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Nephilim

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1

Monday, April 14th 2003, 1:24am

<b>3) browse to DATAMISSIONS and open faction_prop.ini </b> <b>4a) search for the string <i>affiliation = br_n_grp </i> and paste the following text (preferably below the existing block of data): </b> npc_ship = Bretonia_Gunboat npc_ship = Bretonia_Destroyer npc_ship = Bretonia_Battleship formation = gunboats, gunboat_wall formation = destroyers, destroyer_wall formation = battleships, battleship_wall <b>4b) search for the string <i>affiliation = ku_n_grp </i> and paste the following text (preferably below the existing block of data): </b> npc_ship = Kusari_Gunboat npc_ship = Kusari_Destroyer npc_ship = Kusari_Battleship formation = gunboats, gunboat_wall formation = destroyers, destroyer_wall formation = battleships, battleship_wall <b>4c) search for the string <i>affiliation = li_n_grp </i> and paste the following text (preferably below the existing block of data): </b> npc_ship = Liberty_Cruiser npc_ship = Liberty_Battleship formation = cruisers, cruiser_wall formation = battleships, battleship_wall <b>4d) search for the string <i>affiliation = fc_n_grp </i> and paste the following text (preferably below the existing block of data): </b> npc_ship = Nomad_Gunboat npc_ship = Nomad_Battleship formation = gunboats, gunboat_wall formation = battleships, battleship_wall <b>4e) search for the string <i>affiliation = rh_n_grp </i> and paste the following text (preferably below the existing block of data): </b> npc_ship = Rheinland_Gunboat npc_ship = Rheinland_Cruiser npc_ship = Rheinland_Battleship formation = gunboats, gunboat_wall formation = cruisers, cruiser_wall formation = battleships, battleship_wall <b>5) browse to DATAMISSIONS, open formations.ini, and paste the following text (preferably at the end of the file): </b> [Formation nickname = battleship_wall pos = 0, 0, 0 pos = 400, 0, 0 pos = -400, 0, 0 pos = 0, 200, 0 pos = 400, 200, 0 pos = -400, 200, 0 pos = 400, 0, 0 pos = 400, 200, 0 pos = 0, -200, 0 pos = 400, -200, 0 pos = -400, -200, 0 pos = 400, -200, 0 pl_pos = 0, 0, 500 Edited by - Nephilim on 14-04-2003 00:33:15

