Untitled diff

Created Diff never expires
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<?xml version="1.0" encoding="utf-8"?>
<!--
<!--
SUMMARY -
SUMMARY -
A list of all main events to be called by lists
A list of all main events to be called by lists
does not include sub-events)
does not include sub-events)
Structure:
Structure:
GAMEOVER
GAMEOVER
TUTORIAL_START
TUTORIAL_START
TUTORIAL_ENEMY
TUTORIAL_ENEMY
TOO_MANY_CREW
TOO_MANY_CREW
Fleet Progression:
Fleet Progression:
START_BEACON
START_BEACON
FINISH_BEACON
FINISH_BEACON
FINISH_BEACON_NEBULA
FINISH_BEACON_NEBULA
FLEET_EASY_BEACON
FLEET_EASY_BEACON
FLEET_HARD
FLEET_HARD
Hostile:
Hostile:
Neutral:
Neutral:
ASTEROID_EXPLORE
ASTEROID_EXPLORE
MERCENARY
MERCENARY
Nothing:
Nothing:
NOTHING
NOTHING
Distress Signals:
Distress Signals:
FRIENDLY_BEACON
FRIENDLY_BEACON
PIRATE_CIVILIAN_BEACON
PIRATE_CIVILIAN_BEACON
STRANDED_BEACON
STRANDED_BEACON
TRAP_BEACON
TRAP_BEACON
CIVILIAN_ASTEROIDS_BEACON
CIVILIAN_ASTEROIDS_BEACON
ESCORT_BEACON
ESCORT_BEACON
REBEL_VS_FEDERATION (also quest)
REBEL_VS_FEDERATION (also quest)
Boarders:
Boarders:
BOARDERS
BOARDERS
BOARDERS_HACKING
BOARDERS_HACKING
STATION_SICK
STATION_SICK
BOARDERS_ASTEROID_GHOST
BOARDERS_ASTEROID_GHOST
Items:
Items:
STORE
STORE
FIND_DRONE
FIND_DRONE
FIND_WEAPON
FIND_WEAPON
FREE_ITEMS
FREE_ITEMS
FUEL_FOR_DRONE
FUEL_FOR_DRONE
REFUEL_STATION
REFUEL_STATION
REPAIR_STATION
REPAIR_STATION
SELL_DRONES_STATION
SELL_DRONES_STATION
SELL_MISSILES_STATION
SELL_MISSILES_STATION
TRADER_CIV
TRADER_CIV
Special:
Special:
GHOST_SHIP
GHOST_SHIP
FEDERATION_PLANET_SIGNAL (contains other quest events)
FEDERATION_PLANET_SIGNAL (contains other quest events)
FEDERATION_PLANET_SIGNAL_LIST
FEDERATION_PLANET_SIGNAL_LIST
HIDDEN_FEDERATION_BASE_LIST
HIDDEN_FEDERATION_BASE_LIST
FEDERATION_BASE_ASSIST
FEDERATION_BASE_ASSIST
QUEST_ESCORT
QUEST_ESCORT
STORE_RESCUE (contains other quest events)
STORE_RESCUE (contains other quest events)
QUEST_STORE
QUEST_STORE
QUEST_STORE_RESCUE
QUEST_STORE_RESCUE
MERCENARY_WORK_START
MERCENARY_WORK_START
--->
--->
<!--
<!--
New Ideas:
New Ideas:
You're asked to scare someone off but not kill them
You're asked to scare someone off but not kill them
A treasure that if you choose to open it the jump track advances
A treasure that if you choose to open it the jump track advances
- add a quest that is just a warning "don't go over here, there are pirates ambushing people"
- add a quest that is just a warning "don't go over here, there are pirates ambushing people"
engi - asks for a weapon to use - can give you an upgrade?
engi - asks for a weapon to use - can give you an upgrade?
-->
-->
<!--<autoReward level=<LOW/MED/HIGH/RANDOM>> tag </autoreward>
<!--<autoReward level=<LOW/MED/HIGH/RANDOM>> tag </autoreward>
where tag is
where tag is
standard - which is scrap + 2 resources (possible a weapon)
standard - which is scrap + 2 resources (possible a weapon)
stuff - less scrap, mostly resources (intended for surrenders)
stuff - less scrap, mostly resources (intended for surrenders)
fuel
fuel
missiles
missiles
droneparts - scrap + that resource
droneparts - scrap + that resource
fuel_only
fuel_only
missiles_only
missiles_only
droneparts_only - self explanatory
droneparts_only - self explanatory
weapon
weapon
augment
augment
drone
drone
item - scrap + that thing -->
item - scrap + that thing -->
<event name="TEST_EVENT">
<event name="TEST_EVENT">
<text>TESTING!</text>
<text>TESTING!</text>
<damage amount="29"/>
<damage amount="29"/>
</event>
</event>
<event name="FREE_NANO">
<event name="FREE_NANO">
<text>FREE NANO!</text>
<text>FREE NANO!</text>
<augment name="NANO_MEDBAY"/>
<augment name="NANO_MEDBAY"/>
</event>
</event>
<event name="FREE_AUG">
<event name="FREE_AUG">
<text>FREE AUG!</text>
<text>FREE AUG!</text>
<augment name="RANDOM"/>
<augment name="RANDOM"/>
</event>
</event>
<event name="CRYSTAL_TEST">
<event name="CRYSTAL_TEST">
<text>Testing Crystal Teleport</text>
<text>Testing Crystal Teleport</text>
<choice>
<choice>
<text>Travel to the Crystal Sector</text>
<text>Travel to the Crystal Sector</text>
<event>
<event>
<secretSector/>
<secretSector/>
</event>
</event>
</choice>
</choice>
</event>
</event>
<event name="CREW_STUCK">
<event name="CREW_STUCK">
<text>With your teleporter damaged and no way to fix it, you take one of the enemy ship's shuttles to return to your own ship.</text>
<text>With your teleporter damaged and no way to fix it, you take one of the enemy ship's shuttles to return to your own ship.</text>
</event>
</event>
<event name="FUEL_ESCAPE_SUN">
<event name="FUEL_ESCAPE_SUN">
<text>While waiting for help, you drained what little power you had left to pull away to a safe distance from the sun.</text>
<text>While waiting for help, you drained what little power you had left to pull away to a safe distance from the sun.</text>
</event>
</event>
<event name="FUEL_ESCAPE_STORM">
<event name="FUEL_ESCAPE_STORM">
<text>The ion storm died down, leaving your ship in peace as you wait for help.</text>
<text>The ion storm died down, leaving your ship in peace as you wait for help.</text>
</event>
</event>
<event name="FUEL_ESCAPE_ASTEROIDS">
<event name="FUEL_ESCAPE_ASTEROIDS">
<text>While waiting, you managed to navigate out of the asteroid field using only your impulse engines.</text>
<text>While waiting, you managed to navigate out of the asteroid field using only your impulse engines.</text>
</event>
</event>
<event name="AUGMENT_FULL">
<event name="AUGMENT_FULL">
<text>Your ship already has this augment and its effect cannot stack. You break it down into scrap.</text>
<text>Your ship already has this augment and its effect cannot stack. You break it down into scrap.</text>
</event>
</event>
<event name="START_GAME">
<event name="START_GAME">
<text>The data you carry is vital to the remaining Federation fleet. You'll need supplies for the journey, so make sure to explore each sector before moving on to the next. But get to the exit before the pursuing Rebel fleet can catch up!</text>
