Nomad probs.

  • That is because the loadout for the AI must be in the loadouts.ini - it won´t usee the players loadout in the goods.ini!! Also, they don´t have "addons" in the loadouts, its equip!

  • If you read my whole thing I said LOADOUT. I´ve added everything, I know it´s not addon. I am talking in general, "I´ve added every addon", (shiparch, loadout, npcship.faction pop.) *sigh* [Loadout nickname = new_no_fighter_01 archetype = shadow_crab equip = ge_nf_engine_01 equip = infinite_power equip = ge_s_tractor_01 equip = shield01_mark09_hf, HpShield01 equip = ge_s_scanner_02 equip = armor_scale_4 equip = no_thruster, HpThruster01 equip = special_nomad_gun01, HpWeapon01 equip = special_nomad_gun01, HpWeapon02 equip = nomad_gun01_mark01, HpWeapon03 equip = special_nomad_gun01, HpWeapon04 equip = nomad_gun01_mark01, HpWeapon05 equip = nomad_gun01_mark02, HpWeapon06 equip = fc_or_turret01_mark01, HpTurret01 equip = fc_or_turret01_mark01, HpTurret02 NPC_Ship.ini [NPCShipArch nickname = nomad_load_03 loadout = new_no_fighter_01 level = d19 ship_archetype = shadow_crab pilot = pilot_military_ace state_graph = FIGHTER npc_class = unlawful, elite_fighter, 19 Faction thing. [FactionProps affiliation = fc_n_grp legality = unlawful nickname_plurality = plural msg_id_prefix = ignore jump_preference = jumpgate npc_ship = MSN13_Nomad_Fighter_Populator npc_ship = fc_n_no_fighter_d19 npc_ship = nomad_load_03 <-----here!!!!*!*!*!*!* npc_ship = Nomad_Gunboat npc_ship = Nomad_Battleship mc_costume = mc_fc firstname_male = 229608, 229608 firstname_female = 229608, 229608 lastname = 229608, 229608 rank_desig = 197140, 197140, 197140, 10, 15 formation_desig = 197808, 197820 formation = fighters, fighter_wall formation = gunboats, gunboat_wall formation = battleships, battleship_wall SHIP ARCH [Ship ids_name = 199661 ids_info = 199662 ids_info1 = 199663 ids_info2 = 199656 ids_info3 = 199664 ship_class = 3 nickname = shadow_crab LODranges = 0, 300, 600, 4500, 6000, 8000 msg_id_prefix = gcs_refer_shiparch_pirf mission_property = can_use_berths type = FIGHTER mass = 170 hold_size = 90 linear_drag = 1 fuse = intermed_damage_smallship01, 0.000000, 550 fuse = intermed_damage_smallship02, 0.000000, 275 fuse = intermed_damage_smallship03, 0.000000, 183 max_bank_angle = 35 camera_offset = 9, 63 camera_angular_acceleration = 0.05 camera_horizontal_turn_angle = 23 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 30 camera_turn_look_ahead_slerp_amount = 1 nanobot_limit = 70 shield_battery_limit = 70 hit_pts= 20000 DA_archetype = shipsshadowshadow.cmp material_library = shipsshadowshadow.mat material_library = fxenvmapbasic.mat envmap_material = envmapbasic cockpit = cockpitslibertyl_elite.ini pilot_mesh = generic_pilot explosion_arch = explosion_li_fighter surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03 surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03 surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03 steering_torque = 24000, 24000, 58000 angular_drag = 15000, 15000, 35000 rotation_inertia = 2800, 2800, 1000 nudge_force = 300000 strafe_force = 20000 strafe_power_usage = 2 bay_door_anim = Sc_open baydoor bay_doors_open_snd = cargo_doors_open bay_doors_close_snd = cargo_doors_close HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 num_exhaust_nozzles = 1 HP_tractor_source = HpTractor_Source shield_link = b_elite_shield01, HpMount, HpShield01 hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03,HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_3, HpWeapon01, HWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_elite_shield_special_10, HpShield01 hp_type = hp_elite_shield_special_9, HpShield01 hp_type = hp_elite_shield_special_8, HpShield01 hp_type = hp_elite_shield_special_7, HpShield01 hp_type = hp_elite_shield_special_6, HpShield01 hp_type = hp_elite_shield_special_5, HpShield01 hp_type = hp_elite_shield_special_4, HpShield01 hp_type = hp_elite_shield_special_3, HpShield01 hp_type = hp_elite_shield_special_2, HpShield01 hp_type = hp_elite_shield_special_1, HpShield01 hp_type = hp_thruster, HpThruster01 hp_type = hp_countermeasure_dropper, HpCM01 hp_type = hp_mine_dropper, HpMine01 hp_type = hp_torpedo_special_1, HpTorpedo01 hp_type = hp_torpedo_special_2, HpTorpedo01 hp_type = hp_turret_special_10, HpTurret01, HpTurret02 hp_type = hp_turret_special_9, HpTurret01, HpTurret02 hp_type = hp_turret_special_8, HpTurret01, HpTurret02 hp_type = hp_turret_special_7, HpTurret01, HpTurret02 hp_type = hp_turret_special_5, HpTurret01, HpTurret02 hp_type = hp_turret_special_4, HpTurret01, HpTurret02 hp_type = hp_turret_special_3, HpTurret01, HpTurret02 hp_type = hp_turret_special_2, HpTurret01, HpTurret02 hp_type = hp_turret_special_1, HpTurret01, HpTurret02 I´ve look at everything and can´t find a problem. They just don´t show up. I waited becuase some of the new custom ships take a min to pop up but they never did.

