Posts by M-A-C-E_166

    Not sure i agree with that one. If you were to take a faction away then it would crash as all of the reputations are stored in the saved games. I think its cleaner just to get rid of everything and start from a completely new player.

    So, did you add the new factions to newplayer.fl and mpnewcharacter.fl? I think it might be why he factions aren´t behaving how they should. Mpnewcharacter.fl can be editted by notepad, but for newplayer.fl, you need to download the saved game editor. These are the new factions that you have added to the game aren´t they? Whether they are lawful or unlaw dosen´t really matter. It just seems to affect the name of the ship, either "raiders" or "patrol". Well, maybe there´s something else to check over.

    Cheers Bejaymac, i´ll look into it. (edit) Well, popped to the APS forum and it seems to have stopped now. The only posts there were people saying "is it dead yet", I would imagine that if people wanted to use the APS ship packs, just give them the full credit that they deserve. I´ve just finished off the Serafina, a model by Jedan (of APS), that was released a while back. Its a good looking freighter that was released as a milkshape file. It will be released allong with the other ships in the soon to be released mod Frontierspace. I´ll see if i can do a few stand-alone packs when the mod has been released. Edited by - M-A-C-E_166 on 10/24/2005 6:56:16 AM

    It shouldn´t be too hard to get that one working. All you need to do is modify missions/lootProps.ini. In that one it has all of the requirements for dropping loot. Here´s a typical entry: [mLootProps nickname = li_gun01_mark01;<--class 1 drop_properties = 8, 5000, 5000, 0, 2, 1 The "8" is the level required in order for the equipment to drop. So, if you change that to "1" instead for every weapon they will drop regardless. The "5000,5000" seems to be the bit that controls the dropping chances. The default equipment is: [mLootProps nickname = default_equipment drop_properties = 0, 100000, 10000, 1, 2, 1 So, if you change all of the weapons to be 5000,000 instead you should get more weapons dropped. I´m pretty sure you can get a better effect by using fuses. The things that control what happens when a ship is blowing up. I´m not very experienced with fuses, so, hopefully somebody else can show you that one.

    I had a go at doing a ring-base a while back. The look of it was pretty good and I wanted to use the &quot;rotate 0,0,0&quot; thing as well which i hoped would work with solar objects too. The idea was to have two pieces, the inner core was the dockable which remained still (to prevent any docking problems) and the outer ring rotates slowly around the centre (The ring part was vertical). I had a hard time texturing it (not one of my strong points as you know.. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> ) and seem to remember some backfacing probs too. But the idea of it is pretty sound. But, do we really need completely new bases? Could we just add blocks which fit perfectly over things like the space_police01 and give it the appearance of a new base. If we are thinking of new ideas, how about a more interesting mining base. With outer storage areas and parts visably cut into it exposing changes in texture. I was thinking of an old broken down mining base in-the-middle-of-nowhere, instead of some state of the art stuff. Edited by - M-A-C-E_166 on 10/23/2005 3:33:51 PM

    Well, i haven´t read the whole thread (sorry), but ku_p/Li_p aren´t hostile to junkers in the original game. The only time that they fight if the junkers are scanned with contraband or the junkers demand cargo from a ship and the police are allied with them. If you are going to be hostile they should be fully -0.65 each instead of -0.2, that isn´t enough to force the fight. If you make changes to the initialworld values remember that you need to delete restart.fl, the autosave and remove any saved games that may be present otherwise it won´t update the changes. Edited by - M-A-C-E_166 on 10/23/2005 3:34:26 PM

