Posts by M-A-C-E_166

    I don´t know if it will help in freelancer, but if you hold shift+ctrl and press < or > you can change the size of the text. Think it might be only in work though. Is this a problem that is just in Freelancer or is it system wide? Are you a modder? What knds of things have you changed? I can´t see any options for font size in freelancer. Do you know what resolution the game is running at? Edited by - M-A-C-E_166 on 9/22/2005 11:09:17 AM

    Milkshape is actually pretty easy as long as the geometry is ok. Its not one of my strong points, but once you have done one ship, you can use the names of the hardpoints and copy and paste them into the new version. I´ve done ships like the kusari drake into a blood dragon scheme, and the whole thing has taken me 5 minutes (as i already had a black kusari scheme saved). Its well worth going into.

    Can´t see anything wrong with it. Are u sure that this is the entry that is causing the problems? I think someone mentioned before about there being outcasts at a corsair base. I´ve not heard of there being problems from that, but it might be worth removing the outcasts temporarily. In fact it might even be worth just having the corsairs at first, then adding the zoners and finally the outcasts once the corsairs are working, just to see where the problem is. Does your base actually have a ship room and a place for the shipdealer to go?

    I´m not sure how it relates to your problems with factions and encounters spawning, but I find that planet rings can sometimes cause a crash and can be a pain. Might be worth removing that part of the entry and seeing what happens. Also, is this all of your ambient pop zones in the system? If there are others overlapping we will need em posted. In the pop zone above add the statement; population_additive = true as it seems to be missing either true or false. You don´t have to as long as the max ships and density is ok. Just try taking away things. Make sure you have backups, then start with fields and remove one piece at a time until it starts working. If the problem is only in one area of the system, then why do the others work ok? What is different about that area of the system that makes it unique? As a general rule, i tend to keep the density to at least 4 and a general density of 6 with a chance of around 0.400000 (being the sum of the encounters within the zone). But, it dosen´t look like a problem with the zone. Taking away chunks from the system´s ini is the only real answer.

    <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>encounter = area_defend, 8, 0.800000 faction = so_grp, 1.000000 Needs to be: encounter = area_defend, 3, 1.0 faction = so_grp, 1.0... <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Argh, sorry what are you on about? It dosen´t have to total 1.000000 and the ,3, is the difficulty of the encounter so why would changing it from 8 to 3 be a good thing. The encounter dosen´t have 8 ships but it can be spawned twice in that encounter zone. Neither of these would cause a crash. It still dosen´t explain why there are problems throughout the mod with different factions in different systems. Edited by - M-A-C-E_166 on 9/21/2005 10:23:16 AM

    Mbase is the kind of file where if you have a mistake, all of the entries below will not work even if they are done correctly. To fix the problem, the best way would be to use opensp to spawn at different bases moving progressively up the file, or (the easy way), which is to copy all of your entries that you want to the top of the mbase file. You´d still need to test using opensp that the original bases were populated..

    Nah, there´s no way of blocking either jumpholes from lawfuls or jumpgates from unlawfuls. In faction_prop it mentions whether the faction uses jumpholes, gates or both. I think bounty hunters and maybe IMG use both the rest are mostly either one or the other. If you give the zone around it a wormhole type pop (its an option in FLE when doing the ambient pop zone), then you gain a &quot;max of 4 lawfuls&quot;. You can just type in these restrictions if you really don´t want them there. I don´t think that you can adjust how the game engine goes to the name of systems, its just one of those things. It can be done, but it wud be a nightmare and would increase the size of the mod a bit . You would have to record new audio.. Not something that I would choose to go into.. Which ships go NEP have at the moment? The Patriot? (the forum codes ate some of your earlier post). Loadouts are very easy, once you get the hang of it and it gives you a chance to make a totally different style for your mod depending on what you choose and how you apply it. Have you had a go at any weapons or ships yet? Might be good to just get a feel for it. Ok, next step, which kinds of weapons are you going to have for your factions? You can taylor them to the enemy that they will be facing. So, NEP could use laser or photon weapons and have positron shields. That would give them a +20% causing damage and reduce the Trixters weapons by 20% too. As a guideline, bounty hunter, corp and house faction weapons are around half of a weapon class below the pirates. Thats pretty unbalanced, if anything the police should be able to handle anything the pirates have to offer and the millitary should be able to wipe the floor with them.

