Order ships not appearing

  • I am in need of more help, I added ships to the order in the faction_pop.ini and the npcships.ini. If I use pop zones, or patrols they don't crash the game, but they don't spawn the ships (similar to what the Osiris does cloaked) The pop and patrols show up on in the neural net, but no ships appear. It says here http://the-starport.net/module…php?topic_id=628&forum=27 that you need to change some thing as it is hard coded that they are invisible. I don't have 1.0 (all have 1.1) on any of my computers except for one and I tried on that one and I still can't find it. Any help would be great!

  • thats actually nonsense
    the only reason why some order ships do not appear is because they have a cloaking device in their loadout... there is nothing hardcoded which would prevent that they spawn


    another reason why these ships do not appear might be that they are definied wrong in npcships.ini -> the type
    or that the encounter zone has the wrong lvl definied

  • AH I bet it is the level, here is the code for loadout.ini

    Code
    1. [Loadout]nickname = Order_Heavy_Fighterarchetype = or_eliteequip = ge_oe_engine_01equip = npc_shield01_mark07, HpShield01equip = infinite_powerequip = ge_s_scanner_02equip = ge_s_tractor_01equip = ge_s_thruster_01, HpThruster01equip = fc_or_gun01_mark01, HpWeapon01equip = fc_or_gun01_mark01, HpWeapon02equip = fc_or_gun01_mark01, HpWeapon03equip = fc_or_gun01_mark01, HpWeapon04equip = missile01_mark05, HpWeapon05cargo = missile01_mark05_ammo, 20equip = missile01_mark05, HpWeapon06cargo = missile01_mark05_ammo, 20equip = fc_or_turret01_mark01, HpTurret01equip = mine01_mark05, HpMine01cargo = mine01_mark05_ammo, 20equip = ge_s_cm_03, HpCM01cargo = ge_s_cm_03_ammo, 20equip = LargeWhiteSpecial, HpHeadlightequip = SlowSmallYellow, HpRunningLight01equip = SlowSmallYellow, HpRunningLight02equip = SlowSmallYellow, HpRunningLight03equip = SlowSmallYellow, HpRunningLight04equip = SlowSmallYellow, HpRunningLight05equip = SlowSmallYellow, HpRunningLight06equip = contrail01, HpContrail01equip = contrail01, HpContrail02equip = contrail01, HpContrail03equip = DockingLightRedSmall, HpDockLight01equip = DockingLightRedSmall, HpDockLight02

    NPCships

    Code
    1. [NPCShipArch]nickname = fc_or_anubisloadout = Order_Heavy_Fighterlevel = d12ship_archetype = or_elitepilot = pilot_pirate_acestate_graph = FIGHTERnpc_class = unlawful, elite_fighter, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11, d12, d13, d14, d15, d16, d17, d18, d19

    faction_pop

    Code
    1. [FactionProps]affiliation = fc_or_grplegality = unlawfulnickname_plurality = singularmsg_id_prefix = gcs_refer_faction_fc_orjump_preference = jumpholenpc_ship = fc_or_anubisvoice = pilot_f_ill_m01voice = pilot_f_ill_m02mc_costume = mc_fcspace_costume = pi_pirate1_head, pi_orillion_body, comm_br_guardspace_costume = pi_pirate4_head, pi_orillion_body, comm_rh_alaricspace_costume = sh_male4_head, pi_orillion_body, comm_br_guardspace_costume = ge_male2_head, pi_orillion_body, comm_rh_alaricspace_costume = ge_male4_head, pi_orillion_body, comm_br_guardspace_costume = ge_male1_head, pi_orillion_body, comm_rh_alaricfirstname_male = 226608, 226741lastname = 227008, 227307rank_desig = 197128, 197129, 197130, 10, 15formation_desig = 197808, 197820formation = fighters, fighter_basicformation = freighters, freighter_basicformation = freighters2, freighter2_basic

    I am not sure how to define levels and such. I am trying to add zone pop and patrols for missions, which I am also not having much luck with as I get the text "no missions are available right now. Check back later." I set up the zones right per the tut on here but alas no missions. The order is added by default to vignetteparams in a couple of missions, but I also added them to some Destroy all ones that were listed in the mission params tutorial but still no change.

    Code
    1. [Zone]nickname = Zone_TO01_pop_ambient_01pos = -56635, 0, 37860rotate = 0, 0, 0shape = SPHEREsize = 9471comment = Ambient Popsort = 51toughness = 16density = 5repop_time = 15max_battle_size = 5pop_type = Backgroundrelief_time = 15population_additive = falsefaction_weight = fc_n_grp, 20faction_weight = fc_or_grp, 20encounter = area_nomads, 16, 1.000000faction = fc_n_grp, 1.000000encounter = area_defend, 16, 1.000000 -> I think that the 16 is the level right? does that have to equal the d12 in the shiparch.inifaction = fc_or_grp, 1.000000

    I will try changing that and see what happens.

  • It's a npcship class problem all right, you dont have to change the elite_fighter, just add class_fighter to the list, comma separated.


    Or, edit the encounder file to use elites instead of regular, or make a custom encounter just for your order fighters, and specify that new encounter type for the faction entry in the pop zone...


    Creating your own encounter type is perhaps the best way for something like this, as you can then specify your own patrol parameters for the order ships, so they turn up in 5's rather than 3's or have two types of fighter in the wing or whatever. But its the most work.


    Simple fix, just add ', class_fighter' to the end of the npcship class line (without the quotes)

    AestheticDemon


    Terror Trooper #666


    Give a man a fire and he's warm for a day...
    Set a man on fire and he's warm for the rest of his life...

  • Just as a rough example...