  • I thinks its your npcships entry. The class of the fighter could be changed. Which encounter are you using? The nomads have unique encounters and unique ship classes different to other factions. The typical ship class is "class_fighter", nomads usually use "FIGHTER" instead. Might be worth looking at.. Otherwise.. A good way to find the problem is to do things like take away the weapons and see if the ship spawns. Normally, a problem with the loadout (like a spelling mistake) means a CTD not the ship not showing up.

  • O yea....I flew it and it works fine. Just no luck with the NPC flying it. Here is the system arch. [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_n_grp, 20 faction_weight = br_n_grp, 20 faction_weight = fc_or_grp, 20 faction_weight = li_n_grp, 20 faction_weight = fc_ln_grp, 20 faction_weight = rh_n_grp, 20 encounter = area_nomads, 19, 1.000000 faction = fc_n_grp, 1.000000 encounter = area_bh_assault, 19, 1.000000 faction = ku_n_grp, 0.100000 faction = br_n_grp, 0.100000 faction = fc_or_grp, 0.100000 faction = fc_n_grp, 0.400000 faction = li_n_grp, 0.300000 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_bh_defend, 19, 1.000000 faction = fc_n_grp, 0.900000 faction = fc_or_grp, 0.100000 encounter = area_nomads_m13, 19, 1.000000 faction = fc_n_grp, 1.000000 Now now I knopw it;s a huge arch with almost every faction, but it makes the best fighting zone ever.

  • try changing it to just have: encounter = area_assault, 19, 1.000000 faction = fc_n_grp, 1.000000 see if you get anything, save all that loads of stuff to put in later

  • I know you have said you looked into it already. But, here´s whats happening in area_nomads.ini. [EncounterFormation ship_by_class = 1, 1, fighters<----note "fighters" is the ship class pilot_job = assault_leader_job make_class = wanderer ship_by_class = 3, 3, fighters pilot_job = assault_job make_class = wanderer formation_by_class = fighters behavior = wander arrival = cruise allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = infinite [NPCShipArch nickname = nomad_load_03 loadout = new_no_fighter_01 level = d19 ship_archetype = shadow_crab pilot = pilot_military_ace state_graph = FIGHTER npc_class = unlawful, elite_fighter, 19<-- Here your ship class is "elite_fighter". If you change it to be the same as in the encounter it should work ok. I can´t see the point in having different ship classes with only two loadouts anyway. You may as well call it class_fighter and use the typical area_assault/area_scout type encounters instead.

  • I tryed what you said and it still didn´t work. IT was worth a try. If you think of anything else please post. I am going to work on it for awhile today when I get free time and remove everything but the engine in the load out and see if it will at least spwan and if not.....I´ll just remake the whole ship arch from start. I just can´t think of anything that would be a problem. For the system......it´s suppose to be that way. It´s a system called the Killzone and all you do is kill things and the nomads and all those factions fight and it´s very cool. Only problem since I´am giving all those faction new ships....the nomads are being killed so easy so I want to even the odds out. (Mostly ganged up and killed so fast that all they do is go into circles. lol ) The thing that drives me nuts is that the ship works perfect......I added it to the market and flew it and it works fine, it´s just the NPC don´t want to fly it. It´s driving me nuts.