiser, the Fury is designed to choose when and where it strikes to inflict maximum effect upon the enemy. The specialized inbuilt plasma 'microburn' system allows the Fury to make small dashes at high speed to catch unwary opponents off-guard. - -The Fury-class is the Shrike-classes big sibling, a product of the same design team asked to fulfill slightly updated requirements, including resolution of the longstanding hull corrosion issue without, it was hoped, introducing any new problems. This was largely successful (once the chaos of several indignant resignations was sorted out). - +fury,SHIP,"A fast-attack high-tech light cruiser, the Fury is designed to choose when and where it strikes to inflict maximum effect upon the enemy. The specialized inbuilt plasma 'microburn' system allows the Fury to make small dashes at high speed to catch unwary opponents off-guard. + +The Fury-class is the Shrike-classes big sibling, a product of the same design team asked to fulfill slightly updated requirements, including resolution of the longstanding hull corrosion issue without, it was hoped, introducing any new problems. This was largely successful (once the chaos of several indignant resignations was sorted out). + Dismissed by heavy-armor-ballistic-firepower traditionalists as 'just another small-bore glass cannon', the Fury has nonetheless proven quite dangerous in the hands of quick-thinking fleet commanders.",,,, -vanguard,SHIP,"An ancient and tough heavy frigate featuring robust construction, a combat burn drive, and no modern shields. Instead, the Vanguard is equipped with an integrated Damper Field of archaic design but tuned to modern standards. This allows the Vanguard to allocate 100% of flux buildup to weapon systems, leaving defense to its heavy armor enhanced by the obscure physics of resonant field-dampening. - +vanguard,SHIP,"An ancient and tough heavy frigate featuring robust construction, a combat burn drive, and no modern shields. Instead, the Vanguard is equipped with an integrated Damper Field of archaic design but tuned to modern standards. This allows the Vanguard to allocate 100% of flux buildup to weapon systems, leaving defense to its heavy armor enhanced by the obscure physics of resonant field-dampening. + This design is old enough to be contemporary with early models of the Onslaught battleship, though unlike that illustrious pillar of the Domain Navy the Vanguard was retired from service long before the collapse of the Gate network. In the post-Collapse chaos it was a chance discovery by an enterprising arms dealer that saw relatively complete schematics of the Vanguard-class heavy frigate lifted from an overlooked museum exhibit. The atavistic and aggressive design opens an unexpected niche for the Vanguard in modern fleets - with the added advantage that all essential components have been declassified for ages, and are of simple make; even repair of catastrophic damage is relatively straightforward.",,,, -manticore,SHIP,"The Manticore is loved by frontier officers for its ability to rapidly bring firepower to bear in small engagements and loathed by Domain strategic planners for interfering with the orderly schema of official fleet doctrine. The Manticore's oversized primary weapon mount and built-in rangefinder are a gunner's dream but allow this destroyer to easily overextend itself in battle. That, operators argue, is what the canister flak system is for - and stripping the paint off your allied ships, as the old joke goes. - +manticore,SHIP,"The Manticore is loved by frontier officers for its ability to rapidly bring firepower to bear in small engagements and loathed by Domain strategic planners for interfering with the orderly schema of official fleet doctrine. The Manticore's oversized primary weapon mount and built-in rangefinder are a gunner's dream but allow this destroyer to easily overextend itself in battle. That, operators argue, is what the canister flak system is for - and stripping the paint off your allied ships, as the old joke goes. + A healthy respect for intimidating firepower in a small package see this design continue in the service of fleets of the Persean Sector. When the opportunity presents itself, pirates are particularly keen to recover a Manticore hull and apply blood-red livery to their overgunned prize.",,,, -eradicator,SHIP,"A resilient design often overlooked by history, the Eradicator-class fast cruiser features powerful dual engine nacelles that allow it to deliver uncompromising firepower and a powerful missile barrage to the weakest point of the enemy battleline - or come to the rescue of valuable assets that have found themselves tactically exposed. - +eradicator,SHIP,"A resilient design often overlooked by history, the Eradicator-class fast cruiser features powerful dual engine nacelles that allow it to deliver uncompromising firepower and a powerful missile barrage to the weakest point of the enemy battleline - or come to the rescue of valuable assets that have found themselves tactically exposed. + Back in the long cycles of the Domain, a chance accident during a fleet demonstration set one of an Eradicator's engine nacelles into shutdown and the other into overdrive, putting the ship into a terrible spin only stopped by a heroic effort from the engineering crew. Worse than the injuries and casualties suffered was the ship class becoming the laughingstock of a significant portion of the Domain hypermedia sphere. To save face the admiralty quietly assigned all of the Eradicators to frontier duty, far from the fickle attentions of the core sector budget committees. It would take a generation and several difficult fringe rebellion mop-up operations before a new fast-cruiser class model was requested by the Domain Navy to replace the Eradicator's role in front-line battlefleets.",,,, -shrine_gilead,CUSTOM,"The largest and most prominent shrine of the Luddic faith, the Shrine of Gilead is most closely associated with the prophet Ludd's physical presence and influence in the Persean Sector. - +shrine_gilead,CUSTOM,"The largest and most prominent shrine of the Luddic faith, the Shrine of Gilead is most closely associated with the prophet Ludd's physical presence and influence in the Persean Sector. + Pilgrims walk where Ludd walked, though the world is much changed from Ludd's day. A deep forest, carefully gardened over more than a hundred cycles, has replaced the towering industrial terraforming machines that once surrounded the shrine complex. Protected by the Knights and shepherded by Church, the shrine is intended to be a physical representation of Ludd's vision.",,,, shrine_killa,CUSTOM,"Dedicated to those whose life has been torn away by wrath and war, the Shrine of Killa is grim, desolate, and half-forgotten even by the faithful of the Church.",,,, shrine_volturn,CUSTOM,"The Shrine of Volturn has fallen upon hard times under the Sindrian Diktat's occupation. Few pilgrims risk arrest and harassment by the secret police, and few remember the sacred place dedicated to a delicate balance - now, perhaps, upset - of invading Earth life's effects on once pristine worlds.",,,, -shrine_jangala,CUSTOM,"Subject of much controversy (and not a few lurid horror-holos), the Shrine of Jangala observes the glory and wonder of the xeno-jungles of Jangala. Particularly devoted pilgrims are known to expose themselves to the xenolife, an uncomfortable practice under the best conditions, and potentially deadly. - +shrine_jangala,CUSTOM,"Subject of much controversy (and not a few lurid horror-holos), the Shrine of Jangala observes the glory and wonder of the xeno-jungles of Jangala. Particularly devoted pilgrims are known to expose themselves to the xenolife, an uncomfortable practice under the best conditions, and potentially deadly. + Despite the destructive power of the orbital burns, Jangala's flora grows inexorably, filling every gap and seam with alien tendrils, to displace human attempts to domesticate the planet.",,,, shrine_hesperus,CUSTOM,The Knights of Ludd claim the Shrine of Hesperus as their own; it is dedicated to the struggle and death of the many martyrs that follow in Ludd's path.,,,, -shrine_beholder,CUSTOM,"The Beholder Station Shrine is dedicated to contemplation of the stunning diversity of life which can be found in even the harshest environments of Creation. Below the station's orbit, Kumari Aru's bands of clouds and huge storm systems shroud a rich ecosystem unique to this gas giant. - +shrine_beholder,CUSTOM,"The Beholder Station Shrine is dedicated to contemplation of the stunning diversity of life which can be found in even the harshest environments of Creation. Below the station's orbit, Kumari Aru's bands of clouds and huge storm systems shroud a rich ecosystem unique to this gas giant. + A small few scholars who meet Church approval are allowed to study of Kumarian xenolife here, though active sampling missions and energetic sensor sweeps have been forbidden for many cycles in order to not disturb the delicate balance of life.",,,, gorgon,WEAPON,The Gorgon was designed as a lightweight delivery system for an energy strike fired from unexpected attack vectors calculated to initiate beyond the range of the heaviest anticipated PD coverage. A solid DEM packing reliable burst attack power.,,,, -gorgonpod,WEAPON,"The Gorgon was designed as a lightweight delivery system for an energy strike fired from unexpected attack vectors calculated to initiate beyond the range of the heaviest anticipated PD coverage. A solid DEM packing reliable burst attack power. - +gorgonpod,WEAPON,"The Gorgon was designed as a lightweight delivery system for an energy strike fired from unexpected attack vectors calculated to initiate beyond the range of the heaviest anticipated PD coverage. A solid DEM packing reliable burst attack power. + This pod-based autoloader allows more missiles to be delivered on-target over the course of a combat encounter, but requires a larger mount-point. ",,,, -gazer,WEAPON,"The Gazer DEM forces a cruel choice upon targeted vessels, particularly those with a shallow flux pool - raise shields and build excess flux while raked by the Gazer's graviton beam, or drop shields and open oneself to more direct attack. - +gazer,WEAPON,"The Gazer DEM forces a cruel choice upon targeted vessels, particularly those with a shallow flux pool - raise shields and build excess flux while raked by the Gazer's graviton beam, or drop shields and open oneself to more direct attack. + Reception of the Gazer is as split: some commanders consider this an elegant weapon from a more civilized age, others, a design which compromises raw firepower for finicky guidance and targeting systems.",,,, -gazerpod,WEAPON,"The Gazer DEM forces a cruel choice upon targeted vessels, particularly those with a shallow flux pool - raise shields and build excess flux while raked by the Gazer's graviton beam, or drop shields and open oneself to more direct attack. - -Reception of the Gazer is as split: some commanders consider this an elegant weapon from a more civilized age, others, a design which compromises raw firepower for finicky guidance and targeting systems. - +gazerpod,WEAPON,"The Gazer DEM forces a cruel choice upon targeted vessels, particularly those with a shallow flux pool - raise shields and build excess flux while raked by the Gazer's graviton beam, or drop shields and open oneself to more direct attack. + +Reception of the Gazer is as split: some commanders consider this an elegant weapon from a more civilized age, others, a design which compromises raw firepower for finicky guidance and targeting systems. + This pod-based autoloader allows more missiles to be delivered on-target over the course of a combat encounter, but requires a larger mount-point. ",,,, -dragon,WEAPON,"Anticipating two, even three, moves ahead in the strike and riposte of combat systems design, the Dragonfire was created to anticipate increasingly sophisticated anti-missile defense solutions. The concept is simple: use an enriched AM-catalyzed nuclear warhead to pump a focused plasma beam, delivering destructive energy without worry of point defense interception. The results were spectacular. - +dragon,WEAPON,"Anticipating two, even three, moves ahead in the strike and riposte of combat systems design, the Dragonfire was created to anticipate increasingly sophisticated anti-missile defense solutions. The concept is simple: use an enriched AM-catalyzed nuclear warhead to pump a focused plasma beam, delivering destructive energy