**Tutorial** - Capital Ship Encounters

  • Hey Jackel, How´s that mod going? I´m waiting expectantly for your completed work since your doing almost exactly what I was planning to do. Didn´t seem to make much sense to do the same job twice. Let me know if you need help or testers. I used to be indecisive, but now I´m not so sure.

    ---------------------------------------- I used to be indecisive, but now I`m not so sure.

  • Great work! I´ve got all sorts of wonderful ships floating about Manhattan, but I´ve got one of two things to state: Using the FLrebalancemod.05c.zip (FL Rebalance mod) I cannot load into the Manhattan System (Or any other systems) If you want to see the source its on the Reactor page. Anyway, Doesn´t really bother me as much as.... I cannot get the Capital ships to engage each other. I have their reps at -.65 apiece, and I set one faction (rh_n_grp) to unlawful with Liberty (li_n_grp) set to lawful. I´ve changed them both to unlawful, but I can´t test as per reason #1. (I being a dummy didn´t backup the .ini´s. Anyway, thought I´d heads up the board and see if I can get a response from you. (My first post....Yeay.)

  • Colt, It´s comming along quite nicely actually. I´m doing a "Liberty vs Rhinland War" mod with the battleship code. If you wish, feel free to get another couple factions fighting. It´s taking a bit longer than anticipated due to location problems such as ships not appearing where they should be (yes, I´ve checked the multiplyers) and battleships not using their full potential. It isn´t right when a Rhinland cruser and a Liberty cruser go at each other they are only using the bare minimum of weaponry. Two forward laser turrets. The Liberty crusers don´t even attack with their "cannon" for cryin out loud. However, when I attack them, they go full out, which I find strange. As you can see, a good many bugs to work out. I am in the beta testing phase and have a group working on it. I also have 2 other "ship" mods on the go (Lambda shuttle & B-Wing), that I have people yelling at me to finish, so the battleship mod might take a bit longer than normal. Hopefully it won´t be much longer though. ~Jay~ I´ve just had the most disturbing encounter with a mad woman on the Holodeck. - Holographic Doc

    ~Jay~ I`ve just had the most disturbing encounter with a mad woman on the Holodeck. - Holographic Doc

  • <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>for the guys with modding probs a kinda this mod is now downloadable from http://www.station-network.de its a german site with a german mod description. The mod is called BSE-MOD <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Yeah, as a a matter of fact, that´s <b>MY </b> mod...different title, IDENTICAL files and filenames! The author (&quot;Vindicator&quot; as he´s known over on Station Network) copy-pasted the first four posts of this thread LITERALLY, WORD FOR WORD, then translated them all to german and posted the tutorial on SN´s forum as if it were his OWN work, without giving me credit ANYWHERE. Edited by - Nephilim on 01-05-2003 13:28:02

  • hmm well, seems that you´re right.... :/ but i ve downloaded his mod and noticed some changes (like adding different ecounters and making ships dropping loot) ive visited the site and i saw he wrote &quot;Credit: Truga für sein tolles Nomad battleship tutorial und natürlich an Nephilim, der mich auf den richtigen Weg gebracht, und zu MOD inspiriert hat.&quot; So he a least gave you a credit.

  • He edited his post. That line wasn´t there yesterday (it read &quot;Credit: Truga für sein tolles Nomad battleship tutorial&quot; originally). I´m fluent in German, so I know what he did and didn´t write.

  • Simple: 1) throw together a loadout for your ship if you haven´t already done so (loadouts.ini) 2) create an NPCShipArch in npcships.ini that links to your ship´s loadout and archetype (shiparch.ini) 3) place your ship under the authority of a faction of your choice (faction_prop.ini) 4) script an encounter involving that faction <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Edited by - Nephilim on 02-05-2003 23:31:05