Nephilim

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2

Monday, April 14th 2003, 1:26am

<b>6) browse to DATAMISSIONS, open npcships.ini and paste the following text (preferably at the end of the file): </b> [NPCShipArch nickname = Bretonia_Gunboat loadout = Bretonia_Gunboat_Loadout level = d19 ship_archetype = br_gunboat pilot = gunboat_default state_graph = GUNBOAT npc_class = lawful, class_gunboat, d19 [NPCShipArch nickname = Bretonia_Destroyer loadout = Bretonia_Destroyer_Loadout level = d19 ship_archetype = br_destroyer pilot = destroyer_default state_graph = CRUISER npc_class = lawful, class_destroyer, d19 [NPCShipArch nickname = Bretonia_Battleship loadout = Bretonia_Battleship_Loadout level = d19 ship_archetype = br_battleship pilot = battleship_default state_graph = CRUISER npc_class = lawful, class_battleship, d19 [NPCShipArch nickname = Kusari_Gunboat loadout = Kusari_Gunboat_Loadout level = d19 ship_archetype = ku_gunboat pilot = gunboat_default state_graph = GUNBOAT npc_class = lawful, class_gunboat, d19 [NPCShipArch nickname = Kusari_Destroyer loadout = Kusari_Destroyer_Loadout level = d19 ship_archetype = ku_destroyer pilot = destroyer_default state_graph = CRUISER npc_class = lawful, class_destroyer, d19 [NPCShipArch nickname = Kusari_Battleship loadout = Kusari_Battleship_Loadout level = d19 ship_archetype = ku_battleship pilot = battleship_default state_graph = CRUISER npc_class = lawful, class_battleship, d19 [NPCShipArch nickname = Liberty_Cruiser loadout = Liberty_Cruiser_Loadout level = d19 ship_archetype = li_cruiser pilot = cruiser_default state_graph = CRUISER npc_class = lawful, class_cruiser, d19 [NPCShipArch nickname = Liberty_Battleship loadout = Liberty_Battleship_Loadout level = d19 ship_archetype = li_dreadnought pilot = battleship_default state_graph = CRUISER npc_class = lawful, class_battleship, d19 [NPCShipArch nickname = Nomad_Gunboat loadout = Nomad_Gunboat_Loadout level = d19 ship_archetype = no_gunboat pilot = MSN12_Nomad_Gunboat state_graph = GUNBOAT npc_class = unlawful, class_gunboat, d19 [NPCShipArch nickname = Nomad_Battleship loadout = Nomad_Battleship_Loadout level = d19 ship_archetype = no_battleship pilot = MSN12_Nomad_Battleship state_graph = CRUISER npc_class = unlawful, class_battleship, d19 [NPCShipArch nickname = Rheinland_Gunboat loadout = Rheinland_Gunboat_Loadout level = d19 ship_archetype = rh_gunboat pilot = gunboat_default state_graph = GUNBOAT npc_class = lawful, class_gunboat, d19 [NPCShipArch nickname = Rheinland_Cruiser loadout = Rheinland_Cruiser_Loadout level = d19 ship_archetype = rh_cruiser pilot = cruiser_default state_graph = CRUISER npc_class = lawful, class_cruiser, d19 [NPCShipArch nickname = Rheinland_Battleship loadout = Rheinland_Battleship_Loadout level = d19 ship_archetype = rh_battleship pilot = battleship_default state_graph = CRUISER npc_class = lawful, class_battleship, d19

