Making "Non but New Fractions"

  • Not totally sure what you are asking for (sorry), but if you want them factions to use the outcast ships then just copy the outcast entries from missions/faction_prop.ini into the other factions list. This bit: npc_ship = fc_ou_bw_fighter_d1-4 npc_ship = fc_ou_bw_fighter_d5 .. npc_ship = fc_ou_bw_elite2_d17 npc_ship = fc_ou_bw_elite2_d18 npc_ship = fc_ou_bw_elite2_d19 .. the same is in the outcasts entry. You already have a usable formation, so you don´t have to worry about that. Next, if you want them in the game, you can just add what you wrote to an ambient pop area and you should get the ships spawning ok. It would be easiest for you to get hold of Freelancer Explorer as it will help you a great deal. Might take a little while to learn what it can do, but, once you do you´ll keep on using it. I know you have said that you know how to deal with the factions doing missions, but remember you need to add them to vignette_params and i´m not even sure that they will allow missions as they have ids_names that are hard coded not to appear in the rep list. Also, there are meant to be extra entries in offerbribesresources.dll that help with the mission dialogue. If you do need any help with these things, i´m sure one of us can help you with it.

  • Yea you got de idea. I do use explorer but it didnt work it styarts to glitch but no Fugutive ships here the ini. [FactionProps affiliation = fc_f_grp legality = unlawful nickname_plurality = singular msg_id_prefix = ignore jump_preference = any npc_ship = fc_ou_bw_fighter_d1-4 npc_ship = fc_ou_bw_fighter_d5 npc_ship = fc_ou_bw_fighter_d6 npc_ship = fc_ou_bw_fighter_d7 npc_ship = fc_ou_bw_fighter_d8 npc_ship = fc_ou_bw_elite_d9 npc_ship = fc_ou_bw_elite_d10 npc_ship = fc_ou_bw_elite_d11 npc_ship = fc_ou_bw_elite_d12 npc_ship = fc_ou_bw_elite_d13 npc_ship = fc_ou_bw_elite_d14 npc_ship = fc_ou_bw_elite2_d15 npc_ship = fc_ou_bw_elite2_d16 npc_ship = fc_ou_bw_elite2_d17 npc_ship = fc_ou_bw_elite2_d18 npc_ship = fc_ou_bw_elite2_d19 voice = pilot_f_ill_m01 voice = pilot_f_ill_m02 mc_costume = mc_fc space_costume = pi_pirate1_head, pl_male1_journeyman_body, comm_br_darcy firstname_male = 229609, 229609 lastname = 229608, 229608 rank_desig = 197140, 197140, 197140, 10, 15 formation_desig = 197808, 197820 formation = fighters, fighter_pirate And this: [Zone nickname = Zone_Li01_pop_ambient_01 pos = -33886, 0, -28078 rotate = 0, 0, 0 shape = SPHERE size = 30033 comment = Ambient Pop sort = 1 toughness = 18 density = 3 repop_time = 25 max_battle_size = 4 pop_type = Background relief_time = 35 population_additive = false faction_weight = fc_f_grp, 20 encounter = area_scout, 18, 0.100000 faction = fc_f_grp, 0.800000 What Am I doing wrong? Edited by - Darth-Vader on 9/24/2005 10:55:47 PM

    ------------------------------------- "You dont see me, you dont hear me, but you know im there." I will bild the first Galactic Empire!

  • well, it could be the rest of the entry in faction_prop. Try copying the names and formation designation from a faction like the junkers or something. I have tried this myself and I just copied the whole entry for a pirate faction and copied them into the area.

  • IT WORKED!!! But when they talk they say its outctats oh well but cool they fly sabres. How can I make them show up on the rep list is it in instal worold.ini Is it in this part? ids_name = 197511 ids_info = 1 ids_short_name = 197561

    ------------------------------------- "You dont see me, you dont hear me, but you know im there." I will bild the first Galactic Empire!

