peekaboo!i-c-U <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
How come my battleships in bretonia don´t work?
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Ummm...Clicking <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> *click*
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I think he was testing to see if adding a new topic worked for him in this forum. There is a thread somewhere where he says he´s having trouble so <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>
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I´m trying to put battleship encounters into bretonia but they don´t work but if i do the EXACT same thing for other factions it works<img src=smilies/icon_smile_shock.gif width=15 height=15 border=0 align=middle><img src=smilies/icon_smile_angry.gif width=15 height=15 border=0 align=middle> here´s my code shiparch.ini [Ship ids_name = 237010 ids_info = 66514 nickname = br_gunboat2 LODranges = 0, 300, 600, 4000 msg_id_prefix = gcs_refer_shiparch_Breg mission_property = can_use_large_moors type = GUNBOAT DA_archetype = shipsretoniar_gunshipr_gunship.cmp material_library = shipsretoniar_capships.mat material_library = fxenvmapbasic.mat envmap_material = envmapbasic linear_drag = 1.000000 mass = 1000.000000 hold_size = 1000000 hit_pts = 100000 explosion_arch = explosion_instant 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 fuse = br_gunship_fuse, 0.000000, 1 fuse = br_gunship_burning_fuse01, 0.000000, 875 fuse = br_gunship_burning_fuse02, 0.000000, 438 steering_torque = 60000000.000000, 60000000.000000, 60000000.000000 angular_drag = 120000000.000000, 120000000.000000, 120000000.000000 rotation_inertia = 16800000.000000, 16800000.000000, 16800000.000000 nudge_force = 150000.000000 HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 HP_tractor_source = HpTractor_Source num_exhaust_nozzles = 2 [CollisionGroup obj = br_cntrl_twr_lod1 separable = true debris_type = debris_vanish parent_impulse = 500.000000 child_impulse = 10.000000 mass = 200.000000 fuse = br_gunship_fuse, 0.000000, 1 dmg_obj = b_gunship_tower_cap dmg_hp = DpCntrltwr hit_pts = 100000 root_health_proxy = true [CollisionGroup obj = br_tail_lod1 separable = true parent_impulse = 500.000000 child_impulse = 10.000000 debris_type = debris_vanish mass = 200.000000 fuse = br_gunship_fuse, 0.000000, 1 dmg_obj = b_gunship_tail_cap dmg_hp = DpTail hit_pts = 100000 root_health_proxy = true [CollisionGroup obj = br_port_eng_lod1 separable = true parent_impulse = 500.000000 child_impulse = 10.000000 debris_type = debris_vanish mass = 200.000000 fuse = br_gunship_fuse, 0.000000, 1 dmg_obj = b_gunship_port_eng_cap dmg_hp = DpPortengine hit_pts = 100000 root_health_proxy = true [CollisionGroup obj = br_star_eng_lod1 separable = true parent_impulse = 500.000000 child_impulse = 10.000000 debris_type = debris_vanish mass = 200.000000 fuse = br_gunship_fuse, 0.000000, 1 dmg_obj = b_gunship_starboard_eng_cap dmg_hp = DpStarboardengine hit_pts = 100000 root_health_proxy = true [CollisionGroup obj = br_port_wing_lod1 separable = true parent_impulse = 0 child_impulse = 1500.000000 debris_type = cap_ship_piece mass = 200.000000 fuse = br_gunship_fuse, 0.000000, 1 group_dmg_hp = DpPortwing group_dmg_obj = b_gunship_port_wing_cap hit_pts = 100000 root_health_proxy = true [CollisionGroup obj = br_star_wing_lod1 separable = true parent_impulse = 0 child_impulse = 1800.000000 debris_type = cap_ship_piece mass = 200.000000 fuse = br_gunship_fuse, 0.000000, 1 group_dmg_hp = DpStarboardwing group_dmg_obj = b_gunship_starboard_wing_cap hit_pts = 100000 root_health_proxy = true [Simple nickname = b_gunship_tower_cap DA_archetype = Shipsretoniar_gunshipr_gunship_dmg_cntrl_twr.3db material_library = shipsretoniar_capships.mat mass = 10.000000 hit_pts = 200 LODranges = 0, 300, 4000 [Simple nickname = b_gunship_tail_cap DA_archetype = Shipsretoniar_gunshipr_gunship_dmg_tail.3db material_library = shipsretoniar_capships.mat mass = 10.000000 hit_pts = 200 LODranges = 0, 300, 4000 [Simple nickname = b_gunship_port_wing_cap DA_archetype = Shipsretoniar_gunshipr_gunship_dmg_port_wing.3db material_library = shipsretoniar_capships.mat mass = 10.000000 hit_pts = 200 LODranges = 0, 300, 4000 [Simple nickname = b_gunship_starboard_wing_cap DA_archetype = Shipsretoniar_gunshipr_gunship_dmg_starboard_wing.3db material_library = shipsretoniar_capships.mat mass = 10.000000 hit_pts = 200 LODranges = 0, 300, 4000 [Simple nickname = b_gunship_port_eng_cap DA_archetype = Shipsretoniar_gunshipr_gunship_dmg_port_engine.3db material_library = shipsretoniar_capships.mat mass = 10.000000 hit_pts = 200 LODranges = 0, 300, 4000 [Simple nickname = b_gunship_starboard_eng_cap DA_archetype = Shipsretoniar_gunshipr_gunship_dmg_starboard_engine.3db material_library = shipsretoniar_capships.mat mass = 10.000000 hit_pts = 200 LODranges = 0, 300, 4000 [Ship ids_name = 237006 ids_info = 66504 nickname = br_destroyer2 msg_id_prefix = gcs_refer_shiparch_Bred mission_property = can_use_large_moors LODranges = 0, 350, 550, 6000 type = CRUISER DA_archetype = shipsretoniar_destroyerr_destroyer.cmp material_library = shipsretoniar_capships.mat material_library = fxenvmapbasic.mat envmap_material = envmapbasic linear_drag = 1.000000 mass = 5000.000000 hold_size = 1001000 hit_pts = 350000 explosion_arch = explosion_instant 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 fuse = br_destroyer_fuse, 1.000000, 1 fuse = br_destroyer_burning_fuse01, 0.000000, 10825 fuse = br_destroyer_burning_fuse02, 0.000000, 5413 steering_torque = 20000000.000000, 20000000.000000, 20000000.000000 angular_drag = 132000000.000000, 132000000.000000, 132000000.000000 rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000 nudge_force = 360000.000000 HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 HP_tractor_source = HpTractor_Source num_exhaust_nozzles = 2 [CollisionGroup obj = Br_frnt_bdy_lod1 separable = true parent_impulse = 60.000000 child_impulse = 600.000000 debris_type = cap_ship_piece mass = 201.000000 fuse = br_destroyer_fuse, 0.000000, 1 fuse = br_destroyer_burning_fuse03, 0.000000, 10925 fuse = br_destroyer_burning_fuse04, 0.000000, 5413 hit_pts = 350000 root_health_proxy = true [CollisionGroup obj = Br_frnt_bdy_top_lod1 separable = true parent_impulse = 60.000000 child_impulse = 10.000000 debris_type = cap_ship_piece mass = 201.000000 fuse = br_destroyer_fuse, 0.000000, 1 fuse = br_destroyer_burning_fuse03, 0.000000, 10825 fuse = br_destroyer_burning_fuse04, 0.000000, 5413 dmg_hp = DpFrnt_bdy_top dmg_obj = b_destroyer_body_cap hit_pts = 350000 root_health_proxy = true [CollisionGroup obj = Br_wpn_platform_lod1 separable = true parent_impulse = 60.000000 child_impulse = 10.000000 debris_type = debris_vanish mass = 201.000000 fuse = br_destroyer_wplat_fuse, 0.000000, 1 fuse = br_destroyer_burning_fuse03, 0.000000, 10825 fuse = br_destroyer_burning_fuse04, 0.000000, 5413 dmg_obj = b_destroyer_wplat_cap dmg_hp = DpWpn_platform hit_pts = 350000 root_health_proxy = true [CollisionGroup obj = br_cntrl_twr_lod1 separable = true parent_impulse = 60.000000 child_impulse = 10.000000 debris_type = debris_vanish mass = 201.000000 fuse = br_destroyer_fuse, 0.000000, 1 dmg_obj = b_destroyer_tower_cap dmg_hp = DpCntrltwr hit_pts = 350000 root_health_proxy = true [CollisionGroup obj = br_port_eng_lod1 separable = true parent_impulse = 60.000000 child_impulse = 10.000000 debris_type = debris_vanish mass = 201.000000 fuse = br_destroyer_fuse, 1.000000, 1 dmg_obj = b_destroyer_port_eng_cap dmg_hp = DpPortengine hit_pts = 350000 root_health_proxy = true [CollisionGroup obj = br_star_eng_lod1 separable = true parent_impulse = 60.000000 child_impulse = 10.000000 debris_type = debris_vanish mass = 201.000000 fuse = br_destroyer_fuse, 1.000000, 1 dmg_obj = b_destroyer_starboard_eng_cap dmg_hp = DpStarboardengine hit_pts = 350000 root_health_proxy = true [Simple nickname = b_destroyer_tower_cap DA_archetype = Shipsretoniar_destroyerr_destroyer_dmg_cntrl_twr.3db material_library = shipsretoniar_capships.mat LODranges = 0, 350, 6000 mass = 10.000000 hit_pts = 200 [Simple nickname = b_destroyer_body_cap DA_archetype = Shipsretoniar_destroyerr_destroyer_dmg_frnt_bdy_top.3db material_library = shipsretoniar_capships.mat LODranges = 0, 350, 6000 mass = 10.000000 hit_pts = 200 [Simple nickname = b_destroyer_wplat_cap DA_archetype = Shipsretoniar_destroyerr_destroyer_dmg_wpn_platform.3db material_library = shipsretoniar_capships.mat LODranges = 0, 350, 6000 mass = 10.000000 hit_pts = 200 [Simple nickname = b_destroyer_port_eng_cap DA_archetype = Shipsretoniar_destroyerr_destroyer_dmg_port_engine.3db material_library = shipsretoniar_capships.mat LODranges = 0, 350, 6000 mass = 10.000000 hit_pts = 200 [Simple nickname = b_destroyer_starboard_eng_cap DA_archetype = Shipsretoniar_destroyerr_destroyer_dmg_starboard_engine.3db material_library = shipsretoniar_capships.mat LODranges = 0, 350, 6000 mass = 10.000000 hit_pts = 200 [Ship ids_name = 237005 ids_info = 66503 nickname = br_battleship2 LODranges = 0, 500, 1000, 3000, 20000 msg_id_prefix = gcs_refer_shiparch_Breb mission_property = can_use_large_moors type = CAPITAL DA_archetype = shipsretoniar_battleshipr_battleship.cmp material_library = shipsretoniar_capships.mat material_library = fxenvmapbasic.mat envmap_material = envmapbasic linear_drag = 1.000000 mass = 100000.000000 hold_size = 1000000 hit_pts = 400000 fuse = b_battleship_body_fuse, 0.500000, 1 fuse = br_battleship_burning_fuse02, 0.000000, 17325 explosion_arch = explosion_rh_battleship 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 = 1501900032.000000, 1501900032.000000, 1501900032.000000 angular_drag = 13200000000.000000, 13200000000.000000, 13200000000.000000 rotation_inertia = 15000000512.000000, 15000000512.000000, 15000000512.000000 nudge_force = 3000000.000000 bay_door_anim = Sc_open dock1 bay_doors_open_snd = hanger_doors_opening bay_doors_close_snd = hanger_doors_closing HP_bay_surface = HpRunninglight15 HP_bay_external = HpRunninglight16 HP_tractor_source = HpTractor_Source num_exhaust_nozzles = 1 [CollisionGroup obj = br_cntrl_twr_lod1 separable = true parent_impulse = 60.000000 child_impulse = 10.000000 debris_type = debris_vanish mass = 30.000000 dmg_hp = DpCntrltwr dmg_obj = b_battleship_tower_cap fuse = b_battleship_body_fuse, 0.100000, 1 hit_pts = 400000 root_health_proxy = true [CollisionGroup obj = Br_frnt_lod1 separable = true parent_impulse = 60.000000 child_impulse = 5000.000000 debris_type = cap_ship_piece2 mass = 200.000000 fuse = b_battleship_body_fuse, 0.000000, 1 fuse = br_battleship_burning_fuse01, 0.000000, 17325 group_dmg_hp = DpNeck group_dmg_obj = b_battleship_head_dmg_cap hit_pts = 400000 root_health_proxy = true [CollisionGroup obj = Br_main_lod1 separable = true parent_impulse = 60.000000 child_impulse = 10.000000 debris_type = debris_vanish mass = 200.000000 dmg_hp = DpMain dmg_obj = b_battleship_neck_dmg_cap fuse = b_battleship_body_fuse, 0.300000, 1 fuse = br_battleship_burning_fuse01, 0.000000, 17325 hit_pts = 400000 root_health_proxy = true [CollisionGroup obj = Br_port_gen_lod1 separable = true parent_impulse = 60.000000 child_impulse = 10.000000 debris_type = debris_vanish mass = 20.000000 dmg_hp = DpPortgen dmg_obj = b_battleship_port_gen_cap fuse = b_battleship_port_gen_fuse, 0.000000, 1 hit_pts = 400000 root_health_proxy = true [CollisionGroup obj = Br_starboard_gen_lod1 separable = true parent_impulse = 60.000000 child_impulse = 10.000000 debris_type = debris_vanish mass = 20.000000 dmg_hp = DpStarboardgen dmg_obj = b_battleship_starboard_gen_cap fuse = b_battleship_star_gen_fuse, 0.000000, 1 hit_pts = 400000 root_health_proxy = true [CollisionGroup obj = br_tail_lod1 separable = true parent_impulse = 60.000000 child_impulse = 10.000000 debris_type = debris_vanish mass = 200.000000 dmg_hp = DpTail dmg_obj = b_battleship_butt_dmg_cap fuse = b_battleship_body_fuse, 0.750000, 1 fuse = br_battleship_burning_fuse03, 0.000000, 17325 hit_pts = 400000 root_health_proxy = true [CollisionGroup obj = Br_thruster_lod1 separable = true parent_impulse = 60.000000 child_impulse = 5000.000000 debris_type = cap_ship_piece mass = 200.000000 group_dmg_hp = DpReactor group_dmg_obj = b_battleship_tail_dmg_cap fuse = b_battleship_body_fuse, 0.900000, 1 fuse = br_battleship_burning_fuse03, 0.000000, 17325 hit_pts = 400000 root_health_proxy = true [CollisionGroup obj = Br_engine_lod1 separable = true debris_type = debris_vanish mass = 30.000000 dmg_hp = DpEngine dmg_obj = b_battleship_engine_cap fuse = b_battleship_body_fuse, 1.000000, 1 fuse = br_battleship_burning_fuse03, 0.000000, 17325 parent_impulse = 10.000000 child_impulse = 10.000000 hit_pts = 400000 root_health_proxy = true [Simple nickname = b_battleship_head_dmg_cap DA_archetype = Shipsretoniar_battleshipr_battleship_dmg_neck.3db mass = 1000.000000 hit_pts = 200 material_library = shipsretoniar_capships.mat LODranges = 0, 20000 [Simple nickname = b_battleship_neck_dmg_cap DA_archetype = Shipsretoniar_battleshipr_battleship_dmg_main.3db mass = 1000.000000 hit_pts = 200 material_library = shipsretoniar_capships.mat LODranges = 0, 20000 [Simple nickname = b_battleship_butt_dmg_cap DA_archetype = Shipsretoniar_battleshipr_battleship_dmg_tail.3db