    Well, i´ve done a search through the SDK of mbase (some version or other), and all of the entries seem ok. Is the name ok? Is it meant to be hi0301_outcasts_003_f? Other than that, it might help to see the &quot;top bit&quot; of the mbase entry where the faction characters are defined?

    Sounds like some nice ideas. But, how are you going to add the higher level corsair ships when its so close to Liberty space? The nomad weaps are do-able. Might be best to create a rapid fire weapon based on the nomad effect. The effect used for the nomads is actually too long. It comes out from behind the ship. But, it can be done and its easier than you think. Fields pretty much do themselves. Once you have named them they just work ok. Personally. i rather being told the location of the mission than the field I will be entering. Its like in Sigma-13, where it tells you,&quot;well, its somewhere in the nebula.. thats all around you.. er..&quot;. Still its up to you, it can work well both ways. You shouldn´t need to do anything more with getting missions to work in fields. I haven´t noticed any extra problems.

    Ok, well the Corsairs don´t have anything less than Difficulty 8 ships. Their lowest weapon is Angelito MkI (class 5). Did you want to have the same weapons? Or were you going to go for something else? You could create a class 3 version if you want. Here´s one: [Munition nickname = Trixters_gun01_mark01_ammo hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 61.199997 energy_damage = 0 weapon_type = W_Neutron01 one_shot_sound = fire_neutron3 munition_hit_effect = pi_neutron_01_impact const_effect = pi_neutron_01_proj lifetime = 1 force_gun_ori = false mass = 1 volume = 0.000100 [Gun nickname = Trixters_gun01_mark01 ids_name = 263206;&lt;--Will need to be changed ids_info = 264206;&lt;--Will need to be changed DA_archetype = equipmentmodelsweaponsco_shock_therapy.cmp material_library = equipmentmodelsge_equip.mat HP_child = HPConnect hit_pts = 1405 explosion_resistance = 1.000000 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 0.000000 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 12.240000 refire_delay = 0.250000 muzzle_velocity = 600 toughness = 2.200000 flash_particle_name = pi_neutron_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = Trixters_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = false turn_rate = 90 lootable = true LODranges = 0, 20, 40, 80, 100 Then, in weapon_goods [Good nickname = Trixters_gun01_mark01 equipment = Trixters_gun01_mark01 category = equipment price = 1830 item_icon = equipmentmodelscommodities
    n_iconsEQUIPICON_gun.3db combinable = false ids_name = 263206;&lt;--Will need to be changed ids_info = 264206;&lt;--Will need to be changed shop_archetype = equipmentmodelsweaponsco_shock_therapy.cmp material_library = equipmentmodelsge_equip.mat Well, if you are planning to make custom weapons for the faction, nows a good time to do it. As a rule, a class 4 weapon has 2x a class 2´s damage and power. A class 6 has 2x a class 3´s damage and power and so on. It might save time to add Arghs toolkit for the variations on weapons. It makes the slow firing plasma weapons faster and easier to use (amongst other things). Even the Legionnaire ship with a lower loadout is a bit much for liberty. You´ll probably need negative armour scaling, making it very weak against missiles. You could make another entry in shiparch that duplicates the legionnaire and has more liberty friendly abilities. <b>Could you let me know: </b> Which ships you want for the Faction Which weapon type/name you want for the faction Any faction traits, they might choose to use only homing missiles or use pulse missiles instead.

    Sounding pretty good. When it comes to ship loadouts, you really do have a lot of control with what you want to have. Which faction did you use for the trixsters so far? Having missions inside a nebula/debrisfield is the same as anywhere else. Only thing is unless you name the fields, remove the complete &quot;ids_name =&quot; entry from the system file. Otherwise you get gaps in the text where your enemy is entring &quot;..&quot;. If you just look through initial_world and make sure both factions feel the same way, you can pretty much tell how they will behave. Playtesting is good, it helps you get a feel for the system and for how you want it to play.

    For that one I don´t think sndrec could do it. There´s load of free software around, its worth just doing a search for something decent for 15 mins or so.

    Its ok, what i was saying in the last post was you can do an automatic fix by exchanging fc_ou_grp for <b>both </b> Fc_ou_grp and another faction (or two). Its just an easier way of doing it. But, you´ve done it all now and from what I´ve seen you´ve done it all perfectly. In the above post there was a mistake which I think came from Unicornz post. Rh_m_grp aren´t unlaw, they are Kruger Minerals. It won´t cause any serious problems (i think), but it might mean that some of the dialogue might seem a bit out of place. I think you´ve done it right the faction should be either with the lawfull´s if law or with the unlaw´s otherwise. Well, if you have a system where enemy factions fight and you have done the above, you should be getting missions working ok. Did you delete the autosave, saved games and restart?