without worry of point defense interception. The results were spectacular. + Implementation proved complex. Drawing upon Domain ONYX-rated physics research bloated the security bureaucracy of manufacture such that the project was deemed unprofitable. Domain bureaucracy is not a concern post-Collapse, of course.",,,, -dragonpod,WEAPON,"The Dragonfire was created to anticipate increasingly sophisticated anti-missile defense solutions. The concept is simple: use an enriched AM-catalyzed nuclear warhead to pump a plasma beam, delivering energy without leaving an opening for PD interception. The results were spectacular. - -Implementation proved complex. Drawing upon Domain ONYX-rated physics research bloated the security bureaucracy of manufacture such that the project was deemed unprofitable. Domain bureaucracy is not a concern post-Collapse, of course. - +dragonpod,WEAPON,"The Dragonfire was created to anticipate increasingly sophisticated anti-missile defense solutions. The concept is simple: use an enriched AM-catalyzed nuclear warhead to pump a plasma beam, delivering energy without leaving an opening for PD interception. The results were spectacular. + +Implementation proved complex. Drawing upon Domain ONYX-rated physics research bloated the security bureaucracy of manufacture such that the project was deemed unprofitable. Domain bureaucracy is not a concern post-Collapse, of course. + The Dragonfire pod is an enlarged version of the standard mount and loading system of the Dragonfire DEM, fit for large and lavishly outfitted warships.",,,, -hydra,WEAPON,"The Hydra weapon system launches a clutch of semi-independently maneuverable DEM platforms from a single device. The submunitions maneuver to flank the primary shield of the target - assumed to be directed toward the threat of the attacker - and only then unleash beamfire. - +hydra,WEAPON,"The Hydra weapon system launches a clutch of semi-independently maneuverable DEM platforms from a single device. The submunitions maneuver to flank the primary shield of the target - assumed to be directed toward the threat of the attacker - and only then unleash beamfire. + The downsides of smaller payload and increased travel time - inviting point defense interception - are generally considered to be outweighed when the Hydra is combined with a suite of complementary weapon systems to overwhelm both the tactical flexibility and physical defenses of the targeted vessel.",,,, -nova,SHIP,"A remnant of the autonomous AI fleets developed by the Tri-Tachyon Corporation. Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War saw these creations purged from the Sector. So the official histories say. - +nova,SHIP,"A remnant of the autonomous AI fleets developed by the Tri-Tachyon Corporation. Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War saw these creations purged from the Sector. So the official histories say. + Although operationalized in the Retribution design, the Orion Drive was never popular with crew or naval architects due to the great strain each jolt the propulsion system inflicted upon flesh and hardware. The Nova overcomes such limitations by dispensing with human crew altogether. The Orion Drive design thus freed from most burdensome constraints, every aspect could be upgraded to higher power levels using cutting-edge weapons technology and advanced solid-state Tri-Tachyon-designed components. The result is an AI-operated battlecruiser capable of fearsome speed and firepower.",,,, -invictus,SHIP,"A design dating to the first explosive expansion of the Domain, this gargantuan mass of armor and all-big-guns was the gauntleted fist that smashed all opposition, spreading hegemony by fear and force over all of spacefaring humanity that was worth conquering. - -The steady march of military technology left the hull outdated, however. Its armor design was incompatible with early shield generators, its minimum crew complement staggering, and targeting systems unsophisticated. Modernized replacements were soon developed and the Onslaught-class, among others, was churned out by the great Domain forges. - -An age passed. And, as if by Providence, an expedition sent by the Knights of Ludd discovered an uncorrupted museum archive on a murdered world. A council of inquisitors weighed whether to destroy the Domain-era knowledge, holding a fiery - and secret - debate over the line between sin and virtue, between righteous craft and corrupting technology. An unusually open-minded senior knight-inquisitor examined the contents in detail and persuaded the council to defer the destruction order indefinitely. - +invictus,SHIP,"A design dating to the first explosive expansion of the Domain, this gargantuan mass of armor and all-big-guns was the gauntleted fist that smashed all opposition, spreading hegemony by fear and force over all of spacefaring humanity that was worth conquering. + +The steady march of military technology left the hull outdated, however. Its armor design was incompatible with early shield generators, its minimum crew complement staggering, and targeting systems unsophisticated. Modernized replacements were soon developed and the Onslaught-class, among others, was churned out by the great Domain forges. + +An age passed. And, as if by Providence, an expedition sent by the Knights of Ludd discovered an uncorrupted museum archive on a murdered world. A council of inquisitors weighed whether to destroy the Domain-era knowledge, holding a fiery - and secret - debate over the line between sin and virtue, between righteous craft and corrupting technology. An unusually open-minded senior knight-inquisitor examined the contents in detail and persuaded the council to defer the destruction order indefinitely. + This hull was christened ""Invictus"", a testament to the impossibly heavy armor and vast mass of this absurd cathedral of war. No proper navy would field this monstrosity, but the Church and its Knights can count on a bounty of faithful volunteer-militants to crew the huge munition feeders and crude targeting stations.",,,, -retribution,SHIP,"An ancient but unvenerated class, the Retribution is an extreme battlecruiser design which dates to the renaissance of military experimentation during the first consolidation period of the Domain. It sacrifices armor for firepower and tremendous speed for its size class via a nearly unique implementation of ""Orion Drive"" technology which was considered an archaic curiosity even then. - +retribution,SHIP,"An ancient but unvenerated class, the Retribution is an extreme battlecruiser design which dates to the renaissance of military experimentation during the first consolidation period of the Domain. It sacrifices armor for firepower and tremendous speed for its size class via a nearly unique implementation of ""Orion Drive"" technology which was considered an archaic curiosity even then. + The physical stress inflicted upon both human flesh and ship components by the propulsive jolts made the Retribution an unpopular ship in the Domain Armada, one of only a handful of opinions shared whole-heartedly by crew and officers alike. Only a handful of examples were ever deployed by the Armada proper, the Retribution finding more use among frontier mercenaries and pirate-hunters that relied upon unexpected bursts of speed and hyper-aggressive tactics.",,,, -pegasus,SHIP,"The Pegasus was an aspirational design initiative by Altair Exotech building off the immense profit and prestige generated by the ""Cruiser School"" turn of the Domain Armada procurement arm. Orion Shipyards, the primary supplier of capital craft to the Armada, naturally considered this an imposition on a field it had dominated up the that point. Many of the old admirals agreed and uptake was slow; nevertheless, the Pegasus anchored several of the newer battlegroups and found favor among a generation of young officers. - +pegasus,SHIP,"The Pegasus was an aspirational design initiative by Altair Exotech building off the immense profit and prestige generated by the ""Cruiser School"" turn of the Domain Armada procurement arm. Orion Shipyards, the primary supplier of capital craft to the Armada, naturally considered this an imposition on a field it had dominated up the that point. Many of the old admirals agreed and uptake was slow; nevertheless, the Pegasus anchored several of the newer battlegroups and found favor among a generation of young officers. + The unparalleled heavy missile-focused loadout is a striking distinction from more traditional designs, allowing the Pegasus to compromise on scale of power systems and flux-handling while maintaining respectable armor, top speed, and maneuverability. Traditionalists criticize the Pegasus' ""staying power"" under fire while counter-critics respond that if a fleet finds itself under sustained heavy fire, it has already made a serious tactical error. Despite these debates, which continue to this day, the combat performance of the Pegasus-class has earned it begrudging respect even from detractors.",,,, -executor,SHIP,"The Executor is a modification of Altair Exotech's radical ""Cruiser School"" capital Pegasus-class hull. Modifying starships at the forge-level is a feat only available to polities willing to invest in employing a highly trained specialist class of engineer-technicians. After all, why invest in risky innovations when the bones of the Domain provide ships to fill every role? -- Because the Lion of Askonia demands it! And, through domination of the starship fuel economy, Supreme Executor Philip Andrada had the credits to pay for a capital ship specially designed to outfit the products of his extravagant energy weapon program. - -Although the official reports have been subtly improved by parties seeking to avoid punishment, the Executor-class outfitted to Diktat specs tends to slightly underperform the grand expectations set out by the original proposal. But none could argue that the project was not delivered on schedule, and that its results don't make for a fine and terrifying sight in the skies of the Askonia system.",,,, \ No newline at end of file +executor,SHIP,"The Executor is a modification of Altair Exotech's radical ""Cruiser School"" capital Pegasus-class hull. Modifying starships at the forge-level is a feat only available to polities willing to invest in employing a highly trained specialist class of engineer-technicians. After all, why invest in risky innovations when the bones of the Domain provide ships to fill every role? -- Because the Lion of Askonia demands it! And, through domination of the starship fuel economy, Supreme Executor Philip Andrada had the credits to pay for a capital ship specially designed to outfit the products of his extravagant energy weapon program. + +Although the official reports have been subtly improved by parties seeking to avoid punishment, the Executor-class outfitted to Diktat specs tends to slightly underperform the grand expectations set out by the original proposal. But none could argue that the project was not delivered on schedule, and that its results don't make for a fine and terrifying sight in the skies of the Askonia system.",,,, +grendel,SHIP,"An ill-fated design from the start, the Grendel was originally planned as a heavy phase droneship. Casualties would be irrelevant and routine damage anticipated, for this ship is a brawler which can phase-shift through a first wave of hostile ordnance to appear in the midst of the enemy battle line ready to unleash missiles and heavy firepower. The trick is, of course, performing this maneuver safely by carefully juggling flux-load and positioning, though its service record demonstrates that nothing is particularly safe about the Grendel. + +The brainchild of an eccentric admiral who managed to capture procurement authority over an entire frontier sector, the first prototypes were installed with low-level AI core commanders. The AIs became rapidly unstable, even erratic, after only a handful of phase shifts. Subsequently, the precise details of these experiments were suppressed by an obscure intelligence ministry of the Domain and the project saved only by the admiral's personal intervention. With AI unsuitable, the next best disposable resource was tapped, and the Grendel saw its first combat service on the far fringes crewed almost entirely by Domain Armada penal battalions.",,,, \ No newline at end of file diff --git a/data/strings/ship_names.json b/data/strings/ship_names.json index b03ef8ae4b..5c3c92f496 100644 --- a/data/strings/ship_names.json +++ b/data/strings/ship_names.json @@ -73,7 +73,7 @@ "Star Blazer", "Lonely Rover", "Perdido", - "Sorceror", + "Sorcerer", "Faraway And Gone", "Scrivener", "Scrimshaw", @@ -139,7 +139,7 @@ "This Time For Real", "Let's Give It Another Go", "Aim To Please", - "Amoral Quandry", + "Amoral Quandary", "Frequently Modulated", "Impartial Eclipse", "You Found Me Now What", @@ -333,6 +333,7 @@ "Eurus", "Auster", "Notos", + "Ghost Bird", ], "PIRATES": [ @@ -513,11 +514,14 @@ "Iniquitous Spoilsport", "Pandemonitron", "Perfect Hatred", + "Fireblue", "Sword of Santiago", "Judith's Knife", "Grindylow", "Lasermaker", - "Fireblue", + "Raubritter", + "Fierce and Free", + "Anticitizen", ], "BRITISH_NAVY": [ @@ -645,7 +649,7 @@ "Einstein's Demon", "Dark Matters", "Kardashevian", - "To Goddard With Apologies", + "Apologies To Goddard", "Korolev Dreaming", "10000 Lightyears", "Prize of High Orbit", @@ -658,7 +662,7 @@ "Kosmonaut", "Mercurial", "Gagarin's Dream", - "Venusean", + "Venusian", "Stellar Rose", "Old Earth Or Bust", "Space Raptor", @@ -775,7 +779,7 @@ "Spirit of Sindria", "Sindria's Revenge", "Reign of Andrada", - "Reign of the Conquerer", + "Reign of the Conqueror", "Andrada's Conquest", "Andrada Invictus", "Judgement of Andrada", @@ -802,7 +806,7 @@ "Remember the 200th", "Triumph of CVII", "Victory of Maxios", - "Memory of Hana Pacha", + "Memory of Hanan Pacha", "Victory of Valhalla", "Kane Gleise", "Siege of Raesvelg", @@ -970,7 +974,7 @@ "Hammer of Ludd", "Wrath of Ludd", "Lash Of Perdition", - "Flaggelant", + "Flagellant", "Wrath of God", "Divine Judgement", "Damnation", @@ -1032,6 +1036,20 @@ "Azhi Sruvara", "Gandareva", ], + "GERMANIC": # OK CapnHector, you asked for it. + [ + "Goetterdaemmerung", + "Ing", + "Thunor", + "Woden", + "Nicor", + "Knucker", + "Austron", + "Mara", + "Trolle", + "Dis", + "Tatzelwurm", + ], "NORSE": [ "Aegir", @@ -1059,7 +1077,6 @@ "Freya", "Freyr", "Garm", - "Goetterdaemmerung", "Gullveig", "Gunnar", "Heimdall", @@ -2535,7 +2552,7 @@ [ "Ever To Apex-Nadir", "The Umbra Radiates", - "The Asymptope Convergence", + "The Asymptote Convergence", "By Living as Becoming", "In Undeath-nonlife", "To Morphenemonia", @@ -2543,7 +2560,7 @@ "The Hidden Immanence", "Of Many of One", "My Limb of Thought", - "Be Fullsome Void", + "Be Fulsome Void", "Their Acts Willed", "If Not Refuge", "A Return to Never", diff --git a/data/variants/apogee_Starting.variant b/data/variants/apogee_Starting.variant index 18f23dc467..cbf3101a33 100644 --- a/data/variants/apogee_Starting.variant +++ b/data/variants/apogee_Starting.variant @@ -1,6 +1,6 @@ { "displayName": "Custom", - "fluxCapacitors": 18, + "fluxCapacitors": 20, "fluxVents": 30, "hullId": "apogee", "hullMods": [ diff --git a/data/variants/atlas_Standard.variant b/data/variants/atlas_Standard.variant index 48bc6ba6e5..b3191bcda4 100644 --- a/data/variants/atlas_Standard.variant +++ b/data/variants/atlas_Standard.variant @@ -1,11 +1,12 @@ { "displayName": "Standard", "fluxCapacitors": 20, - "fluxVents": 11, + "fluxVents": 16, "goalVariant": true, "hullId": "atlas", "hullMods": ["auxiliarythrusters"], "permaMods": [], + "sMods": [], "variantId": "atlas_Standard", "weaponGroups": [{ "autofire": true, diff --git a/data/variants/brawler_LG_Elite.variant b/data/variants/brawler_LG_Elite.variant index 3e743fa9db..1cbafcd973 100644 --- a/data/variants/brawler_LG_Elite.variant +++ b/data/variants/brawler_LG_Elite.variant @@ -1,6 +1,6 @@ { "displayName": "Elite", - "fluxCapacitors": 4, + "fluxCapacitors": 6, "fluxVents": 10, "goalVariant": true, "hullId": "brawler_LG", diff --git a/data/variants/brawler_Support.variant b/data/variants/brawler_Support.variant index 3a6b701010..bd0a9e380a 100644 --- a/data/variants/brawler_Support.variant +++ b/data/variants/brawler_Support.variant @@ -1,7 +1,7 @@ { "displayName": "Support", "fluxCapacitors": 0, - "fluxVents": 2, + "fluxVents": 4, "goalVariant": true, "hullId": "brawler", "hullMods": [ diff --git a/data/variants/buffalo/buffalo_Standard.variant b/data/variants/buffalo/buffalo_Standard.variant index 59170c5561..287d277dcc 100644 --- a/data/variants/buffalo/buffalo_Standard.variant +++ b/data/variants/buffalo/buffalo_Standard.variant @@ -1,7 +1,7 @@ { "displayName": "Standard", - "fluxCapacitors": 7, - "fluxVents": 7, + "fluxCapacitors": 8, + "fluxVents": 8, "goalVariant": true, "hullId": "buffalo", "hullMods": ["auxiliarythrusters"], diff --git a/data/variants/buffalo/buffalo_d_Standard.variant b/data/variants/buffalo/buffalo_d_Standard.variant index 1061932520..c2f6956d23 100644 --- a/data/variants/buffalo/buffalo_d_Standard.variant +++ b/data/variants/buffalo/buffalo_d_Standard.variant @@ -1,7 +1,7 @@ { "displayName": "Standard", - "fluxCapacitors": 7, - "fluxVents": 7, + "fluxCapacitors": 8, + "fluxVents": 8, "hullId": "buffalo_d", "hullMods": ["auxiliarythrusters"], "permaMods": [], diff --git a/data/variants/buffalo/buffalo_hegemony_Standard.variant b/data/variants/buffalo/buffalo_hegemony_Standard.variant index f975e2f861..2328e4586b 100644 --- a/data/variants/buffalo/buffalo_hegemony_Standard.variant +++ b/data/variants/buffalo/buffalo_hegemony_Standard.variant @@ -1,7 +1,7 @@ { "displayName": "Standard", - "fluxCapacitors": 4, - "fluxVents": 4, + "fluxCapacitors": 5, + "fluxVents": 5, "hullId": "buffalo_hegemony", "hullMods": [ "auxiliarythrusters", diff --git a/data/variants/buffalo/buffalo_luddic_church_Standard.variant b/data/variants/buffalo/buffalo_luddic_church_Standard.variant index 3f56b5302d..487a2098db 100644 --- a/data/variants/buffalo/buffalo_luddic_church_Standard.variant +++ b/data/variants/buffalo/buffalo_luddic_church_Standard.variant @@ -1,7 +1,7 @@ { "displayName": "Standard", - "fluxCapacitors": 7, - "fluxVents": 7, + "fluxCapacitors": 8, + "fluxVents": 8, "hullId": "buffalo_luddic_church", "hullMods": ["auxiliarythrusters"], "permaMods": [], diff --git a/data/variants/buffalo/buffalo_pirates_Standard.variant b/data/variants/buffalo/buffalo_pirates_Standard.variant index eff9db44a0..90b28f7863 100644 --- a/data/variants/buffalo/buffalo_pirates_Standard.variant +++ b/data/variants/buffalo/buffalo_pirates_Standard.variant @@ -1,10 +1,11 @@ { "displayName": "Standard", "fluxCapacitors": 8, - "fluxVents": 6, + "fluxVents": 8, "hullId": "buffalo_pirates", "hullMods": ["auxiliarythrusters"], "permaMods": [], + "sMods": [], "variantId": "buffalo_pirates_Standard", "weaponGroups": [{ "autofire": true, diff --git a/data/variants/buffalo/buffalo_tritachyon_Standard.variant b/data/variants/buffalo/buffalo_tritachyon_Standard.variant index 92f3a991dc..7ef38ae78a 100644 --- a/data/variants/buffalo/buffalo_tritachyon_Standard.variant +++ b/data/variants/buffalo/buffalo_tritachyon_Standard.variant @@ -1,7 +1,7 @@ { "displayName": "Standard", - "fluxCapacitors": 7, - "fluxVents": 7, + "fluxCapacitors": 8, + "fluxVents": 8, "hullId": "buffalo_tritachyon", "hullMods": ["auxiliarythrusters"], "permaMods": [], diff --git a/data/variants/buffalo2_Fighter_Support.variant b/data/variants/buffalo2_Fighter_Support.variant index fcf09023f0..55c146d742 100644 --- a/data/variants/buffalo2_Fighter_Support.variant +++ b/data/variants/buffalo2_Fighter_Support.variant @@ -1,10 +1,13 @@ { "displayName": "Fighter Support", "fluxCapacitors": 0, - "fluxVents": 19, + "fluxVents": 9, "goalVariant": true, "hullId": "buffalo2", - "hullMods": ["converted_hangar"], + "hullMods": [ + "converted_hangar", + "missleracks" + ], "permaMods": [], "sMods": [], "variantId": "buffalo2_Fighter_Support", diff --git a/data/variants/centurion/centurion_LG_Assault.variant b/data/variants/centurion/centurion_LG_Assault.variant index e0e2f937f6..a037353f28 100644 --- a/data/variants/centurion/centurion_LG_Assault.variant +++ b/data/variants/centurion/centurion_LG_Assault.variant @@ -1,6 +1,6 @@ { "displayName": "Assault", - "fluxCapacitors": 7, + "fluxCapacitors": 9, "fluxVents": 10, "goalVariant": true, "hullId": "centurion_LG", diff --git a/data/variants/champion/champion_Assault.variant b/data/variants/champion/champion_Assault.variant index 9d8bba4797..4be5b6cad0 100644 --- a/data/variants/champion/champion_Assault.variant +++ b/data/variants/champion/champion_Assault.variant @@ -1,6 +1,6 @@ { "displayName": "Assault", - "fluxCapacitors": 26, + "fluxCapacitors": 30, "fluxVents": 30, "goalVariant": true, "hullId": "champion", diff --git a/data/variants/condor_Support.variant b/data/variants/condor_Support.variant index 6ed91cb2ee..c0343b0e51 100644 --- a/data/variants/condor_Support.variant +++ b/data/variants/condor_Support.variant @@ -1,6 +1,6 @@ { "displayName": "Support", - "fluxCapacitors": 8, + "fluxCapacitors": 12, "fluxVents": 15, "goalVariant": true, "hullId": "condor", diff --git a/data/variants/derelict/derelict_mothership_sensor_mast_Standard.variant b/data/variants/derelict/derelict_mothership_sensor_mast_Standard.variant index ffcf3a5034..0be18c5eeb 100644 --- a/data/variants/derelict/derelict_mothership_sensor_mast_Standard.variant +++ b/data/variants/derelict/derelict_mothership_sensor_mast_Standard.variant @@ -1,11 +1,11 @@ { "displayName": "Standard", "fluxCapacitors": 8, - "fluxVents": 6, + "fluxVents": 8, "hullId": "derelict_mothership_sensor_mast", "hullMods": [], "permaMods": [], - "quality": 0.5, + "sMods": [], "variantId": "derelict_mothership_sensor_mast_Standard", "weaponGroups": [ { diff --git a/data/variants/derelict/guardian_Standard.variant b/data/variants/derelict/guardian_Standard.variant index 05e4eb53b4..4d02125c9f 100644 --- a/data/variants/derelict/guardian_Standard.variant +++ b/data/variants/derelict/guardian_Standard.variant @@ -1,6 +1,6 @@ { "displayName": "Standard", - "fluxCapacitors": 44, + "fluxCapacitors": 49, "fluxVents": 50, "hullId": "guardian", "hullMods": [ diff --git a/data/variants/derelict/rampart_Standard.variant b/data/variants/derelict/rampart_Standard.variant index 96070a4842..82a54736e7 100644 --- a/data/variants/derelict/rampart_Standard.variant +++ b/data/variants/derelict/rampart_Standard.variant @@ -1,7 +1,7 @@ { "displayName": "Standard", "fluxCapacitors": 0, - "fluxVents": 26, + "fluxVents": 30, "goalVariant": true, "hullId": "rampart", "hullMods": [ diff --git a/data/variants/drover_Support.variant b/data/variants/drover_Support.variant index 5c1ec8cf41..926582a4f6 100644 --- a/data/variants/drover_Support.variant +++ b/data/variants/drover_Support.variant @@ -1,10 +1,13 @@ { "displayName": "Support", "fluxCapacitors": 20, - "fluxVents": 4, + "fluxVents": 2, "goalVariant": true, "hullId": "drover", - "hullMods": ["missleracks"], + "hullMods": [ + "missleracks", + "recovery_shuttles" + ], "permaMods": [], "sMods": [], "variantId": "drover_Support", diff --git a/data/variants/eagle/eagle_Support.variant b/data/variants/eagle/eagle_Support.variant index ee0fdc1236..8c78e0fc01 100644 --- a/data/variants/eagle/eagle_Support.variant +++ b/data/variants/eagle/eagle_Support.variant @@ -1,7 +1,7 @@ { "displayName": "Support", "fluxCapacitors": 0, - "fluxVents": 17, + "fluxVents": 19, "hullId": "eagle", "hullMods": [ "targetingunit", diff --git a/data/variants/enforcer/enforcer_Balanced.variant b/data/variants/enforcer/enforcer_Balanced.variant index add77e0463..f016577426 100644 --- a/data/variants/enforcer/enforcer_Balanced.variant +++ b/data/variants/enforcer/enforcer_Balanced.variant @@ -1,6 +1,6 @@ { "displayName": "Balanced", - "fluxCapacitors": 14, + "fluxCapacitors": 16, "fluxVents": 20, "hullId": "enforcer", "hullMods": [ diff --git a/data/variants/enforcer/enforcer_CS.variant b/data/variants/enforcer/enforcer_CS.variant index 10acb9158e..bf29d4b19f 100644 --- a/data/variants/enforcer/enforcer_CS.variant +++ b/data/variants/enforcer/enforcer_CS.variant @@ -1,6 +1,6 @@ { "displayName": "Close Support", - "fluxCapacitors": 12, + "fluxCapacitors": 14, "fluxVents": 20, "goalVariant": true, "hullId": "enforcer", diff --git a/data/variants/enforcer/enforcer_Escort.variant b/data/variants/enforcer/enforcer_Escort.variant index 8d54a029e3..0f46cf2a2d 100644 --- a/data/variants/enforcer/enforcer_Escort.variant +++ b/data/variants/enforcer/enforcer_Escort.variant @@ -1,6 +1,6 @@ { "displayName": "Escort", - "fluxCapacitors": 15, + "fluxCapacitors": 17, "fluxVents": 20, "hullId": "enforcer", "hullMods": [ diff --git a/data/variants/enforcer/enforcer_Tutorial.variant b/data/variants/enforcer/enforcer_Tutorial.variant index a69b0ef3be..6d61a64b08 100644 --- a/data/variants/enforcer/enforcer_Tutorial.variant +++ b/data/variants/enforcer/enforcer_Tutorial.variant @@ -1,6 +1,6 @@ { "displayName": "Close Support", - "fluxCapacitors": 