Posts by M-A-C-E_166

    Ah, well i am using an older version of FLE, cos i got used to it. When it comes to mbase, i just do it all manually. I use the factions long name for the names of the people at the base. I´ve made up just simple "bartender", "Trader" and "equipment dealer" type names and used them instead. The names are pretty useless anyway. But adding vigrettes shouldn´t cause problems no matter where they are. Edited by - M-A-C-E_166 on 9/14/2005 3:29:55 PM

    <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>for no reason all my chars in 2 bases went blank <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Not sure what you mean, do you mean characters in mbase? If you´ve started mbase could you post up what you have done so far. Remember in mbase, any mistakes affect the ones after it. Its best to copy what you intend to use to the top of the file and delete any references to bases that may have been added and then removed.

    Did you change the name to be in names_resources? Did you remove any reference to shields from loot_props? Delete the autosave, restart and move the saved games out. Give it a go and see if it helps. What kinds of things have you added to the mod? What changes have been made in the last 2-3 weeks?

    I played the mod earilier this year. I did really like it and spend many late nights getting to my target for the day. Personally, the reason that I enjoy these games is the ability to go anywhere and do anything. I was less into the co-operative play as I like being independent. I did have some ideas recently of things that would really add to the game and i thought i´d post them up here. <b>Destroyable solar bases </b> New undockable bases could be added as targets for the opposing teams. They could be aimed as being either a millitary, police or economy based target. With their destrution and the looting of their unique commodity, the team could seriously affect the abilities of their opponents for a short time. So, you could destroy a Gateway storage facility and cause the affect of destroying 10 liberty transports. The location of these bases could be either hidden or pointed to buy buying the &quot;Long range mission&quot; commodity which has information on its infocard a to where the bases is, and a threat assessment. (edit) And concering difficulty, you are just one ship, you shouldn´t expect to ba able to go on the rampage and kill anything that come in your path. In normal FL, you get a decent VHF, max it out and, if you want to, go on a killing spree of the whole of kusari, borderworlds, bretonia and ultimately rhineland (i won´t even mention liberty). Nobody can oppose you, even though they are millitary forces with massive resources and millions of people behind them. An independent trader called Trent should never be the doom of an entire sector.. Edited by - M-A-C-E_166 on 9/14/2005 10:08:40 AM

    The ring is do-able using FLE. First add the dockable part, then add objects and choose closest base as parent then right click on the base and choose edit base layout. You can move around the objects in relation to the main solar and change the view window too. If you wanted there to be several dockable bases all linked together, then create a tempory solar similar to the dockable one but call it a satellite instead. Then add them the same as above, then manually change the type back in the system´s ini to the dockable version. Remove the &quot;parent =&quot; and manually add the base. Newark is a &quot;large_spacestation&quot;, there is a similar one called &quot;large_spacestation_old&quot; that has construction at the bottom and looks unfinished. You can do that one too the same way as above.

    New York is a funny system anyway. There is a limit to the amount of objects that you can have (i think its 256) and a limit to how many jump things too (10 i think). If you get problems it dosen´t mean that you have done it wrong, you may have just reached the limit. So, what are we going to do today?

    So you are back to where you were now? Its good to keep backups, just remember to copy the dlls back into the mod after any changes (before you deactivate), other wise they get lost. I´ve had a lot of problems over the last 18 months. But, the only time I had a full on system crash form FL was when I had very low system resources. It all went bright blue and I thought, &quot;Well, this can´t be good..<img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>&quot;

    Well, I think that buying bases is the kind of thing thats good for multiplayer and clan players. I can´t see why anybody would want to buy one for SP. Nice gimick for around 5 mins, but how is it different to any other base? But, for MP, It could be more. If I add the new factions and place them in the game as hostile to the player. The only way in is from server admin changing the players account rep values. There will be 24 factions who just don´t like you. You can´t join them, you can´t pay them off, sometimes people just don´t like you.. <b>ideas for faction names </b> Long - Wolfpack, short - [Wolf - Location - Tiacan (EW) - Faction - Jackals Long - Sirius Police , short - [Police - Location - N Berlin - Faction - Rh Police Long - Samurai, short - [Samurai - Location - Chugoku - Faction - B. Dragons Long - ???????, short - [??????? - Location - Omega 41 - Faction - Corsair Long - ???????, short - [??????? - Location -Leeds - Faction - Bowex Long - Xeno separatists, short - [Xeno - Location - Texas - Faction - Xeno Long - ???????, short - [??????? - Location - N Tokyo - Faction - Samura Long - ???????, short - [Outcast - Location - Om Alpha - Faction - Outcasts Long - ???????, short - [Gmg - Location - Sigma 17 - Faction - GMG Long - Mercenaries, short - [Mercs - Location - Om Theta - Faction - B Hunters Long - ???????, short - [INDGAS - Location - Cygnus-X (EW)- Faction - Ind Gas Long - ???????, short - [Storm - Location - Riedquat (EW) - Faction - Raiders Long - Imp Guard, short - [Imp - Location - Cemesis (EW) - Faction - Slave Tr. Long - Federal Ops, short - [Fed - Location - Beta Hydri (EW) - Faction - Fed Long - ???????, short - [??????? - Location - Procyon (EW) - Faction - West All. Long - ???????, short - [Rogue - Location - Socanti (EW)- Faction - Sir Rogues Long - ???????, short - [Pirate - Location - Lalande (EW)- Faction - Ind Pir. Long - ???????, short - [Law - Location - Ross 154 (BW)- Faction - Fr Police Long - Order Elite, short - [Order - Location - Prox Minor (FW) - Faction - Order Long - ???????, short - [??????? - Location - Tau 37 - Faction - IMG Long - ???????, short - [Altair - Location - Altair (EW)- Faction - Altair Long - ???????, short - [Aymifa - Location - Aymifa (EW) - Faction - Aymifans Long - ???????, short - [Edilaz - Location - Edilazie (EW) - Faction - Edilazians Long - Trade guild, short - [Trade - Location - Tau Ceti (EW)- Faction - Sirius Trade Guild (EW) and (BW) refer to the region, (FW) is the frontier worlds. Thats the toughest region with aliens everywhere. I think that would be most of the most popular of the original factions, with some that you won´t have met yet. I don´t want these to dominate the mod, they will be put away from the major pop regions and be given a small defending pop area. I could set up some trade patrols just to be a pain in the ass, as long as they are low possibility it shouldn´t be too annoying. If any clan groups wanted their own names, let me know before I release. There isn´t much else left to do.

