****NEWBIE QUESTIONS?? - look no further2!!****

  • Phezzan -there is a kinda explosion resistance factor - i haven´t looked into this, but seeing as frostworks make some of their ships more resistant to missiles and mines than others i will try if i have time to look it up. OKay - last few points - no

  • I know about explosion resistance - well - I know that 1.0 is supposed to be resistant and all equipment is set to 1.0... Still the question is why does the missile do more than the stated amount of damage - or - why can´t the ship take the damage that the file says it should. There are ramifications here into the area of gameplay balance, and since I haven´t seen a discussion of it - I assumed it was straight forward. Armor - damage = new Armor if Armor < 0 Then dead I´m thinking it isn´t so straightforward. My Difficulty scale is set to 1.0 Phez

  • i think the damage sytem is more along the lines of where the missle hits, for example, in SP, towards the end, you are told to hit the engine of a gunboat as the gunboat is vulnerable there. (armor - (damage * {resistance or weakness})) * {difficulty level} = new armour the above is just a shot in the dark, but based on my experience, thats my opinion. i´m pretty positive about the damage being multiplied by difficulty level, as that would explain how the SP god mode cheat works. EDIT: changed brackets Edited by - deathwalker10982 on 07-10-2003 01:35:31

  • Okay!! Hey I found out why I had no rumors available to me....I had read them all. Yeap, no kidding.... I used Ioncross´s character editor to figure out if my not seeing any rumors was an issue that dealt with where I was in the game. I found an incredibly long list of rumors in the saved file. I cross ref them all and found I had in deed read virtually all of them. And, yea, I had completed a run to almost all places. And after seeing the BiniQDU files and where rumors are placed, I won´t necessarly have to go to every base to finally read them all. When I used the utility and deleted the list of rumors from the saved character file...then rumors returned and I could read them again. This also included new ones that I created...(thank you chips for that tutorial...) Edited by - Ricardius on 07-10-2003 03:28:41

    It Started With Ceasar III and I`ve been citybuilding ever since...

  • There is a program called UTF Editor, made by HCl. In MAT files you store texture for model, it must be an uncompressed TGA of size 256x256 pixels, also best working are those in 256 colors (altough it isn´t most). If you have a multitexture model, talk to someone else, I´m still o new one in FL modding. http://www.lancersreactor.org/…nload/download.asp?id=202 <A href=´http://www.nationstates.net/images/flags/uploads/die_rheinland.jpg´ Target=_Blank> Rheinland über alles!</a>

  • <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> &quot;I don´t <i>suffer </i> from insanity, I enjoy <i>every </i> minute of it!&quot;

