This kind of thing is much easier using FLE. Did you use it or did you add the zones manually? There is a maximum to the amount of things that you can have in a system. New York is one of those that is very close to it. Maybe thats whats causing the problems? You could try testing the tradelane and lane traffic in amother system. That would rule out the system being overloaded?
Posts by M-A-C-E_166
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Yeah, that was happening for me too. I thought i´d have a play when i saw your post. To be honest, i felt pretty sure that it isn´t possible, but i did have some success. The armour should be in select_equip, the good in st_goods and the name be in equipresources.dll. I couldn´t buy the thing (using similar values to yours), but it does work if you add it to the starting loadout and, most likely, the "buying a ship "goods package. That isn´t very handy, but it at least means there is a possible chance of us gettng it to work. Its quite a nice idea, the player can choose what they want to use for their armour slot. It can be either typical armour increase or cargo hold benefits. If it was included with the ships package then it would be fine as long as they didn´t sell the thing. If they did then it is lost and un-mountable. I did try giving the thing a "hold_size =" value, but, i wasn´t very hopefull. Sure enough, it ws ignored. Maybe if you could buy archetype and have a simple statement in shiparch similar to the generic_pilot. This isn´t one of the things i´m best at. Hopefully, somebody else has some good ideas.
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<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>[Sound msg = gcs_refer_base_LI01_05_BASE- duration = 1.137415 attenuation = -6 Priority = -6 <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> So, by adding this, what do you hear? If you hadn´t added this entry it still tries and says, "i´m going to..(and then stops)". I can´t believe that Ithaca is hardcoded not to appear on the trade list, but try renaming it with a new ids_name. If you have changed it to be li01_23 as well, that should remove any link to the previous Ithaca.
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Well, the name of ithaca is not linked to its system nickname, its linked to the mbase entry. So you could just rename the base and add a separate entry in mbase with the same gcs. I wouldn´t have thought that they would hardcode ithaca not to appear as it was never dockable in the first place. Actually.... (shuffles through SDK).. ..The mbase for ithaca isn´t there anyhow. This is it: [MBase nickname = Li01_05_Base local_faction = li_p_grp diff = 1 [MVendor num_offers = 0, 0 Got to get the award for the least mbase entry. So, if you have it as a dockable base the speech would be wrong anyway. Did you add your commodities in market_commodities to the original base? Or did you add an entry?
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What part of ithaca dosen´t work? is it just the commodities showing up or other things? You would need to change the archetype of the original ithaca as it dosen´t allow berths. Changing it to "space_police01" would fix that. One of us from here could help you fix whatever the problem is.
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Oh, that one is an easy fix. In universe.ini, there has o be bases at the top and systems at the bottom. So you just move them to the top bit. Nice and easy..
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Oh, there´s a bunch of them that are used for random missions in the tractor loot type ones. I´ve added other new types but they are the main ones. Some of the best are fugitive passengers, travelling between junker bases (with every pirate and police/bounty/millitary faction scanning for them). Also, check these out: <img src=´http://i11.photobucket.com/alb…166/long_destroy_icon.jpg ´> <A href=´http://i11.photobucket.com/alb…166/long_destroy_info.jpg ´ Target=_Blank>Long range destroy mission Info</a> Then, when you´ve dunnit you tractor in: <img src=´http://i11.photobucket.com/alb…_166/destroyloot_icon.jpg ´> <A href=´http://i11.photobucket.com/alb…6/return_to_base_loot.jpg ´ Target=_Blank>Return to base info</a> Other stuff: <img src=´http://i11.photobucket.com/albums/a187/Mace_166/3f355770.jpg ´> I really should get around to releasing this mod sumtime, i´m just constantly adding new things and its hard to draw a line and say,"just release the damn thing.." Oh, and you have to make up icons, there aren´t any in the game already. Its quite good fun spending an evening searching for good images to use while watchin´ a film or sumthin. Edited by - M-A-C-E_166 on 9/26/2005 8:50:14 PM
