creating random missions & bribes for factions

  • Got a link that will do, this one; <A href=´http://www.lancersreactor.org/t/forum/topic.asp?topic_id=40723&amp;forum_id=18&amp;Topic_Title=mBase%2Eini+and+adding+faction+specific+random+missions&amp;forum_title=Freelancer+General+Editing+Forum&amp;cat_title=&amp;M=True´ Target=_Blank>Adding random missions to new factions</a> Unicornz says about adding the magic number to the ids_name (the long one). Hopefully, the number that you have used is in a valid spot and you can get factions over and done with. For vinigrette params can do a shortcut. Find a similar faction, just either law or unlawful is good enough. For example, li_n_grp for you navy group. Then choose edit&gt;replace and copy &quot;li_n_grp,&quot; in the top window (the source) and add replace with &quot;li_n_grp, Ns_nen_grp,&quot;. Make sure the coma´s are in the right places. Then hit &quot;replace all&quot;, and do the same for every new faction. Easily done.. Edited by - M-A-C-E_166 on 9/11/2005 2:55:24 PM

  • Bonds between the factions? Have you play tested yet? As a rule, you need to have values of 0.91, 0.65, 0.3, 0, -0.3, -0.65, -0.91 otherwise it tends to overload the game engine and it crashes sometimes. Every faction´s relationship should be the same between them too, meaning, if the navy are 0.65 the police, then the police should be 0.65 to the navy. Its best if you only make the faction initially hate/like factions that they are going to meet. If they will never met a faction, then they should have initial =0. As soon as the factions start fighting each other, you can do missions. Make sure you have deleted the autosave and the restart.fl from the saved game folder as it will not read the new changes otherwise. Might need to delete the saved games too..

  • i havent tested the singleplayer yet but i just made list in excell for the 5 new factions in which i say pex New Europe Navy NEN A N E Nickname Ids-nr Name li_n_grp 196846 Liberty Navy nee ja nee li_lsf_grp 196847 Liberty Security Force nee ja nee li_p_grp 196848 Liberty Police, Inc. nee ja nee br_n_grp 196849 Bretonia Armed Forces ja nee nee br_p_grp 196850 Bretonia Police nee ja nee ku_n_grp 196851 Kusari Naval Forces ja nee nee ku_p_grp 196852 Kusari State Police nee ja nee rh_n_grp 196853 Rheinland Military ja nee nee rh_p_grp 196854 Rheinland Police nee ja nee ja = yes nee = no A=ally N=neutral E=enemy you get the general picture off course thats te initial world.ini the emphaty.ini is going to be much harder Edited by - Resender on 9/12/2005 3:46:13 AM

  • i finished with the work o,n the relationschips between factions but now i want to dothe random missions but i feel like i running in circles Unicornz explanation is correct, but i´m not exactly sure how to add new missions to new systems i just did a test &amp; found out that the new factions arent added to rep i think this allso has something to do with random missions Edited by - Resender on 9/12/2005 11:16:51 AM

  • So have you tried playtesting now? Just to see if the system works ok? In order to get the missions working properly, it easiest to use Freelancer Explorer so that you can see visually where things are in relation to themselves. Try to create a very large ambient pop zone with a low chance of spawning that covers the entire system. There should be at least a very small chance that anyone in the system will go anywhere. This helps the missions to work, next you add mission targets to the places that you want the missions. There are options of &quot;field&quot; or &quot;open&quot;, &quot;field&quot; is just ships, whereas &quot;open&quot; is ships and bases to blow up. Also there is the choice of unlaw, unlaw - unlaw, law or law, unlaw. They refer to who can do the mission on who. To be honest its best to just add lots of different ones to the same region to get the missions working and its easiest if they are nearer to the base thats offering it, If you have tradelanes then that helps cut down the distance to the targets. When you done all this, we´ll have to go through mbase (i´m assuming you haven´t done that one before). Let us know how u get on and we´ll do the next step. Its not too much more to go.

  • i´ve mutli played tested 4 stations within liberty new york they worked only no base name or faction added to rep list but mace i followed you advice and wanted to add random missions (i understood how to do t (most part that is several probs 1)i use a custom dll to hold my names into it =&gt;step 1 for adding custom faction is to take the ids number and add 131834 to it Here come my problem FLEd-ids says he saves the string but it isn´t saved (found out why the dll doesn hold enough string tables to get to the right numbers i´ll use the room in between for base names planets ect... its 11 pm now here &amp; need to get up early in the morning Edited by - Resender on 9/12/2005 2:03:57 PM