  • Chips, i have a question for you. Before I ask I´d like to say i´m deffinitly not new to INI editing. I´m attempting to give planet Primus and planet Gammu random missions. However all I´m getting is &quot;No missions available at this time. come back later when your sane&quot; =P 1. I´ve tried giveing vegnette zones, no go. 2. I tried setting the faction wheight of the order in an ecounter to the same as the nomads, and changed around for about an hour trying to get this working. 3. Added the necessary lines for offering missions, for primus;gammu. I´ve allso changed in mbases the offer_missions = true - tool used: Advanced Replacer =) 4. adding to encounter zones &quot;mission_eligible = True&quot; 5. setting the system´s faction to the order 6. Copying patrol paths from other systems into Ew06 7. Anything and everything? pasted line of current EW06.ini system file: [SystemInfo name = Ew06 space_color = 0, 0, 0 local_faction = fc_or_grp [EncounterParameters nickname = tradep_trade_transport filename = missionsencounters radep_trade_transport.ini [EncounterParameters nickname = tradep_trade_trader filename = missionsencounters radep_trade_trader.ini [EncounterParameters nickname = tradep_trade_smuggler filename = missionsencounters radep_trade_smuggler.ini [EncounterParameters nickname = tradep_trade_freighter_smuggler filename = missionsencounters radep_trade_freighter_smuggler.ini [EncounterParameters nickname = tradep_trade_freighter_pirate filename = missionsencounters radep_trade_freighter_pirate.ini [EncounterParameters nickname = tradep_trade_freighter filename = missionsencounters radep_trade_freighter.ini [EncounterParameters nickname = tradep_trade_armored filename = missionsencounters radep_trade_armored.ini [EncounterParameters nickname = tradep_miner_transport filename = missionsencounters radep_miner_transport.ini [EncounterParameters nickname = tradep_armored_prisoner filename = missionsencounters radep_armored_prisoner.ini [EncounterParameters nickname = tradelane_trade_transport filename = missionsencounters radelane_trade_transport.ini [EncounterParameters nickname = tradelane_trade_freighter filename = missionsencounters radelane_trade_freighter.ini [EncounterParameters nickname = tradelane_trade_armored filename = missionsencounters radelane_trade_armored.ini [EncounterParameters nickname = tradelane_armored_prisoner filename = missionsencounters radelane_armored_prisoner.ini [EncounterParameters nickname = patrolp_pirate_patrol filename = missionsencounterspatrolp_pirate_patrol.ini [EncounterParameters nickname = patrolp_gunboats filename = missionsencounterspatrolp_gunboats.ini [EncounterParameters nickname = patrolp_gov_patrol filename = missionsencounterspatrolp_gov_patrol.ini [EncounterParameters nickname = patrolp_bh_patrol filename = missionsencounterspatrolp_bh_patrol.ini [EncounterParameters nickname = patrolp_bh_assault filename = missionsencounterspatrolp_bh_assault.ini [EncounterParameters nickname = patrolp_assault filename = missionsencounterspatrolp_assault.ini [EncounterParameters nickname = new_encounter_example filename = missionsencounters
    ew_encounter_example.ini [EncounterParameters nickname = miningp_trade_transport filename = missionsencountersminingp_trade_transport.ini [EncounterParameters nickname = miningp_scavenger filename = missionsencountersminingp_scavenger.ini [EncounterParameters nickname = area_trade_transport filename = missionsencountersarea_trade_transport.ini [EncounterParameters nickname = area_trade_trader filename = missionsencountersarea_trade_trader.ini [EncounterParameters nickname = area_trade_smuggler filename = missionsencountersarea_trade_smuggler.ini [EncounterParameters nickname = area_trade_freighter_smuggler filename = missionsencountersarea_trade_freighter_smuggler.ini [EncounterParameters nickname = area_trade_freighter_pirate filename = missionsencountersarea_trade_freighter_pirate.ini [EncounterParameters nickname = area_trade_freighter filename = missionsencountersarea_trade_freighter.ini [EncounterParameters nickname = area_trade_armored filename = missionsencountersarea_trade_armored.ini [EncounterParameters nickname = area_scout filename = missionsencountersarea_scout.ini [EncounterParameters nickname = area_scavenger filename = missionsencountersarea_scavenger.ini [EncounterParameters nickname = area_repair filename = missionsencountersarea_repair.ini [EncounterParameters nickname = area_nomads_m13 filename = missionsencountersarea_nomads_m13.ini [EncounterParameters nickname = area_nomads filename = missionsencountersarea_nomads.ini [EncounterParameters nickname = area_lifter filename = missionsencountersarea_lifter.ini [EncounterParameters nickname = area_gunboats filename = missionsencountersarea_gunboats.ini [EncounterParameters nickname = area_defend filename = missionsencountersarea_defend.ini [EncounterParameters nickname = area_bh_scout filename = missionsencountersarea_bh_scout.ini [EncounterParameters nickname = area_bh_defend filename = missionsencountersarea_bh_defend.ini [EncounterParameters nickname = area_bh_assault filename = missionsencountersarea_bh_assault.ini [EncounterParameters nickname = area_assault filename = missionsencountersarea_assault.ini [EncounterParameters nickname = area_armored_prisoner filename = missionsencountersarea_armored_prisoner.ini [TexturePanels file = universeheavensshapes.ini [Music space = music_omicron_space danger = music_omicron_danger battle = music_omicron_battle [Dust spacedust = Dust [Asteroids file = solarasteroidsEw06_nomad_asteroids.ini zone = Zone_Ew06_artifacts [Ambient color = 20, 60, 60 [Background nebulae = solarstarspherestarsphere_ew06.cmp [LightSource nickname = Ew06_system_light pos = 0, 0, 0 color = 255, 50, 0 range = 100000 type = DIRECTIONAL atten_curve = DYNAMIC_DIRECTION [Object nickname = Ew06_Sun ids_name = 261049 pos = 0, 0, 0 ambient_color = 255, 255, 255 archetype = sun_1000 star = sm_red_sun atmosphere_range = 8000 ids_info = 66155 [Object nickname = Ew06_to_Hi02_hole ids_name = 260902 pos = 3882, 0, 19991 archetype = jumphole ids_info = 60212 jump_effect = jump_effect_hole goto = Hi02, Hi02_to_Ew06_hole, gate_tunnel_bretonia visit = 0 [Object nickname = Ew06_sun_1000_1 pos = 145000, 0, -130000 archetype = sun_2000 star = ew06_sun2 atmosphere_range = 8000 ids_info = 66155 [LightSource nickname = Ew06_system_light2 pos = 145000, 0, -130000 color = 0, 174, 50 range = 260000 type = DIRECTIONAL atten_curve = DYNAMIC_DIRECTION [zone nickname = Zone_Ew06_sun_death pos = 154, 0, 162 shape = SPHERE size = 7000 damage = 10000 sort = 99.500000 density = 0 relief_time = 0 [zone nickname = Zone_Ew06_radiation pos = 463, 0, 485 shape = SPHERE size = 50000 spacedust = attractdust_orange spacedust_maxparticles = 120 sort = 99.500000 toughness = 19 density = 3 repop_time = 25 max_battle_size = 4 pop_type = Background relief_time = 35 faction_weight = fc_n_grp, 10 faction_weight = fc_or_grp, 12 encounter = area_nomads, 19, 0.250000 faction = fc_n_grp, 0.5 encounter = area_nomads, 19, 0.250000 faction = fc_or_grp, 0.5 [zone nickname = Zone_Ew06_artifacts pos = 4388, 0, 15324 rotate = 0, -80, 0 shape = ELLIPSOID size = 40000, 20000, 40000 sort = 99.500000 [zone nickname = Zone_Ew06_monkey_planet_death pos = -11286, 0, 9603 shape = SPHERE size = 2100 damage = 2000000 visit = 128 sort = 99.500000 density = 0 relief_time = 0 [Object nickname = Ew06_robot_planet ids_name = 261790 pos = 20162, 0, 13301 archetype = planet_icemntcld_2000 ids_info = 65819 spin = 0, 0.001000, 0 atmosphere_range = 2200 burn_color = 255, 222, 160 base = Ew06_02_Base reputation = fc_uk_grp [Object nickname = Ew06_planet_monkey ids_name = 261789 pos = -11286, 0, 9603 archetype = planet_rckbrn_2000 ids_info = 65819 spin = 0, 0, 0 atmosphere_range = 2200 burn_color = 255, 222, 160 base = Ew06_01_Base reputation = co_shi_grp [zone nickname = Zone_Ew06_robot_planet_death pos = 20162, 0, 13301 shape = SPHERE size = 2100 sort = 99.500000 [zone nickname = Zone_Ew06_monkey_exclusion pos = -11084, 0, 9937 shape = SPHERE size = 5000 sort = 99.500000 [zone nickname = Zone_Ew06_robot_exclusion pos = 20373, 0, 13315 shape = SPHERE size = 5000 sort = 99.500000 [Object nickname = Ew06_dock_ring_1 ids_name = 261192 pos = -9076, 0, 10497 rotate = 0, 65, 0 archetype = dock_ring dock_with = Ew06_01_Base ids_info = 66141 reputation = fc_uk_grp behavior = NOTHING [Object nickname = Ew06_dock_ring_2 ids_name = 261193 pos = 17796, 0, 13150 rotate = 0, -95, 0 archetype = dock_ring dock_with = Ew06_02_Base ids_info = 66141 reputation = fc_uk_grp behavior = NOTHING [Zone nickname = Zone_Ew06_destroy_vignette_1 pos = -2271, 0, 20765 shape = SPHERE size = 10000 mission_type = unlawful, lawful sort = 99.5 vignette_type = open Edited by - Azag on 07-10-2003 21:52:58