<text>The data you carry is vital to the remaining Federation fleet. You'll need supplies for the journey, so make sure to explore each sector before moving on to the next. But get to the exit before the pursuing Rebel fleet can catch up!</text>
</event>
</event>
<!-- demo gameover text-->
<!-- demo gameover text-->
<textList name="GAMEOVER">
<textList name="GAMEOVER">
<text>The last hope of the Federation dies as your ship breaks apart.</text>
<text>The last hope of the Federation dies as your ship breaks apart.</text>
</textList>
</textList>
<event name="TUTORIAL_START">
<event name="TUTORIAL_START">
<text>Welcome to FTL! You are the captain of a Federation starship on a very important mission.</text>
<text>Welcome to FTL! You are the captain of a Federation starship on a very important mission.</text>
<choice>
<choice>
<text>Continue...</text>
<text>Continue...</text>
<event>
<event>
<text>The Federation is currently being torn apart by vicious rebels. Your ship is carrying data vital to the defense of the Federation.</text>
<text>The Federation is currently being torn apart by vicious Rebels. Your ship is carrying data vital to the defense of the Federation.</text>
<choice>
<choice>
<text>Continue...</text>
<text>Continue...</text>
<event>
<event>
<text>You will be traveling through dangerous sectors of the galaxy with the Rebel fleet in hot pursuit. Make it to the exit beacon of each sector before the Rebels can catch you.</text>
<text>You will be traveling through dangerous sectors of the galaxy with the Rebel fleet in hot pursuit. Make it to the exit beacon of each sector before the Rebels can catch you.</text>
</event>
</event>
<choice>
<choice>
<text>Start Tutorial.</text>
<text>Start Tutorial.</text>
<event/>
<event/>
</choice>
</choice>
</choice>
</choice>
</event>
</event>
</choice>
</choice>
</event>
</event>
<event name = "TUTORIAL_ENEMY">
<event name = "TUTORIAL_ENEMY">
<text>Every new location will have an event like this. You might have multiple choices available to you at an event. In this example, a weak pirate ship is trying to destroy you.</text>
<text>Every new location will have an event like this. You might have multiple choices available to you at an event. In this example, a weak pirate ship is trying to destroy you.</text>
<choice>
<choice>
<text>Continue...</text>
<text>Continue...</text>
<event/>
<event/>
</choice>
</choice>
<choice req="sensors" lvl="1" hidden="true">
<choice req="sensors" lvl="1" hidden="true">
<text>Special BLUE choices like these are unlocked by having certain upgrades or equipment. They are nearly always a good choice.</text>
<text>Special BLUE choices like these are unlocked by having certain upgrades or equipment. They are nearly always a good choice.</text>
<event/>
<event/>
</choice>
</choice>
<ship load = "TUTORIAL_PIRATE" hostile="true"/>
<ship load = "TUTORIAL_PIRATE" hostile="true"/>
</event>
</event>
<ship name="TUTORIAL_PIRATE" blueprint="TUTORIAL_PIRATE">
<ship name="TUTORIAL_PIRATE" blueprint="TUTORIAL_PIRATE">
<destroyed>
<destroyed>
<text>You destroyed the pirate ship! As salvage, you gain some scrap and a weapon.</text>
<text>You destroyed the pirate ship! As salvage, you gain some scrap and a weapon.</text>
<item_modify>
<item_modify>
<item type="scrap" min="100" max="100"/>
<item type="scrap" min="100" max="100"/>
</item_modify>
</item_modify>
<weapon name="BEAM_2"/>
<weapon name="BEAM_2"/>
</destroyed>
</destroyed>
<deadCrew>
<deadCrew>
<text>You killed all of the pirates! You scrap the ship and discover a weapon.</text>
<text>You killed all of the pirates! You scrap the ship and discover a weapon.</text>
<item_modify>
<item_modify>
<item type="scrap" min="100" max="100"/>
<item type="scrap" min="100" max="100"/>
</item_modify>
</item_modify>
<weapon name="BEAM_2"/>
<weapon name="BEAM_2"/>
</deadCrew>
</deadCrew>
</ship>
</ship>
<event name="TOO_MANY_CREW">
<event name="TOO_MANY_CREW">
<text>Your ship cannot support any more active crew-members. You apologize and leave the extra crew at the nearest friendly outpost. They pay you for your troubles.</text>
<text>Your ship cannot support any more active crew-members. You apologize and leave the extra crew at the nearest friendly outpost. They pay you for your troubles.</text>
<choice>
<choice>
<text>Continue...</text>
<text>Continue...</text>
<event/>
<event/>
</choice>
</choice>
</event>
</event>
<!-- ***************************************
<!-- ***************************************
STRUCTURE EVENTS
STRUCTURE EVENTS
********************************************
********************************************
-->
-->
<event name="START_BEACON">
<event name="START_BEACON">
<text>Welcome to a new sector! Get to the exit beacon and jump to the next sector before the pursuing Rebels catch you!</text>
<text>Welcome to a new sector! Get to the exit beacon and jump to the next sector before the pursuing Rebels catch you!</text>
</event>
</event>
<event name="FINISH_BEACON">
<event name="FINISH_BEACON">
<text>You've arrived at the Long-Range Beacon. When the FTL Drive is charged you can jump to the next Sector.</text>
<text>You've arrived at the long-range beacon. When the FTL Drive is charged you can jump to the next sector.</text>
<choice hidden="true">
<choice hidden="true">
<text>Continue...</text>
<text>Continue...</text>
<event load="NON_HOSTILE"/>
<event load="NON_HOSTILE"/>
</choice>
</choice>
</event>
</event>
<event name="FINISH_BEACON_NEBULA">
<event name="FINISH_BEACON_NEBULA">
<text>This Long-Range Beacon is almost hidden within a nebula. When the FTL Drive is charged you can jump to the next Sector.</text>
<text>This long-range beacon is almost hidden within a nebula. When the FTL Drive is charged you can jump to the next sector.</text>
<!-- <choice hidden="true">
<!-- <choice hidden="true">
<text>Continue...</text> There has been two sightings of odd events at the end of the nebula sectors. Simplifying just as a random precaution.