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Oh, i haven´t done anything too clever. Its just commodity based. Here´s what you buy: <img src=´http://i11.photobucket.com/alb…Mace_166/courier_list.jpg ´> And here´s the infocard: <img src=´http://i11.photobucket.com/alb…Mace_166/courier_info.jpg ´> I´ve literally added hundereds of these throughout the house systems and in about 10 new systems. All of the commodites are scanned for by the local pirates, the scan rate has been raised to 0.8 now and the commodity has a decay per second so it expires after a time. They are also reputation based, so you need to be very established in order to get the most from them. They are pretty good. My new thing for my mod is to totally rearrange the existing systems. There´s nothing really wrong with them and some like gamma will, most likely, stay the same. Edited by - M-A-C-E_166 on 9/26/2005 11:32:04 AM
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Well, in answering what i want in a mod, its easier to answer first what i don´t want. I don´t like things being predictable, if i go to the same location and see exactly the same ships everytime then thats a bad thing. I feel that multiple loadouts overlapping are great. It might take a little while to add, but you can have, for example: A bounty hunter, in a barracuda, loadout aimed at laser weapons A bounty hunter, in a barracuda, loadout aimed at particle weapons A bounty hunter, in a barracuda, loadout aimed at homing misssiles (x2) A bounty hunter, in a barracuda, loadout aimed at pulse missiles .. you get the idea. It just means that when they spawn, you can have a more dangerous and interesting encounter without giving them weapons that their ships should not have. Another thing is the difficulty ramping need to be good. I played a mod a while back where i jumped through the jumpgate to texas and was attacked by, well, pretty much sabres loaded with kraken´s. If they were going to add that kind of encounter it should be well away from the major trade zones and be extremely rare. It made me think straight away, "shall I bother.." You need to give the player a reason to travel and to want to explore. Its no good creating 200 extra systems if your starting ones are dull and interesting, they never get there. Quality is clearly more important. I also feel that space, while vast and empty, should also be as unique as possible. Each base should look diferent ideally. though, obviously, that isn´t possible with some of the base archetypes. It should be rewarding too. It dosen´t have to be fun as such, as lond as its challenging and keeps the player occupied to interesting things. I´ve started looking for new ways to test the player for my mod (Frontierspace) and have added long range courier jobs (carrying police and millitary equipment), long range destroy (go to this system and destroy this destroyable base, tractor loot..) and even a quest with is run by bribes and commodity info. Its challenging, it could take a few days just to work your way into the best route of attack on a specific target. Edited by - M-A-C-E_166 on 9/26/2005 6:48:19 AM
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<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade> [NPCShipArch nickname = MSN13_Nomad_Fighter_Populator loadout = MSN13_Nomad_Fighter_Pop level = d19 ship_archetype = no_fighter pilot = MSN13_Nomad_Fighter state_graph = FIGHTER npc_class = unlawful, FIGHTER, d19 <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Its this bit, npc_class = unlawful, FIGHTER..<------------It needs to be "class_fighter" instead (like all the other faction ones), then you can use enounters like area_scout and area_defend for your nomads. You need to change the new encounter for sigma 17 to have: <b>area nomads2 </b> [EncounterFormation ship_by_class = 4, 4, fighters<-----need to be class_fighters pilot_job = assault_leader_job make_class = wanderer ship_by_class = 16, 16, fighters<-----need to be class_fighters pilot_job = assault_job make_class = wanderer formation_by_class = fighters<-----stays the same behavior = wanderarrival = cruise allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = infinite [Creation permutation = 0, 3 The only thing is that an encounter of 17 ships is a lot. You will need to check the formation so that you have a place for them all to go. It would be easier to have an encounter of say 6 or so then add a high density, high max battle, low repop time and low relief time. That way you will be having waves of nomads coming in. The loadout has nothing to do with whether the ships will spawn or not.
