Random missions
I don't really have much time to mess around with it, but does anyone think that mapping the tree defined in VignetteParams.ini would be helpfull for any purpose? I believe it defines the data structure used to determine the content of random missions. Unsuprisingly, every option is a child of the destroy solars branch in the structure, and everything else is simply follow the path make a random selection here and there putting up the appropriate text and setting certain behaviors and variables (what a run on sentence). I believe the simplicity of the structure boils down to Digital anvil being pressed for time, and other paths in the structure could not be adequatley debugged. . I believe this may be the case as there is no defined node 1 within the file. It might have simply been cut out, and the other mission types scratched for the final release, with some pointer within the program going straight to node 2. This means the text and code might be somewhere within the compiled program for alternative missions (hauling freight, or escorting a freighter), and there simply is not a constructed path within the data structure to construct these types of mission. If this is the case, then it may be possable to construct a more complete mission tree, If the code and text is not within the game then developing the random mission structure is entirely up to DA. Just my not very helpfull 2 cents. Oh yeah, I am going to test this hypothesis by having node 1 be a child of node 2, and defining it with a bunch of trash just to see what happens.
Edited by - keyvin on 13-03-2003 07:41:37
Edited by - keyvin on 13-03-2003 07:41:37