<text>Continue...</text> There has been two sightings of odd events at the end of the nebula sectors. Simplifying just as a random precaution.
<event load="NEBULA"/>
<event load="NEBULA"/>
</choice>-->
</choice>-->
</event>
</event>
<event name = "FLEET_EASY">
<event name="FLEET_EASY">
<fleet>rebel</fleet>
<fleet>rebel</fleet>
<text>The Rebel fleet has found you, and a nearby scout turns to engage. You must flee before their cruisers open fire!</text>
<text>The Rebel fleet has found you, and a nearby scout turns to engage. You must flee before their cruisers open fire!</text>
<ship load = "LONG_FLEET" hostile ="true"/>
<ship load = "LONG_FLEET" hostile="true"/>
</event>
</event>
<!--
<event name = "FLEET_EASY_AGAIN">
<fleet>rebel</fleet>
<text>Another ship approaches, the reinforcements seem endless! You must jump away!</text>
<ship load = "LONG_FLEET" hostile ="true"/>
</event> -->
<event name = "FLEET_EASY_BEACON">
<event name="FLEET_EASY_BEACON">
<fleet>rebel</fleet>
<fleet>rebel</fleet>
<text>You've found the exit beacon but the Rebels got here first! You must survive long enough to be able to jump to the next sector.</text>
<text>You've found the exit beacon but the Rebels got here first! You must survive long enough to be able to jump to the next sector.</text>
<ship load="LONG_FLEET" hostile ="true"/>
<ship load="LONG_FLEET" hostile="true"/>
</event>
</event>
<event name = "FLEET_HARD">
<event name="FLEET_HARD">
<fleet>rebel</fleet>
<fleet>rebel</fleet>
<text>The Rebel fleet has found you, and a nearby scout turns to engage. You must flee before their cruisers open fire!</text>
<text>The Rebel fleet has found you, and a nearby scout turns to engage. You must flee before their cruisers open fire!</text>
<ship load = "LONG_FLEET" hostile ="true"/>
<ship load="LONG_FLEET" hostile ="true"/>
</event>
</event>
<event name="NOTHING">
<event name="NOTHING">
<text load="NOTHING"/>
<text load="NOTHING"/>
</event>
</event>
<textList name="NOTHING">
<textList name="NOTHING">
<text planet="NONE" back="BG_DARK">Your jump leads you to nothing but empty space. This Jump Beacon serves no purpose other than as a connection.</text>
<text planet="NONE" back="BG_DARK">Your jump leads you to nothing but empty space. This jump beacon serves no purpose other than as a connection.</text>
<text planet="NONE">You jump into an unremarkable system. No life signs detected within scanning range.</text>
<text planet="NONE">You jump into an unremarkable system. No life signs detected within scanning range.</text>
<text>Your scans reveal a mining base on a nearby planet long since abandoned. No life signs detected.</text>
<text>Your scans reveal a mining base on a nearby planet long since abandoned. No life signs detected.</text>
<text planet="PLANET_POPULATED_SMALL">Your scans reveal an ore refinery and several factories, all standing still and empty. No life signs detected.</text>
<text planet="PLANET_POPULATED_SMALL">Your scans reveal an ore refinery and several factories, all standing still and empty. No life signs detected.</text>
<text planet="PLANET_POPULATED_SMALL">You discover a nearby planet speckled with settlements, although none respond to your hails.</text>
<text planet="PLANET_POPULATED_SMALL">You discover a nearby planet speckled with settlements, although none respond to your hails.</text>
<text>This beacon has been built for a nearby civilian space-station. No one hails your ship.</text>
<text>This beacon has been built for a nearby civilian space-station. No one hails your ship.</text>
<text planet="PLANET_POPULATED_SMALL">The nearby planet shows sign of habitation and great beauty. A rudimentary automated planetary defense system is looping its message into space: "Warning! Quarantine Level 5 in effect under FHA Act 22, article 11.2. Warning! Quarantine Level 5 ..."</text>
<text planet="PLANET_POPULATED_SMALL">The nearby planet shows sign of habitation and great beauty. A rudimentary automated planetary defense system is looping its message into space: "Warning! Quarantine Level 5 in effect under FHA Act 22, article 11.2. Warning! Quarantine Level 5 ..."</text>
<text planet="NONE">Your jump leads to a completely unremarkable binary star system. There is nothing else around.</text>
<text planet="NONE">Your jump leads to a completely unremarkable binary star system. There is nothing else around.</text>
<text planet="NONE">Your jump leads to a remarkable binary star system. The view is beautiful, but there is nothing else around.</text>
<text planet="NONE">Your jump leads to a remarkable binary star system. The view is beautiful, but there is nothing else around.</text>
</textList>
</textList>
<!-- *********************************************
<!-- *********************************************
HOSTILE EVENTS
HOSTILE EVENTS
*********************************************
*********************************************
-->
-->
<!-- **********************************************
<!-- **********************************************
NEUTRAL EVENTS
NEUTRAL EVENTS
**********************************************
**********************************************
Not guaranteed fights or getting stuff
Not guaranteed fights or getting stuff
-->
-->
<event name="ASTEROID_EXPLORE" unique="true">
<event name="ASTEROID_EXPLORE" unique="true">
<text>Scans reveal a large asteroid field nearby. Short-range scanners may discover useful materials while we wait for the FTL to recharge.</text>
<text>Scans reveal a large asteroid field nearby. Short-range scanners may discover useful materials while we wait for the FTL to recharge.</text>
<choice hidden="true">
<choice hidden="true">
<text>Explore the asteroid field</text>
<text>Explore the asteroid field.</text>
<event load="ASTEROID_EXPLORE_RESULTS"/>