12, + "fluxCapacitors": 14, "fluxVents": 20, "hullId": "enforcer", "hullMods": [ diff --git a/data/variants/eradicator/eradicator_Overdriven.variant b/data/variants/eradicator/eradicator_Overdriven.variant index 196d3030b2..45e02aeaff 100644 --- a/data/variants/eradicator/eradicator_Overdriven.variant +++ b/data/variants/eradicator/eradicator_Overdriven.variant @@ -1,6 +1,6 @@ { "displayName": "Overdriven", - "fluxCapacitors": 6, + "fluxCapacitors": 9, "fluxVents": 0, "goalVariant": true, "hullId": "eradicator", diff --git a/data/variants/eradicator/eradicator_Support.variant b/data/variants/eradicator/eradicator_Support.variant index 938aad52c8..50de658ae7 100644 --- a/data/variants/eradicator/eradicator_Support.variant +++ b/data/variants/eradicator/eradicator_Support.variant @@ -1,7 +1,7 @@ { "displayName": "Support", - "fluxCapacitors": 0, - "fluxVents": 28, + "fluxCapacitors": 2, + "fluxVents": 30, "goalVariant": true, "hullId": "eradicator", "hullMods": [ diff --git a/data/variants/eradicator/eradicator_pirates_Overdriven.variant b/data/variants/eradicator/eradicator_pirates_Overdriven.variant index fa107debfc..6dfba7de99 100644 --- a/data/variants/eradicator/eradicator_pirates_Overdriven.variant +++ b/data/variants/eradicator/eradicator_pirates_Overdriven.variant @@ -1,6 +1,6 @@ { "displayName": "Overdriven", - "fluxCapacitors": 6, + "fluxCapacitors": 9, "fluxVents": 0, "goalVariant": true, "hullId": "eradicator_pirates", diff --git a/data/variants/falcon/falcon_Attack.variant b/data/variants/falcon/falcon_Attack.variant index ce60c89a8a..e7185fa975 100644 --- a/data/variants/falcon/falcon_Attack.variant +++ b/data/variants/falcon/falcon_Attack.variant @@ -1,7 +1,7 @@ { "displayName": "Attack", "fluxCapacitors": 10, - "fluxVents": 20, + "fluxVents": 24, "goalVariant": true, "hullId": "falcon", "hullMods": [ @@ -9,6 +9,7 @@ "heavyarmor" ], "permaMods": [], + "sMods": [], "variantId": "falcon_Attack", "weaponGroups": [ { diff --git a/data/variants/falcon/falcon_Escort.variant b/data/variants/falcon/falcon_Escort.variant index efb0d463d5..69907c399c 100644 --- a/data/variants/falcon/falcon_Escort.variant +++ b/data/variants/falcon/falcon_Escort.variant @@ -1,7 +1,7 @@ { "displayName": "Escort", "fluxCapacitors": 0, - "fluxVents": 13, + "fluxVents": 15, "hullId": "falcon", "hullMods": [ "magazines", diff --git a/data/variants/falcon/falcon_xiv_Elite.variant b/data/variants/falcon/falcon_xiv_Elite.variant index cf791f140e..7005a798f6 100644 --- a/data/variants/falcon/falcon_xiv_Elite.variant +++ b/data/variants/falcon/falcon_xiv_Elite.variant @@ -1,7 +1,7 @@ { "displayName": "Elite", - "fluxCapacitors": 0, - "fluxVents": 29, + "fluxCapacitors": 6, + "fluxVents": 30, "hullId": "falcon_xiv", "hullMods": [ "heavyarmor", diff --git a/data/variants/grendel_Assault.variant b/data/variants/grendel_Assault.variant new file mode 100644 index 0000000000..ffccbd97a0 --- /dev/null +++ b/data/variants/grendel_Assault.variant @@ -0,0 +1,61 @@ +{ + "displayName": "Assault", + "fluxCapacitors": 19, + "fluxVents": 19, + "goalVariant": true, + "hullId": "grendel", + "hullMods": [ + "armoredweapons", + "heavyarmor", + "fluxdistributor" + ], + "permaMods": [], + "sMods": [], + "variantId": "grendel_Assault", + "weaponGroups": [ + { + "autofire": true, + "mode": "LINKED", + "weapons": { + "WS 010": "arbalest", + "WS 011": "arbalest", + "WS 012": "arbalest" + } + }, + { + "autofire": false, + "mode": "ALTERNATING", + "weapons": { + "WS 007": "breach", + "WS 008": "breach", + "WS 009": "breach" + } + }, + { + "autofire": true, + "mode": "LINKED", + "weapons": { + "WS 013": "heavymortar", + "WS 014": "heavymortar" + } + }, + { + "autofire": true, + "mode": "LINKED", + "weapons": { + "WS 000": "lightac", + "WS 005": "lightac", + "WS 006": "lightac" + } + }, + { + "autofire": true, + "mode": "LINKED", + "weapons": { + "WS 001": "vulcan", + "WS 003": "vulcan", + "WS 004": "vulcan" + } + } + ] +} \ No newline at end of file diff --git a/data/variants/grendel_Support.variant b/data/variants/grendel_Support.variant new file mode 100644 index 0000000000..c9f9c491aa --- /dev/null +++ b/data/variants/grendel_Support.variant @@ -0,0 +1,51 @@ +{ + "displayName": "Support", + "fluxCapacitors": 1, + "fluxVents": 30, + "goalVariant": true, + "hullId": "grendel", + "hullMods": ["missile_autoloader"], + "permaMods": [], + "sMods": [], + "variantId": "grendel_Support", + "weaponGroups": [ + { + "autofire": true, + "mode": "LINKED", + "weapons": { + "WS 010": "hveldriver", + "WS 011": "hveldriver", + "WS 012": "hveldriver" + } + }, + { + "autofire": false, + "mode": "ALTERNATING", + "weapons": { + "WS 007": "harpoon", + "WS 008": "harpoon", + "WS 009": "harpoon" + } + }, + { + "autofire": true, + "mode": "LINKED", + "weapons": { + "WS 013": "heavymauler", + "WS 014": "heavymauler" + } + }, + { + "autofire": true, + "mode": "LINKED", + "weapons": { + "WS 000": "vulcan", + "WS 001": "vulcan", + "WS 003": "vulcan", + "WS 004": "vulcan", + "WS 005": "vulcan", + "WS 006": "vulcan" + } + } + ] +} \ No newline at end of file diff --git a/data/variants/gryphon/gryphon_DEM.variant b/data/variants/gryphon/gryphon_DEM.variant index 5be3477436..1918f36221 100644 --- a/data/variants/gryphon/gryphon_DEM.variant +++ b/data/variants/gryphon/gryphon_DEM.variant @@ -1,7 +1,7 @@ { "displayName": "DEM", "fluxCapacitors": 17, - "fluxVents": 15, + "fluxVents": 20, "goalVariant": true, "hullId": "gryphon", "hullMods": ["targetingunit"], diff --git a/data/variants/gryphon/gryphon_FS.variant b/data/variants/gryphon/gryphon_FS.variant index 03a27d21d4..a977c2285b 100644 --- a/data/variants/gryphon/gryphon_FS.variant +++ b/data/variants/gryphon/gryphon_FS.variant @@ -1,7 +1,7 @@ { "displayName": "Fire Support", "fluxCapacitors": 18, - "fluxVents": 17, + "fluxVents": 25, "goalVariant": true, "hullId": "gryphon", "hullMods": ["dedicated_targeting_core"], diff --git a/data/variants/hammerhead/hammerhead_DEM.variant b/data/variants/hammerhead/hammerhead_DEM.variant index 3696f1f648..e61f2a8d3d 100644 --- a/data/variants/hammerhead/hammerhead_DEM.variant +++ b/data/variants/hammerhead/hammerhead_DEM.variant @@ -1,6 +1,6 @@ { "displayName": "DEM", - "fluxCapacitors": 9, + "fluxCapacitors": 11, "fluxVents": 20, "hullId": "hammerhead", "hullMods": [ diff --git a/data/variants/hammerhead/hammerhead_Support.variant b/data/variants/hammerhead/hammerhead_Support.variant index 6ec9bc9285..ac2bb182ad 100644 --- a/data/variants/hammerhead/hammerhead_Support.variant +++ b/data/variants/hammerhead/hammerhead_Support.variant @@ -1,12 +1,12 @@ { "displayName": "Support", - "fluxCapacitors": 17, + "fluxCapacitors": 19, "fluxVents": 20, "goalVariant": true, "hullId": "hammerhead", "hullMods": ["targetingunit"], "permaMods": [], - "quality": 0.5, + "sMods": [], "variantId": "hammerhead_Support", "weaponGroups": [ { diff --git a/data/variants/heron_Attack1.variant b/data/variants/heron_Attack1.variant index be64553ccb..1fc8bd9cb1 100644 --- a/data/variants/heron_Attack1.variant +++ b/data/variants/heron_Attack1.variant @@ -1,6 +1,6 @@ { "displayName": "Attack", - "fluxCapacitors": 5, + "fluxCapacitors": 6, "fluxVents": 0, "hullId": "heron", "hullMods": [ diff --git a/data/variants/heron_Attack2.variant b/data/variants/heron_Attack2.variant index d8561fde41..7b421b254f 100644 --- a/data/variants/heron_Attack2.variant +++ b/data/variants/heron_Attack2.variant @@ -1,6 +1,6 @@ { "displayName": "Attack", - "fluxCapacitors": 9, + "fluxCapacitors": 10, "fluxVents": 0, "hullId": "heron", "hullMods": [ diff --git a/data/variants/hound/hound_Standard.variant b/data/variants/hound/hound_Standard.variant index 389a1e6427..1cd2f5f919 100644 --- a/data/variants/hound/hound_Standard.variant +++ b/data/variants/hound/hound_Standard.variant @@ -1,11 +1,12 @@ { "displayName": "Standard", - "fluxCapacitors": 8, + "fluxCapacitors": 9, "fluxVents": 10, "goalVariant": true, "hullId": "hound", "hullMods": ["auxiliarythrusters"], "permaMods": [], + "sMods": [], "variantId": "hound_Standard", "weaponGroups": [ { diff --git a/data/variants/hound/hound_Starting.variant b/data/variants/hound/hound_Starting.variant index 1bfcf4f640..03cf476d89 100644 --- a/data/variants/hound/hound_Starting.variant +++ b/data/variants/hound/hound_Starting.variant @@ -1,10 +1,11 @@ { "displayName": "Custom", - "fluxCapacitors": 8, + "fluxCapacitors": 9, "fluxVents": 10, "hullId": "hound", "hullMods": ["auxiliarythrusters"], "permaMods": [], + "sMods": [], "variantId": "hound_Starting", "weaponGroups": [ { diff --git a/data/variants/hound/hound_d_Standard.variant b/data/variants/hound/hound_d_Standard.variant index 916123141d..b07543538f 100644 --- a/data/variants/hound/hound_d_Standard.variant +++ b/data/variants/hound/hound_d_Standard.variant @@ -1,10 +1,11 @@ { "displayName": "Standard", - "fluxCapacitors": 8, + "fluxCapacitors": 9, "fluxVents": 10, "hullId": "hound_d", "hullMods": ["auxiliarythrusters"], "permaMods": [], + "sMods": [], "variantId": "hound_d_Standard", "weaponGroups": [ { diff --git a/data/variants/hound/hound_d_pirates_Standard.variant b/data/variants/hound/hound_d_pirates_Standard.variant index 0e39cc03e1..7a21cf0fdb 100644 --- a/data/variants/hound/hound_d_pirates_Standard.variant +++ b/data/variants/hound/hound_d_pirates_Standard.variant @@ -1,10 +1,11 @@ { "displayName": "Standard", - "fluxCapacitors": 8, + "fluxCapacitors": 9, "fluxVents": 10, "hullId": "hound_d_pirates", "hullMods": ["auxiliarythrusters"], "permaMods": [], + "sMods": [], "variantId": "hound_d_pirates_Standard", "weaponGroups": [ { diff --git a/data/variants/hound/hound_hegemony_Standard.variant b/data/variants/hound/hound_hegemony_Standard.variant index a9a44bfb1c..e697953be2 100644 --- a/data/variants/hound/hound_hegemony_Standard.variant +++ b/data/variants/hound/hound_hegemony_Standard.variant @@ -1,6 +1,6 @@ { "displayName": "Standard", - "fluxCapacitors": 8, + "fluxCapacitors": 9, "fluxVents": 10, "hullId": "hound_hegemony", "hullMods": [ @@ -8,6 +8,7 @@ "fluxdistributor" ], "permaMods": [], + "sMods": [], "variantId": "hound_hegemony_Standard", "weaponGroups": [ { diff --git a/data/variants/hound/hound_luddic_church_Standard.variant b/data/variants/hound/hound_luddic_church_Standard.variant index 1f3bb7e8f3..5c99a18447 100644 --- a/data/variants/hound/hound_luddic_church_Standard.variant +++ b/data/variants/hound/hound_luddic_church_Standard.variant @@ -1,10 +1,11 @@ { "displayName": "Standard", - "fluxCapacitors": 8, + "fluxCapacitors": 9, "fluxVents": 10, "hullId": "hound_luddic_church", "hullMods": ["auxiliarythrusters"], "permaMods": [], + "sMods": [], "variantId": "hound_luddic_church_Standard", "weaponGroups": [ { diff --git a/data/variants/kite/kite_Standard.variant b/data/variants/kite/kite_Standard.variant index ae1a9d1e43..c28488fc60 100644 --- a/data/variants/kite/kite_Standard.variant +++ b/data/variants/kite/kite_Standard.variant @@ -1,12 +1,12 @@ { "displayName": "Standard", - "fluxCapacitors": 5, + "fluxCapacitors": 7, "fluxVents": 6, "goalVariant": true, "hullId": "kite", "hullMods": [], "permaMods": [], - "quality": 0.5, + "sMods": [], "variantId": "kite_Standard", "weaponGroups": [ { diff --git a/data/variants/kite/kite_Starting.variant b/data/variants/kite/kite_Starting.variant index f1daa1930f..7f48350132 100644 --- a/data/variants/kite/kite_Starting.variant +++ b/data/variants/kite/kite_Starting.variant @@ -1,9 +1,9 @@ { "displayName": "Custom", - "fluxCapacitors": 10, + "fluxCapacitors": 9, "fluxVents": 10, "hullId": "kite_hegemony", - "hullMods": [], + "hullMods": ["armoredweapons"], "permaMods": [], "sMods": [], "variantId": "kite_Starting", diff --git a/data/variants/kite/kite_Support.variant b/data/variants/kite/kite_Support.variant index 1d60b8a148..9ea54e0dab 100644 --- a/data/variants/kite/kite_Support.variant +++ b/data/variants/kite/kite_Support.variant @@ -1,12 +1,12 @@ { "displayName": "Support", - "fluxCapacitors": 5, + "fluxCapacitors": 9, "fluxVents": 6, "goalVariant": true, "hullId": "kite", "hullMods": [], "permaMods": [], - "quality": 0.5, + "sMods": [], "variantId": "kite_Support", "weaponGroups": [ { diff --git a/data/variants/kite/kite_luddic_path_Raider.variant b/data/variants/kite/kite_luddic_path_Raider.variant index 6b01de365f..1fa95d4fcb 100644 --- a/data/variants/kite/kite_luddic_path_Raider.variant +++ b/data/variants/kite/kite_luddic_path_Raider.variant @@ -1,11 +1,11 @@ { "displayName": "Raider", - "fluxCapacitors": 6, + "fluxCapacitors": 8, "fluxVents": 7, "hullId": "kite_luddic_path", "hullMods": [], "permaMods": [], - "quality": 