Problem with ´encounter = ´ in system file

  • Try changing &quot;1.0000&quot; to 0.1000 instead.Your asking for 100% encounter chance and I think the MAX is 80% (0.8000) for the sum of all encounter types in a zone. Rebalance 3.5 Dev. Team <A href=´http://rebalance.blue-ion.net´ Target=_Blank>rebalance.blue-ion.net</a> Edited by - Bejaymac on 9/6/2005 3:58:37 PM

  • Post up your faction_props.ini entry for the faction - and the corresponding npcships.ini entries as well. Next, post up the corresponding loadouts from the loadouts.ini for the npcships.ini entries. The bug will be in there.

  • No I think it is 100% MAX but he is missing zeros there. I have encounters that have 1.000000 and that´s asking for 100% chance and it works fine. I´ve seeen with FL with me, whenever I miss a zero like that, it never works. So I have 6 zeros at the end always unless I am not using 100%. EX. 0.800000 would be 80%.

  • If you are sure that all of the ships spawn ok for that faction using other encounters, then you might want to check that the encounter ini file is in the right folder. It might sound silly, but if you activate the mod, then make changes like adding files, FLMM tends to look into your mod folder and remove everything from the originals. That way, you can end up losing files. If you need to check whether the factions ships are ok, its best to use OpenSp. If you activate it then modify the starting ship and loadout from your npcships entries. If you spawn and then go through the baseside screens checking any equipment or commodities held, it dosen´t always crash at start up if there is a problem. Anyway, so you can change area_assault with area_scout and it works ok? It dosen´t sound like a loadout problem.

  • Ok going to give you some help people have not been able to point out. [Zone nickname = Zone_SO01_pop_ambient_01 pos = -10255, 0, 10177 rotate = 0, 0, 0 shape = SPHERE size = 5206 comment = Ambient Pop sort = 19 &lt;--- I don´t have a clear view on what this does but I keep it around 40 to 51. toughness = 8 &lt;----- Are you sure your NPCship matchs the toughness? density = 1 &lt;--- huge problem becuase if it is less then 4, most guys don´t show up becuase the come in pairs of four. This is how many will pop up at the same time. I mostly have it at 8 or 12. This is from what I´ve had happen. repop_time = 20 max_battle_size = 6 &lt;---- Should match your density. Never had a problem when it was higher. pop_type = Background relief_time = 30 population_additive = false faction_weight = so_grp, 10 encounter = area_assault, 8, 1.0000 &lt;--- would change it to 1.000000 for 100 % faction = so_grp, 1.000000 &lt;--perfect <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> So here is one of my zones in one of my systems. It´s a huge battle. [Zone nickname = Zone_BR18_pop_ambient_02 pos = -28528, 0, -1767 rotate = 0, 0, 0 shape = SPHERE size = 95000 comment = Ambient Pop sort = 51 toughness = 19 density = 40 repop_time = 0 max_battle_size = 40 pop_type = Background relief_time = 0 population_additive = false faction_weight = fc_n_grp, 20 faction_weight = ku_p_grp, 20 faction_weight = ku_n_grp, 20 faction_weight = br_n_grp, 20 faction_weight = fc_or_grp, 20 faction_weight = fc_ln_grp, 20 faction_weight = rh_n_grp, 20 faction_weight = li_n_grp, 20 encounter = area_nomads, 19, 1.000000 faction = fc_n_grp, 1.000000 encounter = area_bh_assault, 19, 1.000000 faction = ku_p_grp, 0.100000 faction = ku_n_grp, 0.100000 faction = br_n_grp, 0.100000 faction = fc_or_grp, 0.100000 faction = fc_ln_grp, 0.100000 faction = fc_n_grp, 0.500000 encounter = area_assault, 19, 1.000000 faction = fc_or_grp, 0.100000 faction = fc_ln_grp, 0.100000 faction = br_n_grp, 0.100000 faction = ku_n_grp, 0.100000 faction = rh_n_grp, 0.100000 faction = fc_n_grp, 0.500000 encounter = capitalships_Liberty, 19, 1.000000 faction = li_n_grp, 1.000000 encounter = capitalships_Escorts, 19, 1.000000 faction = ku_n_grp, 0.200000 faction = li_n_grp, 0.200000 faction = rh_n_grp, 0.200000 faction = br_n_grp, 0.200000 faction = fc_n_grp, 0.200000 encounter = capitalships_Nomads, 19, 1.000000 faction = fc_n_grp, 0.900000 encounter = capitalships_Rheinland, 19, 1.000000 faction = rh_n_grp, 0.700000 encounter = capitalships_Kusari, 19, 1.000000 faction = ku_n_grp, 0.700000 encounter = capitalships_Bretonia, 19, 1.000000 faction = br_n_grp, 0.700000 encounter = area_gunboats, 19, 1.000000 faction = rh_n_grp, 0.200000 faction = ku_n_grp, 0.200000 faction = fc_n_grp, 0.200000 encounter = area_bh_defend, 19, 1.000000 faction = fc_n_grp, 0.500000 faction = fc_or_grp, 0.100000 encounter = area_nomads_m13, 19, 1.000000 faction = fc_n_grp, 0.800000 It works perfect and is an good EX. Now with your faction I do think it is a custom one you made. I am hoping you made custom info cards and everything. You need a loadout, NPCships.ini added, Faction prop.ini and that´s all from what I´ve seen. I´ve myself have not made custom factiosn yet so I do not know if I am 100% right with that. But from your zone that´s all I could point out with problems. Hope this helps. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Fix this if I am worng. Edited by - Question Asker2044 on 9/6/2005 5:52:31 PM