<event load="ASTEROID_EXPLORE_RESULTS"/>
</choice>
</choice>
<choice>
<choice>
<text>Too dangerous. We'll just wait for the FTL to charge.</text>
<text>Too dangerous. We'll just wait for the FTL to charge.</text>
<event/>
<event/>
</choice>
</choice>
<choice req="SCRAP_COLLECTOR" hidden="true">
<choice req="SCRAP_COLLECTOR" hidden="true">
<text>(Scrap Recovery Arm) Attempt to mine the asteroids.</text>
<text>(Scrap Recovery Arm) Attempt to mine the asteroids.</text>
<event>
<event>
<text>You carefully extract as much usable material as possible from the nearest asteroids while waiting for the FTL to charge.</text>
<text>You carefully extract as much usable material as possible from the nearest asteroids while waiting for the FTL to charge.</text>
<autoReward level="HIGH">scrap_only</autoReward>
<autoReward level="HIGH">scrap_only</autoReward>
</event>
</event>
</choice>
</choice>
</event>
</event>
<eventList name="ASTEROID_EXPLORE_RESULTS">
<eventList name="ASTEROID_EXPLORE_RESULTS">
<event>
<event>
<text>A brief exploration yields nothing of interest.</text>
<text>A brief exploration yields nothing of interest.</text>
</event>
</event>
<event>
<event>
<text>Scans reveal a number of asteroids with useful compositions. You extract some fuel.</text>
<text>Scans reveal a number of asteroids with useful compositions. You extract some fuel.</text>
<autoReward level="HIGH">fuel_only</autoReward>
<autoReward level="HIGH">fuel_only</autoReward>
</event>
</event>
<event>
<event>
<text>You discover the remains of ship embedded into an asteroid. It still has some functional missiles.</text>
<text>You discover the remains of ship embedded into an asteroid. It still has some functional missiles.</text>
<autoReward level="MED">missiles</autoReward>
<autoReward level="MED">missiles</autoReward>
</event>
</event>
<event>
<event>
<text>You happen upon an abandoned mining site. A few mining drones were left behind and could be re-purposed</text>
<text>You happen upon an abandoned mining site. A few mining drones were left behind and could be re-purposed.</text>
<autoReward level="MED">droneparts</autoReward>
<autoReward level="MED">droneparts</autoReward>
</event>
</event>
<event>
<event>
<text>The asteroid field proved more dangerous than expected. Some asteroids managed to get through your ship's defenses.</text>
<text>The asteroid field proved more dangerous than expected. Some asteroids managed to get through your ship's defenses.</text>
<damage amount="5"/>
<damage amount="5"/>
</event>
</event>
<event>
<event>
<text>A pirate ship hiding behind one of the larger asteroids attacks you!</text>
<text>A pirate ship hiding behind one of the larger asteroids attacks you!</text>
<ship load="PIRATE" hostile="true"/>
<ship load="PIRATE" hostile="true"/>
<environment type="asteroid"/>
<environment type="asteroid"/>
</event>
</event>
</eventList>
</eventList>
<event name="MERCENARY">
<event name="MERCENARY">
<text load="MERCENARY"/>
<text load="MERCENARY"/>
<ship load="PIRATE" hostile="false"/>
<ship load="PIRATE" hostile="false"/>
<choice>
<choice>
<text>Hire the mercenary to delay the Rebels.</text>
<text>Hire the mercenary to delay the Rebels.</text>
<event>
<event>
<text>The mercenary ship masks its jump signature to mimic your own and then jumps off in the opposite direction. This should keep the Rebels guessing.</text>
<text>The mercenary ship masks its jump signature to mimic your own and then jumps off in the opposite direction. This should keep the Rebels guessing.</text>
<item_modify>
<item_modify>
<item type="scrap" min="-25" max="-10"/>
<item type="scrap" min="-20" max="-8"/>
</item_modify>
</item_modify>
<modifyPursuit amount="-2"/>
<modifyPursuit amount="-2"/>
</event>
</event>
</choice>
</choice>
<choice>
<choice>
<text>Hire the mercenary to scout the sector.</text>
<text>Hire the mercenary to scout the sector.</text>
<event>
<event>
<text>Your map has been updated.</text>
<text>Your map has been updated.</text>
<item_modify>
<item_modify>
<item type="scrap" min="-20" max="-10"/>
<item type="scrap" min="-14" max="-6"/>
</item_modify>
</item_modify>
<reveal_map/>
<reveal_map/>
</event>
</event>
</choice>
</choice>
<choice>
<choice>
<text>Fight the ship.</text>
<text>Fight the ship.</text>
<event>
<event>
<text>Mercenaries are worse than rebels. The only honorable course is to engage the mercenary in battle.</text>
<text>Mercenaries are worse than Rebels. The only honorable course is to engage the mercenary in battle.</text>
<ship hostile="true"/>
<ship hostile="true"/>
</event>
</event>
</choice>
</choice>
<choice>
<choice>
<text>You have no need of his services.</text>
<text>You have no need of his services.</text>
<event/>
<event/>
</choice>
</choice>
</event>
</event>
<textList name="MERCENARY">
<textList name="MERCENARY">
<text>You find a mercenary for hire at this Beacon. Their unique skills can sometimes prove to be useful.</text>
<text>You find a mercenary for hire at this beacon. Their unique skills can sometimes prove to be useful.</text>
<text>A mercenary hails you: "Greetings, friend! We've heard tell of your quest and are here to offer our valuable services."</text>
<text>A mercenary hails you: "Greetings, friend! We've heard tell of your quest and are here to offer our valuable services."</text>
<text planet="PLANET_POPULATED">There's a ship with pirate markings orbiting the nearby planet. You receive his hail: "Anything is possible, for the right price"</text>
<text planet="PLANET_POPULATED">There's a ship with pirate markings orbiting the nearby planet. You receive his hail: "Anything is possible, for the right price."</text>
<text>The captain of this ship claims he can provide "services" as long as you've got the scrap.</text>
<text>The captain of this ship claims he can provide "services" as long as you've got the scrap.</text>