0.5, + "sMods": [], "variantId": "kite_luddic_path_Raider", "weaponGroups": [ { diff --git a/data/variants/lasher/lasher_Overdriven.variant b/data/variants/lasher/lasher_Overdriven.variant index 4af1391b9f..b3ebc617ad 100644 --- a/data/variants/lasher/lasher_Overdriven.variant +++ b/data/variants/lasher/lasher_Overdriven.variant @@ -1,6 +1,6 @@ { "displayName": "Overdriven", - "fluxCapacitors": 0, + "fluxCapacitors": 1, "fluxVents": 3, "goalVariant": true, "hullId": "lasher", @@ -11,7 +11,7 @@ "heavyarmor" ], "permaMods": [], - "quality": 0.5, + "sMods": [], "variantId": "lasher_Overdriven", "weaponGroups": [ { diff --git a/data/variants/lasher/lasher_PD.variant b/data/variants/lasher/lasher_PD.variant index 03f1b9ba93..95d9003e71 100644 --- a/data/variants/lasher/lasher_PD.variant +++ b/data/variants/lasher/lasher_PD.variant @@ -1,6 +1,6 @@ { "displayName": "Point Defense", - "fluxCapacitors": 9, + "fluxCapacitors": 10, "fluxVents": 10, "hullId": "lasher", "hullMods": [ diff --git a/data/variants/lasher/lasher_Standard.variant b/data/variants/lasher/lasher_Standard.variant index c2548a3d8e..4ddfc0efec 100644 --- a/data/variants/lasher/lasher_Standard.variant +++ b/data/variants/lasher/lasher_Standard.variant @@ -1,15 +1,16 @@ { "displayName": "Standard", - "fluxCapacitors": 6, + "fluxCapacitors": 7, "fluxVents": 10, "goalVariant": true, "hullId": "lasher", "hullMods": [ "unstable_injector", - "auxiliarythrusters" + "auxiliarythrusters", + "blast_doors" ], "permaMods": [], - "quality": 0.5, + "sMods": [], "variantId": "lasher_Standard", "weaponGroups": [ { diff --git a/data/variants/lasher/lasher_Starting.variant b/data/variants/lasher/lasher_Starting.variant index 38b29764d9..9b20c92836 100644 --- a/data/variants/lasher/lasher_Starting.variant +++ b/data/variants/lasher/lasher_Starting.variant @@ -1,11 +1,12 @@ { "displayName": "Custom", - "fluxCapacitors": 7, + "fluxCapacitors": 8, "fluxVents": 10, "hullId": "lasher", "hullMods": [ "blast_doors", - "auxiliarythrusters" + "auxiliarythrusters", + "fluxdistributor" ], "permaMods": [], "sMods": [], diff --git a/data/variants/lasher/lasher_d_CS.variant b/data/variants/lasher/lasher_d_CS.variant index aa4b94c8f8..5f2da3f2b2 100644 --- a/data/variants/lasher/lasher_d_CS.variant +++ b/data/variants/lasher/lasher_d_CS.variant @@ -1,6 +1,6 @@ { "displayName": "Close Support", - "fluxCapacitors": 5, + "fluxCapacitors": 6, "fluxVents": 10, "hullId": "lasher_d", "hullMods": [ diff --git a/data/variants/lasher/lasher_luddic_church_Standard.variant b/data/variants/lasher/lasher_luddic_church_Standard.variant index 2ec7198072..33e9eb5210 100644 --- a/data/variants/lasher/lasher_luddic_church_Standard.variant +++ b/data/variants/lasher/lasher_luddic_church_Standard.variant @@ -1,13 +1,14 @@ { "displayName": "CGR Standard", - "fluxCapacitors": 10, + "fluxCapacitors": 8, "fluxVents": 10, "hullId": "lasher_luddic_church", "hullMods": [ "blast_doors", "armoredweapons", "insulatedengine", - "auxiliarythrusters" + "auxiliarythrusters", + "stabilizedshieldemitter" ], "permaMods": [], "sMods": [], diff --git a/data/variants/manticore/manticore_luddic_path_Strike.variant b/data/variants/manticore/manticore_luddic_path_Strike.variant index ab3e7972d1..09da28272b 100644 --- a/data/variants/manticore/manticore_luddic_path_Strike.variant +++ b/data/variants/manticore/manticore_luddic_path_Strike.variant @@ -1,10 +1,13 @@ { "displayName": "Strike", - "fluxCapacitors": 20, - "fluxVents": 19, + "fluxCapacitors": 11, + "fluxVents": 11, "goalVariant": true, "hullId": "manticore_luddic_path", - "hullMods": [], + "hullMods": [ + "armoredweapons", + "heavyarmor" + ], "permaMods": [], "sMods": [], "variantId": "manticore_luddic_path_Strike", diff --git a/data/variants/mercury/mercury_FS.variant b/data/variants/mercury/mercury_FS.variant index cf49d1dea8..19d48a6f1b 100644 --- a/data/variants/mercury/mercury_FS.variant +++ b/data/variants/mercury/mercury_FS.variant @@ -1,6 +1,6 @@ { "displayName": "Fire Support", - "fluxCapacitors": 6, + "fluxCapacitors": 8, "fluxVents": 0, "hullId": "mercury", "hullMods": ["missleracks"], diff --git a/data/variants/mule/mule_Standard.variant b/data/variants/mule/mule_Standard.variant index 9e75336181..cb91e93041 100644 --- a/data/variants/mule/mule_Standard.variant +++ b/data/variants/mule/mule_Standard.variant @@ -1,11 +1,12 @@ { "displayName": "Standard", - "fluxCapacitors": 16, + "fluxCapacitors": 20, "fluxVents": 20, "goalVariant": true, "hullId": "mule", "hullMods": ["heavyarmor"], "permaMods": [], + "sMods": [], "variantId": "mule_Standard", "weaponGroups": [ { diff --git a/data/variants/mule/mule_Starting.variant b/data/variants/mule/mule_Starting.variant index 5f2219a44c..799464ae8c 100644 --- a/data/variants/mule/mule_Starting.variant +++ b/data/variants/mule/mule_Starting.variant @@ -1,6 +1,6 @@ { "displayName": "Custom", - "fluxCapacitors": 5, + "fluxCapacitors": 9, "fluxVents": 20, "hullId": "mule", "hullMods": [ diff --git a/data/variants/mule/mule_d_Standard.variant b/data/variants/mule/mule_d_Standard.variant index 897149fc1c..0e5affc094 100644 --- a/data/variants/mule/mule_d_Standard.variant +++ b/data/variants/mule/mule_d_Standard.variant @@ -1,9 +1,12 @@ { "displayName": "Standard", - "fluxCapacitors": 19, + "fluxCapacitors": 17, "fluxVents": 20, "hullId": "mule_d", - "hullMods": ["heavyarmor"], + "hullMods": [ + "heavyarmor", + "armoredweapons" + ], "permaMods": [], "sMods": [], "variantId": "mule_d_Standard", diff --git a/data/variants/mule/mule_d_pirates_Smuggler.variant b/data/variants/mule/mule_d_pirates_Smuggler.variant index 7189b8bd6f..bc71eb27a2 100644 --- a/data/variants/mule/mule_d_pirates_Smuggler.variant +++ b/data/variants/mule/mule_d_pirates_Smuggler.variant @@ -1,6 +1,6 @@ { "displayName": "Smuggler", - "fluxCapacitors": 13, + "fluxCapacitors": 17, "fluxVents": 20, "hullId": "mule_d_pirates", "hullMods": [ diff --git a/data/variants/mule/mule_d_pirates_Standard.variant b/data/variants/mule/mule_d_pirates_Standard.variant index e351e5eddf..7fdf80225b 100644 --- a/data/variants/mule/mule_d_pirates_Standard.variant +++ b/data/variants/mule/mule_d_pirates_Standard.variant @@ -1,6 +1,6 @@ { "displayName": "Standard", - "fluxCapacitors": 14, + "fluxCapacitors": 18, "fluxVents": 20, "goalVariant": true, "hullId": "mule_d_pirates", diff --git a/data/variants/omen_PD.variant b/data/variants/omen_PD.variant index 1583b9271f..084df0862b 100644 --- a/data/variants/omen_PD.variant +++ b/data/variants/omen_PD.variant @@ -1,7 +1,7 @@ { "displayName": "EW", "fluxCapacitors": 8, - "fluxVents": 3, + "fluxVents": 4, "goalVariant": true, "hullId": "omen", "hullMods": [ diff --git a/data/variants/onslaught/onslaught_Standard.variant b/data/variants/onslaught/onslaught_Standard.variant index d59eaddfd4..ee30ee0546 100644 --- a/data/variants/onslaught/onslaught_Standard.variant +++ b/data/variants/onslaught/onslaught_Standard.variant @@ -1,6 +1,6 @@ { "displayName": "Standard", - "fluxCapacitors": 28, + "fluxCapacitors": 33, "fluxVents": 50, "goalVariant": true, "hullId": "onslaught", diff --git a/data/variants/prometheus2_Standard.variant b/data/variants/prometheus2_Standard.variant index 5b966a6f50..50da52dc1d 100644 --- a/data/variants/prometheus2_Standard.variant +++ b/data/variants/prometheus2_Standard.variant @@ -1,6 +1,6 @@ { "displayName": "Standard", - "fluxCapacitors": 31, + "fluxCapacitors": 35, "fluxVents": 50, "goalVariant": true, "hullId": "prometheus2", diff --git a/data/variants/remnant/scintilla_Support.variant b/data/variants/remnant/scintilla_Support.variant index f543a3b686..6eb47d597c 100644 --- a/data/variants/remnant/scintilla_Support.variant +++ b/data/variants/remnant/scintilla_Support.variant @@ -1,7 +1,7 @@ { "displayName": "Support", - "fluxCapacitors": 7, - "fluxVents": 19, + "fluxCapacitors": 10, + "fluxVents": 20, "goalVariant": true, "hullId": "scintilla", "hullMods": [], diff --git a/data/variants/shepherd_Starting.variant b/data/variants/shepherd_Starting.variant index f589d9a934..d6487c319b 100644 --- a/data/variants/shepherd_Starting.variant +++ b/data/variants/shepherd_Starting.variant @@ -1,7 +1,7 @@ { "displayName": "Custom", - "fluxCapacitors": 9, - "fluxVents": 0, + "fluxCapacitors": 10, + "fluxVents": 1, "hullId": "shepherd", "hullMods": ["reinforcedhull"], "permaMods": [], diff --git a/data/variants/sunder/sunder_Support.variant b/data/variants/sunder/sunder_Support.variant index 97c00fdbe3..4c8d5cfec4 100644 --- a/data/variants/sunder/sunder_Support.variant +++ b/data/variants/sunder/sunder_Support.variant @@ -1,7 +1,7 @@ { "displayName": "Support", "fluxCapacitors": 0, - "fluxVents": 15, + "fluxVents": 17, "hullId": "sunder", "hullMods": [ "targetingunit", diff --git a/data/variants/vigilance_Support2.variant b/data/variants/vigilance_Support2.variant index fa08a74ed9..af1bb02f21 100644 --- a/data/variants/vigilance_Support2.variant +++ b/data/variants/vigilance_Support2.variant @@ -1,6 +1,6 @@ { "displayName": "Support", - "fluxCapacitors": 6, + "fluxCapacitors": 7, "fluxVents": 0, "hullId": "vigilance", "hullMods": [ diff --git a/data/variants/wolf/wolf_d_pirates_Attack.variant b/data/variants/wolf/wolf_d_pirates_Attack.variant index 01738bfd4d..929a5da79a 100644 --- a/data/variants/wolf/wolf_d_pirates_Attack.variant +++ b/data/variants/wolf/wolf_d_pirates_Attack.variant @@ -2,10 +2,11 @@ "displayName": "Attack", "fluxCapacitors": 7, "fluxVents": 10, + "goalVariant": true, "hullId": "wolf_d_pirates", "hullMods": ["fluxdistributor"], "permaMods": [], - "quality": 0.25, + "sMods": [], "variantId": "wolf_d_pirates_Attack", "weaponGroups": [ { diff --git a/data/weapons/amsrm.wpn b/data/weapons/amsrm.wpn index ca9793e4f9..7d3af04c66 100644 --- a/data/weapons/amsrm.wpn +++ b/data/weapons/amsrm.wpn @@ -2,6 +2,9 @@ "id":"amsrm", "specClass":"projectile", "type":"MISSILE", + #"restrictToSpecifiedMountType":true, + #"mountTypeOverride":"MISSILE", + #"type":"ENERGY", "size":"SMALL", #"turretSprite":"graphics/weapons/swarmer_srm_launcher_turret_base.png", #"hardpointSprite":"graphics/weapons/swarmer_srm_launcher_hardpoint_base.png", diff --git a/data/weapons/proj/dragon.proj b/data/weapons/proj/dragon.proj index b5e9a2d134..337ced1800 100644 --- a/data/weapons/proj/dragon.proj +++ b/data/weapons/proj/dragon.proj @@ -6,8 +6,8 @@ "behaviorSpec":{"behavior":"CUSTOM", "minDelayBeforeTriggering":1, "triggerDistance":[700,750], - #"preferredMinFireDistance":[700,750], - "preferredMinFireDistance":[600,650], + "preferredMinFireDistance":[700,750], + #"preferredMinFireDistance":[600,650], "turnRateBoost":100, "targetingTime":3, "firingTime":1, diff --git a/data/weapons/proj/railgun_shot.proj b/data/weapons/proj/railgun_shot.proj index 6379b74f7f..582d70e380 100644 --- a/data/weapons/proj/railgun_shot.proj +++ b/data/weapons/proj/railgun_shot.proj @@ -5,7 +5,7 @@ "collisionClass":"RAY", "collisionClassByFighter":"RAY_FIGHTER", "length":62.0, - "hitGlowRadius":50, + "hitGlowRadius":40, "width":6.5, "fadeTime":0.3, "fringeColor":[200,200,255,255], diff --git a/data/weapons/weapon_data.csv b/data/weapons/weapon_data.csv index cfa00aefa5..ccfa1ff5f3 100644 --- a/data/weapons/weapon_data.csv +++ b/data/weapons/weapon_data.csv @@ -5,14 +5,14 @@ Light Mortar,lightmortar,0,,75,600,,75,,4,30,2,,,,HIGH_EXPLOSIVE,50,,0,1,1,,0,15 #Light Mortar (High Delay),lightmortar_fighter,0,,75,400,,75,,4,30,2,,,,HIGH_EXPLOSIVE,50,,0,2,1,,0,15,3,10,,500,,,10,,,SYSTEM,he6,,,,Anti Armor,,,,,,,,,,0.8 Vulcan Cannon,vulcan,1,,200,250,,25,,1,75,4,,,,FRAGMENTATION,1,,0,0.05,1,,0,15,1,15,,800,,,10,,,PD,"pd7, SR, lowtech_bp, merc, ind",,,,Point Defense,,,,,,,,,,1 Light Autocannon,lightac,0,,125,700,,50,,3,20,4,,,,KINETIC,40,,0,0.5,1,,0,8,2,15,,800,,,20,,,,"kinetic6, base_bp, ind",,,,Anti Shield,,,,,,,,,,2 -Light Dual Autocannon,lightdualac,1,,300,600,,50,,3,20,5,,,,KINETIC,30,,0,0.6,2,0.1,0,20,3,9,,800,,,20,,,,"kinetic7, lowtech_bp, midline_bp, merc, ind",,,,Anti Shield,,,,,,,,,,2.5 +Light Dual Autocannon,lightdualac,1,,300,600,,50,,3,20,5,,,,KINETIC,40,,0,0.6,2,0.1,0,20,3,9,,800,,,20,,,,"kinetic7, lowtech_bp, midline_bp, merc, ind",,,,Anti Shield,,,,,,,,,,2.5 Light Assault Gun,lightag,1,,300,700,,40,,3,40,5,,,,HIGH_EXPLOSIVE,40,,0,0.25,1,,0,5,1,5,,800,,,30,,,,"he6, lowtech_bp, midline_bp, merc, ind",,,,Anti Armor,,,,,,,,,,3 Stinger-class Proximity Mine,fragbomb,0,,100,500,,500,,10,0,1,2,0.1,,FRAGMENTATION,0,,0,1,1,,0,0,0,0,,50,20,7,150,,,"DO_NOT_AIM, ANTI_FTR, PD_ONLY, SYSTEM",he0,,,,Anti Fighter,,,,,,,,,TRUE,3.2 Cluster Bomb