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A few basic questions about BC Encounters and Zones

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Post Mon Jan 05, 2004 5:28 pm

A few basic questions about BC Encounters and Zones

ok, I know that this question has probably been asked before but i couldn't find anything when I looked for it so here is go, srry if its a repeat....

This question is about adding battleship encounters or just plain capitalship encounters. I've been trying to add them to the Evolution's mod by Chips and I've looked at all of his data and I did the same exact thing (see code below) but I don't know if I'm making my zones right or if I'm missing something... He has all the files under the mod folder that I need to make the encounters but it doesn't seem to work when I make the changes ex. server crash message everytime i try to go into the system with the changes. I would contact Chips directly but I don't have any of his info :_(..... The other thing is I'm hoping to make a total chaos kind of mod where not only the people hate you, but some of the major factions hate eachother and the trade companies will send battlegroups after the other one's caravans and so forth (basically like a on going, universal war) i don't know if its been done before but I would still like to learn how to do this :_( Sorry if you see this Chips but I don't know any of your contact info :-\.

ok, here is the coding.....

[SystemInfo
space_color = 0, 0, 0
local_faction = fc_or_grp

[archetype
ship = li_fighter
simple = li_fighter_dmg_portfin_cap
simple = li_fighter_dmg_starboardfin_cap
simple = li_fighter_dmg_engine_cap

[EncounterParameters
nickname = capitalships_Rheinland
filename = missons\encounters\capitalships_Rheinland.ini

[EncounterParameters
nickname = capitalships_Escorts
filename = missions\encounters\capitalships_Rheinland.ini

[TexturePanels
file = universe\heavens\shapes.ini

[Dust
spacedust = Dust

;[Nebula

;[Asteroids

[Music
space = music_li_space
danger = music_li_danger
battle = music_li_battle

[Ambient
color = 35, 30, 40

[Background
basic_stars = solar\starsphere\starsphere_stars_caps.cmp
complex_stars = solar\starsphere\starsphere_bw08_stars.cmp
nebulae = solar\starsphere\starsphere_bw08.cmp

[LightSource
nickname = yo01_system_light
POs = 0, 0, 0
color = 195, 199, 237
range = 120000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION
;-------------------------------------System's Sun-----------------------------------------
[Object
nickname = Sun_Bs01
ids_name = 261008
pos = 0, 0, 0
ambient_color = 255, 255, 255
Archetype = sun_2000
ids_info = 66162
star = med_white_sun
atmosphere_range = 11000
burn_color = 160, 222, 245

[zone
nickname = Zone_my01_sun_death
POs = 0, 0, 0
shape = SPHERE
size = 8000
damage = 1000
sort = 99.500000
density = 0
relief_time = 0

;------------------------------Added Station to orbit of Manhatten-------------------------
[Object
nickname = Bs01_mystation
ids_name = 196773
pos = -50000, 0, -10000
rotate = 0, 40, 0
Archetype = space_arch1
ids_info = 65761
base = Bs01_mybase
dock_with = Bs01_mybase
voice = atc_leg_f01
space_costume = br_karina_head, br_karina_body
reputation = fc_or_grp
behavior = NOTHING
difficulty_level = 3
loadout = space_arch1
pilot = pilot_solar_easy

[Object
nickname = Bs01_mystation
ids_name = 196773
pos = -50000, 0, -10000
rotate = 0, 40, 0
Archetype = space_arch_asteroid1
ids_info = 65761
loadout = space_arch_asteroid1
;-----------------------------------------Jumpgate----------------------------------------
[Object
nickname = Bs01_to_Li01
ids_name = 260913
POs = -50000, 0, 0
rotate = 0, -135, 0
Archetype = jumpgate
msg_id_prefix = gcs_refer_system_li01
ids_info = 66145
jump_effect = jump_effect_bretonia
reputation = fc_or_grp
behavior = NOTHING
difficulty_level = 1
goto = Li01, Li01_to_Bs01, gate_tunnel_bretonia
loadout = jumpgate_li_01
pilot = pilot_solar_easiest

;-------------------------------------------Outer World Jump Holes------------------------
[Object
nickname = Bs01_to_Br01_hole
ids_name = 260644
pos = -52000, 0, 0
Archetype = jumphole
msg_id_prefix = gcs_refer_system_Li01
ids_info = 66146
jump_effect = jump_effect_hole
visit = 128
goto = Br01, Br01_to_Bs01_hole, gate_tunnel_bretonia