<text>Mercenaries are swarming the galaxy now, knowing that their less-than-legal services are in demand during this period of unrest. One is waiting at this beacon and hails you.</text>
<text>Mercenaries are swarming the galaxy now, knowing that their less-than-legal services are in demand during this period of unrest. One is waiting at this beacon and hails you.</text>
<text>A ship hails you: "Good, sir! It seems you're having some troubles with the Rebels. I'd like to help you, but I can't afford the upkeep required on this hunk of junk I'm flying... maybe we can come to an arrangement?"</text>
<text>A ship hails you: "Good, sir! It seems you're having some troubles with the Rebels. I'd like to help you, but I can't afford the upkeep required on this hunk of junk I'm flying... maybe we can come to an arrangement?"</text>
</textList>
</textList>
<event name="PIRATE_STATION_CROPS" unique="true">
<event name="PIRATE_STATION_CROPS" unique="true">
<text>Scans show a remote settlement being blockaded by a pirate ship. The ship hastily messages you, "Stay out of this, or you'll be next!...Concentrate fire on..."</text>
<text>Scans show a remote settlement being blockaded by a pirate ship. The ship hastily messages you, "Stay out of this, or you'll be next! ...Concentrate fire on..."</text>
<ship load="PIRATE_STATION_CROPS" hostile="false"/>
<ship load="PIRATE_STATION_CROPS" hostile="false"/>
<choice hidden="true">
<choice hidden="true">
<text>Attack the pirate.</text>
<text>Attack the pirate.</text>
<event>
<event>
<text>"You asked for it!" They pull away from the planet and move in to engage.</text>
<text>"You asked for it!" They pull away from the planet and move in to engage.</text>
<ship hostile="true"/>
<ship hostile="true"/>
</event>
</event>
</choice>
</choice>
<choice hidden="true">
<choice hidden="true">
<text>Ignore them.</text>
<text>Ignore them.</text>
<event>
<event>
<text>It's just not possible to save every civilian affected by this war. You prepare to jump.</text>
<text>It's just not possible to save every civilian affected by this war. You prepare to jump.</text>
</event>
</event>
</choice>
</choice>
<choice hidden="true" req="BEAM_FIRE">
<choice hidden="true" req="BEAM_FIRE">
<text>(Fire Beam) Show the pirate how to intimidate settlers: burn their crops!</text>
<text>(Fire Beam) Show the pirate how to intimidate settlers: burn their crops!</text>
<event>
<event>
<text>The pirate watches as you start to light the meager crops on fire. In a few moments the settlement surrenders, offering tribute to leave them alone. The pirate seems impressed.</text>
<text>The pirate watches as you start to light the meager crops on fire. In a few moments the settlement surrenders, offering tribute to leave them alone. The pirate seems impressed.</text>
<autoReward level="HIGH">drone</autoReward>
<autoReward level="HIGH">drone</autoReward>
</event>
</event>
</choice>
</choice>
<choice hidden="true" req="BOMB_FIRE">
<choice hidden="true" req="BOMB_FIRE">
<text>(Fire Bomb) Show the pirate how to intimidate settlers: start fires in their crude dwellings</text>
<text>(Fire Bomb) Show the pirate how to intimidate settlers: start fires in their crude dwellings.</text>
<event>
<event>
<text>The pirate watches as you teleport an incendiary explosive into the settlement. As the settlers scramble to put out the fires, their rudimentary planetary defenses power down. Forcing their surrender was laughably easy, but the pirate seems impressed with your tactics and agrees to share the settlement's 'tribute'.</text>
<text>The pirate watches as you teleport an incendiary explosive into the settlement. As the settlers scramble to put out the fires, their rudimentary planetary defenses power down. Forcing their surrender was laughably easy, but the pirate seems impressed with your tactics and agrees to share the settlement's 'tribute'.</text>
<item_modify>
<item_modify>
<item type="missiles" min="-1" max="-1"/>
<item type="missiles" min="-1" max="-1"/>
</item_modify>
</item_modify>
<autoReward level="HIGH">drone</autoReward>
<autoReward level="HIGH">drone</autoReward>
</event>
</event>
</choice>
</choice>
</event>
</event>
<event name="PIRATE_STATION_CROPS_RESULT">
<text>With the pirates gone you signal the station. "We appreciate what you've done, but there'll just be another ship looking to profit from our isolation soon enough. Sorry we can't give you more."</text>
<autoReward level="LOW">stuff</autoReward>
</event>
<ship name="PIRATE_STATION_CROPS" auto_blueprint="SHIPS_PIRATE">
<ship name="PIRATE_STATION_CROPS" auto_blueprint="SHIPS_PIRATE">
<surrender chance="0.5" min="2" max="4" >
<surrender chance="0.5" min="2" max="4" >
<text>"Alright! We give up! We're terrible at this pirating thing anyway..."</text>
<text>"Alright! We give up! We're terrible at this pirating thing anyway..."</text>
<choice>
<choice>
<text>Let them go.</text>
<text>Let them go.</text>
<event>
<event>
<ship hostile="false"/>
<ship hostile="false"/>
<autoReward level="MED">stuff</autoReward>
<autoReward level="MED">stuff</autoReward>
</event>
</event>
</choice>
</choice>
<choice>
<choice>
<text>Piracy cannot be forgiven. Attack!</text>
<text>Piracy cannot be forgiven. Attack!</text>
<event/>
<event/>
</choice>
</choice>
</surrender>
</surrender>
<escape chance="0.5" min="3" max="4" >
<escape chance="0.5" min="3" max="4" >
<text>They look like they don't want to fight. They are trying to escape.</text>
<text>They look like they don't want to fight. They are trying to escape.</text>
<ship hostile="true"/>
<ship hostile="true"/>
</escape>
</escape>
<gotaway load="PIRATE_STATION_CROPS_RESULT"/>
<gotaway load="PIRATE_STATION_CROPS_RESULT"/>
<destroyed>
<destroyed>