Bay,clusterbomb,2,,350,1500,,300,,30,15,5,30,,,HIGH_EXPLOSIVE,0,,0,2,5,0.1,0,0,0,0,,20,20,60,75,,,"STRIKE,SYSTEM",he0,,,,Strike,,,,,,,,,TRUE,3.4 Standard Bomb Bay,bomb,1,,200,2000,,400,,50,15,4,10,,,HIGH_EXPLOSIVE,0,,0,1,1,,0,0,0,0,,170,20,25,150,,,"STRIKE, BOMB","he0, no_sell, no_drop, no_drop_salvage",,,,Strike,,,,,,,,,TRUE,3.5 Light Needler,lightneedler,3,0.3,800,700,,50,,1,20,8,,,,KINETIC,40,,0,4.3,15,0.05,0,10,0.66,5,,1200,,,10,,,,"kinetic9, LR, remnant, rare_bp, hist1t, merc, ind",,,,Anti Shield,,,,,,,,,,3.65 Railgun,railgun,2,0.5,600,700,,100,,10,30,7,,,,KINETIC,90,,0.6,0,1,,,,,,,1000,,,50,,,,"kinetic8, LR, remnant, rare_bp, hist1t, merc, ind",,,,Anti Shield,,,,,,,,,,3.75 -Thumper,shredder,0,,700,700,,100,,1,25,7,60,5,20,FRAGMENTATION,30,,0,0.55,20,0.05,0,7,1,20,,800,,,30,,,,"kinetic8, base_bp, ind",,,,General,,,,,,,,,,3.8 +Thumper,shredder,0,,700,700,,100,,1,25,7,60,5,20,FRAGMENTATION,25,,0,0.55,20,0.05,0,7,1,20,,800,,,30,,,,"kinetic8, base_bp, ind",,,,General,,,,,,,,,,3.8 Heavy Machine Gun,heavymg,2,,1200,450,,40,,3,40,10,,,,KINETIC,15,,0,0.2,4,0.1,0,5,1,15,,700,,,30,,,PD,"kinetic11, pd10, SR, midline_bp, merc, ind",,,,Point Defense,,,,,,,,,,3.85 Heavy Mortar,heavymortar,0,,600,700,,110,,12,30,7,,,,HIGH_EXPLOSIVE,90,,0,0.7,2,0.3,0,20,5,5,,500,,,30,,,,"he11, base_bp, merc, ind",,,,Anti Armor,,,,,,,,,,3.9 Flak Cannon,flak,1,,1000,500,,200,,10,40,8,,,,FRAGMENTATION,50,,0,1,1,,0,10,2,10,,700,,,30,,,PD,"pd13, SR, lowtech_bp, merc, ind",,,,Point Defense (Area),,,,,,,,,,4 @@ -20,18 +20,18 @@ Arbalest Autocannon,arbalest,0,,800,700,,200,,10,12,8,,,,KINETIC,150,,0,1.2,1,,0 Dual Flak Cannon,dualflak,2,,1400,400,,150,,10,60,12,,,,FRAGMENTATION,50,,0,0.333333,1,,0,10,2,10,,700,,,30,,,PD,"pd15, SR, remnant, rare_bp, merc, ind",,,,Point Defense (Area),,,,,,,,,,4.25 Assault Chaingun,chaingun,1,,1000,450,,75,,3,30,10,,,,HIGH_EXPLOSIVE,60,,0,0.15,1,,0,20,1,10,,800,,,30,,,,"he15, SR, lowtech_bp, midline_bp, merc, ind",,,,Anti Armor,,,,,,,,,,4.5 Heavy Mauler,heavymauler,3,0.3,2000,1000,,200,,10,20,12,,,,HIGH_EXPLOSIVE,200,,0,4.4,3,0.3,0,5,1,10,,900,,,30,,,,"he16, LR, remnant, rare_bp, merc, ind",,,,Anti Armor,,,,,,,,,,4.75 -Heavy Autocannon,heavyac,1,,1000,800,,100,,10,7,10,,,,KINETIC,100,,0,1,3,0.2,0,18,3,10,,800,,,30,,,,"kinetic14, lowtech_bp, merc, ind",,,,Anti Shield,,,,,,,,,,5 +Heavy Autocannon,heavyac,1,,1000,800,,100,,10,7,10,,,,KINETIC,90,,0,1,3,0.2,0,18,3,10,,800,,,30,,,,"kinetic14, lowtech_bp, merc, ind",,,,Anti Shield,,,,,,,,,,5 Hypervelocity Driver,hveldriver,3,0.3,2250,1000,,275,400,40,10,13,,,,KINETIC,350,,0,2,1,,,,,,,1000,,,300,,,,"kinetic15, LR, remnant, rare_bp, merc, ind",,,,Anti Shield,,,,,,,,,,5.5 Heavy Needler,heavyneedler,3,0.3,2500,700,,50,,1,15,15,,,,KINETIC,40,,0,4.55,30,0.05,1,10,0.5,5,,1200,,,10,,,,"kinetic15, remnant, rare_bp, hist1t, merc, ind",,,,Anti Shield,,,,,,,,,,5.75 Gauss Cannon,gauss,3,,5000,1200,,700,,300,3,25,,,,KINETIC,1200,,1,1,,,,,,,,1200,,,400,,,,"kinetic20, LR, remnant, rare_bp, hist1t, merc, ind",,,,Anti Shield,,,,,,,,,,6 -Hephaestus Assault Gun,hephag,1,,4000,900,,120,,5,20,20,,,,HIGH_EXPLOSIVE,120,,0,0.25,1,,0,5,1,5,,800,,,50,,,,"he18, lowtech_bp, midline_bp, merc, ind",,,,Anti Armor,,,,,,,,,,7 +Hephaestus Assault Gun,hephag,1,,4000,900,,120,,5,20,20,,,,HIGH_EXPLOSIVE,110,,0,0.25,1,,0,5,1,5,,800,,,50,,,,"he18, lowtech_bp, midline_bp, merc, ind",,,,Anti Armor,,,,,,,,,,7 Mark IX Autocannon,mark9,0,,3000,900,,200,,20,10,18,,,,KINETIC,200,,0,2,4,0.1,0,15,2,10,,800,,,100,,,,"kinetic18, base_bp, merc, ind",,,,Anti Shield,,,,,,,,,,7.25 Devastator Cannon,devastator,1,,3500,900,,150,,40,12,20,,,,HIGH_EXPLOSIVE,75,,0,2,12,0.1,5,30,5,5,,700,,,100,,,"PD,PD_ALSO","he16, pd17, lowtech_bp, merc, ind",,,,Anti Fighter (Area),,,,,"Each shell has a fuse set to explode at a random distance, resulting in a barrage that's increasingly more deadly at closer ranges. Will target missiles if no other targets are in range.",,,,,7.4 Mjolnir Cannon,mjolnir,2,0.4,6000,900,,400,200,10,25,24,,,,ENERGY,500,,0,0.75,1,,0,5,1,10,,900,,,75,,,,"energy18, he17, kinetic17, remnant, rare_bp, hist1t, merc, ind",,,,General,,,,,,,,,,7.5 Hellbore Cannon,hellbore,0,,3000,900,,750,,200,5,16,,,,HIGH_EXPLOSIVE,750,,0,3,1,,0,10,5,10,,500,,,400,,,,"he18, lowtech_bp, merc, ind",,,,Anti Armor,,,,,,,,,,8 -Storm Needler,multineedler,3,0.4,6500,700,,50,,20,15,28,,,,KINETIC,35,,0,0.1,1,,10,10,10,10,,1200,,,20,,,,"kinetic19, remnant, rare_bp, hist1t, merc, ind",,,,Anti Shield,,,,,,,,,,8.5 +Storm Needler,multineedler,3,0.4,6500,700,,50,,20,15,28,60,10,30,KINETIC,35,,0,0.05,1,,0,5,0.25,5,,1200,,,20,,,,"kinetic19, remnant, rare_bp, hist1t, merc, ind",,,,Anti Shield,,,,,,,,,,8.5 Reaper-class Torpedo,reaper,1,,200,1200,,4000,,75,10,2,1,,,HIGH_EXPLOSIVE,0,,0,5,1,,0,0,0,0,,400,100,3.5,500,,,STRIKE,"strike8, rocket3, missile_bp, merc, ind",,,,Torpedo,Fast,None,,,,,,,TRUE,9 Atropos-class Torpedo Rack,atropos,2,0.5,600,1200,,1000,,40,10,3,2,,,HIGH_EXPLOSIVE,0,,0,1,1,,0,0,0,0,,400,150,4,300,,,GUIDED_POOR,"strike9, missile1, missile_bp, merc, ind, reload_3pt",,,,Torpedo,Fast,Good,,,,,,,TRUE,9.5 Atropos-class Torpedo (Single),atropos_single,2,0.5,300,1200,,1000,,40,10,1,1,,,HIGH_EXPLOSIVE,0,,0,1,1,,0,0,0,0,,400,150,4,300,,,GUIDED_POOR,"strike7, missile0, base_bp, ind, reload_1_and_a_half_pt",,,,Torpedo,Fast,Good,,,,,,,TRUE,9.75 @@ -41,40 +41,40 @@ Swarmer SRM Launcher,swarmer,1,,250,1000,,100,,15,50,3,80,,,HIGH_EXPLOSIVE,0,,0, Swarmer SRM Launcher,swarmer_fighter,1,,250,1000,,100,,5,50,4,2,0.075,,HIGH_EXPLOSIVE,0,,0,5,2,0.2,0,0,0,0,,300,100,5,50,,,"ANTI_FTR, DO_NOT_AIM, SYSTEM,DO_NOT_CONSERVE","utility8, missile0",,,,Anti Small Craft,Fast,Excellent,,,,,,,,10 Annihilator Rocket Launcher,annihilator,0,,150,1500,,200,,5,30,4,50,,,HIGH_EXPLOSIVE,0,,0,5,5,0.2,0,0,0,0,,400,50,3.75,50,,,CONSERVE_1,"rocket7, strike0, missile_bp, merc, ind",,,,Anti Armor,Fast,None,,,,,,,,11 Annihilator Rocket Pod,annihilator_fighter,0,,150,1500,,200,,5,30,4,5,,,HIGH_EXPLOSIVE,0,,0,0.1,1,,0,30,15,10,,400,50,3.75,50,,,SYSTEM,"rocket13, strike8",,,,Anti Armor,Fast,None,,,,,,,,11.1 -Salamander MRM,heatseeker,1,,225,2000,,100,1500,15,30,5,,,,FRAGMENTATION,0,,0,25,1,,0,0,0,,,400,50,15,150,,,"DO_NOT_AIM, HEATSEEKER","utility13, missile0, missile_bp, merc, ind",,,,Anti Engine,Fast,Excellent,,,,,,,TRUE,11.25 +Salamander MRM,heatseeker,1,,225,2000,,100,1500,15,30,3,,,,FRAGMENTATION,0,,0,25,1,,0,0,0,,,400,50,15,150,,,"DO_NOT_AIM, HEATSEEKER","utility13, missile0, missile_bp, merc, ind",,,,Anti Engine,Fast,Excellent,,,,,,,TRUE,11.25 Harpoon MRM,harpoon,1,,200,2500,,750,,15,30,4,3,,,HIGH_EXPLOSIVE,0,,0,1,1,,0,0,0,,,300,100,12.5,150,,,DO_NOT_AIM,"missile8, strike3, missile_bp, merc, ind",,,,Finisher,Medium,Medium,,,,,,,TRUE,11.5 Harpoon MRM (Double),harpoon_single,0,,100,2500,,750,,15,30,2,2,,,HIGH_EXPLOSIVE,0,,0,10,1,,0,0,0,,,300,100,12.5,150,,,DO_NOT_AIM,"missile6, strike1, base_bp, ind",,,,Finisher,Medium,Medium,,,,,,,TRUE,11.6125 Breach SRM,breach,1,,200,1500,,150,,15,10,3,15,,,HIGH_EXPLOSIVE,0,,0,9,3,0.5,0,0,0,,,400,50,5,450,,,"DO_NOT_AIM, CONSERVE_ALL, CONSERVE_FOR_ANTI_ARMOR, DIRECT_AIM, MISSILE_SPREAD","missile7, base_bp, merc, ind",,,,Anti Armor,Fast,Good,,,Each missile deals an additional %s damage to armor. This damage is not reduced by armor.,250,,,TRUE,11.7 Sabot SRM,sabot,1,,200,1200,,100,,15,30,4,3,,,KINETIC,0,,0,1,1,,0,0,0,0,,150,50,8,300,,,GUIDED_POOR,"missile8, strike2, missile_bp, merc, ind",,,,Anti Shield,Slow,Poor,,,"Submunition hits on hull or armor have a %s chance to arc to weapons and engines, dealing %s EMP damage.",25% | 200,,,TRUE,11.75 Sabot SRM (Double),sabot_single,0,,100,1200,,100,,15,30,2,2,,,KINETIC,0,,0,10,1,,0,0,0,0,,150,50,8,300,,,GUIDED_POOR,"missile6, strike0, base_bp, ind",,,,Anti Shield,Slow,Poor,,,"Submunition hits on hull or armor have a %s chance to arc to weapons and engines, dealing %s EMP damage.",25% | 200,,,TRUE,11.85 Sabot SRM (Single),sabot_fighter,0,,100,1200,,100,,15,30,1,1,,,KINETIC,0,,0,1,1,,0,0,0,0,,150,50,8,300,,,"GUIDED_POOR, SYSTEM","missile6, strike0",,,,Anti Shield,Slow,Poor,,,"Submunition hits on hull or armor have a %s chance to arc to weapons and engines, dealing %s EMP damage.",25% | 200,,,TRUE,11.85 -Gorgon DEM SRM,gorgon,1,,250,1500,,800,,15,30,5,4,,,ENERGY,0,,0,1,1,,0,0,0,0,,300,75,6,250,,,DO_NOT_AIM,"missile8, strike4, merc, rare_bp, damage_special, damage_soft_flux",,,,Assault / Finisher,Medium,Good,,,"The missile fires a high-powered laser when it gets near the target, dealing approximately %s energy damage in a short burst. This damage is affected by missile damage modifiers and not energy weapon ones.",800,,,TRUE,11.9 +Gorgon DEM SRM,gorgon,1,,250,1500,,800,,15,30,4,4,,,ENERGY,0,,0,4,1,,0,0,0,0,,300,75,6,250,,,DO_NOT_AIM,"missile8, strike4, merc, rare_bp, damage_special, damage_soft_flux",,,,Assault / Finisher,Medium,Good,,,"The missile fires a high-powered laser when it gets near the target, dealing approximately %s energy damage in a short burst. This damage is affected by missile damage modifiers and not energy weapon ones.",800,,,TRUE,11.9 Gorgon - Payload,gorgon_payload,1,,0,700,800,,,,30,0,,,,ENERGY,0,,0.05,0.25,0.9,0.5,,,,,1000000,,,,,,,"SYSTEM, DANGEROUS",fires_one_burst,,,,,,,,,,,,,,11.91 -Gazer DEM SRM,gazer,2,,250,1200,,200,,15,30,5,6,,,KINETIC,0,,0,10,1,,0,0,0,0,,150,25,5,250,,,DO_NOT_AIM,"missile6, merc, rare_bp, damage_special, damage_soft_flux",,,,Suppression,Slow,Good,,,"The missile fires a graviton beam at the target, dealing approximately %s kinetic damage over the course of %s seconds. This damage is affected by missile damage modifiers and not energy weapon ones.",1000 | 10,,,TRUE,11.94 +Gazer DEM SRM,gazer,2,,250,1200,,200,,15,30,4,6,,,KINETIC,0,,0,15,1,,0,0,0,0,,150,25,5,250,,,DO_NOT_AIM,"missile6, merc, rare_bp, damage_special, damage_soft_flux",,,,Suppression,Slow,Good,,,"The missile fires a graviton beam at the target, dealing approximately %s kinetic damage over the course of %s seconds. This damage is affected by missile damage modifiers and not energy weapon ones.",1000 | 10,,,TRUE,11.94 Gazer - Payload,gazer_payload,2,,0,1000,100,,,20,30,0,,,,KINETIC,0,,0.1,0.1,10,0.5,,,,,2400,,,,,,,SYSTEM,,,,,,,,,,,,,,,11.95 Harpoon MRM Pod,harpoonpod,1,,1200,2500,,750,,15,10,10,12,,,HIGH_EXPLOSIVE,0,,0,8.25,4,0.25,0,0,0,,,300,100,12.5,150,,,DO_NOT_AIM,"missile12, strike9, missile_bp, merc, ind",,,,Finisher,Medium,Medium,,,,,,,TRUE,12 -Dragonfire DEM Torpedo,dragon,2,,2000,2000,,4000,,15,20,12,2,,,ENERGY,0,,0,5,1,,0,0,0,0,,150,0,12,600,,,"GUIDED_POOR, STRIKE","strike8, missile3, merc, rare_bp, damage_special, damage_soft_flux",,,,Torpedo,Slow,Good,,,"The missile fires a high-powered laser when it gets near the target, dealing approximately %s energy damage in a short burst. This damage is affected by missile damage modifiers and not energy weapon ones.",4000,,,TRUE,12.11 +Dragonfire DEM Torpedo,dragon,2,,2000,2000,,4000,,15,20,12,2,,,ENERGY,0,,0,10,1,,0,0,0,0,,150,0,12,600,,,"GUIDED_POOR, STRIKE","strike8, missile3, merc, rare_bp, damage_special, damage_soft_flux",,,,Torpedo,Slow,Good,,,"The missile fires a high-powered laser when it gets near the target, dealing approximately %s energy damage in a short burst. This damage is affected by missile damage modifiers and not energy weapon ones.",4000,,,TRUE,12.11 Dragonfire - Payload,dragon_payload,2,,0,1000,8000,,,,20,0,,,,ENERGY,0,,0,0.75,0.25,0.5,,,,,1000000,,,,,,,"SYSTEM, DANGEROUS",fires_one_burst,,,,,,,,,,,,,,12.12 Gorgon SRM Pod,gorgonpod,1,,1300,1500,,800,,15,10,10,12,,,ENERGY,0,,0,9.5,2,0.5,0,0,0,0,,300,75,6,250,,,DO_NOT_AIM,"missile12, strike9, merc, rare_bp, damage_special, damage_soft_flux",,,,Assault / Finisher,Medium,Good,,,"Each missile fires a high-powered laser when it gets near the target, dealing approximately %s energy damage in a short burst. This damage is affected by missile damage modifiers and not energy weapon ones.",800,,,TRUE,12.2 -Gazer SRM Pod,gazerpod,2,,250,1200,,200,,15,10,10,18,,,KINETIC,0,,0,9.5,2,0.5,0,0,0,0,,150,25,5,250,,,DO_NOT_AIM,"missile12, merc, rare_bp, damage_special, damage_soft_flux",,,,Suppression,Slow,Good,,,"Each missile fires a graviton beam at the target, dealing approximately %s kinetic damage over the course of %s seconds. This damage is affected by missile damage modifiers and not energy weapon ones.",1000 | 10,,,TRUE,12.21 -Breach SRM Pod,breachpod,1,,1200,1500,,150,,15,10,10,50,,,HIGH_EXPLOSIVE,0,,0,9,5,0.25,0,0,0,,,400,50,5,450,,,"DO_NOT_AIM, CONSERVE_ALL, CONSERVE_FOR_ANTI_ARMOR, DIRECT_AIM, MISSILE_SPREAD","missile13, rare_bp, merc, ind",,,,Anti Armor,Medium,Good,,,Each missile deals an additional %s damage to armor. This damage is not reduced by armor.,250,,,TRUE,12.25 +Gazer SRM