ah, the encounter needs to be changed as well then, unless you´ve added battleships1 to the ship classes ini..
Posts by M-A-C-E_166
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Do you still have li01_01 (manhattan) in the mod? or did you change the place where you spawn from?
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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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Hey Vital, i´m from Canterbury in the UK. The problem is with your entries in faction_prop. Those names, the: gd_bh_bh_elite2_d13 bit is linked to an entry in npcships.ini You only need one entry for that to work and the whole thing is just a nickname. You could call it "Hammerheads_at_difficulty_D13" if you wanted to. Whatever you choose, it has to be unique in npcships. In there you´ll find: [NPCShipArch nickname = gd_bh_bh_elite2_d13<--thats the nickname loadout = gd_bh_bh_elite2_loadout01<--thats the armaments level = d13<--- I think its linked to how much it drops on destruction ship_archetype = bh_elite2<--Name of the ship in shiparch.ini pilot = pilot_bh_med<---There´s lots of different pilots with various abilities state_graph = FIGHTER<--keep this the same npc_class = lawful, class_fighter, d13 "Lawful" just means that you can limit the density of certain types in certain areas. Might be linked to what the station says also. "class_fighter" is the ship class. Keep it the same or the encounters won´t work. "D13" is at what difficulty level the ships can appear. So, going through what you have added. You´ve removed the ships that can be at the lower levels and duplicated the D13 one. I´m not sure what you have in mind for the hammerheads in liberty. Might be worth adding a few different loadouts and have several entries rather than just the one. If you want the easy fix.. exchange: npc_class = lawful, class_fighter, d13 for npc_class = lawful, class_fighter, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11, d12, d13 That way the lowest level hammerhead will appear at any level between 1 and 13. If you want me to go through what you do to add multiple entries let me know.. d1, d2, d3, d4, d5, d6, d7, d8, d9, d10
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Welcome to TLR Vital, here´s my two cents.. 1. I doubt if that would be possible. You need to actually attack an object directly for it to beome hostile to you. 2. err, yeah linked to above. 3. Very easily done, let me know when you want to go through it and i´ll give you a hand. Basically, you take away the entries in faction_prop.ini and add a few for the hammerheads. It´ll take about 5 or so minutes, thats all. 4. The destructible universe crash hasn´t been solved to my knowledge. Its the kind of thing that may never be solved. It could be posible to have the space_police01 archetype that you dock with and have the original base archetypes as satellites. It would mean that you can blow up parts of the apparent base. Just not the dockable part. Personally, i prefer having dockable non-destructible and undockable destructible bases.
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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.
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Well, you could just exchange the shadow_crab with an eagle for testing purposes. At least then you will know if its a problem with the shiparch entries or or the encounter.
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Maybe by creating specialist versions of ships. You could have a ship which could have higher than normal nano and shield gen capacity, but, reduced armour and maximum weapons. They would need to have an escort in order to travel around the more difficult regions of the sector. I think freighters would be the best choice as they are not geared for combat and players wouldn´t just buy the support ship and use it anyway.
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It might seem silly, but i tried changing (and adding..), new things to resources.dll before and it stopped showing them. I haven´t actually tried doing it yet because I was pretty sure it would need some brain-damage-inducing hashcodes. I´ll give it a whirl, just to see if it does work. Cheers for the post.
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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.
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Its best to add a very large system wide low density ambient pop zone. It helps to get the missions to work.
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Well, some encounters, capital ship encounters for example, don´t show up in the encounter list in FLE (the older version anyway). But, most of the encounters that have fighters and freighters do. I think its all down to their behavior. If you add the faction and add your ids_names into namesresources.dll then they should be visable when choosing which faction in FLE. If you are updating the dll, don´t forget to copy the updated file into the mod folder. If you update in the original exe one its easy to forget and FLE will use the one from the mod´s exe one instead.
