Not really. The game only stores very limited info on events. All we can really do is look at what crew, weapons, systems and augments you have, which isn't really enough.
About the only thing we could do is, if your ship already has say a Stasis Pod on board, we could make it so that it doesn't offer the choice to get a Stasis Pod. But if you already used your Medbay in one event, we can't detect that in any way.
[Question] Event Paths
-
- Posts: 184
- Joined: Sun Sep 30, 2012 2:24 pm
Re: [Question] Event Paths
Many years ago I created the FTL Starcraft mod: 18 new challenging ships to fly through the FTL universe!, and wrote a tutorial on creating your own FTL ships. They haven't been updated for AE though.
-
- Posts: 173
- Joined: Thu Nov 08, 2012 10:11 am
Re: [Question] Event Paths
PvtVain wrote:I know this game has limited features when it comes to certain events or quests.
But is it possible to make it so, when you do X pathway on a event. Next time you encounter it, it doesn't include that pathway you already completed?
Edit: I for some reason put randomization as a topic instead of what I was talking about.
The positive answer is really ugly.
But basically let's suppose we have an event with three paths, and all three are same every time, we have this
A|B|C -> A|B|C -> A|B|C
rule right?
or...
A|B|C -> A|B -> A
A|B|C -> A|B -> B
A|B|C -> A|C -> A
A|B|C -> A|C -> C
...
you get the idea. in other words, if you want control over what's been previously picked, you need deterministic events, and you will need so many slightly-different ones that it simply won't matter that you can pick path X up to n times in a row. You will just say "this was a positive statistical outcome for me from the random number generator, yay" and deal with it

I don't think it's worth the time copypasting all those events.
Roses are #FF0000
Violets are #0000FF
All of our mods
are belong to you.
Violets are #0000FF
All of our mods
are belong to you.