<text>You pick through the remains and contact the settlement.</text>
<text>You pick through the remains and contact the settlement.</text>
<autoReward level="MED">standard</autoReward>
<autoReward level="MED">standard</autoReward>
<choice hidden="true">
<choice hidden="true">
<text>Continue...</text>
<text>Continue...</text>
<event load="PIRATE_STATION_CROPS_RESULT"/>
<event load="PIRATE_STATION_CROPS_RESULT"/>
</choice>
</choice>
</destroyed>
</destroyed>
<deadCrew>
<deadCrew>
<text>You pick through the remains and contact the settlement.</text>
<text>You pick through the remains and contact the settlement.</text>
<autoReward level="MED">standard</autoReward>
<autoReward level="MED">standard</autoReward>
<choice hidden="true">
<choice hidden="true">
<text>Continue...</text>
<text>Continue...</text>
<event load="PIRATE_STATION_CROPS_RESULT"/>
<event load="PIRATE_STATION_CROPS_RESULT"/>
</choice>
</choice>
</deadCrew>
</deadCrew>
</ship>
</ship>
<event name="PIRATE_STATION_CROPS_RESULT">
<text>With the pirates gone you signal the station. "We appreciate what you've done, but there'll just be another ship looking to profit from our isolation soon enough. Sorry we can't give you more."</text>
<autoReward level="LOW">stuff</autoReward>
</event>
<!-----------
<!-----------
DISTRESS!!!
DISTRESS!!!
Events with that can be found at a distress beacon
Events with that can be found at a distress beacon
------------>
------------>
<event name="FRIENDLY_BEACON">
<event name="FRIENDLY_BEACON">
<text load="FRIENDLY_BEACON"/>
<text load="FRIENDLY_BEACON"/>
<distressBeacon/>
<distressBeacon/>
<ship load="CIVILIAN_SHIP" hostile="false"/>
<ship load="CIVILIAN_SHIP" hostile="false"/>
<choice>
<choice>
<text>Give them the fuel.</text>
<text>Give them the fuel.</text>
<event>
<event>
<text>You give them the fuel.</text>
<text>You give them the fuel.</text>
<item_modify>
<item_modify>
<item type="fuel" min="-4" max="-2"/>
<item type="fuel" min="-4" max="-2"/>
</item_modify>
</item_modify>
<choice hidden="true">
<choice hidden="true">
<text>Continue...</text>
<text>Continue...</text>
<event load="RANDOM_GIFT"/>
<event load="RANDOM_GIFT"/>
</choice>
</choice>
</event>
</event>
</choice>
</choice>
<choice>
<choice>
<text>Apologize, wish them luck, and continue on.</text>
<text>Apologize, wish them luck, and continue on.</text>
<event>
<event>
<text>"We understand... Please send help our way if you meet anyone trustworthy."</text>
<text>"We understand... Please send help our way if you meet anyone trustworthy."</text>
</event>
</event>
</choice>
</choice>
</event>
</event>
<eventList name="RANDOM_GIFT"> <!-- JUSTIN - ADD STUFF-->
<eventList name="RANDOM_GIFT"> <!-- JUSTIN - ADD STUFF-->
<event>
<event>
<text>"Thank you so much! We don't have much to offer, but have a look at the sector scans we took." Your map is updated.</text>
<text>"Thank you. We don't have much to offer, but have a look at the sector scans we took." Your map is updated.</text>
<reveal_map/>
<reveal_map/>
</event>
</event>
<event>
<event>
<text>"Thank you. Here, have this extra scrap as payment."</text>
<text>"Thank you so much! Here, have all our scrap as payment."</text>
<autoReward level="HIGH">scrap_only</autoReward>
<autoReward level="HIGH">scrap_only</autoReward>
</event>
</event>
<event>
<event>
<text>"Thank you. Here, have this extra scrap as payment."</text>
<text>"Thank you. Here, have this extra scrap as payment."</text>
<autoReward level="HIGH">scrap_only</autoReward>
<autoReward level="MED">scrap_only</autoReward>
</event>
</event>
<event>
<event>
<text>"Thank the Gods. We can finally get out of here! We're jumping straight home so take this extra weapon. We won't need it, hopefully."</text>
<text>"Thank the Gods. We can finally get out of here! We're jumping straight home so take this extra weapon. We won't need it, hopefully."</text>
<weapon name="RANDOM"/>
<weapon name="RANDOM"/>
</event>
</event>
</eventList>
</eventList>
<textList name="FRIENDLY_BEACON">
<textList name="FRIENDLY_BEACON">
<text>"Greetings! It is so good to see you! We've been out of fuel and floating out here for weeks. We were terrified a pirate or those damn Rebels would find us first. Could you spare some fuel?"</text>
<text>"Greetings! It is so good to see you! We've been out of fuel and floating out here for weeks. We were terrified a pirate or those damn Rebels would find us first. Could you spare some fuel?"</text>
<text>You arrive to find a ship floating among some debris. "Hello. Our impulse drives are shot and we can't jump. Could you give us some fuel?"</text>
<text>You arrive to find a ship floating among some debris. "Hello. Our impulse drives are shot and we can't jump. Could you give us some fuel?"</text>
<text>A small civilian ship flies over as soon as you arrive. You're prepared to fight but they just inform you that they're out of FTL fuel and can't jump.</text>
<text>A small civilian ship flies over as soon as you arrive. You're prepared to fight but they just inform you that they're out of FTL fuel and can't jump.</text>
<text>"Hello. We used our last FTL fuel to jump to this station." They indicate a burnt out husk of debris and warped metal. "As you can see the war must have spread to this sector. We've been stranded ever since."</text>
<text>"Hello. We used our last FTL fuel to jump to this station." They indicate a burnt out husk of debris and warped metal. "As you can see the war must have spread to this sector. We've been stranded ever since."</text>
<text>The ship emitting the distress beacon messages you, "Sorry to bother you, but we're out of fuel and can't get out of this barren sector. Could you help us out?</text>
<text>The ship emitting the distress beacon messages you, "Sorry to bother you, but we're out of fuel and can't get out of this barren sector. Could you help us out?"</text>
