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(02-11-2018, 02:27 AM)Silverlight Wrote: [ -> ]add that system/all planets and then set it to fully discovered on all restarts
Noteapad ++ has a find and replace feature across multiple files. All you need to do is copy a crc entry and add something below it that does what you need. In this case, the planets. But I agree with your case and point. (I think). Flhook is better, we just need to fix this, which means we need to figure out what is wrong. *BUT WE ARE TRYING*
I see no reason not to include this. An FLHook help system is obviously preferable, but I don't see the two as being mutually exclusive. The hard part now is figuring out what, exactly, to put there.
As I already suggested to Laz somewhere, maybe the infocards could be brought up with a flhook command, instead of using flhook to dump text onto the screen. Maybe there's also a way to make the /help flhook command open the map of the help system.

It looks to me as if simply including the line visible=1 already makes it visible to everyone by default, without need to explore it. If that's not the case, its very easy to just copy-pasts entries to make it visible into the restart files. If all else fails, we can add a jumphole that leads to it from connecticut so people can map it themselves.

Quote:The hard part now is figuring out what, exactly, to put there.

Well I only spent the last year or so (and more before that) writing texts to put in a help system (they're also linked in the OP and visible in the video).

I'll keep editing them and post updated versions in the next post(s) and as I said, others are welcome to contribute improvement suggestions or new help topics. I'll also post the content to the help system [object]s so it will be extra-easy to copy paste this into the mod from here.

252602
Help System

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This system provides information on many useful game features. Use the Magnifying Glass icon to get an overview of the system.


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READ WITH (?) ICON

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Welcome to the Discovery Community!

In this system you can learn about useful game features, strategies, and background information that will help you enjoy the game to the fullest. Select the planets corresponding to each topic and click the ? icon. Prolonged trade runs are a good time to read all of them.

In order to explore the mysteries of the Sirius sector, fight for the good cause or become a notorious pirate, you'll need a decent ship. Credits are earned by taking missions in bars, trading, smuggling, mining, or by working for wealthy players as hired guns.

You can transfer credits between ships with console commands (read the "Cash Transfer" help). What equipment you can use depends on your reputation, ship, and ID (see "Reputation" help). The /restart command restarts your ship affiliated with factions (press enter and type /showrestarts to see all options).

This is a Role Play server (read "Role Play" for help). You can enter a non-roleplay system to train combat and find helpful players by typing /conn while docked with empty cargo hold. The /return command brings you back to the role-play universe.

Also visit our forums at discoverygc.com/forums and see the pinned "A Pretty Helpful Tutorial Database" post in the Tutorials section.


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Chat

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Local chat (dark blue text) is seen only by the players within your radar range. It's invisible to others when docked. Typing the following in front of your message uses these chat modes:

/l – Local chat seen by everyone within radar range

/s – System chat (light blue) seen by all players in the system

/t – Private Message (PM, green) your target

/r – PM the player that last sent you a PM

/pm <player name> <message> - Send PM or mail if player is offline

/g – Group chat (pink)

/fm <tag> - Send (pink) message to everyone with <tag> in name


The following commands manage other aspects of chat and groups:

/mail – Read your mail. /maildel empties your inbox.

/invite <name> – Invite a player into a chat/missions group

/fi <tag> – Invite everyone who has <tag> in name

/join – Accept a group invitation

/leave – Leave your group (also fixes the mission bug)

/marktarget - Assign your target to the entire group

/ignore <name> - Ignore messages from <name> (/ignored lists ignored players, /delignore clears list)

/1–/6 Send a preset message (can be combined as /l1-6, /g1-6, /t1-6)

/setmsg – Save preset message

/showmsgs – Shows preset messages

/set chatfont – Set message font


252608
Role Play

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Roleplay improves the game experience by creating an immersive universe that lets all players entertain through creativity.

To roleplay means playing the role of a character living in Sirius, whose biography you defined. Their personality may differ largely from your own. Be a hero, anti-hero, leader, disciple, back-stabbing crook, gung-ho soldier, artificial intelligence, money-groping capitalist, weirdo, multi-faceted and complex, or simple-minded. If you want to roleplay personalities similar to Han Solo, Jean-Luc Piccard, or Orillion, please do but use different names to stay immersive and original.

To keep role play realistic and fair, you shouldn't do things that your character realistically wouldn't do, or wouldn't know. For example, don't be a Liberty Navy pilot who defends pirates against the forces of the law. Don't use knowledge you acquired on your Corsair character to bust an artifact smuggler on your Police character.

Roleplay consists of spoken words and of actions such as firing weapons. Be tolerant of players who enjoy either the story-telling or the space combat game aspects more than you. If you favor talking over shooting, it’s up to you to avoid situations where you’re destined to get shot at. If you enjoy combat, it’s up to you to respect the required roleplay context and server rules. Space is both fascinating, and dangerous.

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Trading

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Trading is a straight-forward method to increase wealth. Most players have one or more trade ships they transfer credits to other ships from (see "Cash Transfer" for info). Ships with larger holds bring larger profits per trip, but have less maneuverability and therefore more vulnerability to pirates. Be sure to read your ID so you don't violate its cargo size restrictions. Enter /stuck if you are stuck in a base or asteroids with a large ship.

By landing on unexplored stations and planets, you'l learn about more trade routes (seen by clicking the "Trade Routes" icon in the commodity information). A good way to maximize your profits is to join trade factions who'll assist you in finding profitable routes and the best ships.

Armed escorts and scouts can protect you against pirates, but if you're still robbed of credits or cargo, quench your thirst for revenge by placing a bounty (see Bounty Boards on discoverygc.com/forums). Most of the time, sweet-talking yourself out of a stick-up or paying the pirate are cheaper alternatives than trying to run. Disconnecting from the server to escape piracy will result in sanction, as piracy and antagonists are an important part of the game and role play.

