Ok, well the Corsairs don´t have anything less than Difficulty 8 ships. Their lowest weapon is Angelito MkI (class 5). Did you want to have the same weapons? Or were you going to go for something else? You could create a class 3 version if you want. Here´s one: [Munition nickname = Trixters_gun01_mark01_ammo hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 61.199997 energy_damage = 0 weapon_type = W_Neutron01 one_shot_sound = fire_neutron3 munition_hit_effect = pi_neutron_01_impact const_effect = pi_neutron_01_proj lifetime = 1 force_gun_ori = false mass = 1 volume = 0.000100 [Gun nickname = Trixters_gun01_mark01 ids_name = 263206;<--Will need to be changed ids_info = 264206;<--Will need to be changed DA_archetype = equipmentmodelsweaponsco_shock_therapy.cmp material_library = equipmentmodelsge_equip.mat HP_child = HPConnect hit_pts = 1405 explosion_resistance = 1.000000 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 0.000000 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 12.240000 refire_delay = 0.250000 muzzle_velocity = 600 toughness = 2.200000 flash_particle_name = pi_neutron_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = Trixters_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = false turn_rate = 90 lootable = true LODranges = 0, 20, 40, 80, 100 Then, in weapon_goods [Good nickname = Trixters_gun01_mark01 equipment = Trixters_gun01_mark01 category = equipment price = 1830 item_icon = equipmentmodelscommodities
n_iconsEQUIPICON_gun.3db combinable = false ids_name = 263206;<--Will need to be changed ids_info = 264206;<--Will need to be changed shop_archetype = equipmentmodelsweaponsco_shock_therapy.cmp material_library = equipmentmodelsge_equip.mat Well, if you are planning to make custom weapons for the faction, nows a good time to do it. As a rule, a class 4 weapon has 2x a class 2´s damage and power. A class 6 has 2x a class 3´s damage and power and so on. It might save time to add Arghs toolkit for the variations on weapons. It makes the slow firing plasma weapons faster and easier to use (amongst other things). Even the Legionnaire ship with a lower loadout is a bit much for liberty. You´ll probably need negative armour scaling, making it very weak against missiles. You could make another entry in shiparch that duplicates the legionnaire and has more liberty friendly abilities. <b>Could you let me know: </b> Which ships you want for the Faction Which weapon type/name you want for the faction Any faction traits, they might choose to use only homing missiles or use pulse missiles instead.
creating random missions & bribes for factions
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added IS&MR precense on planet Denver closest base to the new Belgium Jump Gate got missions against rogues i like to have custom shipsfor all the factions but first i want the´m working Edited by - Resender on 9/17/2005 12:36:11 PM Edited by - Resender on 9/17/2005 12:37:03 PM
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Sounds good, so whats the next step? New ship loadouts or something else?
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New Europe Navy --NEN-- function: protect New Europe system borders, combat any faction that poses security risk: Txix,Nomads, ect.. rumor: The NEN supposenly deals fighters,systems & weapons with the order. Weapons: The NEN uses standard weapons & nomad prototypes (weapons designed oin what the nomads have) Ships<img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>efender Anubis (Rhino New Europe Police --NEP-- function: protect New Europe system inner workings, combat all unlaw factions, nomads don´t really apply to their duties rumor: The NEP often complains about thier workload Weapons: The NEP uses standard weapons & IS&MR prototypes Ships<img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>atroit New Europe Space Authority--NESA-- function:The NESA controlls all civilian bases & planets within the New Europe Systems,the NESA declares itself neutral to all factions except to the Trix, nomads & all factions or ships that attack any of the bases of the NESA, NESA gives allmost no missions but hosts all other factions rumor: The NESA freqeuntly dsemands to New European Commision to take more factions in the hostility list but the request is being refused. Weapons: The NESA uses low level weapons & standard missles. Ships:Starflier Industrial Steel & Mineral Reforming --IS&MR-- function: The IS&MR uses aquired nomad technology to produce high quality goods from scrap metal & ther materials, they allso do some mining & terraforming work within the New Europe System, the export of their materials is left to other commercial factions although they recently started activities within Liberty rumor: the procedure to produce high quality from scrap metal is not so save as the IS&MR direction claims, IS&MR made an alliance with th Bounty Hunter Guild Weapons: The IS&MR uses weapons that were diretly engineered on nomad technology Ships:unkwon The Trix --Trix-- function: uknown,spread anarchy? rumor: The Trix 3 main leaders seem to be around since the very beginning Weapons: what ever they get their hands on Ships:Legionaire Centaurion Titan
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i´ve done about 50% of the systems after ive dfone them all i need to add encounter spots & work on creating stations with the puzzle pieces (need help with that still need to get missions witin fields do i need to add those to the same dll as the faction names in offerbribes & the n in the same pattern because that could be one very long problem Edited by - Resender on 9/17/2005 12:52:41 PM
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Sounds like some nice ideas. But, how are you going to add the higher level corsair ships when its so close to Liberty space? The nomad weaps are do-able. Might be best to create a rapid fire weapon based on the nomad effect. The effect used for the nomads is actually too long. It comes out from behind the ship. But, it can be done and its easier than you think. Fields pretty much do themselves. Once you have named them they just work ok. Personally. i rather being told the location of the mission than the field I will be entering. Its like in Sigma-13, where it tells you,"well, its somewhere in the nebula.. thats all around you.. er..". Still its up to you, it can work well both ways. You shouldn´t need to do anything more with getting missions to work in fields. I haven´t noticed any extra problems.
