creating random missions & bribes for factions

  • now is halve solved it i think that my loacation of the gate was just outside what the game allows as legal it was between Maine & Pitsburg so im going to move it somewhere else second problem i got a trojan called Backdoor.Bla i´m trying to remove it now hopefully its not to late solved the trojan Edited by - Resender on 9/14/2005 1:16:29 AM

  • New York is a funny system anyway. There is a limit to the amount of objects that you can have (i think its 256) and a limit to how many jump things too (10 i think). If you get problems it dosen´t mean that you have done it wrong, you may have just reached the limit. So, what are we going to do today?

  • i just got the sims 2 nightlive so i´m going to spend a litlle less time but today i really want to finish the 2nd of the 10 systems i want to add off course if i cant have 11 jump points in NY system i got some problem maybe is should move the gate to collorado sytem maybe you could help with something else you know the ring in rheinland space i wanto to remake it but ------ this how the ring looks like in rheinland / / & this how i want it second you know the space station type that newark is of i want to create 4 of these togheter so that the semi circle part of the 4 station form a complet circle so i tested the jump gate instead of a jump gate from new York to New Belgium jump gate from Colorado to new Belgium (near Planet Denver jump hole from new York to Normandy was the 10th jump object in the system its no big deal the story of the mod isn´t much affected Edited by - Resender on 9/14/2005 4:49:28 AM

  • The ring is do-able using FLE. First add the dockable part, then add objects and choose closest base as parent then right click on the base and choose edit base layout. You can move around the objects in relation to the main solar and change the view window too. If you wanted there to be several dockable bases all linked together, then create a tempory solar similar to the dockable one but call it a satellite instead. Then add them the same as above, then manually change the type back in the system´s ini to the dockable version. Remove the "parent =" and manually add the base. Newark is a "large_spacestation", there is a similar one called "large_spacestation_old" that has construction at the bottom and looks unfinished. You can do that one too the same way as above.

  • <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>second you know the space station type that newark is of i want to create 4 of these togheter so that the semi circle part of the 4 station form a complet circle <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Hey I did that too! Indeed the way as M-A-C-E_166 suggests. But then the square brackets you see when you select a base, won´t be in the middle of the total construction; it won´t use the satellites but will just center on the one that you use as a dockable. So I used a prison archetype in the center as the dockable, and all 4 large-stations as satellites. I also created a much larger base, existing of a 15-level tower made of prisons (each level consists of 4 prisons, creating an octagon. I have placed them slightly different on the vertical axis, to avoid flikering bitmaps) and a couple of circles of various archetypes (one made of 8 outposts and another made of 32 space_police01 archs). I found that you´d still better add the <b><i>dock_with = ????_??_Base </i> </b> line to each of the used archetypes; even though you use them as satellites now, there´s be a lot of &quot;base so-and-so is dockable but there´s no valid base assigned to it&quot;-error in FLspew (FLspit).

  • <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>for no reason all my chars in 2 bases went blank <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Not sure what you mean, do you mean characters in mbase? If you´ve started mbase could you post up what you have done so far. Remember in mbase, any mistakes affect the ones after it. Its best to copy what you intend to use to the top of the file and delete any references to bases that may have been added and then removed.

  • http://img27.imageshack.us/my.php?image=aoe1why8if.jpg check this image thats what i meant within FLExplorer http://img130.imageshack.us/my.php?image=aoe1strange6cm.jpg &amp; this is the back-up unfortunate i made the backup before i added allmost all other thing in the new belgium system tradeslanes and bases all lost from now on i´m taking backups every time i do a change i think i found the answer one of my vignettes was outside the encounter well it was about 25% outside the field Edited by - Resender on 9/14/2005 1:51:15 PM

  • Ah, well i am using an older version of FLE, cos i got used to it. When it comes to mbase, i just do it all manually. I use the factions long name for the names of the people at the base. I´ve made up just simple &quot;bartender&quot;, &quot;Trader&quot; and &quot;equipment dealer&quot; type names and used them instead. The names are pretty useless anyway. But adding vigrettes shouldn´t cause problems no matter where they are. Edited by - M-A-C-E_166 on 9/14/2005 3:29:55 PM