Trade runs are a great time to chat with potential business partners, read all help topics, or use LEFT-TAB + RETURN for windowed mode and visit discoverygc.com. Trading in windowed mode works best if you set the game resolution lower than your desktop resolution in the game launcher. Browsing the internet while playing may cause severe lag and disconnections on low bandwidth connections.

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Mining

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Shooting the small moving asteroids with mining lasers in areas marked yellow by the navmap's pickax symbol will generate mineral ore in cargo holds. Gas is mined by shooting moving particles in the exhaust of gas mining facilities. Using mining lasers on a mining ship with mining IDs will boost efficiency and generate more ore per hit. The more parallel mining turrets you have, the bigger the bonus. Mining factions will be glad to help you set up an efficient miner if you join them.

If you target another player's ship within 1k distance while mining, the ore is automatically transferred to that ship’s cargo hold (unless your IDs are incompatible). Working as a miner/hauler team with one miner and one large transport is the most time-efficient way to make credits.

Ore drop rates also depend on the individual ID and field characteristics. Some yellow-marked fields no longer yield ore, so ask for help from experienced miners if you don't get any for unknown reasons. More information can be found in the Discovery Mining Guide at discoverygc.com.

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Cash Transfer

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In addition to the trade icon that appears when a ship is within 1k distance, console commands will help you transfer cash to ships of other players, as well as to your own.

/givecash <shipname> <amount> - Transfers credits to <shipname>. The beneficiary doesn’t need to be online at the time of the transfer.

/drawcash <name> <cashcode> <amount> - Draws cash from another ship using a cashcode

/set cashcode - Sets the cashcode so you (or other players who know the code) can draw cash from your current ship

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Reputation

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Your reputation affects whether bases let you dock and buy equipment, bar characters talk to you, NPCs attack you, the color of radar contacts, and your own Identify Friend-Foe (IFF) tag. Other players see your IFF tag in front of your name in their targeting computer.

View your reputation with the factions you've met using the the man-shaped symbol in the top right corner or the F8 key. Killing NPCs (not players) lowers your rep with their faction, while fulfilling missions for them raises it. Grouping with players while they accomplish missions affects your rep even if you don’t actively partake. Raising reputation with a faction also raises it with their allies and lowers it with enemies.

A very friendly reputation is needed to join a faction by buying its ID. Having a faction's ID mounted will force the rep of its enemies/allies to friendly/hostile when you launch. You'll adopt the faction’s IFF when friendliest to them. The faction name will flash yellow once you've adopted their IFF, and players will see you as affiliated with it. Typing /droprep will drop the reputation of your current IFF, and replace it with the next best friendly faction.

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Power Core

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When you buy equipment or ships manufactured by factions that don’t match your ID, your power core will lose efficiency. This is done to uphold realism and variety, to keep for example Gallic Royal Navy from using equipment built exclusively by their Bretonian enemies. Check the Tech Chart at http://lh.discoverygc.com/software/compatibility or mount/unmount equipment to find out working combinations.
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COMBAT

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You can improve your ship with armor, weapons, shields, and thrusters, but skill and tactics determine the outcome of most fights. Even the best equipped battleship can be helpless against small craft that are too agile to hit and too fast to pursue or to escape from. It’s recommended to train combat early on using small craft to get a grasp of tactics and game mechanics. You can train fighting against other players in the out-of-roleplay Connecticut system (type /conn while docked to get there and /return to get back to Sirius), and practice the basic skills explained in the Help System against NPCs.

Learn to dodge fire by using thruster (TAB key), randomly changing direction, and strafing (A and D). Quick-docking with trade lanes and jump gates (fly to the right spot before pressing F3) will save you from receiving damage in lengthy docking sequences. Cruise disruptors keep enemies from escaping, but also detonate nearby mines, torpedoes, and missiles. The better pilot wins most fights, not the biggest ship. Building skill requires practice, and there are many tricks that experienced pilots are willing to teach players who work with them. Combat can also be learned through written and video tutorials available at discovery.com/forums (look in the pinned "A Pretty Helpful Tutorial Database" post in the Tutorials sub-forum).

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Survival

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The most important asset for survival is to know how to not get hit by enemy shots. In order to dodge projectiles, change your vector often by:

-turning while thrusting (hold down the TAB key to thrust and move the mouse from one edge of the screen to another in a circular pattern)

-strafing in alternate directions (move horizontally using A and D keys or vertically using customized controls)

-altering speed with thrust and reverse-thrust (useful in some situations but dangerous in others)

Pressing TAB to thrust will make your turns more effective at dodging fire, but keep an eye on your thruster's energy so you don’t become a sitting duck when it runs out. Learning to Engine-Kill will help you conserve its energy (see "Engine Kill" help). Keep in mind that dodging fire becomes easier with greater distance and slower projectiles. Turning (mouse movements) while thrusting is the most effective way to dodge when you aren’t shooting at an enemy yourself, but strafing lets you avoid enemy fire while still aiming and firing in front of you at the same time. Using reverse thrust and making a sharp turn at the same time can shake an enemy off your tail, but can get you hit even more when done in the wrong situation.

It's best to practice survival techniques in places guarded by hostile NPCs, so you know how to survive when it really counts. The more agile and smaller your ship is, the better it is at dodging fire, which is why small craft often survive longer than large ones in Player vs Player fights (see the "Tactics" help). Light Fighters are nearly impossible to hit when flown by skilled pilots, while Heavy Fighters, Very Heavy Fighters, and bombers are balanced for agility, firepower, and hit points.