    Where is the zone to be in? Is it a new system or is it being added to existing systems? If you tell us the two factions and at what difficulty level I could make you one up. It sounds to me though that its in a new system and you need to add the encounter file to the top. All of these: [EncounterParameters nickname = area_scout filename = missionsencountersarea_scout.ini [EncounterParameters nickname = area_defend filename = missionsencountersarea_defend.ini .. for each of the encounters in the system. This is a typical ambient pop zone, taken fron SDK: [zone nickname = Zone_Li01_002_Station_Li01_11 pos = 5541, 0, -51581 rotate = 0, -60, 0 shape = SPHERE size = 3000 comment = Ft. Bush sort = 3 toughness = 1&lt;------This is the difficulty level density = 12&lt;------How many encounters, the how busy it is repop_time = 10&lt;---Time between all encounters max_battle_size = 8 pop_type = li_p_grp, base_cluster_law&lt;--You´ll mostly use &quot;background&quot; instead relief_time = 10&lt;---Time´s grace between each encounter faction_weight = li_p_grp, 12 .. (cut short to save space) .. faction_weight = gd_bh_grp, 3 density_restriction = 4, unlawfuls encounter = <b>area_defend </b>, 1, 0.070000&lt;--the bold is the encounter type faction = li_p_grp, 1.000000 encounter = <b>area_bh_defend </b>, 1, 0.030000&lt;--these are linked to the files faction = gd_bh_grp, 1.000000 encounter = <b>area_armored_prisoner </b>, 1, 0.020000&lt;--at the top of the system faction = li_p_grp, 1.000000 encounter = <b>area_trade_freighter </b>, 1, 0.090000&lt;--If these are missing its faction = co_hsp_grp, 0.260000 faction = co_me_grp, 0.260000 faction = co_ss_grp, 0.260000 faction = co_vr_grp, 0.210000 encounter = <b>area_trade_transport </b>, 1, 0.120000&lt;--a crash to desktop faction = co_alg_grp, 0.090000 faction = co_be_grp, 0.090000 faction = co_hsp_grp, 0.090000 faction = co_kt_grp, 0.090000 faction = co_me_grp, 0.090000 faction = co_nws_grp, 0.090000 faction = co_ni_grp, 0.090000 faction = co_rs_grp, 0.090000 faction = co_shi_grp, 0.090000 faction = co_ss_grp, 0.090000 faction = co_vr_grp, 0.070000 The number following the encounter type is the diffuculty level, this is the bit that matters in choosing which ships appear. The &quot;toughness =&quot; bit is (i think)linked to random missions instead. You can have a mixture of different levels within the same zone. So, to make up a typical fight, here´s one: [zone nickname = Zone_testy_ambient_zone_01 pos = 5541, 0, -51581 rotate = 0, -60, 0 shape = SPHERE size = 3000 comment = Outcasts_vs_Bounty_hunters_D10 sort = 3 toughness = 10 density = 8 repop_time = 15 max_battle_size = 8 pop_type = background relief_time = 25 faction_weight = fc_ou_grp, 10 faction_weight = gd_bh_grp, 10 density_restriction = 4, unlawfuls density_restriction = 4, lawfuls&lt;--guarrantees the fight encounter = area_scout, 10, 0.100000&lt;--change the &quot;10&quot; to suit the system faction = gd_bh_grp, 1.000000 encounter = area_bh_scout, 10, 0.100000 faction = gd_bh_grp, 1.000000 encounter = area_assault, 10, 0.100000 faction = fc_ou_grp, 1.000000 encounter = area_bh_assault, 10, 0.100000 faction = fc_ou_grp, 1.000000 Unlawfuls can use &quot;area_bh_&quot; type encounters too. Its just an encounter that bounty hunter tend to use that is of less ships. In this case, you would need: [EncounterParameters nickname = area_scout filename = missionsencountersarea_scout.ini [EncounterParameters nickname = area_bh_scout filename = missionsencountersarea_bh_scout.ini [EncounterParameters nickname = area_assault filename = missionsencountersarea_assault.ini [EncounterParameters nickname = area_bh_assault filename = missionsencountersarea_bh_assault.ini That should be enough to get you started, post up if you need anythink else

    Which ones do you mean? The Predator series or the APS Griffen series? The ships are each quite similar to the rest in their series so unless you knew the models, you wouldn´t know the ships were spawning wrong. APS Pegasus, Griffen and Hydra are from APS_ShipPack.zip.flmod the Predator series was actually &quot;borrowed&quot; from FLrebalance 3.4. It originally came from a mod called level 2. I´ve tried reaching the level 2 forums, but their site seems to have closed down. APS too funnily enough. Edited by - M-A-C-E_166 on 10/21/2005 12:18:57 AM

    Ok, well i´ve done the: <b>APS Griffen-Hydra-Pegasus series </b> <b>Raptor-Predator-Pheonix Series </b> Is there any other ones that need to be done. I can´t guarrantee that I´ll do them all, i´m mostly going through the ones i´m planning on adding to my mod first. I am going to contact the ship´s creators before the mod is released to see if they are happy with it. I did have a go at the <b>Blackbird </b>(with the backwards faces and MpMount), it was giving me a hard time and i´m not planning on spending hours re-doing much to the ships. So, i am planning to leave that one for now. There is the <b>Jedi Fighter </b>, the blue one. I have re-imported the model and added the ship exactly as the original except it uses the red skin as well now, so you can have both ship skins in the same mod and use them for factions with them spawning ok. If people want ships re-done and they aren´t too complicated, i´d be happy (enough) to do them. Post up here..

