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bckobayashimaru.de • View topic - A little request to tweak a menu to use with SP in Warsim

bckobayashimaru.de

Bridge Commander Kobayashi Maru Project
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PostPosted: Sat Dec 22, 2012 1:51 am 
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Hi,

Just wanted to say that I am impressed with the latest KM version. (http://bckobayashimaru.de/ws/index.php?id=downloads)

I have been playing around with the War simulator and I overwrote KM with the latest GC 2 I found on the gamefront website. I don't know if this was necessary or wise, it works well though so no worries there.

Now KM adds the possibility to add ships to your fleet in War sim using the menu with Saffi. I have also seen that money gets deducted when you commit to add a ship as a friend with that option. So you can buy ships after all. Now my question would be this:

Could you make an optional patch that would to these 4 things:

- Change the add ship menu in saffi's list to reflect something like "request reinforcements" and add ships as friendly only and only affiliated to the same race as the ship you fly at the moment. So if you're flying a Federation vessel, you can only choose to buy/add federation ships, and only if you have the necessary credits/ranking points, otherwise you get an error (insufficient credits). Delete the button to add ships as neutral and enemy.

- Make the resource acquisition go less fast. I mean the rate at which the money comes in to buy new bases goes way too fast. About 1000 cr. every 5 minutes of game play would be great, or make an input field in UMM to configure the amount of resource value added / minute of gameplay.

- Make ships and bases more expensive (it is too easy to buy a lot of ships after 30 minutes of gameplay)

(optional)- Only allow to add ships when in same system as a friendly starbase, disable/grey out the button when not in same system as friendly starbase.

You guys already did a great job and it is probably not on the hotlist, but it would nevertheless be great to have that option as a plugin.

Maybe I'm barking up the wrong tree here but since you guys merged GC2 with KM it seemed ike a good idea.

Thanks again for a great mod.

Dreizehn.


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PostPosted: Sat Dec 22, 2012 10:36 am 
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PostPosted: Wed Dec 26, 2012 5:38 pm 
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indeed - the latest version of KM already contains GCv2 with many fixes...

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PostPosted: Thu Dec 27, 2012 4:58 pm 
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Yes thank you I found that there are sliders under the options menu in the mutator to tweak those. So everthing is implemented.

Great !

thx


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