  • got 3 systems ready missions still no no in new systems in Normandy i got Bounty Hunters Guild, Zoners Trix &amp; Liberty rouges so i should at least get missions against the rogues but still nothing

  • [MBase nickname = NEB01_01_Base local_faction = gd_z_grp diff = 1 msg_id_prefix = gcs_refer_base_NEB01_01_Base [MVendor num_offers = 2, 4 [BaseFaction faction = gd_bh_grp weight = 40 offers_missions = true mission_type = DestroyMission, 0.000000, 1.687200, 75 npc = neb0101_001_m npc = neb0101_002_m [BaseFaction faction = gd_z_grp weight = 40 [GF_NPC nickname = neb0101_fix_bartender body = br_bartender_body head = li_hatcher_head lefthand = benchmark_female_hand_left righthand = benchmark_female_hand_right individual_name = 524299 affiliation = gd_z_grp voice = rvp546 rumor = base_0_rank, mission_end, 1, 557058 [GF_NPC nickname = neb0101_fix_trader body = li_male_guard_body head = br_sales_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 524301 affiliation = gd_z_grp voice = rvp111 [GF_NPC nickname = neb0101_fix_weaponsdealer body = li_male_guard_body head = br_bartender_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 524300 affiliation = gd_z_grp voice = rvp111 rumor = base_0_rank, mission_end, 1, 557061 [GF_NPC nickname = neb0101_002_m body = benchmark_male_body head = syd_head lefthand = robot_hand_left righthand = robot_hand_right individual_name = 524305 affiliation = gd_bh_grp voice = rvp101 misn = DestroyMission, 0.000000, 0.112380 room = bar [GF_NPC nickname = neb0101_001_m body = rh_commtrader_body head = br_brighton_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 524306 affiliation = gd_bh_grp voice = rvp106 room = bar bribe = gd_bh_grp, 10000, 16100 [MRoom nickname = bar character_density = 6 fixture = neb0101_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scriptsvendorsli_bartender_fidget.thn, bartender [MRoom nickname = Deck character_density = 2 fixture = neb0101_fix_trader, Zs/NPC/Trader/01/A/Stand, scriptsvendorsli_commtrader_fidget.thn, trader fixture = neb0101_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scriptsvendorsli_equipdealer_fidget.thn, Equipment [Zone nickname = Zone_NEB01_destroy_vignette_01 pos = -28530, 0, -9039 shape = SPHERE size = 10000 mission_type = unlawful, lawful sort = 99.500000 vignette_type = open [Zone nickname = Zone_NEB01_destroy_vignette_02 pos = -6214, 0, 6779 shape = SPHERE size = 10000 mission_type = unlawful, lawful sort = 99.500000 vignette_type = open [Zone nickname = Zone_NEB01_destroy_vignette_04 pos = 13806, 0, 18145 shape = SPHERE size = 10000 mission_type = unlawful, lawful sort = 99.500000 vignette_type = open Edited by - Resender on 9/15/2005 8:28:35 AM