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Oh, its in the bit above, its 131834. But, i´ve already worked out the numbers for you if you wanted to use the short_name method. To be honest, i´m pretty sure that the hardcoded bit is linked to the ids_name and not the name of the faction itself. But I´m not completely sure. I usually just add extra ones. Adding new factions has tutorials to go through in order to get them working. Its best, with factions, if you decide all of the factions that you are going to add before hand. That way you will save a lot of time and effort. <b>To get factions in the game </b> Add to - data/initial_world (all values being either 0, 0.3, 0.65, 0.91, all values should be mutual) Add to - missions/Empathy (Best not to have too many it can overload) Add to - missions/Faction_prop (keep it simple at first) Add to - missions/npcships (if adding unique loadouts, don´t add loadouts until working) Add to - exe/newplayer.fl Add to - exe/mpnewcharacter.fl <b>To get factions offering missions </b> Add to - randommissions/VignetteParams.ini Add to - randommissions/KillableSolars.ini Add to - exe/offerbribesresources.dll Well, thats about it, in initial_world every faction should have rep against every other one including themselves. In empathy, every faction should have empathy for/against every other one <b>except </b> themselves. It would be best to make backups of everything before doing this kind of thing, it can get a bit... messy. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Edited by - M-A-C-E_166 on 9/25/2005 3:49:42 PM
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Good to hear its working, u can change how they are called verbally, but there isn´t one for fugitives. Maybe rogues instead? (fc_lr) To get them showing up on the rep list. I think it is just a case of changing the ids_name. I have done it for mine, but i created an extra faction as well. If you go for changing the name, you have to keep the new one in names_resources (not a custom dll), though the short name can be. There is an area inside names_resources that is assigned for names of factions. The best way of fixing this is to find the short_name of the blood dragons, and to use that number for the full name of your faction. The short_name of the BD´s can be in a custom dll, or in a different part of names resources (its cleaner to use a custom dll though). Then there is adding the new faction to random missions which has been discussed recently. Basically you take the ids_name (the full one), add a magic number and add entries into offerbribesresources. I´ll see if i can find it for ya.. ..Got it, the short_name of the BD´s is: 196924 + magic number of (131834) so, depending on what you want to call them: name:196924 + (131834) = 328758, 328858, 328958, 329058 328758 = Fugitives 328858 = the Fugitives 328958 = Fugitives 329058 = The Fugitives That will do it, just remember to replace the Blood dragons short_name too. If you wanted to do the order and nomads: Using the short_name of Bundschuh 196929, will need to replace name:196929 + (31834)= 328763, 328863, 328963, 329063 328763 = Order 328863 = the Order 328963 = Order 329063 = The Order Using the short_name of the Corsairs 19692, will need to replace name:196921 + (131834) = 328755, 328855, 328955, 329055 328755 = Nomads 328855 = the Nomads 328955 = Nomads 329055 = The Nomads Note that the nomads will also need to be given new entries in faction_prop and npc_ships using the class_fighter type of ship. Anyway, to get the new factions working for random missions, you need to add entries to both vignette_params and (if you want to) killable_solars. The easiest way of doing both is to do a text replace of, "fc_ou_grp," with "fc_ou_grp, fc_f_grp,". This way every type that the outcasts can do, your new unlawful faction can also do. I think thats enough for a while. Post up if you need any more input, good luck.
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well, it could be the rest of the entry in faction_prop. Try copying the names and formation designation from a faction like the junkers or something. I have tried this myself and I just copied the whole entry for a pirate faction and copied them into the area.
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Oh, Resender your link was broken. try this one instead: <A href=´http://img129.imageshack.us/img129/5411/map16ep.jpg´ Target=_Blank>First global map </a>
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Oh, don´t give up, just deal with one thing at a time. It really dosen´t matter about any spelling mistakes in the infocards until the mod is released, so don´t bother thinking about that. Your main jobs are to give names to factions and make sure it is in names_resources.dll and to go through each of the old factions and add: rep = 0, so_grp rep = 0, X_grp rep = 0, O_grp rep = 0, elite_grp under each of them in initial_world and.. empathy_rate = so_grp, 0 empathy_rate = X_grp, 0 empathy_rate = O_grp, 0 empathy_rate = 0, elite_grp, 0 under everybody old, you have added them to the new factions ok. It really isn´t a great deal to do. You cud easily do it in in 15 mins..
