Implement improved rumor system

  • [Done] Rumor system added in PR79
  • Will need to address any remaining non-player mission issues
  • [Done] Convert Raisu Station to MissionType PR80
  • Convert Centauri occupation to MissionType
  • Add rumors to significant missions

Update missions to use current standards

Use new RPG systems if appropriate/ready

  • RPG Membership

Bug Fixes

Clean up

  • [Done] scKateMorgentalCruiserArena obsolete, replace stBlackMarketRigelAurelius with standard stBlackMarketStation PR84
  • Add mission screens to more stations (BM shipyard, medical colony, CSC hospital etc.)

See also

nms 19 Sep 2017:

The Rigel Black Market has some relevant differences from the normal version:

  • It has no military items. This could be achieved via an event in another type, such as the system definition. The selection of military items it can sell in a level 3 system is pretty limited, but since the normal version can appear at level 3, this may not be important. The Rigel version also used to have much fewer illegal items, but this changed during 1.7.
  • The "Talk to station boss" action doesn't work except during the Katami rescue. This is usually irrelevant and not necessarily desirable, so it could be changed.
  • There's a special version of the boss screen during the Katami rescue. You've implemented this, but not in a way that's fully translatable. I think it would work to check if the screen is "Boss", and show a separate dockscreen with a Continue action that shows the "Main" screen.
  • This version doesn't have reinforcements. Setting the shipReinforcementEnabled property to nil on system creation would probably work.
giantcabbage 30 Sep 2017:

1. I think it should be the same as other BM stations
2. The blank screen was a bug in my code. Eventually the Rigel BM should have a full set of talk to boss options including unique Rigel missions
3. This was just lazy coding. When I do the clean up I'll just reuse the existing action text rather than having it fixed in the scrAddAction call
4. I was planning to disable reinforcements (and remove excess guards) when the kidnap mission starts.