  • Ok, well i´m not sure about the difficulty rating of your new system, but D1 is pretty low, Your difficulty range is ok for that level. You need to add a few more vignrettes. Try Law, unlaw instead and use FLE to make sure the mission target is overlapping the pop zone. The encounters that you have in the pop zone will affect it too, I think they need to be &quot;class_fighter&quot;, the same as area_defend, area_scout etc.. The typical fighter encounters. If you had jusp capship (not that u have) I don´t think the missions would work anyway, but I might be wrong. To get the full population in the base, increase the weight of the two factions so that it totals 100. They are a percentage of the bases population. mission_type = DestroyMission, 0.000000, 1.687200, 75&lt;-- This can be increased to 100 too, as there are no other factions offering missions. When you enter a base the game engine likes to generate different things in the bar, not just the same. There isn´t too much to choose from at the moment. You could give &quot;neb0101_001_m&quot; the destroy_missions too. Could do with some people for the local faction in the bar too. Try adding to zoners: npc = neb0101_zoners_001_m npc = neb0101_zoners_002_m npc = neb0101_zoners_003_m and, to bh npc = neb0101_bounty_001_m npc = neb0101_bounty_002_f [GF_NPC nickname = neb0101_zoners_001_m body = pl_male1_peasant_body head = sh_male4_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 196893;&lt;--just zoners for testing purposes affiliation = gd_z_grp bribe = gd_z_grp, 10000, 16102 bribe = gd_bh_grp, 10000, 16101 voice = rvp101 room = bar [GF_NPC nickname = neb0101_zoners_002_m body = pl_male1_peasant_body head = sh_male1_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 196893;&lt;--just zoners for testing purposes affiliation = gd_z_grp bribe = gd_z_grp, 10000, 16102 bribe = gd_bh_grp, 10000, 16101 voice = rvp131 room = bar [GF_NPC nickname = neb0101_zoners_003_m body = pl_male1_peasant_body head = sh_male2_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 196893;&lt;--just zoners for testing purposes affiliation = gd_z_grp bribe = gd_z_grp, 10000, 16102 bribe = gd_bh_grp, 10000, 16101 voice = rvp101 room = bar [GF_NPC nickname = neb0101_bounty_001_m body = sh_male2_body head = sh_male3_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 196894;&lt;--just BH for testing purposes affiliation = gd_bh_grp voice = rvp106 misn = DestroyMission, 0.000000, 0.112380 room = bar bribe = gd_z_grp, 10000, 16102 bribe = gd_bh_grp, 10000, 16101 accessory = prop_neuralnet_B [GF_NPC nickname = neb0101_bounty_002_f body = pl_female2_journeyman_body head = pl_female1_head lefthand = benchmark_female_hand_left righthand = benchmark_female_hand_right individual_name = 196894;&lt;--just BH for testing purposes affiliation = gd_bh_grp voice = rvp516 misn = DestroyMission, 0.000000, 0.112380 room = bar bribe = gd_z_grp, 10000, 16102 bribe = gd_bh_grp, 10000, 16101 The zoners that have been added don´t have a lot to do. They offer no mission, have no rumours, but at least now they can offer bribes between the bh and zoners. You can copy a chunk out if u like, just make sure you close the brackets. Edited by - M-A-C-E_166 on 9/15/2005 10:23:45 AM

  • that did it more of less still got some questions do http://img324.imageshack.us/my.php?image=normandy19pm.jpg check the image thats normandy the bounty hunters guild offers missions against rogues inthe two circles indicated with the green line (they are within a nomal populatyion zone where ther only scout &amp; scavengers of rogues &amp; trix) but i want to get missions with the circles indicated by the red line ther inside a debris field with the encounter type set area scout / area bh attack &amp; area scavenger allso i need to get the trix targeted by the bounty hunters for missions bounty hunter fighters do have skirmishes with them but i haven´t been offered any missions against them

  • Could still use a few more mission targets. I´d go for about 5x the amount you already have. Did you add the new factions to VignetteParams.ini in the random_missions folder? You won´t get any missions unless they are added. The easy way is to replace &quot;fc_ou_grp&quot;, with, &quot;fc_ou_grp, (whatever the trixters were),&quot; And choose replace all. I think u might have done this already. Try the system wide low ambient pop of &quot;area_bh_scout&quot;, its a low density pop of one or two fighters so they won´t affect your system´s balance too much.

