**Tutorial** - Capital Ship Encounters

  • <i>encounter </i> and <i>faction </i> statements have to be properly connected to a zone, or they´ll be ignored by FL. [EncounterParameters can float anywhere, though. [zone nickname = zone_hi01_pop_malta pos = -13917, 0, 10494 shape = SPHERE size = 4000 sort = 4 toughness = 19 density = 50 repop_time = 10 max_battle_size = 50 pop_type = fc_ou_grp, single_base_unlaw relief_time = 20 faction_weight = fc_ou_grp, 10 density_restriction = 4, lawfuls encounter = area_scout, 19, 0.120000 faction = fc_ou_grp, 1.000000 encounter = area_defend, 19, 0.220000 faction = fc_ou_grp, 1.000000 encounter = area_trade_trader, 19, 0.270000 faction = fc_ou_grp, 1.000000 encounter = capitalships_Bretonia, 19, 0.100000 faction = br_n_grp, 1.000000 encounter = capitalships_Nomads, 19, 0.200000 faction = fc_n_grp, 1.000000 [EncounterParameters nickname = capitalships_Bretonia filename = missionsencounterscapitalships_Bretonia.ini [EncounterParameters nickname = capitalships_Nomads filename = missionsencounterscapitalships_Nomads.ini That should do the trick. Edited by - Nephilim on 29-09-2003 00:30:58

  • Thankyou, my dreams of Liberty Navy assisted crushing of the Nomads by the swelling ranks of the Order can live! The Monkeys are coming. Beware!

  • It´s possible, but you´d be stuck with Anubis fighters - the Osiris is a special, one-of-a-kind (non-NPC) battleship that can´t be used for encounters AFAIK. Anyway, open <b>faction_prop.ini </b>, find the Order (<i>fc_or_grp </i>) and add: npc_ship = Order_Fighter Then open <b>npcships.ini </b> and add: [NPCShipArch nickname = Order_Fighter loadout = Order_Fighter_Loadout level = d19 ship_archetype = or_elite pilot = pilot_military_ace state_graph = FIGHTER npc_class = lawful, class_fighter, d19 Finally, open <b>loadouts.ini </b> and add: [Loadout nickname = Order_Fighter_Loadout archetype = or_elite equip = ge_oe_engine_01 equip = npc_shield01_mark07, HpShield01 equip = infinite_power equip = ge_s_scanner_02 equip = ge_s_tractor_01 equip = ge_s_thruster_01, HpThruster01 equip = fc_or_gun01_mark01, HpWeapon01 equip = fc_or_gun01_mark01, HpWeapon02 equip = fc_or_gun01_mark01, HpWeapon03 equip = fc_or_gun01_mark01, HpWeapon04 equip = missile01_mark05, HpWeapon05 cargo = missile01_mark05_ammo, 20 equip = missile01_mark05, HpWeapon06 cargo = missile01_mark05_ammo, 20 equip = fc_or_turret01_mark01, HpTurret01 equip = mine01_mark05, HpMine01 cargo = mine01_mark05_ammo, 20 equip = ge_s_cm_03, HpCM01 cargo = ge_s_cm_03_ammo, 20 equip = LargeWhiteSpecial, HpHeadlight equip = SlowSmallYellow, HpRunningLight01 equip = SlowSmallYellow, HpRunningLight02 equip = SlowSmallYellow, HpRunningLight03 equip = SlowSmallYellow, HpRunningLight04 equip = SlowSmallYellow, HpRunningLight05 equip = SlowSmallYellow, HpRunningLight06 equip = contrail01, HpContrail01 equip = contrail01, HpContrail02 equip = contrail01, HpContrail03 equip = DockingLightRedSmall, HpDockLight01 equip = DockingLightRedSmall, HpDockLight02 From here you should be in familiar territory (<i>encounter = area_assault, 19, 0.xxxxxx </i>, <i>faction = fc_or_grp, 1.000000 </i>, etc).

  • hello chip said to look you up for server side mod for battle ship read all there was you said you would update the settings you had done because you missed something will want to no if you did n all the bugs worked out then ill add to my server changed most off the encounters so ai/npc fight like real players do you no if dmg n speed of weapons server side???? thank you n have a nice day term0shad@hotmail.com

  • To answer your questions as best I can: 1) no, I have not updated the tutorial yet 2) therefore the bugs have not been ironed out yet either <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> 3) weapon damage and -speed (not sure what you mean, refire rate or projectile velocity) are both clientside

  • will want to no if the dmg from weapons r server side??? n the speed of them r they to for the npc/ai n are there shields done server side so if i was to change them or increase them would they work????? thank u n have a nice day

  • -damage from weapons: no -refire rate: no projectile speed: no -NPC shields: yes <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Edited by - Nephilim on 15-11-2003 13:09:47