  • As you can see above, I´ve even added all encounters, heh. Please do not worry about this line: encounter = area_nomads, 19, 0.250000 faction = fc_or_grp, 0.5 area_nomads is just formation data thats not ship specific

  • OKay Azag - sorry, don´t think i have talked to you before. I am having a leetle trouble my end right now, and to put it mildly........I am totally baffled. One thing is really delaying me right now - and that is MY missions toO! LOL Co-incidence. Now i have got them to work FINE in the past, but one thing i have been doing is putting off sorting this area out as SOON as i hit a prob. Instead, i left it and carried on as i had TONS of stuff to do. Now i have no-where NEAR as much too do - so i will now dedicate time to sorting out my missions!! Why? Cause i too have done EVERYTHING i can think of, my entries are correct etc, so now comes my fav part. The fiddling part. Till this time (well about 3 days ago) mission sorting hadn´t been a prob. I tried it, it cocked up, Giskard gave me suggestions as to the error (missions = true line) that fixed it, since then i haven´t done any investigation into the area - because...........why fiddle when it works!!!! Now however, i have a prob - you have a prob. I will now devote time to thoroughly sorting out this area and getting it all sorted!. How long? Who knows - could be one hour, could be a week - but sort it i will!! (I hope). If you don´t want to wait that long, the following people will help as they always do (ie - they post replies) - Giskard Wanderer Victor Downwind_thief Now - giskard is a dead cert, pretty sure Victor can sort you out too - Wanderer will know this area as well - downwind_thief shows alot of knowledge! Go for the first three as i know for sure, after that try downwind. I don´t actually know him, but he knows some stuff!! - wouldn´t surprise me if he could help here. As for me, i will get back to you as soon as i have anything POSITIVE to tell you! LOL Apart from that, erm - do what i do - backup your mod fully, then fiddle like crazy!!! Sorry but i thougt i was ´competant´ in this area, but i have everything set correct and it aint working..........so i aint yet - but will be <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> (soonish)

  • Curses! i was hoping someone out there who knew, lol... This thing has me tottaly baffled. It has me to the point of running around the house screaming &quot;walalalalala&quot; for 4 hours. I keep asking myself, &quot;What am I doing wrong?&quot;. I´ve been going through so many system INIs reading their mission vegnettes, and anything else possible that i´m at the point of turning into an INI myself, lol. I took another shot it at.. and failed. This time I tried changing both planet´s factions to the order.. no dice. behavior = insanity arrival = notgettingmissionsworking allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = closetoinfinite

  • k either iam to tierd or you confused me looked in encounter arae have no file with that name for battle ships / or capatail ships do i make the file from scracth because there in load out stuff seen them there nanos work now made a mastake thanks for the info / there are a couple off load out ship files that arnt in the encounter list on my machine did a freash install still not there??? so if you can let me no thanks n have a nice day

  • It just gets more bizzaa - now i don´t even have any populations IN the bar. No-one will appear in my new bars. I have all the dealers and barman - so its deff right, but no population. I think my forehead also has a monitor print in it. I have created a zone that behaves like a patrol (but i still can´t get a patrol in a box shaped zone), which i then tried to make mission available - but without even a bar population (this is really baffling!!) i really am at a loose end. I don´t think i am doing anything wrong with missions right now, as placing characters in a bar works.......usually - the fact that it isn´t now...........is...........hmm About the enounters termoshad. Do you have capital ship encounters on or not? If you do, then it will be in FLMM - as that copies the files out from there and INTO the game to turn the mod on. Check the system file for LI01 in there instead and look for them - otherwise they <i>might have used a script - at which point its alot more difficult - you will have to go to Nephilms tutorial on battleship encounters! </i>

  • Encounters are not the problem. The above was suppose to be a joke =P. Perhaps somehow Random Missions are hardcoded for bases in a certain way? Here´s something to think about: Perhaps we should investigate how the random mission generator knows the number of people in a system. For example Omicron Beta will only give missions to 2 people who are docked with Ruiz. Sometimes it´s possible for the third person to get a mission, but they´re mostly 93k ones, or they´re out of system. When this happens the job board says &quot;Too many players are accessing the job board, come back later&quot;. Edited by - Azag on 08-10-2003 19:05:55

