#211 conquest is the fight now: a planet registers the garrison its setup authors, each defender's own death counts against it, and the last one takes the world. The capture points - stand in a ring, wait out a timer, once per ring - are gone, along with the editor palette that placed them. #212 conquest opens a dialog on the surface naming the research points recovered; the award travels with the signal, after it is banked. #209 the prologue's charted sectors go with the breach, so the map the survivors keep is of where they now are - and "chart 30 sectors" is no longer complete before they have flown anywhere. #218 enemy variety is gated on the FLEET, not on wave strength: a starting fleet meets chasers only at any wave number, and each vessel past three opens one more kind. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
15 lines
554 B
GDScript
15 lines
554 B
GDScript
extends Node2D
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func _ready() -> void:
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var editor: Node = load("res://surface/PlanetSetupEditor.tscn").instantiate()
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add_child(editor)
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editor.new_setup("preview_setup", "Preview Setup", "rocky")
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editor.add_enemy("chaser", Vector2(300, 150))
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editor.add_enemy("chaser", Vector2(-250, 300))
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editor.add_enemy("chaser", Vector2(200, -300))
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editor.add_enemy("sniper", Vector2(-300, -150))
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editor.add_enemy("artillery", Vector2(0, 350))
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editor.selected_item = {"kind": "enemy", "index": 0}
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editor._rebuild_markers()
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editor._refresh_selected_label()
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