  • Damn it. I´ve tried everything. I´ve looked over the thread twice and I don´t see my answer anywhere. So, I´m posting this hoping someone can help me out. For some reason, I can´t get Rheinland and Liberty to fight outside Manhattan. I´ve followed the instructions exactly. Rheinland and Liberty show up, but they don´t fight eachother. And when I fire on a Rheinland ship, everyone gets PO´d and tries to kill me. I´ve added Rheinland appropriately to the Manhattan area: encounter = capitalships_Liberty, 19, 1.000000 faction = li_n_grp, 1.000000 encounter = capitalships_Rheinland, 19, 1.000000 faction = rh_n_grp, 1.000000 [EncounterParameters nickname = capitalships_Liberty filename = missionsencounterscapitalships_Liberty.ini [EncounterParameters nickname = capitalships_Rheinland filename = missionsencounterscapitalships_Rheinland.ini I´ve gone in initialworlds.ini and changed the li_lsf, li_n, and li_p reps for fc_rh_grp, rh_n, rh_p, and rh_n to -0.65, and vise-versa for rh to liberty. I´ve also set the rh battleships, gunboats, and cruisers to unlawful in npcships.ini along with the entire rh faction to unlawful in faction_prop.ini. It´s still had the same effect. What am I doing wrong? I´ll greatly appreciate any assistance. Thanks. Edited by - Dragoon22 on 02-05-2003 22:14:35

  • Number one: lower your factions´ encounter probability by 20% or so Number two: restore said factions´ legality settings (ships too) Number three: don´t test in singleplayer mode, run your own LAN server instead Minor tangent: even if two factions are duking it out amongst themselves, you won´t gain sympathy points by interfering. You´ll only further enrage the side you don´t pick to be on. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Edited by - Nephilim on 02-05-2003 23:48:17

  • Hi i tried out, to equipt npc ships (the caps too) with nanobots and shielbatts. For trying this i took this one from loadouts.ini: [Loadout nickname = co_li_freighter_loadout01 archetype = li_freighter equip = ge_lfr_engine_01 equip = npc_shield01_mark03, HpShield01 equip = infinite_power equip = ge_s_scanner_02 equip = ge_s_tractor_01 equip = ge_s_thruster_01, HpThruster01 equip = armor_scale_2 equip = co_gun01_mark03, HpWeapon01 equip = co_gun01_mark03, HpWeapon02 equip = co_turret01_mark02, HpTurret01 equip = co_turret01_mark02, HpTurret02 equip = co_turret01_mark02, HpTurret03 equip = co_turret01_mark02, HpTurret04 equip = co_turret01_mark02, HpTurret05 equip = LargeWhiteSpecial, HpHeadlight equip = SlowSmallBlue, HpRunningLight01 equip = SlowSmallBlue, HpRunningLight02 equip = SlowSmallBlue, HpRunningLight03 equip = SlowSmallBlue, HpRunningLight04 equip = SlowSmallBlue, HpRunningLight05 equip = SlowSmallBlue, HpRunningLight06 equip = SlowSmallBlue, HpRunningLight07 equip = contrail01, HpContrail01 equip = contrail01, HpContrail02 equip = DockingLightRedSmall, HpDockLight01 equip = DockingLightRedSmall, HpDockLight02 cargo = ge_s_battery_01, 30 &lt;--------- add this cargo = ge_s_repair_01, 30 &lt;--------- add this too this in the entry for the liberty rhino NPC (here equipted with 30 batts and bots) the rhino uses his batts and botts very well, but for example a xeno starflier just ignores them.... what is wrong there ?!

  • You guys may have figured this out by now, but NEVER EVER EVER set an encounter to anything with path in it.... this includes patrolp, yes that´s patrol with a &quot;p&quot;, it´s looking for a predefined path and if it can´t finds it, it crashes. I dunno how to add paths. Also, I don´t know how to add in missions either. I thougt it was the mission_eligible = true field, but it isnt.... maybe it not only has to be referenced there, but also in mbases.ini. mbases.ini controlls the populations of planets and stations... and also the missions and rumors, and purchaseable info and bribes you can get fro the people in the bars and stuff...... interesting file.... lots of possibilities... P/-/3@R D@ D@//G F00lZ Check out what I´m doing for Reynen´s Mod @ my website[!

    P|-|3@R D@ D@//G F00lZ [url=http://www.starfyrestudios.com] [img=http://www.planetirg.net/spawn/bob2.jpg]

  • Is there a simple way in SP to make the capital ships fight? I have tried everything suggested here and they just glide past one another. I also tried setting up a Kusari-Rheinland-Corsair battle at Crete - no success. Is there anyway to make the fighters better at killing cap ships and vice versa? Thx in advance