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status of the mod Factions: 75% Ruw Version systems 50% Completed sytem 10% Random missions 100% SP Mission 0% Custom ships,weapons,systems, bases 0% mod anouncement will happen when Factions,RVS,CS = 100% first fault detected did a job for the NEN against rogues and after i completed it Trix ships we´re suddenly neutral Edited by - Resender on 9/19/2005 12:43:51 PM
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is it possibale to delete commodeties from a base via FLE
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Its do-able, you just right click and follow the options. If you are doing quite a few bases, it might be easier to keep track of the names and do them all manually.
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done 6 systems now i´m getting the hang of it when i´m finished we can get to the systems ships ect... At the moment i got only 3 jump gates in my new systems the rest is connected with jumpholes i need to know if it possibale to block some hole from lawfull use & let the patroolls spawned ships say they come out of 1 of the systems connected with the jumphole Ok i really need to change the factions the NEP is to weak to fight the Trix <A href=´http://img299.imageshack.us/my.php?image=ut2fk.jpg´ Target=_Blank>[IMGhttp://img299.imageshack.us/img299/1072/ut2fk.th.jpg[/IMG</a> Utrecht station is located in New Holland & i a zoners base it needs more elements though Edited by - Resender on 9/20/2005 12:42:07 PM
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Nah, there´s no way of blocking either jumpholes from lawfuls or jumpgates from unlawfuls. In faction_prop it mentions whether the faction uses jumpholes, gates or both. I think bounty hunters and maybe IMG use both the rest are mostly either one or the other. If you give the zone around it a wormhole type pop (its an option in FLE when doing the ambient pop zone), then you gain a "max of 4 lawfuls". You can just type in these restrictions if you really don´t want them there. I don´t think that you can adjust how the game engine goes to the name of systems, its just one of those things. It can be done, but it wud be a nightmare and would increase the size of the mod a bit . You would have to record new audio.. Not something that I would choose to go into.. Which ships go NEP have at the moment? The Patriot? (the forum codes ate some of your earlier post). Loadouts are very easy, once you get the hang of it and it gives you a chance to make a totally different style for your mod depending on what you choose and how you apply it. Have you had a go at any weapons or ships yet? Might be good to just get a feel for it. Ok, next step, which kinds of weapons are you going to have for your factions? You can taylor them to the enemy that they will be facing. So, NEP could use laser or photon weapons and have positron shields. That would give them a +20% causing damage and reduce the Trixters weapons by 20% too. As a guideline, bounty hunter, corp and house faction weapons are around half of a weapon class below the pirates. Thats pretty unbalanced, if anything the police should be able to handle anything the pirates have to offer and the millitary should be able to wipe the floor with them.
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i found back 2 fighter models i made when i first got the idea of this mod <A href=´http://img208.imageshack.us/my.php?image=angel2ds.jpg´ Target=_Blank>[IMGhttp://img208.imageshack.us/img208/6789/angel2ds.th.jpg[/IMG</a> <A href=´http://img208.imageshack.us/my.php?image=archangel8cm.png´ Target=_Blank>[IMGhttp://img208.imageshack.us/img208/7397/archangel8cm.th.png[/IMG</a> these we´re ment to be the NEP fighters i need to know i these look good
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Well, they´ve got their own style. It would be good to see them rendered by the game engine. How much of the ships have you done? Have you put it through milkshape yet? Or are they coming out of the modeller?
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they came out of DOGa but can be exported to milkshape i said NEP but it was a mistype these are meant to be NEN fighters ive only done 2 haven´t got much time lately Edited by - Resender on 9/22/2005 8:29:11 AM
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Milkshape is actually pretty easy as long as the geometry is ok. Its not one of my strong points, but once you have done one ship, you can use the names of the hardpoints and copy and paste them into the new version. I´ve done ships like the kusari drake into a blood dragon scheme, and the whole thing has taken me 5 minutes (as i already had a black kusari scheme saved). Its well worth going into.
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<A href=´http://img400.imageshack.us/my.php?image=midget0nl.png´ Target=_Blank>[IMGhttp://img400.imageshack.us/img400/6224/midget0nl.th.png[/IMG</a> wireframe of the Midget fighter; a light fighter for the trix starting from monday im going to try to import & do the ships PS i start shool on monday so i will have less time to work on the mod Edited by - Resender on 9/24/2005 2:18:40 AM
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first global map <A href=´http://imageshack.us´ Target=_Blank>[IMGhttp://img129.imageshack.us/img129/5411/map16ep.jpg[/IMG</a> maybe a need to move a few systems
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Oh, Resender your link was broken. try this one instead: <A href=´http://img129.imageshack.us/img129/5411/map16ep.jpg´ Target=_Blank>First global map </a>
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so finished the last system now comes the hard part adding the hardpoints to the fighters