  • [Resources DLL = InfoCards.dll ; Contains all infocard text resources DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text DLL = NameResources.dll ; Contains names of things, primarily. DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources) DLL = OfferBribeResources.dll ; Contains random mission offers and bribes DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text DLL = AoEnames.dll ;containsthe custom faction names plus the bases i added&lt;&lt;&lt; NEN name:458753 NEP name:458756 NESA name:458759 IS&amp;MR name:458762 Trix name:458765^ link to the post of this mod when i tried it the first time http://board.modsplanet.com/lofiversion/index.php?t702.html Edited by - Resender on 9/12/2005 2:21:21 PM

  • Yeah, there´s the problem, the ids_name is in the wrong dll. This is from SDK, [Group nickname = li_n_grp ids_name = 196846&lt;--------This should be similar to each of yours ids_info = 66200&lt;-------This can be changed (i think) ids_short_name = 196895&lt;-------- This can be in a custom dll So the ids_name must be in names_resources.dll The last one from the origianl factions is the bounty hunters, [Group nickname = gd_bh_grp ids_name = 196894&lt;--- Try to find numbers simlar but just after this ids_info = 66175 ids_short_name = 196942 What you can do, is change the short_name of existing factions to you custom dll and use their numbers for your long names. Thats going to be the easiest way, give it a go and start at fc_bd_grp, I seem to remember there was a reason that you don´t go before that. But you´ve got plenty of space after and the factions will show up in FLE as well.

  • i´ve done everything now i added the first system of course because of the custom dll &amp; factions the names aren´t saved but instead they look random corrected them all i think allso it looks like my new factions don´t attack nomads have to test futher still working on new missions for new system Edited by - Resender on 9/13/2005 7:58:01 AM

  • Yeah, just change the ids_name of the base to match the one from universe.ini and it´ll be ok. You´ll need to recheck that the fc_n_grp (nomads) are initially hostile to the factions in initial_world and vice versa. So, whats up with the factions? Just the ids_name and the linked numbers in offerbribes? Thats not much to do, once you find a valid number. Try these instead, NEN name:196924 - was the short name for blood dragons, so you´ll need to replace it NEP name:196929- was the short name for Bundschuh, so you´ll need to replace it NESA name:196921- was the short name for Corsairs, so you´ll need to replace it IS&amp;MR name:196935- was the short name for Farmers all., so you´ll need to replace it Trix name:196930- was the short name for Gaians, so you´ll need to replace it The replaced numbers can in in your custom dll´s ids_name slots. The custom dll has both Ids_name slots and infocard slots too. If you choose the above, then: NEN name:196924 + 131834 = 328758, 328858, 328958, 329058 328758 = New Europe Navy 328858 = the New Europe Navy 328958 = New Europe Navy 329058 = The New Europe Navy NEP name:196929 + 131834 = 328763, 328863, 328963, 329063 328763 = New Europe Police 328863 = the New Europe Police 328963 = New Europe Police 329063 = The New Europe Police NESA name:196921 + 131834 = 328755, 328855, 328955, 329055 328755 = New Europe Space Authority 328855 = the New Europe Space Authority 328955 = New Europe Space Authority 329055 = The New Europe Space Authority IS&amp;MR name:196935 + 131834 = 328769, 328869, 328969, 329069 328769 = Industrial Steel &amp; Mineral Reforming 328869 = the Industrial Steel &amp; Mineral Reforming 328969 = Industrial Steel &amp; Mineral Reforming 329069 = The Industrial Steel &amp; Mineral Reforming Trix name:196930 + 131834 = 328764, 328864, 328964, 329064 328764 = Trixters 328864 = the Trixters 328964 = Trixters 329064 = The Trixters

  • ive done exactly that but haven´t had to chance to test if i could create missions beeen very busy i just made a debris for my unlawfull faction to hang out well they don´t target me they just continue they allso are not targetable there targetable outside the field maybe because i added qsome havey sensor disruption going to check on that check it was sensor inteference allso i noticed that the new factions aren´t available to do patrols Edited by - Resender on 9/13/2005 10:57:59 AM Edited by - Resender on 9/13/2005 11:56:37 AM

  • The non targetable is the field interference. If you imagine a scanners range is 0 at interference 1.000000. Patrols are available to new factions, if your are using FLE then there is the option there to make available at all. FLE is just being carefull, it likes using an already working patrol as a guideline, but is pretty good at doing it for anyone. If you add several patrols, keep a lookout for similat patrol labels, FLE sometimes makes duplicate names and its a CTD. Also, when you create the patrols it generates the name of the faction by looking at the ids_name in initial_world. If the name isn´t there its going to cause problems ( not that the new factions would be visable in the options anyway). So, where are we at athe moment? Are you getting the names of things showing up yet? For factions or bases. Don´t worry too much about whether the factions are behaving as you would expect, its most likely just restart.fl, autosave of saved games that are making the game engine shortcut looking at your new modified ones. Whats the next 3 things to work on?