  • if you have to replace factions in VignetteParams.ini whats the point of adding new factions what i didi is add the new factions to the VignetteParams.ini will check the file ----------------------------------------------------------------------------------------------------- unicornz 1st Lieutenant posted 9/7/2005 20:20 PST Show Profile Email Poster Edit Message Delete this message Post Reply to TopicThis is for MP only.. ok to get new factions to offer missions against each other this is what you need to do. Now i´m assuming that you have these new factions setup properly and they work etc. in initalworld.ini you have the faction id, now the long name id is the one we want.. Now what you do is take this id whatever id you have for your new factions and add 131834 to it then tale the resulting number and put it into fled-ids and make sure it is free, take a note of it, then add 100 to that make sure its free then add 100 again, make sure its free, then lastly add 100 again, making sure that its also free. ok with me so far.. ? ok say your faction name is (cause i cant remember) lol badguys ok so say your id is 196937 so you add 131834 you get 328771 badguys , now add 100 328871 the badguys , add 100 328971 badguys , add 100 329071 the badguys hope your still with me as i aint explained anything before ok next step.. data
    andommissionsVignetteParams.ini what i did here was i added my &quot;good&quot; factiosn the the lines that started with Offer_group = rh_m_grp and the &quot;bad&quot; factions to the lines that started with Offer_group = rh_m_grp Now remember to set the good ones as lawful and the bad as unlawful, setup you missions and they will work prefectly.. I got all this info in here from a Chip post but that was months ago and i cant remember wher it is exactly.. If this aint clear enough let me know and i´ll try and expand on it. I made this kinda to the point as if you´ve got your factions setup you´ll probably know what i´m taking about.. i think i started my new factions ids around 196944 they cant go too much higher just wont work but there is a workaround if your stuck, thanks to Chips again. let me know how you get on also make sure you add the new factions to the mpnewplayer.fl Edited by - unicornz on 9/7/2005 8:22:15 PM ------------------------------------------------------------------------------------------------- only thing i did diffrent is that i added my lawful factions to what he said (except commercial one) and my unlawfull to the lines that satrted with fc_... &amp; my commercial to those that refered to commercial maybe this has something to do with it ------------------------------------------------------------------------------------------------- [DataNode node_id = 330 Offer_group = rh_m_grp, rh_n_grp, rh_p_grp, li_lsf_grp, li_n_grp, li_p_grp, br_m_grp, br_n_grp, br_p_grp, ku_n_grp, ku_p_grp, Ns_nen_grp, Ns_nep_grp, Ns_nesa_grp offer_text = append, singular, 327818, Hostile_group, plural, 327819, Hostile_group, 327820, TARGET_FULL_NAME, 327821, TARGET_ZONE, singular, 327822, Offer_group, plural, 327823, Offer_group offer_text = append, singular, 327971, Hostile_group, plural, 327972, Hostile_group, 327973, TARGET_FULL_NAME, 327974, TARGET_ZONE, singular, 327975, Offer_group, plural, 327976, Offer_group offer_text = append, singular, 328124, Hostile_group, plural, 328125, Hostile_group, 328126, TARGET_FULL_NAME, 328127, TARGET_ZONE, singular, 328128, Offer_group, plural, 328129, Offer_group child_node = 335 ----------------------------------------------------------------------------------------------- maybe i did something wrong here because i didn´t get the point o adding unlawfull factions to the same line as the lawfull onces if the originals weren´t in there the first place &amp; by replacing fc_ou_grp i will just be elimenating the possibility of doing missions against the oudcasts since the ini is 55 pages long thats to much to post Edited by - Resender on 9/15/2005 1:02:39 PM

  • Its ok, what i was saying in the last post was you can do an automatic fix by exchanging fc_ou_grp for <b>both </b> Fc_ou_grp and another faction (or two). Its just an easier way of doing it. But, you´ve done it all now and from what I´ve seen you´ve done it all perfectly. In the above post there was a mistake which I think came from Unicornz post. Rh_m_grp aren´t unlaw, they are Kruger Minerals. It won´t cause any serious problems (i think), but it might mean that some of the dialogue might seem a bit out of place. I think you´ve done it right the faction should be either with the lawfull´s if law or with the unlaw´s otherwise. Well, if you have a system where enemy factions fight and you have done the above, you should be getting missions working ok. Did you delete the autosave, saved games and restart?

  • ok that did i got a mission against the trix from the bounty hunters guild now i need to do several things 1)i need to lower the xeapon system of the trix because their undoable with the starter ship (not that they have to be easy at the start just a litlle chalenge for a low level &amp; a nuisance for a experianced player) 2) how to get missions within a nebula debris field 3)testing if other new factions can give missions but with the certanty that i can do misions against the trix i can start working on the remaining system

  • Sounding pretty good. When it comes to ship loadouts, you really do have a lot of control with what you want to have. Which faction did you use for the trixsters so far? Having missions inside a nebula/debrisfield is the same as anywhere else. Only thing is unless you name the fields, remove the complete &quot;ids_name =&quot; entry from the system file. Otherwise you get gaps in the text where your enemy is entring &quot;..&quot;. If you just look through initial_world and make sure both factions feel the same way, you can pretty much tell how they will behave. Playtesting is good, it helps you get a feel for the system and for how you want it to play.