  • ok, Faction_prop.ini (i had this costom until i was tryin to get it to work) [FactionProps affiliation = so_grp legality = unlawful nickname_plurality = singular msg_id_prefix = gcs_refer_faction_fc_u jump_preference = jumphole npc_ship = fc_u_ge_fighter4_d1-10 npc_ship = fc_u_ge_fighter4_d11 npc_ship = fc_u_ge_fighter4_d12-19 voice = pilot_f_ill_m01 voice = pilot_f_ill_m02 mc_costume = mc_fc space_costume = pi_pirate1_head, pi_pirate4_body, comm_br_elite space_costume = pi_pirate2_head, pi_pirate4_body, comm_ge_generic1 space_costume = pi_pirate4_head, pi_pirate4_body, comm_br_elite space_costume = sh_male4_head, pi_pirate4_body, comm_ge_generic1 space_costume = ge_male2_head, pi_pirate4_body, comm_br_elite space_costume = ge_male1_head, pi_pirate4_body, comm_ge_generic1 firstname_male = 228008, 228207 lastname = 228408, 228663 rank_desig = 197113, 197114, 197115, 11, 12 formation_desig = 197808, 197820 scan_for_cargo = commodity_consumer_goods, 0 scan_for_cargo = commodity_diamonds, 2 scan_for_cargo = commodity_food, 0 scan_for_cargo = commodity_H_fuel, 0 scan_for_cargo = commodity_mox_fuel, 2 scan_for_cargo = commodity_oxygen, 0 scan_for_cargo = commodity_pharm, 0 scan_for_cargo = commodity_sidearms, 2 scan_for_cargo = commodity_water, 0 scan_announce = false scan_chance = 0.300000 formation = fighters, fighter_pirate npcships.ini entries, again i had custom ones.. [NPCShipArch nickname = fc_u_ge_fighter4_d1-10 loadout = fc_u_ge_fighter4_loadout01 level = d10 ship_archetype = ge_fighter4 pilot = pilot_pirate_hard state_graph = FIGHTER npc_class = unlawful, class_fighter, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10 [NPCShipArch nickname = fc_u_ge_fighter4_d11 loadout = fc_u_ge_fighter4_loadout01 level = d11 ship_archetype = ge_fighter4 pilot = pilot_pirate_ace state_graph = FIGHTER npc_class = unlawful, class_fighter, d11 [NPCShipArch nickname = fc_u_ge_fighter4_d12-19 loadout = fc_u_ge_fighter5_loadout01 level = d12 ship_archetype = ge_fighter5 pilot = pilot_pirate_med state_graph = FIGHTER npc_class = unlawful, class_fighter, d12, d13, d14, d15, d16, d17, d18, d19 and the loadouts: [Loadout nickname = fc_u_ge_fighter4_loadout01 archetype = ge_fighter4 equip = ge_bwf_engine_01 equip = infinite_power equip = ge_s_scanner_02 equip = ge_s_tractor_01 equip = ge_s_thruster_01, HpThruster01 equip = armor_scale_3 equip = fc_u_gun01_mark03, HpWeapon01 equip = fc_u_gun01_mark02, HpWeapon02 equip = fc_u_gun01_mark02, HpWeapon03 equip = fc_u_gun01_mark01, HpWeapon04 equip = cruise_disruptor01_mark01, HpTorpedo01 cargo = cruise_disruptor01_mark01_ammo, 5 equip = mine01_mark01, HpMine01 cargo = mine01_mark01_ammo, 20 equip = ge_s_cm_01, HpCM01 cargo = ge_s_cm_01_ammo, 20 equip = LargeWhiteSpecial, HpHeadlight equip = SlowSmallOrange, HpRunningLight01 equip = SlowSmallOrange, HpRunningLight02 equip = SlowSmallOrange, HpRunningLight03 equip = SlowSmallOrange, HpRunningLight04 equip = SlowSmallOrange, HpRunningLight05 equip = SlowSmallOrange, HpRunningLight06 equip = contrail01, HpContrail01 equip = contrail01, HpContrail02 equip = DockingLightRedSmall, HpDockLight01 equip = DockingLightRedSmall, HpDockLight02 [Loadout nickname = fc_u_ge_fighter5_loadout01 archetype = ge_fighter5 equip = ge_bwe_engine_01 equip = infinite_power equip = ge_s_scanner_02 equip = ge_s_tractor_01 equip = ge_s_thruster_01, HpThruster01 equip = armor_scale_2 equip = fc_u_gun01_mark03, HpWeapon01 equip = fc_u_gun01_mark03, HpWeapon02 equip = fc_u_gun01_mark03, HpWeapon03 equip = fc_u_gun01_mark02, HpWeapon04 equip = missile01_mark03, HpWeapon05 cargo = missile01_mark03_ammo, 20 equip = cruise_disruptor01_mark01, HpTorpedo01 cargo = cruise_disruptor01_mark01_ammo, 5 equip = mine01_mark01, HpMine01 cargo = mine01_mark01_ammo, 20 equip = ge_s_cm_01, HpCM01 cargo = ge_s_cm_01_ammo, 20 equip = LargeWhiteSpecial, HpHeadlight equip = SlowSmallOrange, HpRunningLight01 equip = SlowSmallOrange, HpRunningLight02 equip = SlowSmallOrange, HpRunningLight03 equip = SlowSmallOrange, HpRunningLight04 equip = SlowSmallOrange, HpRunningLight05 equip = SlowSmallOrange, HpRunningLight06 equip = SlowSmallOrange, HpRunningLight07 equip = SlowSmallOrange, HpRunningLight08 equip = contrail01, HpContrail01 equip = contrail01, HpContrail02 equip = contrail01, HpContrail03 equip = DockingLightRedSmall, HpDockLight01 equip = DockingLightRedSmall, HpDockLight02 and ive changed some of the stuff in the zone as you pointed out