mass = 1000.000000 hit_pts = 200 material_library = shipsretoniar_capships.mat LODranges = 0, 20000 [Simple nickname = b_battleship_tail_dmg_cap DA_archetype = Shipsretoniar_battleshipr_battleship_dmg_reactor.3db mass = 1000.000000 hit_pts = 200 material_library = shipsretoniar_capships.mat LODranges = 0, 20000 [Simple nickname = b_battleship_tower_cap DA_archetype = Shipsretoniar_battleshipr_battleship_dmg_cntrltwr.3db mass = 1000.000000 hit_pts = 200 material_library = shipsretoniar_capships.mat LODranges = 0, 20000 [Simple nickname = b_battleship_port_gen_cap DA_archetype = Shipsretoniar_battleshipr_battleship_dmg_port_gen.3db mass = 10.000000 hit_pts = 200 material_library = shipsretoniar_capships.mat LODranges = 0, 20000 [Simple nickname = b_battleship_starboard_gen_cap DA_archetype = Shipsretoniar_battleshipr_battleship_dmg_starboard_gen.3db mass = 10.000000 hit_pts = 200 material_library = shipsretoniar_capships.mat LODranges = 0, 20000 [Simple nickname = b_battleship_engine_cap DA_archetype = Shipsretoniar_battleshipr_battleship_dmg_engine.3db mass = 10.000000 hit_pts = 200 material_library = shipsretoniar_capships.mat LODranges = 0, 20000 npcships.ini [NPCShipArch nickname = br_gunboat loadout = br_gunboat_custom level = d19 ship_archetype = br_gunboat2 pilot = gunboat_default state_graph = GUNBOAT npc_class = lawful, class_gunboat, d19 [NPCShipArch nickname = br_destroyer loadout = br_destroyer_custom level = d19 ship_archetype = br_destroyer2 pilot = cruiser_default state_graph = CRUISER npc_class = lawful, class_cruiser, d19 [NPCShipArch nickname = br_battleship loadout = br_battleship_custom level = d19 ship_archetype = br_battleship2 pilot = battleship_default state_graph = CRUISER npc_class = lawful, class_battleship, d19 loadouts.ini [Loadout nickname = br_battleship_custom archetype = br_battleship2 equip = infinite_power equip = ge_s_scanner_02 equip = ge_s_tractor_01 equip = ge_bb_engine_01 equip = sfx_rumble_battleship equip = br_battleship_turret01b, HpTurret_B1_01 equip = br_battleship_turret01b, HpTurret_B1_02 equip = br_battleship_turret01b, HpTurret_B1_03 equip = br_battleship_turret02b, HpTurret_B2_01 equip = br_battleship_turret02b, HpTurret_B2_02 equip = br_battleship_turret02b, HpTurret_B2_03 equip = br_battleship_turret02b, HpTurret_B2_04 equip = br_battleship_flak_turret01b, HpTurret_B4_01 equip = br_battleship_flak_turret01b, HpTurret_B4_02 equip = br_battleship_turret04b, HpTurret_B4_03 equip = br_battleship_turret04b, HpTurret_B4_04 equip = br_battleship_turret04b, HpTurret_B4_05 equip = SlowLargeRed, HpRunningLight19 equip = SlowLargeRed, HpRunningLight20 equip = SlowLargeRed, HpRunningLight09 equip = SlowLargeRed, HpRunningLight01 equip = SlowLargeRed, HpRunningLight02 equip = SlowLargeRed, HpRunningLight04 equip = SlowLargeRed, HpRunningLight14 equip = SlowLargeRed, HpRunningLight15 equip = SlowLargeRed, HpRunningLight10 equip = SlowLargeRed, HpRunningLight16 equip = SlowLargeRed, HpRunningLight06 equip = SlowLargeRed, HpRunningLight17 equip = SlowLargeRed, HpRunningLight08 equip = SlowLargeRed, HpRunningLight12 equip = SlowLargeRed, HpRunningLight13 equip = SlowLargeRed, HpRunningLight18 equip = SlowLargeRed, HpRunningLight03 equip = SlowLargeRed, HpRunningLight07 equip = SlowLargeRed, HpRunningLight11 equip = SlowLargeRed, HpRunningLight05 equip = LargeWhiteSpecial, HpHeadLight01 [Loadout nickname = br_destroyer_custom archetype = br_destroyer2 equip = infinite_power equip = ge_s_scanner_02 equip = ge_s_tractor_01 equip = ge_bd_engine_01 equip = br_destroyer_turret01b, HpTurret_B1_01 equip = br_destroyer_turret02b, HpTurret_B2_01 equip = br_destroyer_turret02b, HpTurret_B2_02 equip = br_destroyer_turret03b, HpTurret_B3_01 equip = br_destroyer_turret03b, HpTurret_B3_02 equip = br_destroyer_turret04b, HpTurret_B4_01 equip = br_destroyer_turret04b, HpTurret_B4_02 equip = SlowLargeRed, HpRunningLight01 equip = SlowLargeRed, HpRunningLight02 equip = SlowLargeRed, HpRunningLight03 equip = SlowLargeRed, HpRunningLight04 equip = SlowLargeRed, HpRunningLight16 equip = SlowLargeRed, HpRunningLight13 equip = SlowLargeRed, HpRunningLight15 equip = SlowLargeRed, HpRunningLight18 equip = SlowLargeRed, HpRunningLight07 equip = SlowLargeRed, HpRunningLight08 equip = SlowLargeRed, HpRunningLight09 equip = SlowLargeRed, HpRunningLight11 equip = SlowLargeRed, HpRunningLight03 equip = SlowLargeRed, HpRunningLight14 