Purchasable armor upgrades will multiply your ship’s base armor by a certain factor so it can survive more hits. Be sure to mount the armor in an engine shop on a station so you don’t lose it when you die. Armor upgrades make the nanobot repair (used by pressing the G key) more effective by the same factor. Use of shield batteries (used by pressing the F key) is best saved for moments when your shield is completely down and you know you'll unavoidably get hit more before it can regenerate, and similar emergencies. Use your nanobots as soon as you took damage to hull, but save shield batteries for dire situations because shields regenerate with time while hull doesn't. Learning skills like quick-docking with lanes, gates, and stations will not only get you hit less while docking, but also allows for faster travel while trading (see "Quick Dock" help).

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Quick Dock

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Docking sequences with lanes, gates, stations, and planets can be made nearly instantaneous if docking is initiated by pressing the F3 key while being in the right place.

The optimal location for trade lane docking is close before the center of the lane ring that points towards the direction you want to travel. The red/green lights in the corners indicate the direction of the ring. The optimal docking location for jump gates is shortly before the small round opening in the closed "claws". Jump holes are best docked with while you are directly in them, except certain large slow ships for which the best moment to press F3 is shortly before entering the hole.

Stations commonly have quick dock points near airlocks (grey squares) or tower lights. Planets have their quick dock points, which unlike docking rings also service large ships, at the mooring fixtures near the rings. Player Owned Bases (POBs) have quick dock points slightly above and below the central docking hangar.

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Gun Choice

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Consider all the attributes when choosing the right gun or turret. Guns which excel in one attribute generally have deficits in the others.

-Speed: Faster projectiles increase the likelihood to hit the target, because it leaves less time for it to change vector and avoid the shot.

-Re-fire Rate: Higher fire rate raises your hit rate on small targets, leaving them less time to regenerate shields.

-Range: Being able to fire at longer ranges gives you an agility advantage if your target is too large and slow to dodge shots even at a distance.

-Energy Efficiency (damage per energy): Higher energy efficiency lets you deal more damage before your energy is drained.

-Hull Damage per Second (hull damage x fire rate): Often thought to be the most important characteristic of a gun. But also consider that slow projectile speed will make a lot of your shots miss small agile targets, and that energy efficiency matters especially when you drain your power to zero by firing continually. Hull damage is only dealt if the target's shield is down.

-Shield Damage: Certain types of guns deal heavy damage to shields and almost none to hull. These guns are useful to raise energy efficiency by splitting weapons into "Shield Buster" and "Hull Buster" groups that are selected depending on whether the target's shields are up or down (see the "Weapon Group" help).

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Weapon Groups

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Splitting weapons into groups can improve tactics, energy efficiency, and aim.

To create weapons groups activated by number keys (above the letter keys), open the F1 menu and select "Options", then "Controls". Then go to "User Interface" and scroll down to assign the number keys to "Activate Weapons Group" 0 through 9. The number keys will now activate weapons groups on all your characters and all accounts, so this step is needed only once on every computer you use.

To assign or un-assign certain weapons to a group, press the number key to select the group, then click on the weapons in the lower right window to activate (green) or de-activate (light blue) them. Pressing this number key will now de-activate or activate weapons according to what you assigned to the group. Be sure to have weapon group 1 activated while docking (or dying), or group 1 and the active group will be over-written because of a game bug.

The most common use of weapons groups in both small craft like fighters/bombers ("snubs") as well as capital ships like cruisers and battleships ("caps") is to separate guns that do more damage to shields and hull (see the "Gun Choice" help). This allows you to quickly switch weapon type depending on whether the target's shield is up or down. A widespread way to do this is to have group 1 with both "hullbusters" and "shieldbusters" active (quickly takes down enemy shields when your energy reserve is high), group 2 "hullbuster"-only (used when the enemy's shield is down) and group 3 "shieldbuster"-only (used when the enemy's shield is up and your energy reserve is low).

In multi-turret capital ships, you'll also want to separate guns with fast projectile speed (for defense against close fast moving targets) and guns with slow speed but high damage output and range (for heavily armored slow moving targets at greater distance). Having guns with different projectile speed activated at the same time will make the targeting cross-hair inaccurate.

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Engine Kill

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One of the most important techniques used by skilled pilots is to shut off the engine and let the ship drift freely.

Its uses include saving thruster energy, firing multiple Cruise Disruptors (CDs) while maintaining cruise speed, out-maneuvering your opponent in dog-fights, and firing without getting in the way of your wingmen in group fights.

Go to the F1 Options/Controls Menu and assign Engine Kill to a key that is easy to reach without moving your hand from the A,S,D, and W keys (mostly used are X, Y, or Z depending on your keyboard). Engine kill only works when "goto" (F2) or "dock" (F3) aren't activated. Press the Engine Kill key and you should hear the sound of the engine being turned off. Then press and release the thrust or strafe keys, and you should keep drifting in the same direction even after releasing the trust/strafe key, and even when turning your ship in another direction with the mouse. Pressing the Accelerate or Decelerate keys turns the engine back on.

You can use Engine Kill to move at thrust speed for an unlimited amount of time without draining thruster energy, by keeping your engine off and tapping the thrust key from time to time. You can also dodge enemy fire doing this, if you turn in different directions while pressing thrust.

Engine Kill also works while cruising, which is useful for firing cruise disruptors (CDs) at a fleeing target without having to slow down. However, being hit by a cruise disruptor yourself also nullifies your engine kill, making it an effective counter to many Engine Kill tactics.

Killing your engine to keep drifting in one direction while turning your ship around is a good way to get an enemy into your gun sights during 1 on 1 fights. This technique also lets you lose pesky NPCs because they stop following you when you do it for long enough. Keep in mind that you're easy to hit when drifting in a straight line, so avoid doing it at the wrong moment.

When done right, engine kill allows you to out-turn your opponents in a way that keeps you out of their gun sights. Check the PvP Tutorials on discovery.gc and practice this technique if you want to become a dog-fighting ace.