</textList>
</textList>
<event name="PIRATE_CIVILIAN_BEACON">
<event name="PIRATE_CIVILIAN_BEACON">
<text>The distress beacon is coming from a civilian ship. It appears it is being chased by a pirate.</text>
<text>The distress beacon is coming from a civilian ship. It appears it is being chased by a pirate.</text>
<choice>
<choice>
<text>Aid the civilian ship.</text>
<text>Aid the civilian ship.</text>
<event>
<event>
<text>You power up your weapons and engage the pirate ship.</text>
<text>You power up your weapons and engage the pirate ship.</text>
<ship load="PIRATE_CIVILIAN" hostile="true"/>
<ship load="PIRATE_CIVILIAN" hostile="true"/>
</event>
</event>
</choice>
</choice>
<choice>
<choice>
<text>Stay out of it.</text>
<text>Stay out of it.</text>
<event>
<event>
<text>The fight brings them out of your immediate scanning range; however, after a time the distress calls stop.</text>
<text>The fight brings them out of your immediate scanning range; however, after a time the distress calls stop.</text>
</event>
</event>
</choice>
</choice>
<choice req="weapons" lvl="6" hidden="true" hidden="true">
<choice req="weapons" lvl="6" hidden="true">
<text>(Improved Weapons) Fire a warning shot from your strongest weapon.</text>
<text>(Improved Weapons) Fire a warning shot from your strongest weapon.</text>
<event load="PIRATE_CIVILIAN_BEACON_BEAM"/>
<event load="PIRATE_CIVILIAN_BEACON_BEAM"/>
</choice>
</choice>
</event>
</event>
<eventList name="PIRATE_CIVILIAN_BEACON_BEAM">
<eventList name="PIRATE_CIVILIAN_BEACON_BEAM">
<event>
<event>
<text>Detecting the greater threat (and potential reward), they turn and engage your ship.</text>
<text>Detecting the greater threat (and potential reward), they turn and engage your ship.</text>
<ship load="PIRATE_CIVILIAN" hostile="true"/>
<ship load="PIRATE_CIVILIAN" hostile="true"/>
</event>
</event>
<event>
<event>
<choice hiiden="true">
<choice hidden="true">
<text>It seems the pirate wasn't looking for a fight with someone who could fight back. They flee and you move to contact the civilian ship.</text>
<text>Continue...</text>
<event load="SAVE_CIVILIAN_LIST_SCARE"/>
</choice>
</event>
<event>
<choice hidden="true">
<text>It seems the pirate wasn't looking for a fight with someone who could fight back. They leave and you move to contact the civilian ship.</text>
<text>It seems the pirate wasn't looking for a fight with someone who could fight back. They leave and you move to contact the civilian ship.</text>
<text>Continue...</text>
<text>Continue...</text>
<event load="SAVE_CIVILIAN_LIST"/>
<event load="SAVE_CIVILIAN_LIST_SCARE"/>
</choice>
</choice>
</event>
</event>
</eventList>
</eventList>
<event name="STRANDED_BEACON" unique="true">
<event name="STRANDED_BEACON" unique="true">
<text>It appears the distress beacon is coming from the surface of a nearby moon. Your sensors are picking up a single life form.</text>
<text>It appears the distress beacon is coming from the surface of a nearby moon. Your sensors are picking up a single life form.</text>
<distressBeacon/>
<distressBeacon/>
<choice hidden="true">
<choice hidden="true">
<text>Go down to the surface to investigate.</text>
<text>Go down to the surface to investigate.</text>
<event load="STRANDED"/>
<event load="STRANDED"/>
</choice>
</choice>
<choice>
<choice>
<text>Ignore the signal.</text>
<text>Ignore the signal.</text>
<event/>
<event/>
</choice>
</choice>
</event>
</event>
<eventList name="STRANDED">
<eventList name="STRANDED">
<event>
<event>
<text>You find a colony that seems to have been recently attacked. Exploring the devastation, you find a lone survivor.</text>
<text>You find a colony that seems to have been recently attacked. Exploring the devastation, you find a lone survivor.</text>
<choice>
<choice>
<text>Invite him to join your crew.</text>
<text>Invite him to join your crew.</text>
<event>
<event>
<text>He happily offers his services for a time in exchange for "getting off that rock".</text>
<text>He happily offers his services for a time in exchange for "getting off that rock."</text>
<crewMember amount="1">Charlie</crewMember>
<crewMember amount="1">Charlie</crewMember>
</event>
</event>
</choice>
</choice>
<choice hidden="true">
<choice hidden="true">
<text>Take him home to his family on a nearby planet in this system</text>
<text>Take him home to his family on a nearby planet in this system.</text>
<event load="FAMILY_RETURN"/>
<event load="FAMILY_RETURN"/>
</choice>
</choice>
</event>
</event>
<event>
<event>
<text>You find a man living alone in a cave. From the appearance of his wrecked ship, it seems he's been here for many years. He looks healthy, but his mental state is questionable.</text>
<text>You find a man living alone in a cave. From the appearance of his wrecked ship, it seems he's been here for many years. He looks healthy, but his mental state is questionable.</text>
<choice hidden="true">
<choice hidden="true">
<text>Bring him back to your ship in hopes of finding some help for him.</text>
<text>Bring him back to your ship in hopes of finding some help for him.</text>
<event load="MADMAN"/>
<event load="MADMAN"/>
</choice>
</choice>
<choice>
<choice>
<text>Leave the madman to his ravings, he's not worth the risk.</text>
<text>Leave the madman to his ravings, he's not worth the risk.</text>
<event/>
<event/>
</choice>
</choice>
<choice req="medbay" lvl="2" hidden="true"> <!-- JUSTIN - ADDED -->
<choice req="medbay" lvl="2" hidden="true"> <!-- JUSTIN - ADDED -->
<text>(Medbay) Bring him to your medbay.</text>
<text>(Improved Medbay) Bring him to your medbay.</text>
<event>
<event>