Nephilim

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3

Monday, April 14th 2003, 1:27am

<b>7) browse to DATAMISSIONS, open shipclasses.ini and paste the following text (preferably at the end of the file): </b> [ShipClass nickname = sc_destroyers member = class_destroyer [ShipClass nickname = sc_battleships member = class_battleship <b>8) browse to DATASHIPS, open loadouts_special.ini and paste the following text (preferably at the end of the file): </b> [Loadout nickname = Bretonia_Gunboat_Loadout archetype = br_gunboat equip = infinite_power equip = ge_s_scanner_02 equip = ge_s_tractor_01 equip = ge_bg_engine_01 equip = sfx_rumble_gunvessel equip = br_gunboat_forward_gun01, HpTurret_B3_02 equip = br_gunboat_forward_gun01, HpTurret_B3_03 equip = br_gunboat_turret01, HpTurret_B3_01 equip = br_gunboat_turret01, HpTurret_B4_01 equip = br_gunboat_turret01, HpTurret_B4_02 equip = br_gunboat_turret01, HpTurret_B4_03 equip = armor_scale_9 equip = SlowMediumRed, HpRunningLight14 equip = SlowMediumRed, HpRunningLight03 equip = SlowMediumRed, HpRunningLight11 equip = SlowMediumRed, HpRunningLight09 equip = SlowMediumRed, HpRunningLight01 equip = LargeWhiteSpecial, HpHeadLight01 [Loadout nickname = Bretonia_Destroyer_Loadout archetype = br_destroyer equip = infinite_power equip = ge_s_scanner_02 equip = ge_s_tractor_01 equip = ge_bd_engine_01 equip = br_destroyer_turret03, HpTurret_B1_01 equip = br_destroyer_turret03, HpTurret_B2_01 equip = br_destroyer_turret03, HpTurret_B2_02 equip = br_destroyer_turret03, HpTurret_B3_01 equip = br_destroyer_turret03, HpTurret_B3_02 equip = br_destroyer_turret03, HpTurret_B4_01 equip = br_destroyer_turret03, HpTurret_B4_02 equip = armor_scale_9 equip = SlowLargeRed, HpRunningLight03 equip = SlowLargeRed, HpRunningLight14 equip = SlowLargeRed, HpRunningLight10 equip = SlowLargeRed, HpRunningLight12 equip = SlowLargeRed, HpRunningLight17 equip = SlowLargeRed, HpRunningLight05 equip = LargeWhiteSpecial, HpHeadLight01 [Loadout nickname = Bretonia_Battleship_Loadout archetype = br_battleship equip = infinite_power equip = ge_s_scanner_02 equip = ge_s_tractor_01 equip = ge_bb_engine_01 equip = sfx_rumble_battleship equip = br_battleship_flak_turret01, HpTurret_B4_01 equip = br_battleship_flak_turret01, HpTurret_B4_02 equip = br_battleship_turret03, HpTurret_B1_01 equip = br_battleship_turret03, HpTurret_B1_02 equip = br_battleship_turret03, HpTurret_B1_03 equip = br_battleship_turret03, HpTurret_B2_01 equip = br_battleship_turret03, HpTurret_B2_02 equip = br_battleship_turret03, HpTurret_B2_03 equip = br_battleship_turret03, HpTurret_B2_04 equip = br_battleship_turret03, HpTurret_B4_03 equip = br_battleship_turret03, HpTurret_B4_04 equip = br_battleship_turret03, HpTurret_B4_05 equip = armor_scale_9 equip = SlowLargeRed, HpRunningLight19 equip = SlowLargeRed, HpRunningLight20 equip = SlowLargeRed, HpRunningLight09 equip = SlowLargeRed, HpRunningLight10 equip = SlowLargeRed, HpRunningLight11 equip = SlowLargeRed, HpRunningLight05 equip = LargeWhiteSpecial, HpHeadLight01 [Loadout nickname = Kusari_Gunboat_Loadout archetype = ku_gunboat equip = ge_s_scanner_02 equip = infinite_power equip = ge_s_tractor_01 equip = sfx_rumble_gunvessel equip = ge_kg_engine_01 equip = ku_gunboat_forward_gun01, HpTurret_K5_01 equip = ku_gunboat_turret01, HpTurret_K4_01 equip = ku_gunboat_turret01, HpTurret_K4_02 equip = ku_gunboat_turret01, HpTurret_K4_03 equip = armor_scale_9 equip = SlowMediumGreen, HpRunningLight01 equip = SlowMediumGreen, HpRunningLight02 equip = SlowMediumGreen, HpRunningLight03 equip = SlowMediumGreen, HpRunningLight04 equip = SlowMediumGreen, HpRunningLight05 equip = LargeWhiteSpecial, HpHeadLight01 [Loadout nickname = Kusari_Destroyer_Loadout archetype = ku_destroyer equip = ge_s_scanner_02 equip = infinite_power equip = ge_s_tractor_01 equip = sfx_rumble_destroyer equip = ge_kd_engine_01 equip = ku_destroyer_turret01, HpTurret_K1_01 equip = ku_destroyer_turret01, HpTurret_K1_02 equip = ku_destroyer_turret01, HpTurret_K2_01 equip = ku_destroyer_turret01, HpTurret_K2_02 equip = ku_destroyer_turret01, HpTurret_K2_03 equip = ku_destroyer_turret01, HpTurret_K2_04 