  • &quot;Okay, This is what I know...&quot; With the excellent turorial I have recieved here...and a lot of free time reading the codes and scripts, I have been able to covert the Bottom Unknown System into a fine little home for Trent. (Thank you Chips and others for the lessons...) But alas, I have reached something that I am having trouble with. Not that I can´t do the mechanics, I just don´t know what to look for.... I would like to set up a &quot;game generated&quot; trade route from Gammu to Primus. Similar to scenes we see when flying about. Like when you are told &quot;...pattren is full you´ll be cleared to land....&quot; and actually see a ship or ships going thru the docking ring; or seeing a ship mooring; or ships going in to the trade lines and so forth. I think it has to do with the Encounter Paramnters, and Zones in which the ships operate in, but I have no clue of what specific items to look for. I have worked out the co-ordinates of &quot;where they need to fly in&quot; and the shape of the orbit paths. I understood that. But as the Pakleds say...&quot;I need to make it go...&quot; And a brief question. When creating a jump lane, is there a set distance between jump gate to jumpgate, or is it such that they just need to have to be in a stright line, all connected and with each a specific co-oridnate, along a start and finish point? When I look at ones already made I can´t tell if they are equi-distant from each other or not. (I can tell they are in a straight line).

    It Started With Ceasar III and I`ve been citybuilding ever since...

  • Okay - easy ones first.........encounters were for Termoshad not you dude - not sure what he is up too with his encounters for a server right now. For yourself. You got just an ambient population in the unknown system? Try making another zone or two and then making them into some attack_patrol acting way or something. You can even make them mission eligable too. the reason i say this is as right now i haven´t actually tried to do it in the Unknown just yet - i am on the custom systems. usually i try something before typing about it <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> - hence why i know what i type works. Example - of course not tested - but have a fiddle: [zone nickname = Zone_nomad_patrol12 pos = 10000, 0, 31000 shape = SPHERE size = 7000 sort = 1 toughness = 40 density = 12 repop_time = 100 max_battle_size = 4 pop_type = attack_patrol relief_time = 100 mission_eligible = true faction_weight = fc_n_grp, 10 density_restriction = 4, lawfuls encounter = area_nomads, 19, 0.10000 faction = fc_n_grp, 1.000000 but to be honest - personally i would test with another faction - like Rouges or something - and make the base a liberty base instead. See if using a liberty base and a rogues ambient population and attack_patrol zone or two along with your vignettes gives missions - as there might not be a ´go to here and kill those pesky blue shimmering nomads dudes!´ mission availability - so try the others instead! See what goes on (or corsairs and make a bounty hunter base or somethig like that! (note - if you choose Lib Police- i don´t think they are hostile with corsairs - GMG are though......... Okay - @ Ricardus - this is for you.......however - its also more tricky and crash ridden than you know. That is because right now i haven´t been able to overlap zones without the game crashing (ambient zones are fine - its patrols that crash it) - however, trade lanes Avergae distance between gates is about 7k - although in theory it can be anything - just make sure its 3 gates minimum so it doesn´t have a fit. Next - to set up a que at a base - you need the ambient population or base population pumping up. Now here is that HARD part - and i haven´t tried this IN game systems - but i have done it in custom systems. Basically - create your tradelanes in your system (make sure you name the gates correctly and with numbers unused). At this point - you can give it a nice population (you see traffic going up and down the lane) You need something like this *fiddles in his files* its orientation matches the tradelanes that i have this thing on, and also - it is positioned DIRECTLY into the middle of the tradelane [zone nickname = Zone_Rh06_Tradelane_1 pos = 37000, 0, -19100 rotate = 0, -120, 0 shape = BOX size = 520, 520, 60000 comment = . Tradelane lane_id = rh06_1 tradelane_down = 15 sort = 2 toughness = 10 density = 6 repop_time = 15 max_battle_size = 4 pop_type = major_tradelane relief_time = 15 faction_weight = co_khc_grp, 10 faction_weight = rh_m_grp, 10 faction_weight = co_rs_grp, 10 encounter = tradelane_trade_armored, 10, 0.050000 faction = co_khc_grp, 0.500000 faction = rh_m_grp, 0.500000 encounter = tradelane_trade_freighter, 10, 0.200000 faction = co_khc_grp, 0.250000 faction = rh_m_grp, 0.250000 faction = co_rs_grp, 0.250000 encounter = tradelane_trade_transport, 10, 0.100000 faction = co_khc_grp, 0.250000 faction = rh_m_grp, 0.250000 faction = co_rs_grp, 0.250000 The tradelane ISN´T 120000 long, at all - its 60,000 long, so its positioned in the middle - therefore half way (center point of zone is the middle of the zone size) so 30000 extends either side of that. With my ´tradelane´ population - the lanes come alive. I have the zones end about 2k before my next population zone starts to aviod clashes. Now, i haven´t made overlapping zones,but the game has hundreds, just like i cannot make patrol paths either - just think the game hates them. Of course - your system needs the correct parameters at the top for those tradelane encounters - put them in. Now - if you do this a normal system - you can create the tradelane - but unless the system only has a ambient population (like the unknowns) then you will probs crash the game when you reach zone collisions. Of course - you then need to do this everywhere you go. I personally have jumpgate populations, followed by tradelane populations, then base populations etc through my systems. This means you get ships arriving by a variety of methods - including the jumpgate, then going to the tradelane - down to the base and landing. of coures - they aren´t the same ship all the way there, but it looks like the area is buzzing!! About the missions by the way, am having such hair pulling problems that i have asked Giskard for some help, and he has kindly agreed to take a look at the files for me (my mbases.ini) as there might be something i have missed there. I really do hope he can help out, otherwise i have 30 odd bases in four systems without any missions! Dammit Edited by - chips on 09-10-2003 04:00:09