<text>Once inside your advanced medbay, the system is able to identify and minimize the trauma associated with being alone for so long. Once awake he states, "I don't know how to repay you, I feel 10 years younger... Let me serve on your ship."</text>
<text>Once inside your advanced medbay, the system is able to identify and minimize the trauma associated with being alone for so long. Once awake he states, "I don't know how to repay you, I feel 10 years younger... Let me serve on your ship."</text>
<crewMember amount="1">Charlie</crewMember>
<crewMember amount="1">Charlie</crewMember>
</event>
</event>
</choice>
</choice>
<choice req="slug" hidden="true">
<choice req="slug" hidden="true">
<text>(Slugman Crew Member)"Sir, allow me to assess his mental state."</text>
<text>(Slug Crew) "Sir, allow me to assess his mental state."</text>
<event load="MADMAN_SLUG"/>
<event load="MADMAN_SLUG"/>
</choice>
</choice>
</event>
</event>
</eventList>
</eventList>
<eventList name="FAMILY_RETURN">
<eventList name="FAMILY_RETURN">
<event>
<event>
<text>The family apparently owns one of the most valuable mining enterprises in the sector. For the safe return of his son, the patron of the family offers you a substantial reward.</text>
<text>The family apparently owns one of the most valuable mining enterprises in the sector. For the safe return of his son, the patron of the family offers you a substantial reward.</text>
<autoReward level="HIGH">scrap_only</autoReward>
<autoReward level="HIGH">scrap_only</autoReward>
</event>
</event>
<event>
<event>
<text>The survivor's family is of modest means, yet they manage to offer you a reward for your virtuous deed.</text>
<text>The survivor's family is of modest means, yet they manage to offer you a reward for your virtuous deed.</text>
<autoReward level="MED">scrap_only</autoReward>
<autoReward level="MED">scrap_only</autoReward>
</event>
</event>
<event>
<event>
<text>Overjoyed with the return of their son, the family of the survivor arranges to repair your ship's hull as compensation.</text>
<text>Overjoyed with the return of their son, the family of the survivor arranges to repair your ship's hull as compensation.</text>
<damage amount="-10"/>
<damage amount="-10"/>
</event>
</event>
</eventList>
</eventList>
<eventList name="MADMAN">
<eventList name="MADMAN">
<event>
<event>
<text>Once back in orbit, the man turns increasingly violent. Eventually he turns on your crew and manages to kill one before you can subdue him.</text>
<text>Once back in orbit, the man turns increasingly violent. Eventually he turns on your crew and manages to kill one before you can subdue him.</text>
<crewMember amount="-1"/>
<crewMember amount="-1"/>
</event>
<event>
<text>Once back in orbit, the man starts convincing your crew that you are unfit to lead. Most of your crew ignore his ravings, but one is convinced - we have a mutiny on our hands!</text>
<boarders min="1" max="1" class="random"/>
<crewMember amount="-1" class="traitor"/>
</event>
</event>
<event>
<event>
<text>He seems to improve immensely upon getting back to the ship. It might take a while for him to truly be well again, but until then he seems happy to serve as a member of your crew.</text>
<text>He seems to improve immensely upon getting back to the ship. It might take a while for him to truly be well again, but until then he seems happy to serve as a member of your crew.</text>
<crewMember amount="1">Charlie</crewMember>
<crewMember amount="1">Charlie</crewMember>
</event>
</event>
<event>
<event>
<text>Being back in space terrifies him. He goes mad and nearly blows a hole in the side of your ship with a makeshift explosive in an attempt to "escape this metal prison." He dies in the explosion.</text>
<text>He seems to improve immensely upon getting back to the ship. It might take a while for him to truly be well again, but until then he seems happy to serve as a member of your crew.</text>
<damage amount="5"/>
<crewMember amount="1">Charlie</crewMember>
</event>
</event>
<event>
<event>
<text>It seems he was in worse health than we first thought. He did not survive the trip up to the ship...</text>
<text>He seems to improve immensely upon getting back to the ship. It might take a while for him to truly be well again, but until then he seems happy to serve as a member of your crew.</text>
<choice>
<crewMember amount="1">Charlie</crewMember>
<text>Continue...</text>
<event/>
</choice>
<choice req="medbay" lvl="2" hidden="true">
<text>(Adv. Medbay) Quickly bring him to the medbay.</text>
<event>
<text>Your improved medbay was able to resuscitate him. After a short time he recovers greatly saying, "I really thought I was a goner... I haven't eaten for days. Would you mind if I stayed on your ship?"</text>
<crewMember amount="1">Charlie</crewMember>
</event>
</choice>
</event>
</event>
</eventList>
<eventList name="MADMAN_SLUG">
<event>
<event>
<text>You bring the ship closer. The Slug enters a trance-like state for 1 to 2 seconds, then quickly snaps out of it. He states, "This person is clearly unstable. It is best we leave them alone."</text>
<text>He seems to improve immensely upon getting back to the ship. It might take a while for him to truly be well again, but until then he seems happy to serve as a member of your crew.</text>
<crewMember amount="1">Charlie</crewMember>
</event>
</event>
<event>
<event>
<text>You bring the ship closer and the Slug, after a pause, says that the person is stable and with good intentions. You offer a position in your crew and it is graciously accepted.</text>
<text>Being back in space terrifies him. He goes mad and nearly blows a hole in the side of your ship with a makeshift explosive in an attempt to "escape this metal prison." He dies in the explosion.</text>
<crewMember amount="1" class="human"/>
<damage amount="5"/>
</event>
</event>
</eventList>
<event>
<text>
<even