[Object
nickname = Bs01_to_Rh01_hole
ids_name = 260721
pos = -54000, 0, 0
Archetype = jumphole
msg_id_prefix = gcs_refer_system_Li01
ids_info = 66146
jump_effect = jump_effect_hole
visit = 128
goto = Rh01, Rh01_to_Bs01_hole, gate_tunnel_bretonia

[Object
nickname = Bs01_to_Ku01_hole
ids_name = 260689
pos = -56000, 0, 0
Archetype = jumphole
msg_id_prefix = gcs_refer_system_Li01
ids_info = 66146
jump_effect = jump_effect_hole
visit = 128
goto = Ku01, Ku01_to_Bs01_hole, gate_tunnel_bretonia
;-------------------------------------------Added Zone for encounters----------------------
[Zone
nickname = Zone_my01_planet
POs = 0, 0, 0
rotate = 0, 0, 0
shape = SPHERE
size = 10000
comment = Newmars
sort = 1
toughness = 1
density = 12
repop_time = 10
max_battle_size = 8
pop_type = li_p_grp, base_cluster_law
relief_time = 10
faction_weight = rh_n_grp, 10
density_restriction = 4, unlawfuls
encounter = capitalships_Rheinland, 19, 1.000000
faction = rh_n_grp, 1.000000
encounter = capitalships_Escorts, 19, 1.000000
faction = rh_n_grp, 1.000000

I don't know if it requires an exclusion zone for it being centered around my base or not, i have practice with planet, sun zones, but not with zones like this (i copied from giskard's tutorial) I don't understand pop_type at all but I understand the others, it isn't the max_battle_size or the densities b/c i had those changed (high enough to allow at least the few ships that were coming through). I looked at his and the only thing that was different when I tried to add these to the New Tokyo system was that his had a lower value other than 1.000000 in the encounters section. other than that I don't know what could be wrong might be the zones since I'm just now getting into them. This system is my own custom one and works fine with the mod but when I try to add the encounters it crashes the server :-\ and when i deactivate it in FLMM it gives an error that flmm.dll was unable to be changed back or something like that and asks to restore backups so i do..... could it just be that there is a different dll entry that i don't know about? i haven't edited any dlls and I'm just now learning about that for my base and system so it can stop saying florida :_( this system is just thrown together right now but i've been rearranging it as I learn. Well i think thats everything.... my base is controlled by the order btw incase that matters any..... Thanks for your time and sorry if its a repeat question :_(

Post Mon Jan 05, 2004 6:13 pm

Have you read through the *TUTORIAL* capital ship encounters made by Nephilim

"This excellent guide will teach you how to compose and apply six encounter templates to spice up your FL world. The main ingredient? Variety! Tired of battling wave after wave of fighters? Look no further, it's time to dust off those poor unemployed Sunslayer torpedoes!"

Here is an Example of an Zone with a battleship encounter that works...
Make sure you have a \DATA\MISSIONS\ENCOUNTERS for capitalships_Rheinland.ini and any other type of capship encounter you have in each system that you add capship encounters into.

The only thing I can think of is that you didn't make a file for \DATA\MISSIONS\ENCOUNTERS and if you did be careful with what type of Zones you add Capship encounters into...

Example

[EncounterParameters
nickname = capitalships_Rheinland
filename = missions\encounters\capitalships_Rheinland.ini

[EncounterParameters
nickname = capitalships_Escorts
filename = missions\encounters\capitalships_Escorts.ini

[zone
nickname = zone_hi02_pop_crete
pos = 12549, 0, 11359
shape = SPHERE
size = 6000
sort = 8
toughness = 19
density = 32
repop_time = 10
max_battle_size = 32
pop_type = fc_c_grp, single_base_unlaw
relief_time = 20
faction_weight = fc_c_grp, 10
faction_weight = rh_n_grp, 10
density_restriction = 32, 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
encounter = capitalships_Rheinland, 19, 0.890000
faction = rh_n_grp, 1.000000
encounter = capitalships_Escorts, 19, 0.890000
faction = rh_n_grp, 1.000000


What I understand about the Zones
Or atleast think I understand...