  • Good to hear its working, u can change how they are called verbally, but there isn´t one for fugitives. Maybe rogues instead? (fc_lr) To get them showing up on the rep list. I think it is just a case of changing the ids_name. I have done it for mine, but i created an extra faction as well. If you go for changing the name, you have to keep the new one in names_resources (not a custom dll), though the short name can be. There is an area inside names_resources that is assigned for names of factions. The best way of fixing this is to find the short_name of the blood dragons, and to use that number for the full name of your faction. The short_name of the BD´s can be in a custom dll, or in a different part of names resources (its cleaner to use a custom dll though). Then there is adding the new faction to random missions which has been discussed recently. Basically you take the ids_name (the full one), add a magic number and add entries into offerbribesresources. I´ll see if i can find it for ya.. ..Got it, the short_name of the BD´s is: 196924 + magic number of (131834) so, depending on what you want to call them: name:196924 + (131834) = 328758, 328858, 328958, 329058 328758 = Fugitives 328858 = the Fugitives 328958 = Fugitives 329058 = The Fugitives That will do it, just remember to replace the Blood dragons short_name too. If you wanted to do the order and nomads: Using the short_name of Bundschuh 196929, will need to replace name:196929 + (31834)= 328763, 328863, 328963, 329063 328763 = Order 328863 = the Order 328963 = Order 329063 = The Order Using the short_name of the Corsairs 19692, will need to replace name:196921 + (131834) = 328755, 328855, 328955, 329055 328755 = Nomads 328855 = the Nomads 328955 = Nomads 329055 = The Nomads Note that the nomads will also need to be given new entries in faction_prop and npc_ships using the class_fighter type of ship. Anyway, to get the new factions working for random missions, you need to add entries to both vignette_params and (if you want to) killable_solars. The easiest way of doing both is to do a text replace of, "fc_ou_grp," with "fc_ou_grp, fc_f_grp,". This way every type that the outcasts can do, your new unlawful faction can also do. I think thats enough for a while. Post up if you need any more input, good luck.

  • Hay can you do that put the entried for Figutives, Nomads, and The Order and put it in the oferbriberesorces.dll? If you do just tell me the majic number... I only want the name and so they show up or rep list no infocrads... Oh and what files you need to make a new fraction?

    ------------------------------------- "You dont see me, you dont hear me, but you know im there." I will bild the first Galactic Empire!

  • Oh BTW if anyone needs the ini for figutives/encounters ask me and ill post it.

    ------------------------------------- "You dont see me, you dont hear me, but you know im there." I will bild the first Galactic Empire!

  • Oh, its in the bit above, its 131834. But, i´ve already worked out the numbers for you if you wanted to use the short_name method. To be honest, i´m pretty sure that the hardcoded bit is linked to the ids_name and not the name of the faction itself. But I´m not completely sure. I usually just add extra ones. Adding new factions has tutorials to go through in order to get them working. Its best, with factions, if you decide all of the factions that you are going to add before hand. That way you will save a lot of time and effort. <b>To get factions in the game </b> Add to - data/initial_world (all values being either 0, 0.3, 0.65, 0.91, all values should be mutual) Add to - missions/Empathy (Best not to have too many it can overload) Add to - missions/Faction_prop (keep it simple at first) Add to - missions/npcships (if adding unique loadouts, don´t add loadouts until working) Add to - exe/newplayer.fl Add to - exe/mpnewcharacter.fl <b>To get factions offering missions </b> Add to - randommissions/VignetteParams.ini Add to - randommissions/KillableSolars.ini Add to - exe/offerbribesresources.dll Well, thats about it, in initial_world every faction should have rep against every other one including themselves. In empathy, every faction should have empathy for/against every other one <b>except </b> themselves. It would be best to make backups of everything before doing this kind of thing, it can get a bit... messy. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Edited by - M-A-C-E_166 on 9/25/2005 3:49:42 PM