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Cruise-Disruptor

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In addition to the main function of keeping an enemy from fleeing, cruise disruptors can be used as offensive and defense weapons. They detonate mines and missiles within their blast range, and can thus detonate them prematurely. This technique is sometimes called "Counter Cruise Disrupting" or CCD. CD hits also keep an enemy from cloaking as long as the cloak is still charging, and from using Engine Kill.

Cruise Disruptors have excellent homing capabilities, and therefore dropping multiple Counter Measures (CMs) is recommended when trying to escape them.

CDs with large blast radius are more effective at stopping large ships, but tend to make NPCs hostile to you more if they get caught in the blast. Using a Mosquito CD which has a small blast radius can help avoid making friendly NPCs hostile.

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Tactics

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Fighting experienced players is very different from fighting NPCs which only have limited artificial intelligence. The most important lesson to learn is that owning the biggest, best armored, and best-equipped ship won't automatically mean you will win or survive. The most likely winners are players who correctly assess the situation, who know the limitations of their ships, and who possess the right skills and strategies.

Fast and agile craft will always be able to escape without being killed by slower ships, unless they make the mistake of coming too close. It's therefore recommended you become a halfway decent fighter/bomber pilot before you get an expensive ship of which you don't know the capabilities and limitations. Even if you prefer large ships, learning to fight "caps" in "snubs" will teach you the basic combat dynamics early on. Learn techniques like dodging fire and grouping weapons. Observe and train how every snub or cap weapon is used most effectively.

A good way to quickly learn useful aspects of the game and have fun with friends is to join an existing player faction. Player factions commonly have prefixes (tags) like "Order|" or "K'Hara-" in front of their names, so feel free to ask tagged ships if their faction is recruiting. You can find more information about player factions at discoverygc.com/forum, in the "Faction" section.

Don't forget that the goal of the game isn't to win every fight, but to have fun. Disrespecting players (not role play characters) and poor role play will often result in people wanting to see you explode to get rid of you. But don't expect to not be attacked just because your own role-play is friendly or "good", as conflict and combat are important elements of role-play. Making friends instead of enemies (in and out of roleplay) is the best tactic for achieving a good gaming experience.
268036
HISTORY OF SIRIUS

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1 A.S – Sleeper Ship Liberty lands on Planet Manhattan.

3 A.S - Sleeper Ship Rheinland lands on Planet New Berlin.

5 A.S - Sleeper Ship Kusari lands on Planet New Tokyo.

19 A.S - Sleeper Ship Bretonia lands on Planet New London.

35 A.S - Escape pods from the Sleeper Ship Hispania land on Crete.

41 A.S - The wreck of the Hispania enters orbit around Malta.

84 A.S - Sleeper Ship Gallia lands on Planet New Paris.

96 A.S - The Liberty exploration ship Einstein arrives in Rheinland. They exchange Liberty's improved engine design for Rheinland's advances in construction.

106 A.S -The Liberty exploration ship Edison arrives in Bretonia. They exchange Liberty's improved engine for Bretonian advances in materials technology.

118 A.S -The Einstein arrives in Kusari, and exchanges Kusari technological advances for the Liberty engine.

130 A.S - The first prototype jump gate is successfully tested in Texas.

280 A.S - Trade lanes are invented in Liberty and revolutionize commerce.

589-672 A.S – War between Rheinland and the GMG over H-fuel mining in Sigma-13.

738 A.S - An abandoned DSE depot is turned into Freeport 1. More Freeports start to flourish in various places and attract vagrants, wanderers, and social outcasts.

800 A.S – An alien species called Nomads attempts to take over Sirius by infecting human minds. They're stopped by a secret network called the Order, which has agents in multiple houses and factions.

802 A.S – Nomad-infested humans from Rheinland called "The Wild" begin to populate uncharted Omega systems.

814 A.S – War between Bretonia and Kusari erupts over claims to the Tau systems.

816 A.S - Nomad gates built by The Wild are discovered. Rheinland gains proof that Liberty conducts secret experiments with Nomads, leading to war between the two Houses.

817 A.S - Gallia breaks its isolation, invades the Taus, and forces Kusari to end the war with Bretonia. Kusari’s government is overthrown and the Emperor exiled.

820 A.S - Gallia breaks through Bretonian lines and claims Leeds.

823 A.S - Liberty and Rheinland sign a peace treaty and re-open communications.

See http://discoverygc.com/wiki/ for more.

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Liberty

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1 A.S – The Sleeper Ship Liberty lands on Manhattan.

51 A.S - Construction on Baltimore Shipyard begins. Revolutionary new ship drives are soon built there.

96 A.S - The Liberty exploration ship Einstein arrives in Rheinland. They exchange Liberty's improved engine design for Rheinland's advances in construction.

106 A.S -The Liberty exploration ship Edison arrives in Bretonia. They exchange Liberty's improved engine design for Bretonian advances in materials technology.

118 A.S -The Einstein arrives in Kusari and exchanges Kusari technological advances for the "Liberty Engine".

120 A.S - Ageira Technologies releases designs for planetary docking rings, devices that lift ships in and out of orbit with minimal energy use, revolutionizing space travel.

130 A.S - The first prototype jump gate is tested in Texas.

173 A.S - A silver rush sends thousands of prospectors in retrofitted ships to find their fortune in Colorado, providing an impetus for the development of cheap civilian spaceships.

185 A.S - Liberty starts commercially producing jump gates.

240 A.S - Zone 21, a secret research area, is created.

280 A.S - Trade lanes are invented in Liberty and revolutionize commerce.

312 A.S - Construction of a New London - Manhattan trade lane route begins.

500 A.S - The Texas incident. Tests of a long range jump gate send huge amounts of dark matter and radioactivity into Texas, decimating everything nearby.

543 A.S – The Great California Drought is combated by bombarding the planet with ice asteroids.

593 A.S - Junkers, who scavenge for abandoned equipment and materials to sell, begin to appear in Liberty.

600 A.S - Piracy in Liberty rises steadily. The Liberty Rogues become the most influential pirate faction. The Lane Hackers are founded by disgruntled Ageira employees.