    Ok, well, to have lots of ships appearing you need to increase the density and the max_battle_size. Then add lots of different encounters. I´ve also lowered the repop time and the relief time between encounters too. Here´s a typical encounter.. nickname = Zone_BR07_pop_ambient_01 .. sort = 51 toughness = 12 density = 50&lt;----Its a crazy amount, its worth trying and modifying repop_time = 5&lt;----Lowered max_battle_size = 100 damage = 0 spacedust = dust spacedust_maxparticles = 0 interference = 0.000000 pop_type = Background relief_time = 5&lt;----Lowered population_additive = True&lt;-Helps if there are other zones on top that might affect the spawn density_restriction = 50, lawfuls&lt;-I´ve added these to give some control density_restriction = 50, unlawfuls&lt;-I´ve added these to give some control faction_weight = br_n_grp, 1 .. encounter = area_scout, 12, 0.100000 faction = br_n_grp, 1.000000 encounter = area_gunboats, 12, 0.100000 faction = br_n_grp, 1.000000 encounter = area_scout, 12, 0.100000 faction = gd_bh_grp, 1.000000 encounter = area_assault, 12, 0.200000 faction = br_p_grp, 1.000000 encounter = area_assault, 12, 0.100000 faction = fc_ou_grp, 1.500000 encounter = area_assault, 12, 0.100000 faction = fc_m_grp, 1.000000 encounter = area_assault, 12, 0.100000 faction = fc_g_grp, 1.000000 encounter = area_assault, 12, 0.150000 faction = fc_c_grp, 1.000000 So, the whole encounter works out at the 100% (though it dosen´t seem to need to, i usually leave a little bit for overlapping zones). It is population_additive so it should spawn anywhere and ignores other restrictions. The encounter themselves has 50% pirate and 50% law. Should see quite a few fire works.. One note is that area gunboats seems to behave badly. Even if there are enemies all around the gunboats do not engage and simply fly around shooting with their turrets. Not sure if its the state graph that prevents them (in npcships) or the pilot. The encounter only uses assault leader job, the same as in most of the others.

    Could you post up the zone? There are density restrictions which depend upon the pop type, but if you are using &quot;background&quot; then these shouldn´t apply. One note is that the ship classes may have been changed to allow more control over what spawns. In the original game the nomads had a unique ship class which was used for their unique encounters. Some modders add extra ones and use specific encounters to have certain ships in certain places. So, you could have a &quot;area_fighter_intercepter&quot; encounter which uses a new ship class called &quot;class_intercepter&quot;. Its a good way of doing it and it means you can have several different loadouts for fighters that spawn in the right places. I don´t have the mod that you have used as a template, but it would be worth checking the encounters to see if they are the same as normal.

    There´s a couple of things, your dealers have the bounty hunter faction instead of the local base owning faction, i´m not sure if you intended that. Also, your weights are a bit over, they should total 100 instead. If you are adding vignettes, its best to add lots of them all over the place. Try to add a low density ambient pop to the entire system as it will help you to get the missions working. Try using different types of vignettes too, variations of unlaw-law, law-unlaw and unlaw-unlaw to suit the factions.

    Hmm.. I´ve tried using FLmodelcloner a couple of times and each time the mat didn´t show. Its most likely me making a mess of the hash codes. I have already done the Predator series and re-adding both of the ships took less than 15 mins. The way they are now, the APS ships can be used as a buyable players ship. If you have each of the ships buyable at the same base you only see the same one. If you try to add them to a faction, its not a crash but it must get a bit confused.

    Well, actually I use FLE for about 80% of my modding and I get on with it ok. There´s a couple of things like paths that it doesn´t like too much, other than that I think its a great program. I don´t think its really fair to blame the program with this one, it could be any number of things. Kdargan, feel free to post up your entries for a few bases that don´t work. It really isn´t much more than &quot;add a base in FLE&quot; and make sure that the files are all in the right place. Just to get the bases working anyhow.

    Well, you´ve said that your planets are fine docking-with, so you must have added their base name to universe.ini, unless you have conflicting base names. What was the nickname´s of the system and bases? There should also be entries in mbase for each base that you have. It dosen´t have to be very complicated at first, just entires for the local (base owning faction) and at least one entry for every faction who are going to trade with the base. Mbase can get a bit messy, so you´re gonna have to go through the tutorials to get the general plan of things. If you need help with any specific problems, i´m sure one of us can help.

    it could be a number of things. Maybe there is a problem with the base´s loadout. Maybe you don´t have the universe entries for the bases. Have you added trade patrols? If so they are fussy and need entries in the base´s mbase file. Can you fly from the planets and dock at your bases?

    Well, i´m guessing that you are removing the storyline (as your getting rid of the original systems). You´ll need a version of OpenSp to integrate with the mod. I think Argh is working on a cleaner version of OpenSp, which removes the storyline instead of jumping you to the end of it. In the time being, download the most basic version of OpenSp (created by Xerx) and use that so that you can test your systems. Within OpenSp, there is a file called m13.ini in the missions/m13 folder. You´ll need to exchange this bit: nickname = bse_initialize_init_li01&lt;---leave this bit InitState= Active Cnd_True= no_params system = Li01&lt;------ Modify according to your starting base and system Act_ForceLand = Li01_01_Base &lt;------ ditto Cnd_BaseEnter = Li01_01_Base &lt;------ ditto Cnd_SpaceExit = no_params Act_SetShipAndLoadout = ge_fighter, msn_playerloadout &lt;------ s´up to u That should be enough to see whats happening woithin your systems. The good thing about OpenSp is that you can spawn at any base you choose, so its handy for playtesting..