  • So you´re using Unioners entries - they should work fine then. Simple test - go to a location where the unioners are (erm, system Rh02 - with battleship westfallen, outside the shipyard which is always under attack from the unioners) and see if they appear at level 10 difficulty there. If they do, then its some other error with your own faction (assuming you have tried OTHER factions in the encounter of that zone whom work). If you haven´t tried other factions in the zone - make it into the corsairs or something, see if they work or not. Did you run FLScan on the mod when activated as well? Edited by - Chips on 9/7/2005 12:32:15 AM

  • no flscan jams on sounds.ini, and i removed all systems so... hmm, and ir dosent work even if i make the daction unioners, or LSF, or Xenos, or corsars, its quite the pain

  • Do you have the <i>latest </i> version of FLScan though - Aug 24th or something I think - because it used to &quot;jam&quot; when it met a compressed file. The later versions decompresses on the fly...

  • yeah i just overcame that by putting SDK 1.5 over the top of my freelancer dir, i scanned under: Factions News NPC´s and Missions Pilots Random Missions ship / solar loadouts NPC ships i get.... lalalala lala FLScan Error Report - 0 Errors Found im not scanning systems as i deleted them all

  • Try adding the equipment - did you try changing them for corsairs (or unioners) in the encounters? Do encounters work in other systems? Do encounters work with other factions in THAT system?

  • ok Other factions in same system.... nope same faction in other system... nope difrent faction in other system... nope <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>Try adding the equipment <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> huh? Edited by - -Trail- on 9/7/2005 2:42:39 PM Edited by - -Trail- on 9/7/2005 2:43:02 PM

  • argh, this is rediculas, no faction works in any system, where can the problem possable be that could cause this, ive tried everything including removing random files to try to narrow down the error argh!

  • scanning... no errors vanilla... no error in scan, running... argh damn cd... argh, ive lost original FLserverm yes iot works find, and damn light transports are weak lol, so its a problem in my mod, in every system in every faction, what file relates to all of them at once and kills server when you launch? (in loading)

  • At what point does it crash? When loading the game or when launching from a base? If its loading, then i´d say its a goods file. If you have a good that is pointed towards equipment that dosen´t exist, it will crash on start up. If its when you launch from the base, try deleting all of your saved games, the autosave and restart.fl (or at least move them out of the directory). Do you have a backup that you could fall back to? If you could and then transfer parts of the newest version into the activated freelancer folders you can keep testing until things go screwed. What kinds of things have you been working on recently? What kinds of changes have you made?

  • ok ill delete saved stuff, it crashes when launching, durinf the loading bar when launching from start base, and i know it works in the system coz it only crashes after adding zone

  • So it doesn´t matter whom is populating the zone - or which system it is either. If you launch from any base in any system that has encounters - you crash. However, if you remove all the encounters - in any system of choice - it then doesn´t crash. Is this right? Are we on the same page at this point?