    Well, the system creation once you learn whats possible is the most interesting thing that I have found while modding. Its nice to get ideas of what would be reallly good, then just make it happen. Did you add the jumphole manually or by FLE? It wouldn´t normally cause a reboot, that dosen´t sound too healthy.. I´m guessing that your going to be a while gdoing systems, post up here if you need any input. Edited by - M-A-C-E_166 on 9/13/2005 2:00:32 PM

    Well, i can give you a hand with any of that. Something I would recommend is using overlapping loadouts when you redo the trixsters, that way the player dosen´t know whats coming next. I´ve added it to mine and it makes things a lot more interesting. I can´t see why only one type of weapon plat would work and not the other. Are you sure that it has the right reputation? (the right faction name). I´ve not heard of the homeworld 2 capships available here so far, just the smaller ones. Patrolwise, the only real use is to show the locations of hidden bases and worm holes. It would be best to add everything else to get the system pretty much set, and then add the patrols afterwards. Ambient pop is less likely to cause problems. Not sure what you mean by &quot;bring mission systems&quot;. Have you added people to bases yet? Thats always good for a laugh.. (its not that bad once you do the first few). Then the bases should be offering missions ok and you can see what the people look like. You can get hold of &quot;character edit&quot; from the downloads to see what costumes people look like. There´s props to in the costumes.ini file. &quot;Battleship encounters&quot;, was done initially by Nephilim. There have been modifications on his/her very nicely done work. There is a tutorial that you´ll need to go through for that. Its well written and very clear so you´ll have it done in no time. One thing that could be added to the &quot;Battleship encounters&quot;, is more varied encounters. You´ll see what I mean when you start using them. You always get, 1 battleship and 3 cruisers and 3 gunboats (or sumthin). In mine, i´ve added a new cruiser patrol encounter, where there are just 1 or 2 cruisers and some gunboats guarding things like jump gates. The battleships are left to make the house capitals more unique. Looking at your plans for the several house capitals, If you add the lot to the faction as is you would get a mixture of a bretonian battleship, kusari destroyers and rhineland battleships. That could be what you intended, but if you want more control then you´ll need to create new ship_classes and do more encounters that are set to them. I think we´ll deal with that one later.. New fighters is pretty easy to do, just remember to either ask permission and give credit, depending on the creators request. Music is quite easy too, you can assign it to ambient pop zones, fields and as a ships natural sound (a rumble). Edited by - M-A-C-E_166 on 9/13/2005 1:56:27 PM

    The non targetable is the field interference. If you imagine a scanners range is 0 at interference 1.000000. Patrols are available to new factions, if your are using FLE then there is the option there to make available at all. FLE is just being carefull, it likes using an already working patrol as a guideline, but is pretty good at doing it for anyone. If you add several patrols, keep a lookout for similat patrol labels, FLE sometimes makes duplicate names and its a CTD. Also, when you create the patrols it generates the name of the faction by looking at the ids_name in initial_world. If the name isn´t there its going to cause problems ( not that the new factions would be visable in the options anyway). So, where are we at athe moment? Are you getting the names of things showing up yet? For factions or bases. Don´t worry too much about whether the factions are behaving as you would expect, its most likely just restart.fl, autosave of saved games that are making the game engine shortcut looking at your new modified ones. Whats the next 3 things to work on?