660 A.S - Xeno vigilantes are formed by unemployed workers to combat crime, outside influence, and perceived government corruption.

738 A.S - Cardamine is declared illegal in Liberty, giving rise to widespread smuggling.

800 A.S – The Nomads attempt to take over Sirius, but are stopped by the heroic acts of LSF agent Jun'ko Zane.

816 A.S - Rheinland gains proof that Liberty conducts secret experiments with Nomads. War erupts between the two houses.

820 A.S - Rheinland disables the northern Hamburg jump gates to prevent Libertonian attacks. Liberty redirects military forces to help Bretonia against the Gallic advance.

823 A.S - Liberty and Rheinland sign peace treaty and re-open communications.

See http://discoverygc.com/wiki/ for more.

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Rheinland

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3 A.S - The Sleeper Ship Rheinland lands on Planet New Berlin.

4-25 A.S - Cold and dark conditions on the planet encourage quick expansion of colonization into space. Emergency government powers are imposed to facilitate early space station construction.

40 A.S - Planet Berlin's orbital structures merge into "The Ring". Rheinland becomes an industrious, tightly-organized space-faring Empire with a fleet larger than those of the still more planet-bound Houses.

69 A.S - Von Rohe's expedition sets out on it's 50 year journey.

94 A.S - Discovery and colonization of Stuttgart solves Rheinland's food production problem. However the large fleets and long shipping distances cause fuel shortages.

96 A.S - The Liberty exploration ship Einstein arrives in Rheinland. They exchange Liberty's improved engine design for Rheinland's advances in construction.

110 A.S – Von Rohe explores Omega 11.

450 A.S - A Rheinland expedition mapping the Walker Nebula mysteriously disappears and is never heard of again. In the decades afterwards, piracy incidents in which all crew disappear become frequent in the omegas.

589 A.S - Rheinland seizes gas fields in Sigma-13 to shake off its dependence on Kusari H-fuel production. The Gas Miners Guild wages guerrilla-war against Rheinland. The 80-year war begins.

672 A.S - A worker's strike in Dresden sparks the Popular Revolution and the Emperor is forced to step down. The Bundschuh movement turns Rheinland into a federal republic.

702 A.S – With the expulsion of the Bundschuh from the Bundestag, former miners and revolutionaries become disillusioned and form the Red Hessians, which populate the Omegas with the intent to take over Dresden.

740 A.S - The LWB, a farmer's right's organization, starts attacking Synth Food shipments.

780 A.S - A cache of active alien artifacts is discovered by scientists in the Omicron systems and brought back to Rheinland, starting the Nomad infestation.

800 A.S – Nomads attempt to take over Sirius, but are stopped by the heroic acts of Rheinland national Van Claussen.

802 A.S – Nomad-infested humans called the Wild begin to populate uncharted Omega systems.

812 A.S – The Wild begin sporadic raids against Rheinland. Their ships are seen as far as New Berlin.

816 A.S - Nomad gates built by the wild are discovered. Rheinland gains proof that Liberty conducts secret experiments with Nomads, which leads to war with Liberty.

820 A.S - Rheinland disables northern Hamburg jump gates to prevent Libertonian attacks.

823 A.S - Liberty and Rheinland sign a peace treaty and re-open communications.

See http://discoverygc.com/wiki/Rheinland for more.

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Bretonia

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19 A.S - The Sleeper Ship Bretonia lands on New London.

20 A.S - Prince Harry IX, great-great grandson of Queen Elizabeth III, takes control of Bretonian Government in a coup.

95 A.S - Forced relocation of colonists from New London to Planet Leeds commences by order of Prince Harry XII.

106 A.S -The Liberty exploration ship Edison arrives in Bretonia. They exchange Liberty's improved engine designs for Bretonian advances in materials technology.

129 A.S - Food shortages in Leeds and New London lead to colonization of Cambridge as a primary food producing planet.

312 A.S - Construction of a New London - Manhattan trade lane route begins.

317 A.S - Rioting of unemployed workers on Planet Leeds sparks a rebellion against Prince Harry XXI.

319 A.S - Prince Harry XXI is executed for treason and the Commonwealth of Bretonia is declared.

334 A.S - The Royal family returns to power and the Kingdom of Bretonia is established under Harry XXI's nephew, King George I, with a Parliament that includes popular representation.

400 A.S - Harris terraforming commences.

437 A.S - Disgruntled BMM employees split to join the Independent Miners Guild, winning a landmark legal case that grants them ownership of Cardiff mining Facility.

652 A.S - Surveys of Tau-23 reveal substantial mineral deposits. The IMG expands out of Bretonia into the Tau border worlds, shortly followed by BMM.

664 A.S - William the Great orders the construction of fleets to defend Bretonia against increasing Corsair attacks.

690 A.S - An Orbital Spa and Cruise liner arrives in orbit of planet Gaia with tourists from Liberty. The Green Front party is founded and campaigns for Edinburgh to be declared a protected system.

701 A.S - First sightings of Outcasts in Bretonia.

740 A.S - BMM petitions to open Gaia to development. The environmentalist fringe of the Green Front party founds the Gaian extremist movement.

752 A.S - Founders Day Revolt in Dublin - BMM workers rise up and murder Sir Edward Graves and senior BMM executives on Graves Station.

754 A.S - Molly separatists publish their declaration of independence for Dublin.

800 A.S – Nomads attempt to take over Sirius, but are stopped by the heroic acts of Bretonian national Edison Trent.

810 A.S – Tensions between Bretonia and Kusari rise over claims to the Tau systems.

813 A.S - Kusari fleets are deployed into Tau-29. Queen Carina orders the occupation of Tau-31 to enforce her claims.

814 A.S – War between Bretonia and Kusari breaks out over claims to the Tau systems.

815 A.S - Kusari forces occupy Tau-31 while Bretonia is forced to retreat to Leeds.

817 A.S - Gallia invades the Tau system and forces Kusari to end the war with Bretonia.

820 A.S - Gallia breaks through Bretonian lines and claims Leeds. Liberty redirects military forces to help Bretonia against Gallic advance.

