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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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/removebase Command

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/removebase Command
Offline cmfalconer
08-27-2009, 09:34 PM,
#11
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Posts: 1,140
Threads: 52
Joined: Jun 2007

I do have every base mapped, and landed on about 90% of them at one point or another. Yeah, it's fun to scroll through a couple hundred bases looking for that "Base sells this item" tag on the low-end.

Thumbs up from me, shouldn't really be too hard to code, except for the goofy base-ids that FL uses.

.
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Offline Agran Harper
08-27-2009, 09:37 PM, (This post was last modified: 08-27-2009, 09:43 PM by Agran Harper.)
#12
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Posts: 60
Threads: 3
Joined: Aug 2009

removebase command;
/signed
*agreed*
+1

It should be easy to do, as it changes one variable of one nameID and you could effectively "sort out" your trading routes. Excellent thought!
Perhaps one might take this a step further, and store info somewhere sideways which bases have been visited but removed with the command, so they could be re-enabled again if the necessity to check prices comes up? A little trickier, I know, I want too much:Doriginal idea is well enough.
... yet it would be also decent to have something like /removebase liberty which automatically deactivates any liberty base that have been visited. Perhaps such presets could be done too? If so, then perhaps you can use presets to remove faction bases like /removebase DSE

Also, I second the statement of repixes. Characters might change sides, professions, alignment, contracts, whatever. This command helps a ton then!

Quote:Frankly said...I don't really see this as really useful, and doubt it's worth the effort. If the navmap bothers you, don't look at it >_> . There are so many ooRP things in Disco, and the navmap is the least of them to be worried about...
Its not particulary the navmap, it would be clicking one commodity and scroll... scroll... scroll... *zzzZZZZZzzz*
The effort is way less than most suggestions I've read recently, including my own monsters. And if its a useful feature, easy to implement, and getting more RP into discovery, thus removing the ooRP parts; why would that be a waste? You have to start/keep working somewhere anyways. If its one easy fix, its done fast.

EDIT: (people writing while I'm posting - bad luck:D)
I do not like third party programs whatsoever, and the more things are working ingame, the better it is.
As with the nomodder thing; no, this is really easy to do in theory. The only thing needed to do is code it to be executed with FLHook (there I do not have any experience, but I had some insight on the ini mechanics themselves so, yeah. Its one variable switched).

To hunt the prey is life,
to lose the prey is death,
to hunt the loss is insane...
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Offline Mickk
08-28-2009, 05:00 PM,
#13
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Posts: 1,445
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Joined: Dec 2006

If you think about it, the starmap/base list isn't oorp at all.

Any good starmap would have *all* of the bases listed, except for the pirate bases of course.

Maybe the base list could show bases friendly to a player in green and un-friendly in red?

Mickk: One orginal, 4 clones. Telp..teleh....mind comu...comi..come...talking ability.
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Offline DarthCloakedGuy
08-28-2009, 05:45 PM,
#14
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Posts: 1,263
Threads: 55
Joined: May 2008

' Wrote:If you think about it, the starmap/base list isn't oorp at all.

Any good starmap would have *all* of the bases listed, except for the pirate bases of course.

Maybe the base list could show bases friendly to a player in green and un-friendly in red?
That is not the issue.

What this is planning to fix would be removing enemy bases from the commodity buy/sell list.

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Offline Alex.
08-28-2009, 06:34 PM,
#15
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Posts: 3,802
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Joined: Aug 2009
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Wrong forum, PM to Cannon or one of the server forums.
The commands for FLHook have nothing to do with the mod.
A moderator needs to move this to an appropriate forum/flood.
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Offline Ash
08-28-2009, 06:51 PM,
#16
Member
Posts: 2,261
Threads: 265
Joined: Feb 2008

Its a RP concept that only satisfies one player. It's not going to change the way you look to other players. It's not harming your RP if others cant see it. I've contemplated this and it does feel better to know your 100% in character. But this is more for convenience and may be a little more work than its worth.

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Offline Violette
08-29-2009, 12:53 AM,
#17
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Posts: 357
Threads: 12
Joined: Aug 2009

I like this idea, don't see myself using it. But very helpful to have.

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