  • *ima noob help* <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Mess With the Best Die lIke the Rest Check out my Freelancer Website FLPoliceclan.tripod.com AIM SN - SuBZeRo69069 (feel free to IM me if you need any Modding help)

    Mess With the Best Die lIke the Rest Check out my Freelancer Website FLPoliceclan.tripod.com AIM SN - SuBZeRo69069 (feel free to IM me if you need any Modding help)

  • Hey Chips! Yep i´m back! I would like to know if you know or know of anyone that has a weapons tutorial. I found two but they just copy and then edit the ini files! I would like to make one from scratch and import it into my mod. Any help would be greatfull! <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Yeti _____________________________ Experience is the worst teacher! It gives the test before the lesson. Edited by - -{Yeti}- on 09-10-2003 11:17:06

  • hi me again well what iam doing with the ai/npc is trying to make them fight like a real human in battle almost there but only prop iam having is how to tell what ai/npc r in what system the big boys like the ones starting out new dont eather have to give more money to start or bigger ship dont realy want to do this all i want to do is the farther out you go the harder it will get but intheroy if you have 100 small ship shot one player odds r ur dead nomatter how good you r hate it when you can kill everything like in newyork you have the titan you can kill everthing in site and fly away in real life you would be dead if they where players or have to figure way ai/npc might att strong player one way n lower player anuther if posable i dont no 2nd how do you make other things eligal??? might include your id chip with pirates 3rd some one said you can unlock jump gates for all player??? 4th some one also said they new how to change wepons dmg n speed (is that server side or a mod) 5th if some one has a list of all battle ships or any other ships encounters not in multi play for all system that would help me speed up the encounter files for them in all systems. 6th has any one been to the easter egg system fond that in jumpgates list i no i havent??? in initialworld data might be single player mission 11 file area

  • Okay...everything is working just fine. Thanks chips... So, now, I have fiddled with everything I think I could. How do I get a jumpgate to turn? I plopped one into a system and lined it to where I want it, but the opening is pointing the wrong way and I can´t seem to figure out how to turn it around. Is it the pos= 12345, 0, 6789 series? I´ve tried changing the axis number, the &quot;0&quot; but it doesn´t seem to be it.

    It Started With Ceasar III and I`ve been citybuilding ever since...