See http://discoverygc.com/wiki/ for more.

268044
Kusari

268045(i)
5 A.S - Sleeper Ship Kusari lands on Planet New Tokyo.

6 A.S - A Shogunate is established by the Hideyoshi dynasty. Having little land mass, architecture and technology focuses on miniaturization and high efficiency.

56 A.S - Planet Honshu is settled. Like Tokyo, it's a largely oceanic planet with little land mass, with few Terran fish species being able to take to the oceans.

60 A.S – Vast gas reserves are discovered in Sigma-13.

65 A.S - Planet Kyushu is settled and becomes primary rice producer.

91 A.S - Kishiro perfects mass production of optical chips which greatly influence future technologies.

118 A.S -The Liberty exploration ship Einstein arrives in Kusari, and exchanges Kusari technological advances for the Liberty advanced engine.

250 A.S - Over-fishing on Planet Honshu causes catastrophic decline in the fish stocks. Majority of inhabitants emigrate to Planet Kyushu.

283 A.S - The Gas Miners Guild gains control of the majority of the Crow Nebula.

321 A.S - Upset by connections between Kishiro and the Shogunate, Samura overthrows the Hideyoshi dynasty, assisted by the criminal Hogosha cartel. Fleeing loyalist imperial guards form the Blood Dragons.

589 A.S - Rheinland seizes gas fields in Sigma-13 to shake off its dependence on Kusari H-fuel production. GMG wages guerrilla-war against them and the 80-year war begins.

630 A.S - Collapse of fisheries throughout Kusari. Samura Industries purchases Planet Junyo from the Kusari government.

642 A.S - Yuyu Matsuda publishes the poem "Golden Chrysanthemum in Bloom".

648 A.S - Creation of radical feminist terrorist group "Golden Chrysanthemums"

775 A.S - The Farmer's Alliance is formed by farmers disappointed by the government's opening of markets to Synth Foods.

800 A.S – Nomads attempt to take over Sirius, but are stopped by the heroic acts of the Blood Dragons.

810 A.S – Tensions between Bretonia and Kusari begin to rise over claims to the Tau systems.

814 A.S – War between Bretonia and Kusari erupts.

815 A.S - Kusari forces occupy Tau-31 while Bretonia is forced to retreat to Leeds.

817 A.S - Gallia invades the Tau systems and forces Kusari to end the war with Bretonia. Kusari’s government is overthrown and the Emperor exiled.

820 A.S - Kusari opens trade with Gallia but faces internal turmoil from citizens demanding the return of the Emperor.

See http://discoverygc.com/wiki/ for more.
268046
Outcasts

268047
34 A.S - After failure of Sleeper Ship Hispania's engines due to sabotage, some of the sleepers awaken and take escape pods to planet Crete.

41 A.S - The wreck of the Hispania enters orbit around Malta, where the remaining sleepers awaken.

41-57 A.S - Many succumb to the harsh planetary environment of acidic oceans and vast plains covered in a species of tall, razor-sharp, orange grass.

257 A.S - After a difficult arrival, survivors adapt to the planet's living conditions and take longer expeditions to explore neighboring systems. Prolonged absence from the planet sends explorers' metabolisms into shock, resulting in deaths.

261 A.S - Scientists discover that the orange grass produces a substance called Cardamine, which alters DNA to become dependent on it. Maltesians are for ever bound to their planet.

274 A.S - Methods to extract Cardamine from the gras and produce a concentrated drug are developed. Use of the drug causes euphoria and induces a trance-like dream which gives the impression of being in contact with beings from a higher plane of existence. Side-effects of prolonged use are slower aging, immunity to disease, and lower fertility.

310 A.S - Pockets of minerals are found in Omicron Beta asteroid fields. Ruiz base is founded to extract them.

300-400 A.S - Strange alien beings appear and disappear from an intense radiation source in the heart of the Siniestre Cloud. Over time the location called "Source of Spirits" becomes a traditional burial ground.

400-500 A.S - The minerals from Omicron Beta asteroid fields allow for production of new ship-lines. The Cardamine drug-trance is found to enhance design and invention abilities. Alien organisms harvested in Omicron Beta boost food and Cardamine production on Malta.

550 A.S - Sigma 19 is first surveyed by GMG. The Outcasts, how Maltesians now call themselves, learn of the survival of the other sleeper ships and believe they sabotaged the Hispania to gain an advantage in the competition for resources. They vow to make outsiders dependent on Cardamine and rule Sirius by controlling the drug.

560 A.S - GMG tries to harvest alien organism to sell them to Cryer Pharmaceuticals and Planetform Incorporated. Outcast wage war to stop them, and start smuggling Cardamine to the houses instead.

570 A.S - The junker base Yanagi becomes an important turning point for smuggle and trade. Outcasts use Junker bases to spread their influence, acquire components, and protect their interests.

600 A.S - The Cardamine trade brings wealth and power to plantation owners called "Dons". A council of Dons is formed to establish a unified foreign policy of otherwise independent oligarchies.

701 A.S - First sightings of Outcasts in Bretonia.

734 A.S - Cali Base is constructed in Tau-23 to secure new trade routes and piracy grounds against the IMG.

760 A.S - Zoners found Freeport 10 in Tau-37.

761 A.S – A passage from Omicron Xi to Omicron Beta is discovered. Corsairs gain direct access into Outcast territory.

817 A.S - Gallia invades the Tau systems.


See http://discoverygc.com/wiki/ for more.