equip = ku_destroyer_turret01, HpTurret_K2_05 equip = ku_destroyer_turret01, HpTurret_K4_01 equip = ku_destroyer_turret01, HpTurret_K4_02 equip = ku_destroyer_turret01, HpTurret_K4_03 equip = ku_destroyer_turret01, HpTurret_K4_04 equip = ku_destroyer_turret01, HpTurret_K4_05 equip = ku_destroyer_turret01, HpTurret_K4_06 equip = armor_scale_9 equip = SlowMediumGreen, HpRunningLight01 equip = SlowMediumGreen, HpRunningLight02 equip = SlowMediumGreen, HpRunningLight03 equip = SlowMediumGreen, HpRunningLight04 equip = SlowMediumGreen, HpRunningLight05 equip = SlowMediumGreen, HpRunningLight06 equip = LargeWhiteSpecial, HpHeadLight01 [Loadout nickname = Kusari_Battleship_Loadout archetype = ku_battleship equip = ge_s_scanner_02 equip = infinite_power equip = ge_s_tractor_01 equip = sfx_rumble_battleship equip = ge_kb_engine_01 equip = ku_battleship_flak_turret01, HpTurret_K3_05 equip = ku_battleship_flak_turret01, HpTurret_K3_06 equip = ku_battleship_turret01, HpTurret_K1_01 equip = ku_battleship_turret01, HpTurret_K1_02 equip = ku_battleship_turret01, HpTurret_K1_03 equip = ku_battleship_turret01, HpTurret_K1_04 equip = ku_battleship_turret01, HpTurret_K1_05 equip = ku_battleship_turret01, HpTurret_K1_06 equip = ku_battleship_turret01, HpTurret_K1_07 equip = ku_battleship_turret01, HpTurret_K1_08 equip = ku_battleship_turret01, HpTurret_K3_01 equip = ku_battleship_turret01, HpTurret_K3_02 equip = ku_battleship_turret01, HpTurret_K3_03 equip = ku_battleship_turret01, HpTurret_K3_04 equip = ku_battleship_turret01, HpTurret_K3_07 equip = ku_battleship_turret01, HpTurret_K3_08 equip = ku_battleship_turret01, HpTurret_K3_09 equip = ku_battleship_turret01, HpTurret_K3_10 equip = armor_scale_9 equip = SlowLargeGreen, HpRunningLight08 equip = SlowLargeGreen, HpRunningLight07 equip = SlowLargeGreen, HpRunningLight01 equip = SlowLargeGreen, HpRunningLight04 equip = SlowLargeGreen, HpRunningLight03 equip = SlowLargeGreen, HpRunningLight10 equip = LargeWhiteSpecial, HpHeadLight01 [Loadout nickname = Liberty_Cruiser_Loadout archetype = li_cruiser equip = infinite_power equip = ge_s_scanner_02 equip = ge_s_tractor_01 equip = ge_lc_engine_01 equip = sfx_rumble_cruiser equip = li_cruiser_forward_gun01, HpWeapon01 equip = li_cruiser_missile_turret01, HpTurret_L5_03 equip = li_cruiser_missile_turret01, HpTurret_L5_04 equip = li_cruiser_turret01, HpTurret_L5_01 equip = li_cruiser_turret01, HpTurret_L5_02 equip = li_cruiser_turret01, HpTurret_L5_05 equip = li_cruiser_turret01, HpTurret_L5_06 equip = li_cruiser_turret01, HpTurret_L5_07 equip = armor_scale_9 equip = LargeWhiteSpecial, HpHeadLight01 equip = LargeWhiteSpecial, HpHeadLight02 equip = SlowLargeBlue, HpRunningLight03 equip = SlowLargeBlue, HpRunningLight06 equip = SlowLargeBlue, HpRunningLight08 equip = SlowLargeBlue, HpRunningLight09 [Loadout nickname = Liberty_Battleship_Loadout archetype = li_dreadnought equip = infinite_power equip = ge_s_scanner_02 equip = sfx_rumble_battleship equip = ge_lbd_engine_01 equip = li_battleship_flak_turret01, HpTurret_L4_03 equip = li_battleship_flak_turret01, HpTurret_L4_04 equip = li_battleship_turret01, HpTurret_L1_01 equip = li_battleship_turret01, HpTurret_L2_01 equip = li_battleship_turret01, HpTurret_L3_01 equip = li_battleship_turret01, HpTurret_L4_01 equip = li_battleship_turret01, HpTurret_L4_02 equip = li_battleship_turret01, HpTurret_L4_05 equip = li_battleship_turret01, HpTurret_L4_06 equip = li_battleship_turret01, HpTurret_L4_07 equip = armor_scale_9 equip = SlowLargeBlue, HpRunningLight15 equip = SlowLargeBlue, HpRunningLight17 equip = SlowLargeBlue, HpRunningLight33 equip = SlowLargeBlue, HpRunningLight09 equip = SlowLargeBlue, HpRunningLight11 equip = SlowLargeBlue, HpRunningLight34 [Loadout nickname = Nomad_Gunboat_Loadout archetype = no_gunboat equip = infinite_power equip = ge_ng_engine_01 equip = ge_s_scanner_02 equip = armor_scale_9 equip = nomad_turret01_mark01, Hp_1_01 equip = nomad_turret01_mark01, Hp_1_02 equip = nomad_turret01_mark01, Hp_1_03 equip = nomad_turret01_mark01, Hp_1_04 equip = nomad_turret01_mark01, Hp_1_05 equip = nomad_turret01_mark01, Hp_1_06 cargo = special_nomad_gun02, 1 [Loadout nickname = Nomad_Battleship_Loadout archetype = no_battleship equip = infinite_power equip = ge_s_scanner_02 equip = armor_scale_9 equip = nomad_turret01_mark01, Hp_1_01 equip = nomad_turret01_mark01, Hp_1_02 equip = nomad_turret01_mark01, Hp_1_03 equip = nomad_turret01_mark01, Hp_1_04 equip = nomad_turret01_mark01, Hp_1_05 equip = nomad_turret01_mark01, Hp_1_06 equip = nomad_turret01_mark01, Hp_1_07 equip = nomad_turret01_mark01, Hp_1_08 equip = nomad_turret01_mark01, Hp_1_09 equip = nomad_turret01_mark01, Hp_1_10 equip = nomad_turret01_mark01, Hp_1_11 equip = nomad_turret01_mark01, Hp_1_12 equip = nomad_turret01_mark01, Hp_1_13 equip = nomad_turret01_mark01, Hp_1_14 equip = nomad_turret01_mark01, Hp_1_15 equip = fx_Nomad_battleship_engine, HpEngine01 [Loadout nickname = Rheinland_Gunboat_Loadout archetype = rh_gunboat equip = infinite_power equip = ge_s_scanner_02 equip = ge_s_tractor_01 equip = sfx_rumble_gunvessel equip = ge_rg_engine_01 equip = rh_gunboat_forward_gun01, HpWeapon01 equip = rh_gunboat_missile_turret01, HpTurret_R4_03 equip = rh_gunboat_missile_turret01, HpTurret_R4_04 equip = rh_gunboat_turret02, HpTurret_R3_01 equip = rh_gunboat_turret02, HpTurret_R4_01 equip = rh_gunboat_turret02, HpTurret_R4_02 equip = rh_gunboat_turret02, HpTurret_R4_05 equip = armor_scale_9 equip = SlowMediumYellow, HpRunningLight01 equip = SlowMediumYellow, HpRunningLight02 equip = SlowMediumYellow, HpRunningLight03 equip = SlowMediumYellow, HpRunningLight06 equip = SlowMediumYellow, HpRunningLight09 equip = LargeWhiteSpecial, HpHeadLight01 [Loadout nickname = Rheinland_Cruiser_Loadout archetype = rh_cruiser equip = infinite_power equip = ge_s_scanner_02 equip = ge_s_tractor_01 equip = sfx_rumble_cruiser equip = ge_rc_engine_01 equip = rh_cruiser_turret04, HpTurret_R1_01 equip = rh_cruiser_turret04, HpTurret_R2_01 equip = rh_cruiser_turret04, HpTurret_R2_02 equip = rh_cruiser_turret04, HpTurret_R2_03 equip = rh_cruiser_turret04, HpTurret_R2_04 equip = rh_cruiser_turret04, HpTurret_R2_05 equip = rh_cruiser_turret04, HpTurret_R2_06 equip = rh_cruiser_turret04, HpTurret_R3_01 equip = rh_cruiser_turret04, HpTurret_R3_02 equip = rh_cruiser_turret04, HpTurret_R4_01 equip = rh_cruiser_turret04, HpTurret_R4_02 equip = rh_cruiser_turret04, HpTurret_R4_03 equip = rh_cruiser_turret04, HpTurret_R4_04 equip = rh_cruiser_turret04, HpTurret_R4_05 equip = rh_cruiser_turret04, HpTurret_R4_06 equip = armor_scale_9 equip = SlowLargeYellow, HpRunningLight03 equip = SlowLargeYellow, HpRunningLight04 equip = SlowLargeYellow, HpRunningLight06 equip = SlowLargeYellow, HpRunningLight14 equip = SlowLargeYellow, HpRunningLight07 equip = SlowLargeYellow, HpRunningLight08 equip = LargeWhiteSpecial, HpHeadLight01 [Loadout nickname = Rheinland_Battleship_Loadout archetype = rh_battleship equip = infinite_power equip = ge_s_scanner_02 equip = sfx_rumble_battleship equip = rh_battleship_flak_turret01, HpTurret_R4_02 equip = rh_battleship_flak_turret01, HpTurret_R4_03 equip = rh_battleship_turret04, HpTurret_R1_01 equip = rh_battleship_turret04, HpTurret_R1_02 equip = rh_battleship_turret04, HpTurret_R1_03 equip = rh_battleship_turret04, HpTurret_R1_04 equip = rh_battleship_turret04, HpTurret_R2_01 equip = rh_battleship_turret04, HpTurret_R2_02 equip = rh_battleship_turret04, HpTurret_R2_03 equip = rh_battleship_turret04, HpTurret_R2_04 equip = rh_battleship_turret04, HpTurret_R3_01 equip = rh_battleship_turret04, HpTurret_R3_02 equip = rh_battleship_turret04, HpTurret_R3_03 equip = rh_battleship_turret04, HpTurret_R3_04 equip = rh_battleship_turret04, HpTurret_R3_05 equip = rh_battleship_turret04, HpTurret_R3_06 equip = rh_battleship_turret04, HpTurret_R4_01 equip = rh_battleship_turret04, HpTurret_R4_04 equip = rh_battleship_turret04, HpTurret_R4_05 equip = rh_battleship_turret04, HpTurret_R4_06 equip = rh_battleship_turret04, HpTurret_R4_07 equip = ge_rb_engine_01 equip = armor_scale_9 equip = SlowLargeYellow, HpRunningLight03 equip = SlowLargeYellow, HpRunningLight04 equip = SlowLargeYellow, HpRunningLight08 equip = SlowLargeYellow, HpRunningLight07 equip = SlowLargeYellow, HpRunningLight05