[zone
nickname = zone_hi02_pop_crete <---self explanitory
pos = 12549, 0, 11359 <---position of the area the encounter will occur on the map...
shape = SPHERE <----self explanitory
size = 6000 <--------size of the area encounters will occur. Make it big enough for Capships...
sort = 8 <-----not sure may have something to do with sending requests to the processor...
toughness = 19 <-----Level of the npc pilots....
density = 32 <----something to do with the amount of ships that can be in the size of the zone.....
repop_time = 10 <----- Amount of time to respawn the next group of npc ships ??? I think...
max_battle_size = 32 <----Again something to do with the amount of ships in the size of the zone.... Because there are two entries for this max_battle_size and density I'm not sure...
pop_type = fc_c_grp, single_base_unlaw <----I take it this is the population type in the zone...
relief_time = 20 <----Again we have two entries in one zone refering to time. I asume this is suppose to be the time between respawns.... but you would think that's repop_time.....
faction_weight = fc_c_grp, 10 <----faction_weight for each faction that will be in the zone. Maximun Total of 100 for all factions.
faction_weight = rh_n_grp, 10 <----In this example we only have two factions that will appear in this zone the Corsairs and the Rheinland Navy Total weight 20....
density_restriction = 32, lawfuls <----Not sure. How many lawful as oposed to unlawful ships that can be in the zone again....
encounter = area_scout, 19, 1.000000 <-----The actual Encounter. 19 will be the level of the Npc Pilots. This one is an area_scout. We could look this up in DATA\MISSIONS\ENCOUNTERS area_scout.ini for information on what kind and how many ships appear...
faction = fc_c_grp, 1.000000 <----fc_c_grp is corsairs 1.000000 is a 100% chance that an encounter will occur...
encounter = area_defend, 19, 1.000000 <---area_defend - we look in DATA\MISSIONS\ENCOUNTERS for area_defend.ini and find that it says 3 fighters will appear....
faction = fc_c_grp, 1.000000
encounter = area_trade_trader, 19, 1.000000 <----area_trade_trader looks like it says 1 ship in area_trade_trader.ini
faction = fc_c_grp, 1.000000
encounter = area_scout, 19, 0.890000 <---Level 19 Npc Pilots and 0.890000 is an 89% chance that an encounter will occur...
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 <------0.760000 is a 76% chance an encounter will occur...
faction = fc_c_grp, 1.000000
encounter = area_defend, 19, 0.760000
faction = fc_c_grp, 1.000000
encounter = capitalships_Rheinland, 19, 1.000000 <-----capitalships_Rheinland. This is where you have to make an ini file... capitalships_Rheinland.ini and add it to DATA\MISSIONS\ENCOUNTERS...
faction = rh_n_grp, 1.000000
encounter = capitalships_Escorts, 19, 1.000000 <----You have to make a file for the capitalships_Escorts to capitalships_Escorts.ini and put that in DATA\MISSIONS\ENCOUNTERS also...
faction = rh_n_grp, 1.000000
encounter = capitalships_Rheinland, 19, 0.890000 <----In this example there will be two sets of Rheinland Battleships and two sets of Escort fighters...because we have two entries for capitalships_Rheinland and capitalships_Escorts...
faction = rh_n_grp, 1.000000
encounter = capitalships_Escorts, 19, 0.890000
faction = rh_n_grp, 1.000000




"The greatest virtues are those which are most useful to other persons."
................Aristotle (384-322BC); Greek philosopher....................




Edited by - bakedpotato on 1/6/2004 6:17:31 PM

Post Mon Jan 05, 2004 6:32 pm

thanks! I thought I had looked through all the tutorials....... :_( Must have missed it somehow, forgive me, i'm senile, forgetful, partially deaf, and far-sighted, i drive a 1983 Ford Escort that the roof is rusting through and everything but the engine is going out on :_( But anyways, Thank You!

Post Tue Jan 06, 2004 8:04 pm

capitalships_Rheinland and capitalships_Escorts...
are these two a new file to create? if so what is its contents? I'm asking this as a noob

I found some capitalship encounter ini files in MISSIONS/ENCOUNTERS... all of them didn't work

they have a sc_cruisers data.

When you look at the npcships.ini entry
the capitalships have this

[NPCShipArch
nickname = li_n_cruiser_d22
loadout = li_n_li_cruiser
level = d22
ship_archetype = li_cruiser
pilot = cruiser_default
state_graph = CRUISER <---------------- this one
npc_class = lawful, CRUISER, d22 <---- CRUISER entry too...

This is for the liberty cruiser ofcourse.

btw i have make them to be level 19 in my mod and still don't work... i did everything as stated in your answer above and they don't work at all.

All I do for LOVE

Post Wed Jan 07, 2004 3:12 am

Sorry - i just typed a long answer out. Its simple. if your using my files - then that station exists. If your using your own - it doesn't. Reason is that the reference is to a custom made solararch entry for that station and its loadout.


However - what i typed is below - cause if that isn't the reason - then it will be down below somewhere....

OKay - firstly - remove that line for archetypes. Has no-one noticed that those ONLY appear in systems that are involved in the storyline?? Those are to do with storyline missions ships........so you don't need that.

Second - take out the asteroid and nebula files.

third - change the encounters probabilities to 0.5 and 0.5
Also - spell things right!!