Pod,gazerpod,2,,1300,1200,,200,,15,10,9,18,,,KINETIC,0,,0,14.5,2,0.5,0,0,0,0,,150,25,5,250,,,DO_NOT_AIM,"missile12, merc, rare_bp, damage_special, damage_soft_flux",,,,Suppression,Slow,Good,,,"Each missile fires a graviton beam at the target, dealing approximately %s kinetic damage over the course of %s seconds. This damage is affected by missile damage modifiers and not energy weapon ones.",1000 | 10,,,TRUE,12.21 +Breach SRM Pod,breachpod,1,,1200,1500,,150,,15,10,10,50,,,HIGH_EXPLOSIVE,0,,0,9,5,0.25,0,0,0,,,400,50,5,450,,,"DO_NOT_AIM, CONSERVE_ALL, CONSERVE_FOR_ANTI_ARMOR, DIRECT_AIM, MISSILE_SPREAD","missile13, rare_bp, merc, ind",,,,Anti Armor,Fast,Good,,,Each missile deals an additional %s damage to armor. This damage is not reduced by armor.,250,,,TRUE,12.25 Sabot SRM Pod,sabotpod,1,,1200,1200,,100,,15,10,10,12,,,KINETIC,0,,0,8.75,2,0.25,0,0,0,0,,150,50,8,300,,,GUIDED_POOR,"missile13, strike8, rare_bp, merc, ind",,,,Anti Shield,Slow,Poor,,,"Submunition hits on hull or armor have a %s chance to arc to weapons and engines, dealing %s EMP damage.",25% | 200,,,TRUE,12.31 -Salamander MRM Pod,salamanderpod,1,,1200,2000,,100,1500,15,10,10,,,,FRAGMENTATION,0,,0,25,2,0.25,0,0,0,,,400,50,15,150,,,"DO_NOT_AIM, HEATSEEKER","utility13, missile_bp, merc, ind",,,,Anti Engine,Fast,Excellent,,,,,,,TRUE,12.32 +Salamander MRM Pod,salamanderpod,1,,1200,2000,,100,1500,15,10,6,,,,FRAGMENTATION,0,,0,25,2,0.25,0,0,0,,,400,50,15,150,,,"DO_NOT_AIM, HEATSEEKER","utility13, missile_bp, merc, ind",,,,Anti Engine,Fast,Excellent,,,,,,,TRUE,12.32 Annihilator Rocket Pod,annihilatorpod,0,,1200,1500,,200,,5,30,10,100,,,HIGH_EXPLOSIVE,0,,0,0.5,1,,0,0,0,0,,400,50,3.75,50,,,,"rocket13, strike8, missile_bp, merc, ind",,,,Pressure,Fast,None,,,,,,,,12.33 Pilum LRM Launcher,pilum,0,,900,4000,,500,500,25,10,7,30,0.1,,FRAGMENTATION,0,,0,15,3,0.4,0,0,0,0,,125,100,30,150,,,"DO_NOT_AIM, CONSERVE_1","utility13, missile7, missile_bp, merc, ind",,,,Long Range Support,Very Slow,Very Poor,,,"Second-stage hits on shields have a chance to arc through to weapons and engines, dealing %s EMP damage. The chance to pierce the shields is based on the target's hard flux level.",500,,,,12.5 -Proximity Charge Launcher,phasecl,2,,1500,1000,,500,,25,30,12,50,,,HIGH_EXPLOSIVE,0,,0,1,1,,20,20,0,0,,100,400,4,500,,,ANTI_FTR,"utility8, rare_bp, merc, ind",,,,Pressure / Anti Fighter,Very Slow,None,,,"Not affected by missile speed, acceleration, and flight time modifiers.",,,,TRUE,13 -Proximity Charge Launcher,phasecl_bomber,2,,1500,2000,,500,,25,30,12,6,,,HIGH_EXPLOSIVE,0,,0,1.5,1,,0,0,0,0,,100,200,12,500,,,"SYSTEM,STRIKE",utility8,,,,Strike,Very Slow,None,,,,,,,TRUE,13.5 +Proximity Charge Launcher,phasecl,2,,1500,1000,,500,,25,30,12,50,,,HIGH_EXPLOSIVE,0,,0,2,1,,20,20,0,0,,100,400,4,500,,,ANTI_FTR,"utility8, rare_bp, merc, ind",,,,Pressure / Anti Fighter,Very Slow,None,,,"Not affected by missile speed, acceleration, and flight time modifiers.",,,,TRUE,13 +Proximity Charge Launcher,phasecl_bomber,2,,1500,2000,,500,,25,30,12,6,,,HIGH_EXPLOSIVE,0,,0,1.5,1,,0,0,0,0,,100,200,12,500,,,"SYSTEM,STRIKE,BOMB",utility8,,,,Strike,Very Slow,None,,,,,,,TRUE,13.5 Jackhammer,jackhammer,0,,1000,1200,,1500,,30,20,6,6,,,HIGH_EXPLOSIVE,0,,0,9.5,3,0.25,10,10,0,0,,500,40,4,350,,,STRIKE,"strike10, rocket5, ind, missile_bp, merc",,,,Torpedo,Fast,None,,,,,,,TRUE,13.75 Typhoon Reaper Launcher,typhoon,1,,1200,1200,,4000,,75,20,10,6,,,HIGH_EXPLOSIVE,0,,0,15,1,,0,0,0,0,,400,100,3.5,500,,,STRIKE,"strike13, rocket8, missile_bp, merc, ind",,,,Torpedo,Fast,None,,,,,,,TRUE,14 -Cyclone Reaper Launcher,cyclone,2,,5000,1200,,4000,,75,20,26,20,,,HIGH_EXPLOSIVE,0,,0,9.75,2,0.25,0,0,0,0,,400,400,3.5,500,,,STRIKE,"strike18, rocket14, rare_bp, merc, ind",,,,Torpedo,Fast,None,,,A booster system accelerates the torpedo to its top speed before it leaves the launch tube.,,,,TRUE,15 +Cyclone Reaper Launcher,cyclone,2,,5000,1200,,4000,,75,20,26,14,,,HIGH_EXPLOSIVE,0,,0,14.75,2,0.25,0,0,0,0,,400,400,3.5,500,,,STRIKE,"strike18, rocket14, rare_bp, merc, ind",,,,Torpedo,Fast,None,,,A booster system accelerates the torpedo to its top speed before it leaves the launch tube.,,,,TRUE,15 Pilum LRM Catapult,pilum_large,1,,1500,4000,,500,500,25,10,14,30,0.33333,6,FRAGMENTATION,0,,0,9,6,0.2,0,0,0,0,,125,200,30,150,,,"DO_NOT_AIM, DO_NOT_CONSERVE","utility15, missile14, rare_bp, merc, ind",,,,Long Range Support,Very Slow,Very Poor,,,"Second-stage hits on shields have a chance to arc through to weapons and engines, dealing %s EMP damage. The chance to pierce the shields is based on the target's hard flux level.",500,,,,15.5 Hurricane MIRV Launcher,hurricane,1,,4500,2500,,500,,50,10,25,10,,,HIGH_EXPLOSIVE,0,,0,15,1,,0,0,0,0,,250,50,12,350,,,"DO_NOT_AIM, CONSERVE_5","missile18, strike15, rare_bp, hist1t, merc, ind",,,,Finisher,Medium,Good,,,,,,,TRUE,16 -Dragonfire Torpedo Pod,dragonpod,2,,7000,2000,,4000,,15,20,28,5,,,ENERGY,0,,0,14,1,,0,0,0,0,,150,0,12,600,,,"GUIDED_POOR, STRIKE","strike8, missile3, merc, rare_bp, damage_special, damage_soft_flux",,,,Torpedo,Slow,Good,,,"The missile fires a high-powered laser when it gets near the target, dealing approximately %s energy damage in a short burst. This damage is affected by missile damage modifiers and not energy weapon ones.",4000,,,TRUE,16.01 +Dragonfire Torpedo Pod,dragonpod,2,,7000,2000,,4000,,15,20,28,5,,,ENERGY,0,,0,15,1,,0,0,0,0,,150,0,12,600,,,"GUIDED_POOR, STRIKE","strike8, missile3, merc, rare_bp, damage_special, damage_soft_flux",,,,Torpedo,Slow,Good,,,"The missile fires a high-powered laser when it gets near the target, dealing approximately %s energy damage in a short burst. This damage is affected by missile damage modifiers and not energy weapon ones.",4000,,,TRUE,16.01 Hydra MDEM Launcher,hydra,2,,5000,2500,,1500,,50,10,20,15,,,ENERGY,,,0,10,1,,0,0,0,0,,300,75,7,400,,,"DO_NOT_AIM, CONSERVE_5","missile18, strike10, rare_bp, merc, damage_special, damage_soft_flux",,,,General,Medium,Excellent,,,The missile splits into %s submunitions which try to flank the target. Each one then fires a high-powered laser dealing approximately %s energy damage in a short burst. This damage is affected by missile damage modifiers and not energy weapon ones.,6 | 500,,,TRUE,16.05 Hydra - Payload,hydra_payload,2,,0,700,500,,,,30,0,,,,ENERGY,0,,0.05,0.25,0.9,0.5,,,,,1000000,,,,,,,SYSTEM,,,,,,,,,,,,,,,16.06 -Squall MLRS,squall,2,,4000,2500,,100,,15,20,20,160,,,KINETIC,0,,0,10,20,0.5,0,0,0,0,,600,100,4.75,300,,,"DO_NOT_AIM, CONSERVE_3, STRIKE, USE_VS_FRIGATES, MISSILE_SPREAD","missile19, strike15, rare_bp, merc, ind",,,,Suppression,Very Fast,Special,,,"Unguided after a brief initial aiming stage. When impacting shields, a resonator unit activates to increase the base damage by %s.",150,,,,16.2 -Locust SRM Launcher,locust,1,,4000,1400,,200,,5,30,18,600,,,FRAGMENTATION,0,,0,5,40,0.1,0,0,0,0,,400,100,6,60,,,"ANTI_FTR, DO_NOT_AIM, DO_NOT_CONSERVE","utility18, missile15, rare_bp, hist1t, merc, ind",,,,Anti Small Craft,Fast,Excellent,,,,,,,,16.3 -Hammer Barrage,hammerrack,0,,1250,1200,,1500,,30,10,20,20,,,HIGH_EXPLOSIVE,0,,0,5,4,0.15,0,0,0,0,,500,40,4,350,,,STRIKE,"strike16, rocket14, missile_bp, merc, ind",,,,Torpedo,Fast,None,,,,,,,TRUE,16.4 +Squall MLRS,squall,2,,4000,2500,,100,,15,20,20,160,,,KINETIC,0,,0,10,20,0.5,0,0,0,0,,600,100,4.75,150,,,"DO_NOT_AIM, CONSERVE_3, STRIKE, USE_VS_FRIGATES, MISSILE_SPREAD","missile19, strike15, rare_bp, merc, ind",,,,Suppression,Very Fast,Special,,,"Unguided after a brief initial aiming stage. When impacting shields, a resonator unit activates to increase the base damage by %s.",150,,,,16.2 +Locust SRM Launcher,locust,1,,4000,1400,,200,,5,30,18,600,,,FRAGMENTATION,0,,0,5,30,0.1,0,0,0,0,,400,100,6,60,,,"ANTI_FTR, DO_NOT_AIM, DO_NOT_CONSERVE","utility18, missile15, rare_bp, hist1t, merc, ind",,,,Anti Small Craft,Fast,Excellent,,,,,,,,16.3 +Hammer Barrage,hammerrack,0,,1250,1200,,1500,,30,10,16,20,,,HIGH_EXPLOSIVE,0,,0,5,4,0.15,0,0,0,0,,500,40,4,350,,,STRIKE,"strike16, rocket14, missile_bp, merc, ind",,,,Torpedo,Fast,None,,,,,,,TRUE,16.4 Mining Laser,mininglaser,0,,100,600,30,,,0,80,1,,,,ENERGY,,10,0,0.25,,,,,,,2400,,,,,,,PD,"beam0, energy0, pd0, base_bp, ind",,,,Point Defense,,,,,,,,,,16.5 PD Laser,pdlaser,1,,200,400,75,,,0,100,4,,,,ENERGY,,40,0,0.25,,,,,,,2400,,,,,,,PD,"pd7, beam7, SR, hightech_bp, midline_bp, merc, ind",,,,Point Defense,,,,,,,,,,17 Tactical Laser,taclaser,1,,200,1000,75,,,0,20,4,,,,ENERGY,,60,0.1,0.1,,,,,,,2400,,,,,,,,"beam9, LR, hightech_bp, midline_bp, merc, ind",,,,General,,,,,,,,,,18 @@ -86,7 +86,7 @@ LR PD Laser,lrpdlaser,2,,400,800,50,,,0,100,4,,,,ENERGY,,30,0,0.25,,,,,,,3600,,, Burst PD Laser,pdburst,2,,600,500,350,,,0,100,6,4,0.5,,ENERGY,,200,0.1,0.1,0.3,0.1,,,,,10000,,,,,,,"PD,ANTI_FTR","pd9, beam6, rare_bp, merc, ind",,,,Point Defense,,,,,,,,,,19.6 Burst PD Laser (High Delay),pdburst_fighter,2,,600,500,110,,,0,100,6,4,0.5,,ENERGY,,100,0.1,0.1,0.8,0.1,,,,,10000,,,,,,,"PD,ANTI_FTR,SYSTEM","pd9, beam6",,,,Point Defense,,,,,,,,,,19.7 Antimatter Blaster,amblaster,3,0.7,900,400,,1400,,0,30,9,20,,,ENERGY,1500,,0.25,10,,,0,0,0,0,,1000,,,100,,,"STRIKE, USE_VS_FRIGATES, GROUP_ALTERNATING","strike10, rare_bp, hist1t, merc, ind",SR_strike_only,,,Strike,,,,,,,,,,19.75 -Phase Lance,phasebeam,1,,1500,600,1000,,,0,20,10,,,,ENERGY,,1200,0.25,0.5,1,4,,,,,3200,,,,,,,,"energy14, beam10, rare_bp, merc, ind",,,,General,,,,,,,,,,20 +Phase Lance,phasebeam,1,,1500,600,1000,,,0,20,10,,,,ENERGY,,800,0.25,0.5,1,4,,,,,3200,,,,,,,,"energy14, beam10, rare_bp, merc, ind",,,,General,,,,,,,,,,20 Graviton Beam,gravitonbeam,2,,1500,1000,100,,,10,15,9,,,,KINETIC,,75,0.1,0.1,,,,,,,2400,,,,,,,,"beam12, kinetic11, LR, hightech_bp, midline_bp, merc, ind",,,,Suppression,,,,,"Disrupts the target's shields, increasing all shield damage taken by %s for one full-power graviton beam, %s for two, and %s for three or more hitting the shields at the same time.",5% | 8% | 10%,Gravitic effects slow and push target off-course. The effect is minor and is most noticeable vs fighters and missiles.,,,21 IR Autolance,irautolance,1,,1200,1000,500,,,0,50,8,40,2,10,FRAGMENTATION,,150,0,0,0.1,0,,,,,1000000,,,,,,,USE_LESS_VS_SHIELDS,"beam12, energy10, rare_bp, merc",,,,General,,,,,,,,,,21.5 Pulse Laser,pulselaser,1,,1200,600,,100,,0,20,10,,,,ENERGY,80,,0.333333,0,,,,,,,,1000,,,,,,,"energy13, base_bp, merc, ind",,,,General,,,,,,,,,,22 @@ -96,7 +96,7 @@ Kinetic Blaster,kineticblaster,3,,5000,600,,250,,0,15,12,,,,KINETIC,375,,0,1,,,, Heavy Burst Laser,heavyburst,2,,2000,600,450,,,0,40,9,6,0.5,,ENERGY,,300,0.1,0.1,0.3,0.1,,,,,10000,,,,,,,"PD,ANTI_FTR","pd15, beam10, rare_bp, merc, ind",,,,Point Defense,,,,,,,,,,22.5 Ion Pulser,ionpulser,2,0.6,2250,500,,90,600,0,20,11,20,2,3,ENERGY,100,,0.05,0.05,3,0.1,3,20,1,4,,1000,,,,,,,"energy13, rare_bp, merc, ind",,,,Suppression,,,,,"Hits on hull or armor have a %s chance to arc to weapons and engines, dealing extra damage equal to the original hit.",25%,,,,22.75 Ion Beam,ionbeam,3,0.5,2500,1000,50,,400,0,15,12,,,,ENERGY,,150,0.1,0.1,,,,,,,2400,,,,,,,FIRE_WHEN_INEFFICIENT,"beam14, LR, rare_bp, hist1t, merc, ind",,,,Suppression,,,,,"Hits on hull or armor periodically arc to weapons and engines, dealing extra EMP and energy damage. Hits on shields have a chance to generate a shield-penetrating arc based on the target's hard flux level.",,,,,22.85 -Plasma Cannon,plasma,3,,7500,700,,500,,,20,30,,,,ENERGY,550,,0.33,1.01,3,0.33,,,,,,750,,,500,,,"STRIKE, USE_VS_FRIGATES","energy20, rare_bp, hist1t, merc, ind",,,,General,,,,,,,,,,23 +Plasma Cannon,plasma,3,,7500,700,,500,,,20,30,,,,ENERGY,550,,0.33,1.01,3,0.33,,,,,,750,,,500,,,"STRIKE, USE_VS_FRIGATES","energy20, rare_bp, hist1t, merc, ind",,,,General,,,,,The targeting system is incapable of tracking fighters when on local/automatic control.,,,,,23 High Intensity Laser,hil,1,,4500,1000,500,,,0,5,20,,,,HIGH_EXPLOSIVE,,400,0.1,0.1,,,,,,,2400,,,,,,,,"beam20, LR, hightech_bp, merc, ind",,,,Anti Armor,,,,,,,,,,24 Autopulse Laser,autopulse,1,,4500,700,,150,,0,20,20,30,2,,ENERGY,125,,0.05,0.05,1,,0,10,1,5,,1000,,,,,,,"energy18, hightech_bp, merc, ind",,,,General,,,,,,,,,,25 Paladin PD System,guardian,2,0.5,5000,750,1000,,,0,75,18,20,1,,ENERGY,,750,0,0,0.2,0.1,,,,,1000000,,,,,,,"PD, ANTI_FTR","pd19, beam15, rare_bp, merc, ind",,,,Point Defense,,,,,"When all sub-beams impact a target in close proximity to each other, the spalling effect produces an explosion that deals up to 100 points of fragmentation damage to other nearby targets.",100 | fragmentation,,,,26 @@ -117,7 +117,7 @@ Cryoblaster,cryoblaster,3,,100000,600,,1400,,50,20,16,,,,FRAGMENTATION,500,,0,1, Disintegrator,disintegrator,3,,100000,700,,100,,25,20,14,,,,HIGH_EXPLOSIVE,200,,0,2,3,0.2,4,4,,,,700,,,,,,,"he18, omega, restricted",,Unknown,,Anti Armor,,,,Spread Pattern,Each shot deals an additional 500 damage to armor over 20 seconds. This damage is not reduced by armor.,500 | 20,,,,22.25 Rift Cascade Emitter,riftcascade,3,,200000,1000,1000,,,0,7,30,,,,ENERGY,,3000,0.5,1,1,4,,,,,10000,,,,,,,,"energy22, beam17, LR, omega, restricted",,Unknown,,General,,,,,"Creates space-time rifts on impact. More rifts are spawned when the beam is fired at short range. Each rift deals between %s and %s energy damage to nearby targets, with successive rifts dealing more damage.",750 | 1250,,,,29.1 Rift Cascade Emitter Minelayer,riftcascade_minelayer,0,,,,,1000,,25,,,,,,ENERGY,0,,,,1,,,,,,,0,0,20,1000,,,SYSTEM,,,Unknown,,,,,,,,,,,,38.5 -Volatile Particle Driver,vpdriver,3,,200000,800,,150,,10,20,30,30,3,15,KINETIC,150,,0.05,0.05,1,,0,10,1,10,,1000,,,,,,,"kinetic20, omega, restricted",,Unknown,,Anti Shield,,,,,Shots may lose cohesion and dissolve. %s of the shots reach half the maximum range and %s of the shots reach full range.,100% | 50%,,,,25 +Volatile Particle Driver,vpdriver,3,,200000,1000,,150,,10,20,30,30,3,15,KINETIC,100,,0.05,0.05,1,,0,10,1,10,,1000,,,,,,,"kinetic20, omega, restricted",,Unknown,,Anti Shield,,,,,Shots may lose cohesion and dissolve. %s of the shots reach half the maximum range and %s of the shots reach full range.,100% | 50%,,,,25 Reality Disruptor,realitydisruptor,3,,250000,1000,,25,1500,10,5,30,,,,ENERGY,2000,,1,9,,,,,,,,200,0,100,10000,,,,"energy22, LR, omega, restricted",,Unknown,,Suppression,,,,,"Projectile fires EMP arcs at nearby enemy targets while traveling. The damage shown is for the EMP arcs, the projectile itself does not deal damage and will pass over ships. Weapon and engine repairs take %s longer for %s seconds on affected ships.",2{x} | 10,,,TRUE,25 ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, Antimatter SRM Launcher,amsrm,3,,40000,1200,,1000,,15,50,7,3,0.05,,ENERGY,1000,,0,0.5,1,,0,0,0,0,,1000,200,3,250,,,"DO_NOT_AIM, DO_NOT_CONSERVE","utility8, missile9, strike7, omega, restricted",,Unknown,,Anti Small Craft,Extremely Fast,Excellent,,,,,,,TRUE,10 diff --git a/data/world/factions/default_fleet_type_names.json b/data/world/factions/default_fleet_type_names.json index 7a65f9e5fb..dc94a18d91 100644 --- a/data/world/factions/default_fleet_type_names.json +++ b/data/world/factions/default_fleet_type_names.json @@ -8,6 +8,17 @@ "patrolMedium":"Patrol", "patrolLarge":"Detachment", + "leagueEnforcer":"Enforcer", + "leagueArmada":"Grand Armada", + "supplyFleet":"Supply Fleet", + + "commerceRaiders":"Commerce Raiders", + "raider":"Raider", + + "sacredProtectors":"Sacred Protectors", + + "investigators":"Investigators", + "inspectionFleet":"Inspection Fleet", "taskForce":"Task Force", diff --git a/data/world/factions/default_ranks.json b/data/world/factions/default_ranks.json index 4430c04930..8c327ed400 100644 --- a/data/world/factions/default_ranks.json +++ b/data/world/factions/default_ranks.json @@ -1,6 +1,9 @@ { "ranks":{ "factionLeader":{"name":"High Commander"}, + "houseLeader":{"name":"House Parriarch"}, + "houseLeaderMale":{"name":"House Patriarch"}, + "houseLeaderFemale":{"name":"House Matriarch"}, "spaceSailor":{"name":"Spacer"}, "spaceChief":{"name":"Chief"}, @@ -90,6 +93,8 @@ "citizen":{"name":"Citizen"}, + "boss":{"name":"Boss"}, + "crewBoss":{"name":"Crew Boss"}, "mercenary":{"name":"Mercenary Officer"}, "officer":{"name":"Officer"}, @@ -115,6 +120,7 @@ "synodSubcurate":{name:"Synod Subcurate"}, "archcurate":{name:"Archcurate"}, + "heretic":{name:"Heretic"}, "shrinePriest":{name:"Curate Sacraria"}, "excubitorOrbis":{"name":"Excubitor Orbis"}, "initiate":{"name":"Initiate"}, diff --git a/data/world/factions/default_ship_roles.json b/data/world/factions/default_ship_roles.json index 7ab7e435c5..f8411d7872 100644 --- a/data/world/factions/default_ship_roles.json +++ b/data/world/factions/default_ship_roles.json @@ -462,6 +462,8 @@ "doom_Strike":4, "doom_Support":3, "doom_Attack":3, + "grendel_Assault":7, + "grendel_Support":3, "fallback":{"phaseMedium":1}, "fallback2":{"phaseSmall":1}, }, diff --git a/data/world/factions/hegemony.faction b/data/world/factions/hegemony.faction index 63fa292af1..c80aeb4879 100644 --- a/data/world/factions/hegemony.faction +++ b/data/world/factions/hegemony.faction @@ -83,6 +83,7 @@ "eagle_xiv", "falcon_xiv", "mora", + "grendel", # 0 phase doctrine, but added to combatLarge elsewhere in this file "legion", "onslaught", @@ -264,6 +265,11 @@ "includeDefault":true, "gremlin_Strike":10, }, + "combatLarge":{ + "includeDefault":true, + "grendel_Assault":3, + "grendel_Support":1, + }, }, "illegalCommodities":[ "drugs", @@ -355,7 +361,7 @@ "caresAboutAtrocities":true, "punitiveExpeditionData":{ "vsCompetitors":false, - "vsFreePort":true, + "vsFreePort":false, "canBombard":false, "territorial":true, }, diff --git a/data/world/factions/luddic_church.faction b/data/world/factions/luddic_church.faction index ff6e486d32..942309e269 100644 --- a/data/world/factions/luddic_church.faction +++ b/data/world/factions/luddic_church.faction @@ -339,7 +339,7 @@ "caresAboutAtrocities":true, "punitiveExpeditionData":{ "vsCompetitors":false, - "vsFreePort":true, + "vsFreePort":false, "canBombard":false, "territorial":true, }, diff --git a/data/world/factions/luddic_path.faction b/data/world/factions/luddic_path.faction index 9f6a16c3a3..2047987b6a 100644 --- a/data/world/factions/luddic_path.faction +++ b/data/world/factions/luddic_path.faction @@ -29,6 +29,7 @@ "hammerhead_Overdriven":30, "sunder_Overdriven":30, "eradicator_Overdriven":30, + "manticore_luddic_path_Strike":30, }, # multiplier for how often hulls show up in the faction's fleets "hullFrequency":{ diff --git a/data/world/factions/persean_league.faction b/data/world/factions/persean_league.faction index 0e7914e013..782a00dc05 100644 --- a/data/world/factions/persean_league.faction +++ b/data/world/factions/persean_league.faction @@ -312,13 +312,13 @@ "offersCommissions":true, "engagesInHostilities":true, "buysAICores":true, - "AICoreValueMult":1, - "AICoreRepMult":1, + "AICoreValueMult":1.5, + "AICoreRepMult":1.5, "buysSurveyData":true, "hostilityImpactOnGrowth":true, "caresAboutAtrocities":true, "punitiveExpeditionData":{ - "vsCompetitors":true, + "vsCompetitors":false, "vsFreePort":false, "canBombard":false, "territorial":true, @@ -327,11 +327,17 @@ "ranks":{ "ranks":{ "spaceCommander":{"name":"Navarch"}, + "spaceAdmiral":{"name":"Prime Navarch"}, + "houseLeader":{"name":"Gens Parriarch"}, + "houseLeaderMale":{"name":"Gens Patriarch"}, + "houseLeaderFemale":{"name":"Gens Matriarch"}, }, "posts":{ "patrolCommander":{"name":"Demi-Navarch"}, "fleetCommander":{"name":"Navarch"}, "baseCommander":{"name":"Archon"}, + #"administrator":{"name":"Demarchon"}, # might confuse players + "factionLeader":{"name":"Prime Demarchon"}, }, }, "fleetTypeNames":{ diff --git a/data/world/factions/pirates.faction b/data/world/factions/pirates.faction index 9513f4a586..dd097734d1 100644 --- a/data/world/factions/pirates.faction +++ b/data/world/factions/pirates.faction @@ -160,9 +160,15 @@ "graphics/portraits/portrait_pirate07.png", "graphics/portraits/portrait_pirate10.png", "graphics/portraits/portrait_pirate11.png", + "graphics/portraits/portrait_pirate12.png", "graphics/portraits/portrait_pirate13.png", "graphics/portraits/portrait_pirate14.png", + "graphics/portraits/portrait_pirate15.png", + "graphics/portraits/portrait_pirate19.png", + + "graphics/portraits/portrait_pirate20.png", + "graphics/portraits/portrait_mercenary01.png", "graphics/portraits/portrait_mercenary03.png", @@ -181,7 +187,13 @@ "graphics/portraits/portrait_pirate05.png", "graphics/portraits/portrait_pirate06.png", "graphics/portraits/portrait_pirate08.png", + "graphics/portraits/portrait_pirate09.png", + "graphics/portraits/portrait_pirate16.png", + "graphics/portraits/portrait_pirate17.png", + "graphics/portraits/portrait_pirate18.png", + "graphics/portraits/portrait_pirate21.png", + "graphics/portraits/portrait_mercenary02.png", "graphics/portraits/portrait_mercenary05.png", @@ -189,10 +201,7 @@ "graphics/portraits/portrait_mercenary08.png", "graphics/portraits/portrait14.png", - "graphics/portraits/portrait22.png", - "graphics/portraits/portrait24.png", "graphics/portraits/portrait29.png", - "graphics/portraits/portrait32.png", "graphics/portraits/portrait37.png", "graphics/portraits/portrait39.png", "graphics/portraits/portrait42.png", @@ -205,7 +214,7 @@ }, "posts":{ "patrolCommander":{"name":"Captain"}, - "fleetCommander":{"name":"Warlord"}, + "fleetCommander":{"name":"Fleet Master"}, "baseCommander":{"name":"Warboss"}, "stationCommander":{"name":"Station King"}, "portmaster":{"name":"Portboss"}, diff --git a/data/world/factions/player.faction b/data/world/factions/player.faction index 522c758208..3cb6b6ffaf 100644 --- a/data/world/factions/player.faction +++ b/data/world/factions/player.faction @@ -141,6 +141,9 @@ "graphics/portraits/portrait_pirate12.png", "graphics/portraits/portrait_pirate13.png", "graphics/portraits/portrait_pirate14.png", + "graphics/portraits/portrait_pirate15.png", + "graphics/portraits/portrait_pirate19.png", + "graphics/portraits/portrait_pirate20.png", "graphics/portraits/characters/old_spacer02.png", "graphics/portraits/portrait_hegemony01.png", "graphics/portraits/portrait_hegemony02.png", @@ -204,6 +207,10 @@ "graphics/portraits/portrait_pirate06.png", "graphics/portraits/portrait_pirate08.png", "graphics/portraits/portrait_pirate09.png", + "graphics/portraits/portrait_pirate16.png", + "graphics/portraits/portrait_pirate17.png", + "graphics/portraits/portrait_pirate18.png", + "graphics/portraits/portrait_pirate21.png", "graphics/portraits/characters/old_spacer01.png", "graphics/portraits/portrait_hegemony03.png", "graphics/portraits/portrait_hegemony04.png", @@ -218,6 +225,7 @@ "graphics/portraits/portrait_corporate04.png", "graphics/portraits/portrait_corporate07.png", "graphics/portraits/portrait_corporate09.png", + "graphics/portraits/portrait_corporate11.png", "graphics/portraits/portrait_league00.png", "graphics/portraits/portrait_league04.png", "graphics/portraits/portrait_league05.png", diff --git a/data/world/factions/remnants.faction b/data/world/factions/remnants.faction index 62a951a42c..794125b651 100644 --- a/data/world/factions/remnants.faction +++ b/data/world/factions/remnants.faction @@ -155,8 +155,10 @@ "autofitRandomizeProbability":0.25, "commanderSkillsShuffleProbability":1, - "commanderSkills":[ # unlike other factions, can get up to 3 skills depending - "electronic_warfare", + "commanderSkills":[ + # unlike other factions, can get up to 3 skills depending + #"electronic_warfare", + # changing this to up to 2 skills -am "flux_regulation", "coordinated_maneuvers", ], diff --git a/data/world/factions/sindrian_diktat.faction b/data/world/factions/sindrian_diktat.faction index 01971fe98b..2bd189e803 100644 --- a/data/world/factions/sindrian_diktat.faction +++ b/data/world/factions/sindrian_diktat.faction @@ -175,7 +175,7 @@ "dualflak":5, "reaper":5, - "phasecl":5, + #"phasecl":5, "breachpod":5, "harpoonpod":5, "sabotpod":5, @@ -288,7 +288,7 @@ "hostilityImpactOnGrowth":true, #"makesPirateBases":true, # testing "punitiveExpeditionData":{ - "vsCompetitors":true, + "vsCompetitors":false, "vsFreePort":false, "canBombard":true, "territorial":true, diff --git a/data/world/factions/tritachyon.faction b/data/world/factions/tritachyon.faction index e255c5a874..253fe5d4e2 100644 --- a/data/world/factions/tritachyon.faction +++ b/data/world/factions/tritachyon.faction @@ -201,6 +201,7 @@ "atropos":5, "breachpod":5, "typhoon":5, + "phasecl":5, "cyclone":5, "squall":10, @@ -278,6 +279,7 @@ "graphics/portraits/portrait_corporate04.png", "graphics/portraits/portrait_corporate07.png", "graphics/portraits/portrait_corporate09.png", + "graphics/portraits/portrait_corporate11.png", "graphics/portraits/portrait_mercenary02.png", "graphics/portraits/portrait_mercenary08.png", "graphics/portraits/portrait16.png", @@ -324,7 +326,7 @@ "buysSurveyData":true, "hostilityImpactOnGrowth":true, "punitiveExpeditionData":{ - "vsCompetitors":true, + "vsCompetitors":false, "vsFreePort":false, "canBombard":true, "territorial":true, diff --git a/doxygen-awesome-css b/doxygen-awesome-css index df83fbf22c..e5d9fd7d4c 160000 --- a/doxygen-awesome-css +++ b/doxygen-awesome-css @@ -1 +1 @@ -Subproject commit df83fbf22cfff76b875c13d324baf584c74e96d0 +Subproject commit e5d9fd7d4c77cd5343e4de53b93dac433698012d