equip = SlowLargeRed, HpRunningLight10 equip = SlowLargeRed, HpRunningLight12 equip = SlowLargeRed, HpRunningLight17 equip = SlowLargeRed, HpRunningLight05 equip = LargeWhiteSpecial, HpHeadLight01 [Loadout nickname = br_gunboat_custom archetype = br_gunboat2 equip = infinite_power equip = ge_s_scanner_02 equip = ge_s_tractor_01 equip = ge_bg_engine_01 equip = sfx_rumble_gunvessel equip = br_gunboat_turret01b, HpTurret_B3_01 equip = br_gunboat_forward_gun01b, HpTurret_B3_02 equip = br_gunboat_forward_gun01b, HpTurret_B3_03 equip = br_gunboat_turret02b, HpTurret_B4_01 equip = br_gunboat_turret02b, HpTurret_B4_02 equip = br_gunboat_turret02b, HpTurret_B4_03 equip = SlowMediumRed, HpRunningLight14 equip = SlowMediumRed, HpRunningLight03 equip = SlowMediumRed, HpRunningLight02 equip = SlowMediumRed, HpRunningLight04 equip = SlowMediumRed, HpRunningLight05 equip = SlowMediumRed, HpRunningLight07 equip = SlowMediumRed, HpRunningLight08 equip = SlowMediumRed, HpRunningLight10 equip = SlowMediumRed, HpRunningLight12 equip = SlowMediumRed, HpRunningLight13 equip = SlowMediumRed, HpRunningLight15 equip = SlowMediumRed, HpRunningLight11 equip = SlowMediumRed, HpRunningLight09 equip = SlowMediumRed, HpRunningLight01 equip = LargeWhiteSpecial, HpHeadLight01 cargo = commodity_H_fuel, 50 faction_prop.ini [FactionProps affiliation = br_n_grp legality = lawful nickname_plurality = plural msg_id_prefix = gcs_refer_faction_br_n jump_preference = jumpgate npc_ship = br_n_br_elite_d1-6 npc_ship = br_n_br_elite_d7 npc_ship = br_n_br_elite_d8 npc_ship = br_n_br_elite_d9 npc_ship = br_n_br_elite_d10 npc_ship = br_n_br_elite_d11-19 npc_ship = br_n_br_gunboat_d1-7 npc_ship = br_n_br_gunboat_d8-19 npc_ship = br_n_destroyer_d22 npc_ship = br_n_battleship_d25 npc_ship = br_gunboat npc_ship = br_destroyer npc_ship = br_battleship voice = pilot_f_mil_m01 voice = pilot_f_mil_m02 voice = pilot_f_leg_f01 voice = pilot_f_leg_f01a mc_costume = mc_br space_costume = br_bartender_head, br_male_elite_body, comm_br_brighton space_costume = br_quigly_head, br_male_elite_body, comm_br_kaitlyn space_costume = br_sales_head_hat, br_male_elite_body, comm_br_brighton space_costume = ge_male1_head, br_male_elite_body, comm_br_kaitlyn space_costume = pl_male5_head, br_male_elite_body, comm_br_brighton space_costume = sc_scientist2_head_hat, br_male_elite_body, comm_br_kaitlyn space_costume = br_newscaster_head_gen_hat, br_female_elite_body, comm_br_brighton_female space_costume = br_newscaster_head_gen_hat, br_female_elite_body, comm_br_kaitlyn_female space_costume = rh_newscaster_head_gen_hat, br_female_elite_body, comm_br_brighton_female space_costume = rh_newscaster_head_gen_hat, br_female_elite_body, comm_br_kaitlyn_female space_costume = pl_female2_head, br_female_elite_body, comm_br_brighton_female space_costume = pl_female2_head, br_female_elite_body, comm_br_kaitlyn_female firstname_male = 227308, 227410 firstname_female = 227508, 227575 lastname = 227708, 228007 rank_desig = 197011, 197012, 197013, 8, 10 formation_desig = 197808, 197820 large_ship_desig = 196978 large_ship_names = 202708, 202747 scan_for_cargo = commodity_alien_artifacts, 1 scan_for_cargo = commodity_cardamine, 2 scan_announce = true scan_chance = 0.300000 formation = fighters, fighter_br_p formation = gunboats, gunboat_br_n formation = battleships1, battleship1_rh_n capitlaships_bretonia2.ini [EncounterFormation ship_by_class = 1, 1, sc_battleships pilot_job = assault_leader_job make_class = wanderer ship_by_class = 4, 4, sc_destroyers pilot_job = assault_job make_class = wanderer ship_by_class = 6, 6, sc_gunboats pilot_job = assault_job make_class = wanderer formation_by_class = battleships1 behavior = wander arrival = cruise allow_simultaneous_creation = no zone_creation_distance = 0 times_to_create = infinite [Creation permutation = 0, 3 Br01.ini [EncounterParameters nickname = capitalships_Bretonia filename = missionsencounterscapitalships_Bretonia2.ini [zone nickname = zone_pop_br01_dublin_gate pos = -78223, 0, 56093 shape = SPHERE size = 4000 comment = Dublin Jumpgate sort = 11 toughness = 4 density = 10 repop_time = 10 max_battle_size = 4 pop_type = jumpgate relief_time = 15 faction_weight = co_be_grp, 10 faction_weight = br_m_grp, 10 faction_weight = gd_im_grp, 5 density_restriction = 4, unlawfuls encounter = area_trade_freighter, 4, 0.220000 faction = co_be_grp, 0.400000 faction = br_m_grp, 0.400000 faction = gd_im_grp, 0.200000 encounter = area_trade_transport, 4, 0.110000 faction = co_be_grp, 0.400000 faction = br_m_grp, 0.400000 faction = gd_im_grp, 0.200000 encounter = capitalships_Bretonia, 19, 1.000000 faction = br_n_grp, 1.000000 [zone nickname = zone_pop_br01_new_london pos = -20879, 0, 56501 shape = SPHERE size = 5000 comment = New London sort = 1 toughness = 4 density = 25 repop_time = 10 max_battle_size = 12 pop_type = br_p_grp, base_cluster_law relief_time = 10 faction_weight = br_n_grp, 10 faction_weight = br_p_grp, 10 faction_weight = co_be_grp, 10 faction_weight = br_m_grp, 10 faction_weight = co_hsp_grp, 10 faction_weight = co_kt_grp, 10 faction_weight = co_me_grp, 10 faction_weight = co_nws_grp, 10 faction_weight = co_os_grp, 6 faction_weight = co_rs_grp, 10 faction_weight = co_shi_grp, 10 faction_weight = co_ss_grp, 10 faction_weight = gd_im_grp, 5 density_restriction = 4, unlawfuls encounter = area_defend, 4, 0.100000 faction = br_n_grp, 0.410000 faction = br_p_grp, 0.590000 encounter = area_armored_prisoner, 4, 0.020000 faction = br_p_grp, 1.000000 encounter = area_trade_freighter, 4, 0.080000 faction = co_be_grp, 0.290000 faction = br_m_grp, 0.290000 faction = co_nws_grp, 0.290000 faction = gd_im_grp, 0.140000 encounter = area_trade_transport, 4, 0.110000 faction = co_be_grp, 0.110000 faction = br_m_grp, 0.110000 faction = co_hsp_grp, 0.110000 faction = co_kt_grp, 0.110000 faction = co_me_grp, 0.110000 faction = co_nws_grp, 0.110000 faction = co_rs_grp, 0.110000 faction = co_shi_grp, 0.110000 faction = co_ss_grp, 0.110000 faction = gd_im_grp, 0.050000 encounter = area_trade_armored, 4, 0.030000 faction = co_os_grp, 1.000000 encounter = capitalships_Bretonia, 19, 1.000000 faction = br_n_grp, 1.000000 [zone nickname = zone_pop_br01_cambridge_gate pos = 72628, 0, 60988 shape = SPHERE size = 4000 comment = Cambridge Jumpgate sort = 17 toughness = 5 density = 10 repop_time = 10 max_battle_size = 4 pop_type = jumpgate relief_time = 15 faction_weight = br_p_grp, 15 faction_weight = co_be_grp, 10 faction_weight = br_m_grp, 10 faction_weight = co_hsp_grp, 10 faction_weight = co_nws_grp, 10 faction_weight = co_rs_grp, 10 faction_weight = gd_im_grp, 5 density_restriction = 4, unlawfuls encounter = area_defend, 5, 0.090000 faction = br_p_grp, 1.000000 encounter = area_armored_prisoner, 5, 0.030000 faction = br_p_grp, 1.000000 encounter = area_trade_freighter, 5, 0.130000 faction = co_be_grp, 0.290000 faction = br_m_grp, 0.290000 faction = co_nws_grp, 0.290000 faction = gd_im_grp, 0.140000 encounter = area_trade_transport, 5, 0.100000 faction = co_be_grp, 0.180000 faction = br_m_grp, 0.180000 faction = co_hsp_grp, 0.180000 faction = co_nws_grp, 0.180000 faction = co_rs_grp, 0.180000[zone nickname = zone_pop_br01_dover pos = 41059, 0, -11423 shape = SPHERE size = 5000 comment = Dover / Canterbury sort = 9 toughness = 4 density = 12 repop_time = 10 max_battle_size = 8 pop_type = co_ti_grp, co_nws_grp, base_cluster_law relief_time = 10 faction_weight = br_p_grp, 4 faction_weight = co_be_grp, 10 faction_weight = br_m_grp, 10 faction_weight = co_hsp_grp, 10 faction_weight = co_nws_grp, 6 faction_weight = co_os_grp, 4 faction_weight = co_rs_grp, 10 faction_weight = co_ss_grp, 10 faction_weight = co_ti_grp, 6 faction_weight = gd_im_grp, 5 density_restriction = 4, unlawfuls encounter = area_defend, 4, 0.070000 faction = br_p_grp, 0.280000 faction = co_nws_grp, 0.360000 faction = co_ti_grp, 0.360000 encounter = area_armored_prisoner, 4, 0.020000 faction = br_p_grp, 1.000000 encounter = area_trade_freighter, 4, 0.110000 faction = co_be_grp, 0.270000 faction = br_m_grp, 0.270000 faction = co_nws_grp, 0.160000 faction = co_ti_grp, 0.160000 faction = gd_im_grp, 0.140000 encounter = area_trade_transport, 4, 0.100000 faction = co_be_grp, 0.150000 faction = br_m_grp, 0.150000 faction = co_hsp_grp, 0.150000 faction = co_nws_grp, 0.090000 faction = co_rs_grp, 0.150000 faction = co_ss_grp, 0.150000 faction = co_ti_grp, 0.090000 faction = gd_im_grp, 0.070000 encounter = area_trade_armored, 4, 0.030000 faction = co_os_grp, 1.000000 encounter = area_lifter, 4, 0.040000 faction = co_ti_grp, 1.000000 encounter = area_repair, 4, 0.040000 faction = co_ti_grp, 1.000000 encounter = capitalships_Bretonia, 19, 1.000000 faction = br_n_grp, 1.000000 [zone nickname = zone_pop_br01_southhampton pos = -25334, 0, -37347 shape = SPHERE size = 4000 comment = South Hampton sort = 6 toughness = 4 density = 9 repop_time = 10 max_battle_size = 6 pop_type = br_m_grp, single_base_law relief_time = 20 faction_weight = br_n_grp, 20 faction_weight = br_p_grp, 1 faction_weight = co_be_grp, 10 faction_weight = br_m_grp, 10 faction_weight = co_hsp_grp, 10 faction_weight = co_kt_grp, 10 faction_weight = co_me_grp, 10 faction_weight = co_nws_grp, 10 faction_weight = co_os_grp, 5 faction_weight = co_rs_grp, 10 faction_weight = co_shi_grp, 10 faction_weight = co_ss_grp, 10 faction_weight = co_ti_grp, 10 density_restriction = 4, unlawfuls encounter = area_defend, 4, 0.110000 faction = br_n_grp, 0.680000 faction = br_p_grp, 0.030000 faction = br_m_grp, 0.290000 encounter = area_armored_prisoner, 4, 0.020000 faction = br_p_grp, 1.000000 encounter = area_trade_freighter, 4, 0.090000 faction = co_be_grp, 0.250000 faction = br_m_grp, 0.250000 faction = co_nws_grp, 0.250000 faction = co_ti_grp, 0.250000 encounter = area_trade_transport, 4, 0.110000 faction = co_be_grp, 0.100000 faction = br_m_grp, 0.100000 faction = co_hsp_grp, 0.100000 faction = co_kt_grp, 0.100000 faction = co_me_grp, 0.100000 faction = co_nws_grp, 0.100000 faction = co_rs_grp, 0.100000 faction = co_shi_grp, 0.100000 faction = co_ss_grp, 0.100000 faction = co_ti_grp, 0.100000 encounter = area_trade_armored, 4, 0.030000 faction = co_os_grp, 1.000000 encounter = capitalships_Bretonia, 19, 1.000000 faction = br_n_grp, 1.000000 [zone nickname = zone_pop_br01_leeds_gate pos = -12169, 0, -92226 shape = SPHERE size = 4000 comment = Leeds Jumpgate sort = 13 toughness = 4 density = 10 repop_time = 10 max_battle_size = 4 pop_type = jumpgate relief_time = 15 faction_weight = br_n_grp, 18 faction_weight = br_p_grp, 1 faction_weight = co_be_grp, 10 faction_weight = br_m_grp, 10 faction_weight = co_hsp_grp, 10 faction_weight = co_kt_grp, 10 faction_weight = co_me_grp, 10 faction_weight = co_nws_grp, 10 faction_weight = co_os_grp, 4 faction_weight = co_rs_grp, 10 faction_weight = co_shi_grp, 10 faction_weight = co_ti_grp, 5 density_restriction = 4, unlawfuls encounter = area_defend, 4, 0.090000 faction = br_n_grp, 0.950000 faction = br_p_grp, 0.050000 encounter = area_armored_prisoner, 4, 0.020000 faction = br_p_grp, 1.000000 encounter = area_trade_freighter, 4, 0.100000 faction = co_be_grp, 0.290000 faction = br_m_grp, 0.290000 faction = co_nws_grp, 0.290000 faction = co_ti_grp, 0.140000 encounter = area_trade_transport, 4, 0.120000 faction = co_be_grp, 0.120000 faction = br_m_grp, 0.120000 faction = co_hsp_grp, 0.120000 faction = co_kt_grp, 0.120000 faction = co_me_grp, 0.120000 faction = co_nws_grp, 0.120000 faction = co_rs_grp, 0.120000 faction = co_shi_grp, 0.120000 faction = co_ti_grp, 0.060000 encounter = area_trade_armored, 4, 0.030000 faction = co_os_grp, 1.000000 encounter = capitalships_Bretonia, 19, 1.000000 faction = br_n_grp, 1.000000 [zone nickname = zone_pop_br01_manchester_gate pos = 80322, 0, -52579 shape = SPHERE size = 4000 comment = Machester Jumpgate sort = 15 toughness = 4 density = 10 repop_time = 10 max_battle_size = 4 pop_type = jumpgate relief_time = 15 faction_weight = br_p_grp, 18 faction_weight = co_be_grp, 10 faction_weight = br_m_grp, 10 faction_weight = co_nws_grp, 10 faction_weight = co_os_grp, 4 faction_weight = co_ss_grp, 10 density_restriction = 4, unlawfuls encounter = area_defend, 4, 0.100000 faction = br_p_grp, 1.000000 encounter = area_armored_prisoner, 4, 0.050000 faction = br_p_grp, 1.000000 encounter = area_trade_freighter, 4, 0.100000 faction = co_be_grp, 0.330000 faction = br_m_grp, 0.330000 faction = co_nws_grp, 0.330000 encounter = area_trade_transport, 4, 0.070000 faction = co_be_grp, 0.250000 faction = br_m_grp, 0.250000 faction = co_nws_grp, 0.250000 faction = co_ss_grp, 0.250000 encounter = area_trade_armored, 4, 0.030000 faction = co_os_grp, 1.000000 encounter = capitalships_Bretonia, 19, 1.000000 faction = br_n_grp, 1.000000 faction = gd_im_grp, 0.090000 encounter = capitalships_Bretonia, 19, 1.000000 faction = br_n_grp, 1.000000 formations.ini [Formation nickname = battleship1_rh_n pos = 0, 0, 0 pos = 350, -60, 300 pos = -350, -60, 300 pos = 0, 180, -60 pos = 300, 0, -350 pos = -300, 0, -350 pos = 400, 240, 0 pos = -400, 240, 0 pos = 0, 0, 1400 pl_pos = 300, 350, 275 Yes i did put in the guns that are in the loadouts Am i forgeting something? Some help please
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Hello anybody there??