    The sound is usually a wav file with mpeg layer3 encoding. You can use sndrec32.exe in the windows/system32 folder. Just bring the wav in, choose file&gt;properties and choose the mpeg layer3 from the drop down menu. You can choose the maximum quality and its file size is still very low. Being mpeg based encoding, the less change during the audio the smaller the file size. Edited by - M-A-C-E_166 on 9/15/2005 4:34:28 PM

    Could still use a few more mission targets. I´d go for about 5x the amount you already have. Did you add the new factions to VignetteParams.ini in the random_missions folder? You won´t get any missions unless they are added. The easy way is to replace &quot;fc_ou_grp&quot;, with, &quot;fc_ou_grp, (whatever the trixters were),&quot; And choose replace all. I think u might have done this already. Try the system wide low ambient pop of &quot;area_bh_scout&quot;, its a low density pop of one or two fighters so they won´t affect your system´s balance too much.

    Ok, well i´m not sure about the difficulty rating of your new system, but D1 is pretty low, Your difficulty range is ok for that level. You need to add a few more vignrettes. Try Law, unlaw instead and use FLE to make sure the mission target is overlapping the pop zone. The encounters that you have in the pop zone will affect it too, I think they need to be &quot;class_fighter&quot;, the same as area_defend, area_scout etc.. The typical fighter encounters. If you had jusp capship (not that u have) I don´t think the missions would work anyway, but I might be wrong. To get the full population in the base, increase the weight of the two factions so that it totals 100. They are a percentage of the bases population. mission_type = DestroyMission, 0.000000, 1.687200, 75&lt;-- This can be increased to 100 too, as there are no other factions offering missions. When you enter a base the game engine likes to generate different things in the bar, not just the same. There isn´t too much to choose from at the moment. You could give &quot;neb0101_001_m&quot; the destroy_missions too. Could do with some people for the local faction in the bar too. Try adding to zoners: npc = neb0101_zoners_001_m npc = neb0101_zoners_002_m npc = neb0101_zoners_003_m and, to bh npc = neb0101_bounty_001_m npc = neb0101_bounty_002_f [GF_NPC nickname = neb0101_zoners_001_m body = pl_male1_peasant_body head = sh_male4_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 196893;&lt;--just zoners for testing purposes affiliation = gd_z_grp bribe = gd_z_grp, 10000, 16102 bribe = gd_bh_grp, 10000, 16101 voice = rvp101 room = bar [GF_NPC nickname = neb0101_zoners_002_m body = pl_male1_peasant_body head = sh_male1_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 196893;&lt;--just zoners for testing purposes affiliation = gd_z_grp bribe = gd_z_grp, 10000, 16102 bribe = gd_bh_grp, 10000, 16101 voice = rvp131 room = bar [GF_NPC nickname = neb0101_zoners_003_m body = pl_male1_peasant_body head = sh_male2_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 196893;&lt;--just zoners for testing purposes affiliation = gd_z_grp bribe = gd_z_grp, 10000, 16102 bribe = gd_bh_grp, 10000, 16101 voice = rvp101 room = bar [GF_NPC nickname = neb0101_bounty_001_m body = sh_male2_body head = sh_male3_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 196894;&lt;--just BH for testing purposes affiliation = gd_bh_grp voice = rvp106 misn = DestroyMission, 0.000000, 0.112380 room = bar bribe = gd_z_grp, 10000, 16102 bribe = gd_bh_grp, 10000, 16101 accessory = prop_neuralnet_B [GF_NPC nickname = neb0101_bounty_002_f body = pl_female2_journeyman_body head = pl_female1_head lefthand = benchmark_female_hand_left righthand = benchmark_female_hand_right individual_name = 196894;&lt;--just BH for testing purposes affiliation = gd_bh_grp voice = rvp516 misn = DestroyMission, 0.000000, 0.112380 room = bar bribe = gd_z_grp, 10000, 16102 bribe = gd_bh_grp, 10000, 16101 The zoners that have been added don´t have a lot to do. They offer no mission, have no rumours, but at least now they can offer bribes between the bh and zoners. You can copy a chunk out if u like, just make sure you close the brackets. Edited by - M-A-C-E_166 on 9/15/2005 10:23:45 AM