    Yeah, just change the ids_name of the base to match the one from universe.ini and it´ll be ok. You´ll need to recheck that the fc_n_grp (nomads) are initially hostile to the factions in initial_world and vice versa. So, whats up with the factions? Just the ids_name and the linked numbers in offerbribes? Thats not much to do, once you find a valid number. Try these instead, NEN name:196924 - was the short name for blood dragons, so you´ll need to replace it NEP name:196929- was the short name for Bundschuh, so you´ll need to replace it NESA name:196921- was the short name for Corsairs, so you´ll need to replace it IS&amp;MR name:196935- was the short name for Farmers all., so you´ll need to replace it Trix name:196930- was the short name for Gaians, so you´ll need to replace it The replaced numbers can in in your custom dll´s ids_name slots. The custom dll has both Ids_name slots and infocard slots too. If you choose the above, then: NEN name:196924 + 131834 = 328758, 328858, 328958, 329058 328758 = New Europe Navy 328858 = the New Europe Navy 328958 = New Europe Navy 329058 = The New Europe Navy NEP name:196929 + 131834 = 328763, 328863, 328963, 329063 328763 = New Europe Police 328863 = the New Europe Police 328963 = New Europe Police 329063 = The New Europe Police NESA name:196921 + 131834 = 328755, 328855, 328955, 329055 328755 = New Europe Space Authority 328855 = the New Europe Space Authority 328955 = New Europe Space Authority 329055 = The New Europe Space Authority IS&amp;MR name:196935 + 131834 = 328769, 328869, 328969, 329069 328769 = Industrial Steel &amp; Mineral Reforming 328869 = the Industrial Steel &amp; Mineral Reforming 328969 = Industrial Steel &amp; Mineral Reforming 329069 = The Industrial Steel &amp; Mineral Reforming Trix name:196930 + 131834 = 328764, 328864, 328964, 329064 328764 = Trixters 328864 = the Trixters 328964 = Trixters 329064 = The Trixters

    Yeah, there´s the problem, the ids_name is in the wrong dll. This is from SDK, [Group nickname = li_n_grp ids_name = 196846&lt;--------This should be similar to each of yours ids_info = 66200&lt;-------This can be changed (i think) ids_short_name = 196895&lt;-------- This can be in a custom dll So the ids_name must be in names_resources.dll The last one from the origianl factions is the bounty hunters, [Group nickname = gd_bh_grp ids_name = 196894&lt;--- Try to find numbers simlar but just after this ids_info = 66175 ids_short_name = 196942 What you can do, is change the short_name of existing factions to you custom dll and use their numbers for your long names. Thats going to be the easiest way, give it a go and start at fc_bd_grp, I seem to remember there was a reason that you don´t go before that. But you´ve got plenty of space after and the factions will show up in FLE as well.

    So have you tried playtesting now? Just to see if the system works ok? In order to get the missions working properly, it easiest to use Freelancer Explorer so that you can see visually where things are in relation to themselves. Try to create a very large ambient pop zone with a low chance of spawning that covers the entire system. There should be at least a very small chance that anyone in the system will go anywhere. This helps the missions to work, next you add mission targets to the places that you want the missions. There are options of &quot;field&quot; or &quot;open&quot;, &quot;field&quot; is just ships, whereas &quot;open&quot; is ships and bases to blow up. Also there is the choice of unlaw, unlaw - unlaw, law or law, unlaw. They refer to who can do the mission on who. To be honest its best to just add lots of different ones to the same region to get the missions working and its easiest if they are nearer to the base thats offering it, If you have tradelanes then that helps cut down the distance to the targets. When you done all this, we´ll have to go through mbase (i´m assuming you haven´t done that one before). Let us know how u get on and we´ll do the next step. Its not too much more to go.

    If I was to add factions using the generate xml thing (that you wouldn´t usually use for factions), and set up, say 20 factions of various names. Then the server admin changes the generated name to whatever the clan wanted, would it show on the other players machines? Or, would it need the download of a new initial_world file for than server? The way I´m thinking of it SP is do-able, I´d really like to give the clan players something very good to encourage them using my mod. MP-wise it would most likely need server admin to remove the means of buying a base and for them to edit the players rep manually. I´d expect them to set a limit to the amount of characters allowed by each player anyway. The way i´m looking at at, there would be 24 new factions (taking it to around 54 extra in the mod), with each of them scattered throughout the systems. Buyable at the local base who´s faction they are copies of. I could have it that the bases aren´t buyable, but they have a low negative empathy towards one of their enemies who I will set to attack the base. There will be that faction guarding the base anyway. So, the only way in is to attack their enemy. All of the other bases would have a high destruction reaction value. Not sure about the empathy though, if i make every other faction have a low negative empathy towards every other one, then a player could just attack one base and, in time, become friendly with all of the others.

    Bonds between the factions? Have you play tested yet? As a rule, you need to have values of 0.91, 0.65, 0.3, 0, -0.3, -0.65, -0.91 otherwise it tends to overload the game engine and it crashes sometimes. Every faction´s relationship should be the same between them too, meaning, if the navy are 0.65 the police, then the police should be 0.65 to the navy. Its best if you only make the faction initially hate/like factions that they are going to meet. If they will never met a faction, then they should have initial =0. As soon as the factions start fighting each other, you can do missions. Make sure you have deleted the autosave and the restart.fl from the saved game folder as it will not read the new changes otherwise. Might need to delete the saved games too..