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I´d say this bit <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>formation = battleships1, battleship1_rh_n <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> should be formation = battleships, battleship1_rh_n ..instead
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[EncounterFormation ship_by_class = 1, 1, sc_battleships pilot_job = assault_leader_job make_class = wanderer ship_by_class = 4, 4, sc_destroyers pilot_job = assault_job make_class = wanderer ship_by_class = 6, 6, sc_gunboats pilot_job = assault_job make_class = wanderer formation_by_class = <b>battleships1 </b> behavior = wander arrival = cruise allow_simultaneous_creation = no zone_creation_distance = 0 times_to_create = infinite [Creation permutation = 0, 3[FactionProps affiliation = br_n_grp legality = lawful nickname_plurality = plural msg_id_prefix = gcs_refer_faction_br_n jump_preference = jumpgate npc_ship = br_n_br_elite_d1-6 npc_ship = br_n_br_elite_d7 npc_ship = br_n_br_elite_d8 npc_ship = br_n_br_elite_d9 npc_ship = br_n_br_elite_d10 npc_ship = br_n_br_elite_d11-19 npc_ship = br_n_br_gunboat_d1-7 npc_ship = br_n_br_gunboat_d8-19 npc_ship = br_n_destroyer_d22 npc_ship = br_n_battleship_d25 npc_ship = br_gunboat npc_ship = br_destroyer npc_ship = br_battleship voice = pilot_f_mil_m01 voice = pilot_f_mil_m02 voice = pilot_f_leg_f01 voice = pilot_f_leg_f01a mc_costume = mc_br space_costume = br_bartender_head, br_male_elite_body, comm_br_brighton space_costume = br_quigly_head, br_male_elite_body, comm_br_kaitlyn space_costume = br_sales_head_hat, br_male_elite_body, comm_br_brighton space_costume = ge_male1_head, br_male_elite_body, comm_br_kaitlyn space_costume = pl_male5_head, br_male_elite_body, comm_br_brighton space_costume = sc_scientist2_head_hat, br_male_elite_body, comm_br_kaitlyn space_costume = br_newscaster_head_gen_hat, br_female_elite_body, comm_br_brighton_female space_costume = br_newscaster_head_gen_hat, br_female_elite_body, comm_br_kaitlyn_female space_costume = rh_newscaster_head_gen_hat, br_female_elite_body, comm_br_brighton_female space_costume = rh_newscaster_head_gen_hat, br_female_elite_body, comm_br_kaitlyn_female space_costume = pl_female2_head, br_female_elite_body, comm_br_brighton_female space_costume = pl_female2_head, br_female_elite_body, comm_br_kaitlyn_female firstname_male = 227308, 227410 firstname_female = 227508, 227575 lastname = 227708, 228007 rank_desig = 197011, 197012, 197013, 8, 10 formation_desig = 197808, 197820 large_ship_desig = 196978 large_ship_names = 202708, 202747 scan_for_cargo = commodity_alien_artifacts, 1 scan_for_cargo = commodity_cardamine, 2 scan_announce = true scan_chance = 0.300000 formation = fighters, fighter_br_p formation = gunboats, gunboat_br_n formation = <b>battleships1 </b>, battleship1_rh_n I though the parts in bold were sposed to match but i´ll give it a shot
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hmm nope it still doesn´t work thanks for trying though
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ah, the encounter needs to be changed as well then, unless you´ve added battleships1 to the ship classes ini..
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hmm i haven´t added the battleships1 thing to shipclass.ini but all my other battleships work useing battleships1. it´s only bretonia thats giveing me problems Rheinland, the nomads, and liberty are working just fine when i do the exact some thing(i haven´t done kusari yet it´s after i get bretonia working)
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Hello echo echo echo echo echp echo
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Ok, well ignoring the ship class thing for now.. Have you tried removing all of the weapons from the bretonian ships and see if they spawn? It could just be a typo..
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what about the [Archetype entries that should be at the top of the system file?is the battleship in there?just a guess for what its worth
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I suppose you copy-pasted from your files. But there is a typo in the paragraph right after FactionProps: <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade> capitlaships_bretonia2.ini <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2>
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Is that a similar encounter to the ones you have used for rhine and liberty? It seems a bit big. Does your formation have enough entries for that many ships?
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Doesn´t anybody read the tutorials anymore. IMO your zones are the problem. This is from the last zone you listed. encounter = capitalships_Bretonia, 19, <b>1.000000 </b> <? faction = br_n_grp, 1.000000 <----- faction = gd_im_grp, 0.090000 <----- encounter = capitalships_Bretonia, 19, <b>1.000000 </b> <? faction = br_n_grp, 1.000000 <----- It help if the factions are added to the "faction_weight" for that zone. The <b>highlighted </b> part is your problem, the total sum of all encounters in a zone can´t be more 100% (1.000000), in the last zone your asking for 235% (2.350000). You can have 2 identical encounters { <? } in the same zone but only if they add up (<---) to 100% (1.000000), this one add up to 2.090000.
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opps sorry i made a few typos typeing in into the forums<img src=smilies/icon_smile_blush.gif width=15 height=15 border=0 align=middle> Those entrys are correct Yes i used the exact same formation with the exact same number of ships for rheinland and liberty. it´s confuseing cause i copyed those entrys right from one of my older mods (that never will be uploaded due to stuff) and in that mod they work fine and i still can´t figure out why they don´t work <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle>
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Hello?
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I just thought of a idea that might fix it i´m going to try it
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YAY it works now all i did was change the formation to area_gunboats and edit the area_gunboats files to match the battleship formation i wanted<img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>