[Zone}
nickname = Zone_DP07_pop_ambient_05
pos = 20463, 0, 19826
rotate = 0, 0, 0
shape = SPHERE
size = 2063 ; -zone size should be larger if you add more encounters in the zone...
sort = 51 ; Is this one important. ??? -answer- No this is not very important...
toughness = 4 ; Same here. -answer- This is the level of the npc pilots...
density = 20 ; How does this effect the zone with the encounters. -answer- This is how many ships can be in the zone and how many can respawn in the zone...
repop_time = 10 ;Well i suppose it has something to do with the respawn rate -answer- your right this is the respawn time...
max_battle_size = 6 ;Seems easy enough but when you put 6 here you still end up with 10 fighters :s -answer- It depends on the encounter type you use...And how many encounters you have/add to the zone... This again has to do with how many enemy fighters can be in the zone I usually set this to 32 max....
pop_type = Background ; A few options here but kinda clueless -answer- Just leave this alone. You will notice the difference in zones where there is not any encounters...
relief_time = 20 ; hit me -answer- Time between respawing new npc ships...After the last ship is destroyed usually.
population_additive = false ; whats the diffrence bewteen true and false ?? -answer- Population_additive = true for encounters to respawn...
faction_weight = fc_c_grp, 20 faction weight in a zone should not total over 100... total for all the factions... so if you have 10 different factions in the zone each could be 10 and that still would not go over the 100 cap.
encounter = area_defend, 19, 1.000000
faction = fc_c_grp, 1.000000 ;---- 1.000000 = 100% chance an encounter will happen 0.750000 = a 75% chance 0.500000 = a 50% chance.... and so on...
Don't forget you need a
[EncounterParameters} for each encounter type at the top of the System files...
The ini files that define each encounter are in the
MISSIONS\ENCOUNTERS folder -example- area_trade_freighter_pirate.ini ...for each type of encounter you put in a zone... the
[EncounterParamerers are at the top of each system file...A different file gives all the information of what an encounter consists of.
In these examples you have depending on the line - encounter = area_defend - determines what type of encounter and how many npc ships will show up... again you can take a look at the MISSION\ENCOUNTERS folder and see information
example
[EncounterFormations}
ship_by_class = 1, 1, fighters
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
[Creation}
permutation = 0, 3
So lets say we wanted 16 npc ships to show up it would look like this...
we'll use nomads in this example... 16 nomads will show up in this example....
faction_weight = fc_n_grp, 10 ; we only need one faction weigth here because they will all be nomads...
encounter = area_nomads, 19, 1.000000 ; 1.000000 = 100% chance- that an encounter will occur. Npc pilots will be at level 19
faction = fc_n_grp, 1.000000
encounter = area_nomads, 19, 0.890000 ; 0.890000 = 89% chance- that an encounter will happen...
faction = fc_n_grp, 1.000000
encounter = area_nomads, 19, 0.760000 ; 0.760000 = 76% chance- that an encounter will happen
faction = fc_n_grp, 1.000000
encounter = area_nomads, 19, 0.670000 ; 0.670000 = 67% chance-encounter will occur...
faction = fc_n_grp, 1.000000
In this example we have corsairs and bounty hunters showing up at the same time...
faction_weight = fc_c_grp, 10 ; two faction weights because we have two different factions showing up in the zone...
faction_weight = gd_bh_grp, 10
encounter = area_scout, 18, 1.000000 ;npc pilots level will be 18
faction = fc_c_grp, 1.000000
encounter = area_bh_assault, 18, 1.000000
faction = gd_bh_grp, 1.000000
encounter = area_scout, 18, 0.890000
faction = fc_c_grp, 1.000000
encounter = area_bh_assault, 18, 0.890000
faction = gd_bh_grp, 1.000000
encounter = area_scout, 18, 0.760000
faction = fc_c_grp, 1.000000
encounter = area_bh_assault, 18, 0.760000
faction = gd_bh_grp, 1.000000
In this example we also have bounty hunters and corsairs show up...
faction_weight = fc_c_grp, 10
faction_weight = gd_bh_grp, 10
encounter = area_scout, 18, 1.000000
faction = fc_c_grp, 1.000000
encounter = area_bh_assault, 18, 1.000000
faction = gd_bh_grp, 1.000000
encounter = area_scavenger, 18, 1.000000
faction = fc_c_grp, 1.000000
encounter = area_scout, 18, 0.890000
faction = fc_c_grp, 1.000000
encounter = area_bh_assault, 18, 0.890000
faction = gd_bh_grp, 1.000000
encounter = area_scavenger, 18, 0.890000
faction = fc_c_grp, 1.000000
encounter = area_scout, 18, 0.760000
faction = fc_c_grp, 1.000000
encounter = area_bh_assault, 18, 0.760000
faction = gd_bh_grp, 1.000000
encounter = area_scavenger, 18, 0.760000
faction = fc_c_grp, 1.000000
To add capitol ship encounters just add this encounter paramerer up at the top of the system file... In this example we will have Rheinland capitol ships show up...
[EncounterParameters}
nickname = capitalships_Rheinland
filename = missions\encounters\capitalships_Rheinland.ini
[EncounterParameters}
nickname = capitalships_Escorts
filename = missions\encounters\capitalships_Escorts.ini
example of battleship encounter
faction_weight = fc_c_grp, 10
density_restriction = 16, lawfuls
encounter = area_scout, 19, 1.000000
faction = fc_c_grp, 1.000000
encounter = area_defend, 19, 1.000000
faction = fc_c_grp, 1.000000
encounter = area_trade_trader, 19, 1.000000
faction = fc_c_grp, 1.000000
encounter = area_scout, 19, 0.890000
faction = fc_c_grp, 1.000000
encounter = area_defend, 19, 0.890000
faction = fc_c_grp, 1.000000
encounter = area_trade_trader, 19, 0.890000
faction = fc_c_grp, 1.000000
encounter = area_scout, 19, 0.760000
faction = fc_c_grp, 1.000000
encounter = area_defend, 19, 0.760000
faction = fc_c_grp, 1.000000
encounter = capitalships_Rheinland, 19, 1.000000
faction = rh_n_grp, 1.000000
encounter = capitalships_Escorts, 19, 1.000000
faction = rh_n_grp, 1.000000
....Any questions let me know....
Edited by - bakedpotato on 29-12-2003 20:33:44