[Zone
nickname = Zone_Bs01_mybase ;(can name it what you like!!)
pos = 0, 0, 0
shape = SPHERE
size = 10000
sort = 1
toughness = 1
density = 12
repop_time = 10
max_battle_size = 8
pop_type = rh_p_grp, base_cluster_law
relief_time = 10
faction_weight = rh_n_grp, 10
density_restriction = 4, unlawfuls
encounter = capitalships_Rheinland, 19, 0.500000
faction = rh_n_grp, 1.000000
encounter = capitalships_Escorts, 19, 0.500000
faction = rh_n_grp, 1.000000


Fourthly - check that you have a jumpgate in NY correct

[Object
nickname = Bs01_to_Li01
ids_name = 260913
POs = -50000, 0, 0
rotate = 0, -135, 0
Archetype = jumpgate
msg_id_prefix = gcs_refer_system_li01
ids_info = 66145
jump_effect = jump_effect_bretonia
reputation = fc_or_grp
behavior = NOTHING
difficulty_level = 1
goto = Li01, Li01_to_Bs01, gate_tunnel_bretonia
loadout = jumpgate_li_01
pilot = pilot_solar_easiest

And that ITS nickname is Li01_to_Bs01 (in manhatten)

Make sure ITS goto line is
goto = Bs01, Bs01_to_Li01, gate_tunnel_bretonia

Now make sure your systems shortest path.ini and legal / illegal have that in as well!!

Like so:

[SystemConnections
Path = Bs01, Bs01, Bs01
Path = Bs01, Li01, Bs01, Li01


Then also add the line

Path = Li01, Bs01, Li01, Bs01

to the bit for manhattens system connections (see below for example!)

[SystemConnections
Path = Li01, Hi01, Li01, Li03, Iw06, Ku02, Ku03, Bw08, Ew01, Hi01
Path = Li01, Li01, Li01
Path = Li01, Li03, Li01, Li03
LOTS MORE BELOW HERE BUT TAKEN OUT TO KEEP IT SMALL ON POST!!!!

Manhatten is TYPICALLY the SECOND block of text in the document okay!!!

Add that line to it as well
[SystemConnections
Path = Li01, Hi01, Li01, Li03, Iw06, Ku02, Ku03, Bw08, Ew01, Hi01
Path = Li01, Li01, Li01
Path = Li01, Li03, Li01, Li03
Path = Li01, Bs01, Li01, Bs01

Good - now do the same for all three ini files - these are

systems_shortest_path.ini
shortest_illegal_path.ini
shortest_legal_path.ini

Next - open Universe.ini file and make sure you have your universe in there!!

[system
nickname = Bs01
file = systems\Bs01\Bs01.ini
pos = 2, 2 ;Position on nav map - you choose
visit = 0
strid_name = 524520
ids_info = 66785
msg_id_prefix = gcs_refer_system_br09

[Base
nickname = Bs01_myBase
system = Bs01
strid_name = 524521
file = Universe\Systems\Bs01\Bases\Bs01_myBase.ini
BGCS_base_run_by = W02bF45

Don't worry about msg_id as that is what they say when going to your system - obviuosly that is NOTHING (I prefer silience to telling me they are about to jump to honshu from berlin!!!!!)

Also - don't worry about ids names either here, use anything you can get your hands on. During testing - my bases and systems are named after either stations or weapons. Fly round the good old skyblast B system???

Also - it could be your station too - but i haven't checked the solararch.ini file. Basically - IF you copied that from my files - mine is a custom one - which would also crash your game. I just copied the tekkagis arch entry for solar in the solar arch - gave it a different nickname - and then made it a loadout. Try using a loadout and archetype from Manhatten for checking systems.

basic rule of thumb. Keep it simple till you know it works. Making a beautiful system with the most elaborate stuff is great - but when you do it before testing it works - it will crash cause you spelt something wrong. You need no more than just the space colour, system name and a jumphole. Add a light so you can see, and put a sun in so it has something to reference stuff off. Then go to your system. Nothing else is needed - and not even what i mentioned! lol.

Hope that sorts it!!


Chips

*edit* Do you crash on your way to the system - or after you arrive. One way to find out - make sure that jumpgate is NO-WHERE NEAR the zone - stick it 100k away. If you crash on the way there (ie - still in the jumpgate travel) - its not the encounters.

Also - comment out your jumpholes until you have sorted the system out.

(just put a ; at the start of each name)



Edited by - Chips on 1/7/2004 3:19:31 AM

Post Wed Jan 07, 2004 4:05 am

nice tutorial there
thanks, big help

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