  • I found out some stuff that may help people. Example 1: Consider this from a [Zone entry: encounter = Fight1_A, 4, 1.00000 faction = br_p_grp, 1.000000 faction = fc_x_grp, 0.300000 encounter = Fight1_B, 3, 1.00000 faction = br_n_grp, 0.500000 faction = fc_x_grp, 0.300000 I found out that the number in the encounter lines right after the name indicate the number of ships that are in the fray the moment the encounter is executed. Setting it to 1 will tell FL to spawn as many as it wants. Other ships will join the fray governed by the wing parameters specified in the encounter ini files (like reinforcements) and the return fraction. Example 2: Consider this piece from the area_assault.ini: [EncounterFormation ship_by_class = 1, 1, sc_fighters pilot_job = assault_leader_job make_class = wanderer ship_by_class = 2, 3, sc_fighters, -1 pilot_job = assault_job make_class = wanderer formation_by_class = fighters behavior = wander arrival = all, -object_jump_gate, -tradelane allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = infinite [Creation permutation = 0, 3 Now, that 2,3,.... numbers in the ship class line specifies that the number of ships spawned can be any numbers between 2 and 3. You can set it at 2, 10 so that either you get a scouting party or a full fledged assault wing. You may also notice that the assault_leader part has a setting of 1,1 meaning it will always spawn 1 and only 1 assault leader. I haven´t experimented on this and I wont be surprised if the game crashes because of 2 leaders <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> I really dont know what the permutation lines specify. If someone can explain to me, I would be grateful. Now what does all this mean? When you enter the zone above, there will always be atleast 4 police ships around because the starting wing size is 4 and encounter fraction is set at 1.000000 (it will always execute) and the return parameter is also 1.000000 (reinforcements are sure to come). There is some chance some Xenos will spawn and there will be a battle. But since the police will have reinforcements, the Xenos will be surely beaten. The reinforcements will come in packs as defined in the encounter ini (see the second example). Now in the second encounter, there is better chance that Navy ships will be around than Xenos. Still the Navy may not spawn and you and the police may have a good fight on your hands <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Thanks for the good tutorial Neph. Keep it up <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Now where can I find a tutorial with info on creating patrol paths?

    Immz It is better to die standing than to live on your knees.

  • Very cool stuff Nephilim, most appreciated. I now have capital ships popping up all over the place! They certainly add atmosphere to the game, and challenge too for when you play on the wrong side of the law. Could you please tell me if it is possible to generate capital ships belonging to a faction other than the House Navies? If so, how would I do it? If I wanted to add battleships to the Blood Dragons, would I just do something like: encounter = capitalships_Kusari, 19, 1.000000 faction = fn_bd_grp, 1.000000 <img src=´http://community.the-underdogs.org/smiley/icons/triad.gif ´> &quot;Corona surfing - fun, but foolish.&quot; <img src=´http://community.the-underdogs.org/smiley/icons/triad.gif ´>

    [img=http://community.the-underdogs.org/smiley/icons/triad.gif] "Corona surfing - fun, but foolish." [img=http://community.the-underdogs.org/smiley/icons/triad.gif]

  • Almost right. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> What you´d do, telegram-style: 1) open faction_prop.ini 2) look up the Blood Dragons (affiliation = fn_bd_grp) 3) copy over these lines: npc_ship = Kusari_Battleship formation = battleships, battleship_wall 4) open a system .ini 5) chuck in an &lt;EncounterParameters&gt; for house Kusari (BD capships are still Kusari-built, after all. They just fly under a different flag.) 6) you already know this step <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Edited by - Nephilim on 15-11-2003 14:43:27

  • 1st Question: Do you need the ´fraction_weight = ´ for the fraction if you add them in? 2nd Question: How can I add a Battleship encounter in the zone-21 hole that is always hostile with you? Dazzel me please. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> <A href=´http://admril_tim5000@hotmail.com´ Target=_Blank>::: Serious Sirius Help Email :::</a>

  • What, a ´body can´t take a day or two off now? <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Strictly speaking you don´t need to include a faction_weight for any faction, BUT, and this I cannot stress enough what with FL being the overly sensitive and crash-happy program that it is (especially re: faulty encounter parameters...), it´s better to err on the side of caution and chuck one in anyway. Makes crashes less of a pain to track down, too. The Zone-21 &quot;hole&quot; you´re refering to is actually a spherical exclusion zone inside the minefield (the tubular passage through the field is a seperate entity), so adding encounters to it shouldn´t be very dazzLIng. <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> As for permanenty hostile ships, you gotta be more specific - do you mean the entire faction, or just the local patrols? Edited by - Nephilim on 24-11-2003 18:03:05

  • Yes, and since the Liberty Nomad Defenders are already present in npcships.ini AND the faction has been conveniently provided for you in faction_prop.ini, you should be able to put two and two together, no? <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>