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Not totally sure what you are asking for (sorry), but if you want them factions to use the outcast ships then just copy the outcast entries from missions/faction_prop.ini into the other factions list. This bit: npc_ship = fc_ou_bw_fighter_d1-4 npc_ship = fc_ou_bw_fighter_d5 .. npc_ship = fc_ou_bw_elite2_d17 npc_ship = fc_ou_bw_elite2_d18 npc_ship = fc_ou_bw_elite2_d19 .. the same is in the outcasts entry. You already have a usable formation, so you don´t have to worry about that. Next, if you want them in the game, you can just add what you wrote to an ambient pop area and you should get the ships spawning ok. It would be easiest for you to get hold of Freelancer Explorer as it will help you a great deal. Might take a little while to learn what it can do, but, once you do you´ll keep on using it. I know you have said that you know how to deal with the factions doing missions, but remember you need to add them to vignette_params and i´m not even sure that they will allow missions as they have ids_names that are hard coded not to appear in the rep list. Also, there are meant to be extra entries in offerbribesresources.dll that help with the mission dialogue. If you do need any help with these things, i´m sure one of us can help you with it.
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Well, i can´t help with what you have asked for, but there is a link that has all of the locations in (i think) what you are after. <A href=´http://www.lancersreactor.org/t/flwrecks/default.asp´ Target=_Blank>Hidden Wrecks for the original game </a> If you are after wrecks from a mod then there is a program called data storm. I can´t remember if it shows the grid reference or not. Here´s a link for that one too.. <A href=´http://www.lancersreactor.org/t/download/download.asp?id=760´ Target=_Blank>Data storm version 2.0 </a> Not sure if thats the best version to download. There´s an update called <A href=´http://www.lancersreactor.org/t/download/download.asp?id=762´ Target=_Blank>FL Datastorm 2.2 Update</a> Hopefully ther is something there for you.
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But, the good news is that once you have created the base with the shipdealer, you can use that template in FLE to create other bases. So you don´t have to do it manually all of the time.
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That one is quite easily done for the nomads. They use fighters which are called "FIGHTER" as their ship class which is an exception to the other other factions. Most of them are called "class_fighter" instead. So, all you have to do is add an extra entry in faction _prop for the ships. Then modify the new encounter to be "class_fighter" instead of "Fighter" and everything will work ok. Don´t worry about the formation of the new ship class as all of the fighters are grouped together. So; [NPCShipArch nickname = fc_n2_no_fighter_d19 loadout = no_fighter_loadout02_2 level = d19 ship_archetype = no_fighter pilot = MSN13_Nomad_Fighter state_graph = FIGHTER npc_class = unlawful, class_fighter, D19 and [Encounter Formationship_by_class = 4, 4, class_fighters pilot_job = assault_leader_job make_class = wanderer ship_by_class = 16, 16, class_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 [Creationpermutation = 0, 3 That should work ok. Not sure if your formation will be happy doing 17 ships, you may need to add a few <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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Well, i´ve had a bit of a look at it briefly. I did see that you have added the factions incorrectly. That is most likely the cause of the crash. In initial_world, you need to have values for all of the factions not just at the bottom. Meaning li_n_grp should also have: rep = 0, so_grp rep = 0, X_grp rep = 0, O_grp rep = 0, elite_grp ..some of these underneath its other ones, even if they will never meet in the game. Even if the faction li_n_grp is not used at all. If it is in initial_world then it will need the statements still. The same goes for empathy.ini too, you need to add empathy to every other faction that will be included in the game (except for your own). I did notice as well that all of your new factions have "msg_id_prefix = gcs_refer_faction_fc_u", this isn´t a crash, but did you want them all to be called the same thing? Also, your short name for elite dosen´t show up, its been placed in infocards.dll instead, that might cause some problems with it not showing up in the game. There´s a spelling mistake in the info for elite too. For the hero group, the shortname dosen´t show up again and there´s another spelling mistake in the info. The x group is all ok name-wise, but the SquareOwnz are missing their shortname too. Found another couple of spelling mistakes in the pirate, hero gunboat and admin ship´s info. Well, there´s a couple of things there to work on. Please don´t feel i´m criticising anything, i´m sure you´ll get these bits and pieces straightened out. One comment, is what does common.dll do in your mod? If it isn´t integral to its operation then it would be easier to remove that part for the time being and to use OpenSp with the m13.ini file modified as it will make playtesting much easier without the need to start a server everytime. Edited by - M-A-C-E_166 on 9/22/2005 7:36:56 PM