268048
Corsairs

268049(i)
34 A.S - After failure of Sleeper Ship Hispania's engines due to sabotage, some of the sleepers awaken and take escape pods.

35 A.S - Escape pods from the Hispania land on Planet Crete.

35-51 A.S - The arid and mountainous terrain of planet Crete turns out to be unsuitable for agriculture. A famine and fighting over the dwindling supplies follows.

51 A.S - The Council of Elders is formed as an assembly of rivaling clans and groups which emerged during the famine. They resolve to cannibalizing the smaller clans.

51-450 A.S - A ruthless and violent clan-based society evolves, without fixed laws, using violence over resources as a means to keep the population low.

450 A.S - A Rheinland expedition mapping the Walker Nebula enters Omicron Gamma. Expedition members are massacred when making planetfall on Crete. The mothership "Schiller" is captured.

454-500 A.S - Corsairs begin attacking weaker Rheinland and Bretonian outposts, plundering them for equipment, supplies, and biomass, using their secret jumphole in the nebula to escape.

500-572 A.S - Corsairs develop a ship-line specialized for their raiding. The alien artifacts found in the Omicrons become trophies that daring pilots bring home despite the ghostly blue aliens guarding them.

572-650 A.S - Junkers become important trade partners, selling recyclable resources and components and smuggling artifacts back. Corsairs use Junker bases to protect the trade routes, increasing their zone of influence.

700 A.S - Popular revolution in Rheinland causes Red Hessians to populate the Omegas, at first tolerated by the Corsairs. The Council of Elders makes secret plans to annex parts of Rheinland, Bretonia, and the currently neutral Zoner population to bring them under their rule.

740 A.S - The Red Hessians become rivals in piracy and refuse to yield. Corsairs assault Ronnenburg Base, starting the Corsair-Hessian war.

761 A.S – A passage from Omicron Xi to Omicron Beta is discovered. Corsairs gain direct access to Outcast territory.

769 A.S - With the discovery of fertile planet Gran Canaria by the Zoners, Corsairs establish agriculture and become a significant minority on the planet.

800 A.S – Nomads attempt to overtake Sirius, but Corsairs remain relatively unaffected.

802 A.S – Nomad-infested humans from Rheinland called "The Wild" begin to populate uncharted Omega systems. Corsairs ally with Order forces seeking refuge in the Omicrons and exchange technology and resources.

814 A.S - After building up shipyards and capital ship fleets, the Corsairs break alliance with the Order and step up the war against the Hessians and the Outcasts.

See http://discoverygc.com/wiki/ for more.

268050
Gallia

268051(i)
1 A.G.S (84 A.S) - Sleeper Ship Gallia II lands on Planet New Paris. After the first Gallia was destroyed by the Coalition, a second ship was built at an even more desperate stage of the war, carrying a higher number of refugees on an extremely risky journey. Many of them believe the first Gallia was used as a decoy by the other nations so their sleeper-ships could escape safely.

2-94 A.G.S - Planet New Paris turns out to be extraordinarily food and mineral abundant, leading to high population growth. Resentment and mistrust of the other Alliance nations becomes widespread, which extremists use to gain infuence.

47 A.G.S - A jumphole to the Picardy system is found and Planet Amiens settled soon afterwards.

60 A.G.S - A jumphole to the Orleanais system is discovered.

82 A.G.s - After extensive tests on the two jumpholes, development of jumpgate technology begins in a remote region of Picardy.

94 A.G.S – Military hardliners depose the moderate democratic government in a coup. King Charles I is crowned at Ile du Palais. He establishes the Valois-Clermont dynasty, turning Gallia towards isolationism.

110 A.G.S - Planet Orleans becomes the second planet settled by Gallia.

204 A.G.S - First mining colonies are established on Planet Amiens.

247 A.G.S - Rambouilette Shipyard construction is completed. It focuses on development of Military ships and mine fields that keep Gallia isolated.

291 A.G.S - An expedition discovers a series of jumpholes leading through systems that become known as the Normandie region. Although the Crown attempts to keep them secret to prevent uncontrolled settling, the news is spread by dissenters.

300 A.G.S - On the 300th Anniversary celebration of the settling of New Paris, the pompous squander, oppression, and paranoia of the crown sparks protests which are crushed with an iron fist. A larger uprising follows, starting the first Gallic civil war.

301-418 A.G.S - Parts of Gallia's population flee the dictatorial rule by heading towards the Normandie region.

306 A.G.S - Epernon Station becomes and important black market hub and becomes involved in supplying Normandie rebels.

418 A.G.S - Valois-Anjou dynasty ascends to power and grants Normandie autonomy in order to end the civil war.

514 A.G.S – The Valois-Clermont Dynasty returns to power in a renewed coup. They turn the governing structure of Gallia into a simple one: The King is the embodiment of the law, so everyone who opposes the King opposes the law.

514 -711 A.G.S – The Gallic Crown turns the revenge against the other Houses into a quasi-religious state doctrine, thereby deterring from Gallia's internal problems. It uses false flag attacks from alleged spies and traitors against its own population to silence opposition, while spying on the other Houses for technology.

526 A.G.S - A new top secret research facility called Calais is built in Picardy. Rumors say the facility houses some kind of alien life form.

556 A.G.S - The Mouvement de Libertation Gaulois is formed as a moderate and progressive monarchist movement.

598 A.G.S - Rambouilette Shipyard starts mass production of warships for the Royal Navy, preparing for the invasion of Sirius.

636 A.G.S - King Louis IV orders the disbandment of the Mouvement de Liberation Gaulois. The more progressive and liberal elements of the MLG, later known as The Council, begin a phase of militant expansion.

711-717 A.G.S - A popular uprising backed by The Council happens on Marne, Champagne. The Second Gallic Civil War begins.

720 A.G.S - GRN forces try and fail to prevent a combined force of Council, Maquis and Brigand forces advancing towards the minefield that separates Gallia from the rest of Sirius.