    <data file="data\missions\shipclasses.ini" method="append">


    <source>


    [ShipClass]
    nickname = sc_destroyers
    member = class_destroyer


    [ShipClass]
    nickname = sc_battleships
    member = class_battleship


    [ShipClass]
    nickname = sc_gunships
    member = class_gunship
    ;member = class_gunboat


    [ShipClass]
    nickname = sc_frigates
    member = class_frigate


    [ShipClass]
    nickname = sc_capital
    member = class_battleship
    member = class_cruiser
    member = class_destroyer
    member = class_frigate


    [ShipClass]
    nickname = sc_fleet1
    member = class_battleship
    member = class_cruiser


    [ShipClass]
    nickname = sc_fleet2
    member = class_cruiser
    member = class_destroyer
    member = class_frigate


    [ShipClass]
    nickname = sc_fleet3
    member = class_frigate
    member = class_gunboat
    member = class_gunship


    [ShipClass]
    nickname = sc_fleet4
    member = class_gunship
    member = class_fighter
    member = elite_fighter


    </source>
    </data>



    ; ************* Patrols + Capships...


    <data file="data\missions\encounters\patrolp_assault.ini" method="replace">
    <dest>
    [EncounterFormation]
    ship_by_class = 1, 1, sc_fighters
    pilot_job = assault_leader_job
    make_class = class_patroller
    ship_by_class = 2, 3, sc_fighters, -1
    pilot_job = assault_job
    formation_by_class = fighters
    behavior = patrol_path
    arrival = cruise
    allow_simultaneous_creation = yes
    zone_creation_distance = 0
    times_to_create = infinite


    [EncounterFormation]
    ship_by_class = 1, 1, sc_fighters
    pilot_job = assault_leader_job
    make_class = class_patroller
    ship_by_class = 2, 3, sc_fighters, -1
    pilot_job = assault_job
    formation_by_class = fighters
    behavior = patrol_path
    arrival = cruise
    allow_simultaneous_creation = yes
    zone_creation_distance = 0
    times_to_create = infinite


    [Creation]
    permutation = 0, 3
    permutation = 1, 1
    </dest>
    <source>
    [EncounterFormation]
    ship_by_class = 1, 1, sc_fighters
    pilot_job = assault_leader_job
    make_class = class_patroller
    ship_by_class = 2, 3, sc_fighters, -1
    pilot_job = assault_job
    formation_by_class = fighters
    behavior = patrol_path
    arrival = cruise
    allow_simultaneous_creation = yes
    zone_creation_distance = 0
    times_to_create = infinite


    [EncounterFormation]
    ship_by_class = 1, 1, sc_fleet2, +1
    pilot_job = assault_leader_job
    make_class = class_patroller
    ship_by_class = 0, 2, sc_fleet3, -1
    pilot_job = assault_job
    ship_by_class = 0, 2, sc_fleet4, -1
    pilot_job = assault_job
    ship_by_class = 1, 1, sc_fighters, +1
    pilot_job = escort_leader_job
    ship_by_class = 1, 3, sc_fighters
    pilot_job = escort_job
    formation_by_class = sc_fleet2
    behavior = patrol_path
    arrival = cruise
    allow_simultaneous_creation = yes
    zone_creation_distance = 0
    times_to_create = infinite


    [Creation]
    permutation = 0, 3
    permutation = 1, 1
    </source>
    </data>


    ; ************* Area Defend


    ; ** original fighter encounter
    ;[EncounterFormation]
    ;ship_by_class = 1, 1, sc_fighters
    ;pilot_job = defend_leader_job
    ;make_class = wanderer
    ;ship_by_class = 1, 2, sc_fighters, -1
    ;pilot_job = defend_job
    ;make_class = wanderer
    ;formation_by_class = fighters
    ;behavior = wander
    ;arrival = all, -tradelane, -object_jump_gate
    ;allow_simultaneous_creation = yes
    ;zone_creation_distance = 0
    ;times_to_create = infinite


    ; add a second block for encounters with navy patrols with smaller capships n escorts


    <data file="data\missions\encounters\area_defend.ini" method="replace">


    <dest>
    [Creation]
    permutation = 0, 3
    </dest>
    <source>
    [EncounterFormation]
    ship_by_class = 1, 1, sc_fleet2
    pilot_job = defend_leader_job
    make_class = wanderer
    ship_by_class = 2, 2, sc_fleet3
    pilot_job = defend_job
    make_class = wanderer
    formation = cruiser-4-escort
    ;formation_by_class = sc_fleet2
    behavior = wander
    arrival = all, -tradelane, -object_jump_gate
    allow_simultaneous_creation = yes
    zone_creation_distance = 0
    times_to_create = infinite


    [Creation]
    permutation = 0, 3
    permutation = 1, 2
    </source>
    </data>

    AestheticDemon


    Terror Trooper #666


    Give a man a fire and he's warm for a day...
    Set a man on fire and he's warm for the rest of his life...

  • I'm also having problem making my Order ships appear. I've experimented a little to see which problem I might have. I'm guessing it's something about the Anubis being cloaked by default since when I added Sabres to the Order faction_prop entry, the Order did appear in Sabres.


    I've done the same as freemodder has, even going so far as to copy the examples given here, but I still can't make them appear. How do I remove the cloak from the Order ships?

  • Well, after looking through the files you mentioned, I still wasn't able to find anything related to cloaking, at least not on the order ships (there were cloak references for Nomad ships). For clarity's sake, I can post the part of the loadouts.ini with the Order ships.


    These are the one's I've been attempting to use, as well as freemodder's example. Is there anything here that I'm missing?


    The npcships.ini entry is identical to freemodder's btw.