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I´m a bit rusty with this. But, i think its missions/ptough.ini You´ll need SDK if you haven´t already. Anyway, this is the decrypted file, a bit of it anyway: [PlayerToughnessScale<--removed bracket cos of forum code thing ptough_graph_pt = 0, 0 ptough_graph_pt = 11000, 1<----These are the level requirements so just increase. The 5 digit number ptough_graph_pt = 13750, 2 ptough_graph_pt = 17228, 3 ptough_graph_pt = 20845, 4 ptough_graph_pt = 25396, 5 ptough_graph_pt = 30475, 6 ptough_graph_pt = 36576, 7 Edited by - M-A-C-E_166 on 10/6/2005 10:48:22 AM
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Err, if ur adding new factions it really needs to be in namesresources as its ids_name number is linked to other numbers in offerbribes. You´ll need that if you want the random missions to work. Edited by - M-A-C-E_166 on 10/5/2005 6:06:48 PM
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But, aren´t all of those ships already in the original game? If you used the ones already in shiparch, keep their nicknames the same and modify their stats to make them flyable. Surely the game engine will have enough valid data?
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Cheers Blackeagle, I know i did promise to release soon a while ago. Most of it is done. I did want to add an extra system called Belliati, a borderworld mining colony being plagued by pirates, but i´m not sure where i could fit it into the current layout of things. I´ve got to: Add new varied loadouts of all Armoured Transports Add property flags to around 40 systems Turn all of my destroyable targets into undockable bases Move around most of the wrecks from the original game I planned to add about 24 hostile factions throughout Sirius that could serve as clan factions. You cannot join them at all. Add their bases and patrolling ships. Get rid of infocards showing up on the trade routes screen (might be a nasty one) Go through who I acknowledge for all of the ships that have been added from various shipwrights and modellers. There´s not actually that many unoriginal ships, I wanted to keep the feel of the original game by not adding too many ships of wild designs. Well, thats pretty much it. Its not all that much, but, i´m sure i´ll hit every bump along the way <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>. I have added some pretty good recent stuff. The blood dragons now also use variants of the drake with the komodo dragon scheme. In two options, the superiority "Mantis" and the Intercepter "Talon". Their stats are pretty much the same as the ku_p versions. I´ve also redone Liberty.. I´ve had to remove the story aspect (sorry to those who wanted that). I was just fed up with Liberty being so easy, so now you start at difficulty 5. The systems have been re-arranged and a few more new bases added. Its a hell of a lot better in my opinion. Bretonia (and the rest) have remained the same at least for now. I have increased difficulty throughout, bringing New London to be close to New Berlin and New Tokyo. The police and more organized pirates also get the intercepter class in their ranks, overlapping loadouts with other ships. Things like the superiority hawk have been changed. They all are 5/0 but lose their CD. It might seem weird, but if they are mixed in with Intercepters (faster and aimed at catching and holding ships), you get ships which are stronger than normal. Thus has been done for most ships with a 4/0 config and the Banshee Superiority is pretty awesome. One of my main problems is with commodities. I´ve added them throughout, but (in hindsight) I should have limited the amount that each base deals in. In such a massive mod and using my base specific/generic system there´s bound to be some short and easy trade routes. I think that´ll have to be one for version 1.1. Cheers for you support Blackeagle, u´ve been following Frontierspace´s development for months. Edited by - M-A-C-E_166 on 10/3/2005 2:02:47 PM
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Well, mactan base is Iw03_02. The price of the ship is in the goods.ini file. The starviper is usually called as simply the "starviper" in there as its nickname. If you just change the price of the ship hull you can affect the ship´s cost. I don´t actually have the TNG mod handy, but there could be other things which may be added to the package to make it more expensive. Things like powerplants and engines may be buyable, these will affect the price too. Without knowing how much you know about modding in general, I can´t really ask you to change anything else. If u´ve finished the game easily without the starviper, couldn´t you just get to Bretonia and look for a cheaper option? The game is a lot more interesting when your enemies are at least a reasonable threat to you..
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Have you given Orb Spa, extra entries in faction_props? Only, they don´t normally have either freighters ot transports.
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Couldn´t you just xml the jumpgate´s archetype to be the non-dockable version?
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So, did it work before you editted what FLE gave you?