729 A.G.S - Council forces enter Languedoc and destroy Remoulins Station.

732 A.G.S - Council forces take over Quillan. The Crown closes the core worlds down and regains control of the gate to Dauphine.

733 A.G.S (817 A.S) - The Council breaches the minefields of Languedoc and Lorraine and constructs Reunion Station at the other side of the minefield.

817 A.S (733 A.G.S) - With the core worlds open again, the GRN begins their conquest: they flush out Council, Maquis and Brigand forces from Languedoc and defeat Kusari Naval Forces in the Tau systems.

819 A.S (735 A.G.S) - The Royal Gallic Police denounces and influx of Cardamine into Gallic society, blaming it on a conspiracy of Gallia's enemies.

820 A.S (736 A.G.S) - Gallia breaks through Bretonian lines and claims Leeds. Liberty redirects military forces to help Bretonia against Gallic advance. Kusari opens trade with Gallia.

See http://discoverygc.com/wiki/ for more.
To create the Help System, create the folder systems\HESY\ with the file Hesy.ini in it with the following content:

[SystemInfo]
space_color = 0, 0, 0
local_faction = br_p_grp

[TexturePanels]
file = universe\heavens\shapes.ini

[Music]
space = music_br_space
danger = music_br_danger
battle = music_br_battle

[Dust]
spacedust = Dust

[Ambient]
color = 35, 30, 40

[Background]
basic_stars = solar\starsphere\starsphere_stars_basic.cmp
complex_stars = solar\starsphere\starsphere_dsy_starfield.cmp
nebulae = solar\starsphere\starsphere_br02.cmp

[LightSource]
nickname = hesy_system_light
pos = -31, 0, -48
color = 255, 255, 255
range = 100000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION

;[Object]
;nickname = hesy_to_LI01_hole
;ids_name = 1191
;pos = 70000, 0, -70000
;rotate = 0, 0, 0
;archetype = jumphole_red
;msg_id_prefix = gcs_refer_system_LI01
;jump_effect = jump_effect_hole
;ids_info = 66146
;visit = 0
;goto = LI01, LI01_to_HESY_hole, gate_tunnel_bretonia


[Object]
nickname = hesy_read
ids_name = 252600
pos = -47500, 0, -90000
rotate = 0, -10, -10
ambient_color = 255, 0, 0
archetype = planet_earthgrncld_4000
spin = 0, 0.01, 0
atmosphere_range = 4200
burn_color = 160, 222, 245
ids_info = 252601
visit = 1

[Object]
nickname = hesy_rules
ids_name = 268052
pos = 47500, 0, -90000
rotate = 0, -10, -10
ambient_color = 255, 0, 0
archetype = planet_earthgrncld_4000
spin = 0, 0.01, 0
atmosphere_range = 4200
burn_color = 160, 222, 245
ids_info = 268053
visit = 1

[Object]
nickname = hesy_welcome
ids_name = 252604
pos = -64000, 0, -50000
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 252605
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_chat
ids_name = 252606
pos = -30000, 0, -50000
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 252607
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_roleplay
ids_name = 252608
pos = 0, 0, -50000
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268009
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_trade
ids_name = 268010
pos = 30000, 0, -50000
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268011
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_mine
ids_name = 268012
pos = 60000, 0, -50000
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268013
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_credits
ids_name = 268014
pos = -15000, 0, -30000
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268015
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_rep
ids_name = 268016
pos = 15000, 0, -30000
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268017
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_power
ids_name = 268018
pos = 45000, 0, -30000
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268019
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_combat
ids_name = 268020
pos = -65000, 0, 0
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268021
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_surv
ids_name = 268022
pos = -30000, 0, 0
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268023
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_dock
ids_name = 268024
pos = 0, 0, 0
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268025
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_gun
ids_name = 268026
pos = 30000, 0, 0
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268027
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_group
ids_name = 268028
pos = 60000, 0, 0
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268029
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_eng
ids_name = 268030
pos = -15000, 0, 20000
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268031
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_disr
ids_name = 268032
pos = 15000, 0, 20000
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268033
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_tact
ids_name = 268034
pos = 45000, 0, 20000
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268035
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_sirius
ids_name = 268036
pos = -65000, 0, 50000
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268037
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_lib
ids_name = 268038
pos = -30000, 0, 50000
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268039
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_rhein
ids_name = 268040
pos = 0, 0, 50000
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268041
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_bret
ids_name = 268042
pos = 30000, 0, 50000
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268043
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_kusa
ids_name = 268044
pos = 60000, 0, 50000
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268045
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_outc
ids_name = 268046
pos = -15000, 0, 70000
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268047
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_cors
ids_name = 268048
pos = 15000, 0, 70000
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268049
Ambient = 35, 35, 45
visit = 1

[Object]
nickname = hesy_gal
ids_name = 268050
pos = 45000, 0, 70000
rotate = 0, 0, 20
archetype = planet_earthgrncld_4000
spin = 0, 0.08, 0
atmosphere_range = 4200
burn_color = 255, 222, 160
ids_info = 268051
Ambient = 35, 35, 45
visit = 1



Then add this to the universe.ini:

[system]
nickname = hesy
file = systems\HESY\Hesy.ini
pos = 16, 0
msg_id_prefix = ignore
visit = 1
strid_name = 252602
ids_info = 252603
NavMapScale = 1.5



Add this line to the multiuniverse.ini in the [sector] entry:

system = hesy, 16, 0


Done.
I went over all texts two times and think they're good enough to go into the mod now.

If someone else wants to contribute, more texts can always be added later.
If you get dev sign off for this, we can add it with the text boxes right now, as it will circumvent the main issue we are having with FLHook. Though I guess I can always crop out a bit of the code to make it look nicer. I'll take a look in a bit.
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