Nephilim

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4

Monday, April 14th 2003, 1:27am

<b> Now onto the juicy meat and suckulent bones: controlling where your fleets spawn! </b>Browse to <b>DATAUNIVERSESYSTEMS </b>... then take a moment to get your bearings. You´re looking at a bunch of cryptically-named folders, each of which represents a system. A complete list of map-to-system names can be found <A href=´http://www.lancersreactor.org/t/forum/topic.asp?topic_id=10949&amp;forum_id=18&amp;Topic_Title=%2A%2A%2AInfo%2A%2A%2A+All+Bases+and+Systems+NickName+%3D+RealName&amp;forum_title=Freelancer+Editing+Forum&amp;cat_title=&amp;M=False´ Target=_Blank>here</a>, but let´s focus our attention on LI01 for now. That´s the first system (New York) in Liberty space (hence the abbreviation &quot;LI01&quot; ), and it´s an ideal location for our testing ground. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> <b>9) Browse to DATAUNIVERSESYSTEMSLI01, open li01.ini, search for the string <i>nickname = Zone_Li01_001_Planet_Li01_01 </i> (the area of space around Manhattan), and paste the following text (preferably below the existing block of data): </b> encounter = capitalships_Liberty, 19, 1.000000 faction = li_n_grp, 1.000000 encounter = capitalships_Escorts, 19, 1.000000 faction = li_n_grp, 1.000000 [EncounterParameters nickname = capitalships_Liberty filename = missionsencounterscapitalships_Liberty.ini [EncounterParameters nickname = capitalships_Escorts filename = missionsencounterscapitalships_Escorts.ini <b>10) You´re done! Take off from Manhattan and blast away (or just admire the view, which is a wiser course of action)! </b> <b>11) You can also summon ships from the other houses. Here´s how. </b> In general, the format for generating a small fleet affiliated with HOUSE is: encounter = capitalships_HOUSENAME, 19, 1.000000 faction = GROUPNAME, 1.000000 encounter = capitalships_Escorts, 19, 1.000000 faction = GROUPNAME, 1.000000 [EncounterParameters nickname = capitalships_HOUSENAME filename = missionsencounterscapitalships_HOUSENAME.ini [EncounterParameters nickname = capitalships_Escorts filename = missionsencounterscapitalships_Escorts.ini Where HOUSENAME can be Bretonia, Kusari, Liberty, Nomads, or Rheinland, and where GROUPNAME can be br_n_grp (Bretonia Navy), ku_n_grp (Kusari Navy), li_n_grp (Liberty Navy), fc_n_grp (Nomads), or rh_n_grp (Rheinland Navy). Substitute as desired. It´s possible to spawn more than one fleet simultaneously! Simply copy the <i>encounter= </i> and <i>faction= </i> parameters as many times as you like, but raise the density restriction of the zone you´re calling them in (rule of thumb: default value + total fleet size). You only need to insert the [EncounterParameters once per system. I´ll leave populating the universe with military patrols to your imagination. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Credit goes to Truga for his excellent Nomad battleship tutorial. Edited by - Nephilim on 15-04-2003 15:09:17

