Summary
Removes vanilla Odyssey's gravship quest. Instead, a quest can spawn randomly generating a crashed gravship core on a distant tile.
Limitations
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[*] I couldn't find a way to restrict the quest to only spawn if you don't have a gravship, so it's probably possible to acquire a second grav engine and use it to break the game. Please don't do that.
[*] The quest might fail to launch on really small maps - it tries to generate the site at a minimum of 40 tiles away, and might not fire if it can't find an eligible tile.
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Details
Currently the quest is set to fire at most once every two years, with a rootSelectionWeight of 120. Those numbers may need tweaking, and conceivably I might need to move it to a QuestGiver incident to fine tune the conditions it's generated in.
All files available on GitHub for anyone who wants to poke around - [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2Fbaldamundo%2FDistantGravship]https://github.com/baldamundo/DistantGravship[/url]
Compatibility
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[*] Should be compatible with anything that doesn't rely on vanilla Odyssey's MechanoidSignal quest (the one which introduces the grav engine) and the StorytellerCompProperties_ImportantQuest which fires it.
[*] Has dedicated compatibility for Vanilla Gravship Expanded, but I haven't tested it extensively.
[*] Obviously it requires Odyssey or it won't do anything!
[*] Obviously needs to load AFTER Odyssey and AFTER Vanilla Gravship Expanded.
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Credit
Significant credit to Haecriver who made Distant Monolith ( [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3633666456]https://steamcommunity.com/sharedfiles/filedetails/?id=3633666456[/url] ) which inspired me to make this, and whose code I spent a lot of time trying to understand (his is a lot more complicated!)