OhWee "there's the question of how to 'introduce' a 'choose shell type for Nimhe to build' thing (i.e. how to invoke a menu or popup screen)"
what exactly do you mean?
620_interact_nimhe.rpy - add in here: mCondOptions "Ask to build a bot/f" + elif _return == "Ask to build a bot" + Nimhe must be in GAME.crew + Nimhe in lab
there are popscreens in game
call simple_notify("STORAGE", "No free storage cell.".format(GAME.lab.current.name), ["Continue"])
No, this ties into Nimhe doing the 'Build/Procure J Type shell' option that shows up at the start of the day when making daily assignments. My intention is to change this to 'Build any shell that Nimhe already knows how to build', but because of how that particular menu is invoked, I can EITHER introduce a bunch of button sub options that you need to click through, or somehow invoke a popup menu that shows which Shell types Nimhe knows how to build.
Note that I'm still back at 1.00b, so if anything was changed r.e. how this stuff is invoked in 1.1 I'd have no clue.
The classic "Ren'Py choice menu" would normally be an easy way, but the J-Type option is assigned via the daily assignments screen, so I'd have to figure out how to detect the choice upon exit from said screen and invoke a choice menu or something...
Python, and to a lesser extent Ren'Py are still not my jam, but I eventually muddle through usually... The whole classes & defs thing in particular still confuses me. - if my brain was younger maybe I'd grasp it better, but I usually end up trying multiple things until I figure out how to get something to work... which is why it's taking me so long to get all of the various things I'm tweaking in my personal mod working.
Some of the things I've done so far:
1) Reduce the tonnage of pods (bio/nano/energy) from 1 ton per pod to 0.1 ton per pod
2) Change the amount of 'pod material' is used when repairing parts, and invoking a '1 bio pod' material cost to activate cortexes. This is done mainly to make bio and nano pods more useful, but also to make sexbot construction a bit more interesting...
3) Change the way that cubes work so that personality, attitude, and traits upgrades are in an 'upward direction' and a bit more predictable
4) Change the way how cortex upgrades work, so that once a cortex is level three, each addition upgrade increases the grade of the part (subpar to basic, etc.), and allow for the upgrade of Precursor cortexes in this manner as well absorbing data from 'regular AI' parts. This saves your unused precursor cortexes for other upgrades.
5) Reduce the amount of value of various bots, capping this at around $20 mil from my playtesting. This is partially to keep cargo runs more relevant when generating income, as making $3-4 million or more per day from your sex arcade once you have 10 top end bots assigned seemed a bit excessive to me...
6) Tweaks to various screens so that a bit more of the 'relevant data' that might be useful at that moment is displayed, and also so that the scroll bar is needed less often, and is not displayed when not needed.
7)
yv0751 is already implementing a 'shell slot' for bots, I essentially assigned an extra slot to addons (slot 6) that is exclusively for shells. I couldn't figure out what
yv0751 was doing in 1.00b so I went back to what I already had.
8) The way IQ is calculated, particularly when upgrading cortexes, is modified a bit, based on grade and gen of the cortex part, and using the 'old base IQ' as a baseline for the random gauss curve.
And probably a couple of other things. I wanted to get all of my 'current ideas' working before I share the next version of my personal mod, and at this point I've deviated a bit from the 'core game' with the changes I'm trying here, hence why at this point a separate mod thread will be appropriate. Not sure how many people are actually interested in this stuff, so I guess we'll see...
My goal here is to reduce the grind a bit (screen tweaks) while making the mid-late game economy a bit more interesting. Some people don't like doing cargo runs, bounty missions and bot construction (grind), but for me I find all of that fascinating! I think that with a few tweaks a more interesting balance can be achieved here, so that the 'grind for income' thing is a bit more interesting and a bit less random IMHO.