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5

Monday, April 14th 2003, 3:04pm

YOU ARE MY GOD NOW!!!!!!! THX FOR THIS INCREDIBLE TUTORIAL!!!!!!!!!
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CW

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6

Monday, April 14th 2003, 5:08pm

I must try this some time. This thread deserves to be sticky. ----------------------------------------------------------- War does not decide who is right, only who is left. Edited by - CW on 14-04-2003 16:10:20
Signature from »CW« A propeller is just a big fan designed to keep the pilot cool. Want prove? Stop the prop and watch the pilot break out in sweat!

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7

Tuesday, April 15th 2003, 12:18pm

I´ve been waiting for this MOD, great job <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> I put a Bretonian Fleet in Planet Leeds, they give a very good fight when I assaulted them with my upgraded Dromedary, now that gives me the real need for heavy firepower (including the unused sunslayer torps). However, when the fleet is totally destroyed, another fleet quickly jumped in and I was caught in their crossfire :p I think this is related to density and difficulties values in the ini file. Is there anyway to make the battleship stop and not flying around by modifying the ´make_class=´ value ? Final question, can I made each faction hate each other ? It must be fun to see a cap-ship confrontation between Kusari and Rheinland in the legendary Sigma-13 system.
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Nephilim

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8

Tuesday, April 15th 2003, 12:52pm

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>I think this is related to density and difficulties values in the ini file. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Actually, it´s not. Spawning is determined by pure statistical mechanics. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> For instance, <i>encounter = capitalships_Liberty, 19, 1.000000 </i> has a chance of 1.000000 of appearing. This can be any value between 0.000000 and 1.000000 Note that as you decrease chance, you´ll want to fiddle with <i>repop_time </i> and <i>relief_time </i> to achieve &quot;realistic&quot; results. <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>Is there anyway to make the battleship stop and not flying around by modifying the ´make_class=´ value ? <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Yes, there is. It´s even possible to have your fleets follow patrol routes. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> <i>make_class </i>, however, only tells FL the general AI pattern ships in your encounter should follow (wanderer is a fairly erratic one); it´s the <i>behavior </i> parameter that governs, you guessed it, the conduct of the entire formation. Valid entries are <i>nothing </i>, <i>wander </i>, <i>patrol_path </i>, and <i>trade </i>. <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>Final question, can I made each faction hate each other ? It must be fun to see a cap-ship confrontation between Kusari and Rheinland in the legendary Sigma-13 system. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Easy as pie. Change the NPC class of each ship that you´d like to participate in the confrontation to unlawful, eg. <i>npc_class = unlawful, class_gunboat, d19 </i> (in npcships.ini), OR, if you´re feeling bold, set the legality of the whole faction to unlawful, eg. <i>legality = unlawful </i> (in faction_prop.ini), OR if you´re REALLY adventurious, open <b>DATAinitialworld.ini </b> and give the inter-factional relationships a subtle downward nudge, then watch the fireworks display. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Just to show y´all some eyecandy: <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> <img src=´http://users.skynet.be/DinX/fl1.jpg ´> <img src=´http://users.skynet.be/DinX/fl2.jpg ´> <img src=´http://users.skynet.be/DinX/fl3.jpg ´> Edited by - Nephilim on 15-04-2003 15:02:01

