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[WIP][1.12+] CARP - v0.8


sunnypunny

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On 7/2/2021 at 6:41 AM, maj. M.AL. funqt10n said:

part progression is now based on facility upgrade levels plus your reputation with the manufacturer agency. nodes are unlocked automatically when the prerequisites are met.

future nodes are hidden by default, but can be toggled on in the settings menu.

Does this replace the techtree?  or does it work together with whatever tech tree is being used?

Edit: just read about the tech tree conflicts

Edited by linuxgurugamer
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8 hours ago, maj. M.AL. funqt10n said:

ya, readme for making patches is at https://github.com/maj-mal-funqt10n/CARP/tree/dev/GameData/CARP/DScreen

only part mods i use are the stock expansions; best if people familiar with those mod parts make the patches as they'll know more about them. if anyone wants to contribute and needs help with this let me know!

also if part mods reuse stock manufacturers they may not need much work (if any), just depends on the mod. some may be incompatible if the author hasn't created agents and added logos etc, these are essential.

Oh, so it doesn't automatically understand other mods.  ok

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Do parts (tech tree nodes) get locked again if your rep with the associated agency drops too low?  Is that possible to code even?

This has got me thinking about a rough idea for Bid & Tenders, essentially Strategies that significantly bolster rep for one agency at the cost of the others, and an injection of cash but you have to complete a fixed number of missions (e.g. launch 10 comms satellites with at least one part unique to that agency)

Restricting tech from the other agencies would be an additional penalty

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  • 3 weeks later...

 

in case people were following this, i split the mod up so that the agencies mechanics are a separate framework mod that does nothing by itself, so other mods can use that easily

just figuring out what to do with the rest of the code lying around, maybe a separate "tech tree mod," we'll see

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