  • we got the Normandy system (just need to ad the Trix base and there way in to the other system Names are showing correctly within game, NEN wplatforms attack nomads, asteroid types don´t attack nomads (Name characters on bases still need some work the come New Belgium, the main system of the new systems after New Belgium is done i´ll be able to get hold on doing missions with the factions since New Belgium holds a base for the 4 lawful onces seen skirmish between Bounty Hunters Trix note: need to replace weapons trix with something less efficient i know the BHG offers missions against the trix at Freeport 21 in the Normandy system but because i´m neutral i haven´t been able to get a hold on them things to do after this 1)bring missions systems &amp; patrols in order 2)after the missions are in order the biggest thing will be to define a battleship style for the NEN, most of the ships of the NEN are either Bretonia, Rheinland or Kusaris ships, no Liberty but i want to add a kind for the NEN, &amp; i was thinking about the Hiigaran battlecruiser of HW2 3)add new fighters and music Edited by - Resender on 9/13/2005 12:25:56 PM

  • Well, i can give you a hand with any of that. Something I would recommend is using overlapping loadouts when you redo the trixsters, that way the player dosen´t know whats coming next. I´ve added it to mine and it makes things a lot more interesting. I can´t see why only one type of weapon plat would work and not the other. Are you sure that it has the right reputation? (the right faction name). I´ve not heard of the homeworld 2 capships available here so far, just the smaller ones. Patrolwise, the only real use is to show the locations of hidden bases and worm holes. It would be best to add everything else to get the system pretty much set, and then add the patrols afterwards. Ambient pop is less likely to cause problems. Not sure what you mean by &quot;bring mission systems&quot;. Have you added people to bases yet? Thats always good for a laugh.. (its not that bad once you do the first few). Then the bases should be offering missions ok and you can see what the people look like. You can get hold of &quot;character edit&quot; from the downloads to see what costumes people look like. There´s props to in the costumes.ini file. &quot;Battleship encounters&quot;, was done initially by Nephilim. There have been modifications on his/her very nicely done work. There is a tutorial that you´ll need to go through for that. Its well written and very clear so you´ll have it done in no time. One thing that could be added to the &quot;Battleship encounters&quot;, is more varied encounters. You´ll see what I mean when you start using them. You always get, 1 battleship and 3 cruisers and 3 gunboats (or sumthin). In mine, i´ve added a new cruiser patrol encounter, where there are just 1 or 2 cruisers and some gunboats guarding things like jump gates. The battleships are left to make the house capitals more unique. Looking at your plans for the several house capitals, If you add the lot to the faction as is you would get a mixture of a bretonian battleship, kusari destroyers and rhineland battleships. That could be what you intended, but if you want more control then you´ll need to create new ship_classes and do more encounters that are set to them. I think we´ll deal with that one later.. New fighters is pretty easy to do, just remember to either ask permission and give credit, depending on the creators request. Music is quite easy too, you can assign it to ambient pop zones, fields and as a ships natural sound (a rumble). Edited by - M-A-C-E_166 on 9/13/2005 1:56:27 PM

  • 1)bring missions , systems &amp; patrols in order forgot the comma tested new belgium PC rebooted when i tried the new York jump gate from now i´m backing up everthing twicxe since he didn´t want to deactivate the mod at first

  • Well, the system creation once you learn whats possible is the most interesting thing that I have found while modding. Its nice to get ideas of what would be reallly good, then just make it happen. Did you add the jumphole manually or by FLE? It wouldn´t normally cause a reboot, that dosen´t sound too healthy.. I´m guessing that your going to be a while gdoing systems, post up here if you need any input. Edited by - M-A-C-E_166 on 9/13/2005 2:00:32 PM

  • 9 files restored and 0 directories deleted Error: FLMM has determined that ´AoE´ won´t properly deactivate. Warning: unable to restore ´c:program filesmicrosoft gamesfreelancerexefreelancer.ini´ because no backup exists! (test run) It happend again &amp; trhis the result im allso thinkig it damges the Li01 sector since suddently there was no open space around Pitsburg &amp; maine maybe it is because i started gate in New belgium &amp; then to new york i created again but from NY to New Belgium there´s several pisbilities 1)jump gates &amp; new factions (no go 2)maybe i forgot to patch freelancer when i got it reinstalled couple of days ago 1) Noramndy is NEB01, New Belgium is NE01 maybe this isn´t allowed 4)i dunno jump holes work fine solved it i made the rep of the liberty police instead of NESA Edited by - Resender on 9/13/2005 2:30:36 PM Edited by - Resender on 9/13/2005 2:37:55 PM

  • So you are back to where you were now? Its good to keep backups, just remember to copy the dlls back into the mod after any changes (before you deactivate), other wise they get lost. I´ve had a lot of problems over the last 18 months. But, the only time I had a full on system crash form FL was when I had very low system resources. It all went bright blue and I thought, &quot;Well, this can´t be good..<img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>&quot;