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9

Tuesday, April 15th 2003, 3:46pm

Hi, could someone please post a zip file with edited original files because I don&#180;t think I&#180;m skilled enough to do this on my own but want to try it...
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10

Tuesday, April 15th 2003, 3:57pm

My Liberty Fleet contains only one capship: the Dreadnough how can i make liberty gunships and cruisers spawn??
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11

Tuesday, April 15th 2003, 4:33pm

Liberty doesn´t have gunboats, so I wouldn´t wait around for them. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> As for the cruiser issue, verify that: 1) your system.ini encounter refers to the right formation file (capitalships_liberty.ini) 2) your shipclasses.ini contains an sc_cruisers entry with a class_cruiser member 3) your li_n_grp in faction_prop.ini has Liberty_Cruiser listed as an npc_ship 4) there is a Liberty_Cruiser of npc_class class_cruiser in your npcships.ini Edited by - Nephilim on 15-04-2003 15:35:10

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12

Tuesday, April 15th 2003, 9:14pm

it works, but how can i change the damge, done by the missle turret of the Cruiser? Edited by - Berserkir on 15-04-2003 20:41:01 Edited by - Berserkir on 15-04-2003 20:42:07
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13

Tuesday, April 15th 2003, 9:42pm

and btw, how can i add prison transports to the encounters?
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Tuesday, April 15th 2003, 11:55pm

Can you please just give the files already made because i not skilled enough to do this? I just like to test and play not MOD. Thanks in advance! Edited by - Rheinland Elite on 15-04-2003 22:57:58

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15

Wednesday, April 16th 2003, 2:12am

argh.. i tried your tutorial ... and i have no idea what im doing wrong. could you give me a hand here... when you say append closing brackets, you mean close all the brackets right? thats one thing i thought of other that that ... i have no idea :S blaaarggg
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16

Wednesday, April 16th 2003, 1:05pm

Beserkir: missile turret damage is defined in <b>weapon_equip.ini </b>, search for <i>li_cruiser_missile_turret01_explosion </i> and alter the <i>strength </i> setting to whatever you´d like it to be. WARNING: THIS ONLY WORKS CLIENT-SIDE, RESULTS IN UNPREDICTABLE BEHAVIOR AND SERVER INSTABILITY WHEN DONE SERVER-SIDE! Trekkie, Rheinland: I´ve practically cut your meat for you... you guys want me to chew your food as well? <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Snake: whenever you encounter a line that starts with a [ (opening bracket) finish that line with a closing bracket, as this forum can´t display them.

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17

Wednesday, April 16th 2003, 1:28pm

but when im client AND server it should work ?! well, i finally found out how to create prison ship encounters: just change encounter = area_armored_prisoner, 1, 0.600000 &lt;---- this number (here its already changed) To add it in a new system paste this in system.ini [EncounterParameters nickname = tradelane_armored_prisoner filename = missionsencounters radelane_armored_prisoner.ini [EncounterParameters nickname = area_armored_prisoner filename = missionsencountersarea_armored_prisoner.ini [EncounterParameters nickname = tradep_armored_prisoner filename = missionsencounters radep_armored_prisoner.ini and this to the zone encounter = area_armored_prisoner, 1, 0.600000 faction = li_p_grp, 1.000000
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18

Wednesday, April 16th 2003, 1:49pm

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>but when im client AND server it should work ?! <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Yeah, should be fine.

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19

Wednesday, April 16th 2003, 2:00pm

so excuse my annoying nOOB Questions but you are the only one who can answer them: -where can i change the duration of the wreck pieces drifting arount the space (not the loot!) -where can i change the hp of the capships (just filename) Edited by - Berserkir on 16-04-2003 13:01:53
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20

Wednesday, April 16th 2003, 2:46pm

Hitpoints are listed in <b>SHIPSshiparch.ini </b>. Again, this file doesn´t synchronise, so both server and client MUST have identical versions. Debris lifetime can be found in <b>FXexplosions.ini </b> Edited by - Nephilim on 16-04-2003 13:52:44

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