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Can New Factions Engage in NPC-Battles?

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Post Wed Apr 07, 2004 2:10 am

Can New Factions Engage in NPC-Battles?

Has anybody yet succeeded in making new factions (factions you've created yourself) engage in npc-battle?

I've made a new faction and made it to be as hostile as possible with the Corsairs, then set up an encounter between the two factions. My disappointing experience sofar:

a) the new faction does not attack the corsairs
b) the corsairs do not attack the new faction
c) the corsairs do not attack solars with the new faction's rep.
(I guess, but haven't tried it, that the new faction will also not attack corsair solars.)

I've also tried this with two new factions, hostile to each other. They also seem to remain neutrally indifferent to each other.

So, as far as my experience goes, it seems to be impossible to let new factions participate in battle, which makes it more or less useless to create them.

I hope someone can prove me wrong. I fear there might be some limits to what elements the game actively uses. (It is also impossible to render new faction's names in bribes, but you can of course go around that by making a new text not using the %F0v1, %F1v1, %F2v1 and %F3v1.)

The only nice thing sofar is: they do shoot back when you attack them.

Post Wed Apr 07, 2004 3:51 am

are you sure that you have set them up correctly?

this sounds as i you have missed the initialworld.ini entries where you set up the faction affiliations to each other.
empathy.ini only covers player-related affiliation changes.

i havent tried this yet (but its on my todo list for the excelcia mod).
it should work though. shouldnt be a problem.
i might give it a try later this day.

---------------------------------
Excelcia Mod Team Leader
www.excelcia.org/forum

Post Wed Apr 07, 2004 4:10 am

Too bad, LordFjord, I did set up the values in initialworld.ini.

I'm very very interested whether you (or anyone else, actually) will manage (or already has managed) to make this working. I've created about 9 new factions sofar and have plans for more, but it would of course be rather dull (to put it politely) if they just fly around and do nothing more.

A spark of hope: the new factions name do show up in the player's rep list. (You can use this to make the Order and/or Nomads show up there: just create a new faction with the same name that's very very very dear to the Order, or Nomads, so that the player's rep with this faction will be identical to his rep with the original Order, or Nomads.)

I'll be anxiously awaiting your experience and hope you prove me wrong!

Has anyone else any experiences with this?

Post Wed Apr 07, 2004 5:33 am

you can also hide new factions the same way as nomads.
its an entry infaction_prop.ini. i donno it from my memory but its somewhere on the top of the faction entries... just compare lib cops with nomads, then u'll see it.

im pretty sure that i can mod custom factions to be hostile - currently i see no problem in it.

gimme a bit time (to get home from work ), then ill try it.

One question: do u see the custom faction u made and does it really show "hostile"? (when u hit F8)

The fact that they shoot back is the common one - u can do that with any faction, friendly or not

---------------------------------
Excelcia Mod Team Leader
www.excelcia.org/forum

Edited by - LordFjord on 4/7/2004 6:52:03 AM

Post Wed Apr 07, 2004 6:59 am

LordFjord wrote "One question: do u see the custom faction u made and does it really show "hostile"? "

My player character is completely neutral (it's a tester whom I use to see if the star sytem looks nice so he shouldn't have any delay), so no factions show up green or red. But when I attack any new faction, they turn hostile, and if I kill enough ships of them, my rep goes in the negative.

There's no problem there (well I am not sure actually, there might also be one) but what I am talking about here is the interaction BETWEEN factions.

I've made one of my new factions (the first I do this test with) to be enemies with the Corsairs (gave them both a -0.65 for each other in initialworld.ini, and a corresponding negative value in empathy.ini). When I create an encounter where both factions meet, they simply ignore the other faction, where they should be frying each other. The corsairs do attack other (existing) factions being around there though, they just ingore the new faction, and vice versa.

(EDIT: It could be possible that the game only "plays" the first 50 factions, and does nothing with factions above that number. That would severely suck.
It could also be a DLL thing. My new factions use a new DLLfor ids_names and ids_infos, on top of the existing DLLs; could the problem be that the ids_names and ids_infos are too high to get actively involved? Doesn't sound logical, but as I have no idea how the game actually works, anything might be possible.)



Edited by - moonhead on 4/7/2004 8:21:14 AM

Post Wed Apr 07, 2004 7:25 am

Any changes you make to initialworld.ini won't take effect until you create a new character. That's why your factions won't attack each other.

Post Wed Apr 07, 2004 7:35 am

Nephilim wrote: "Any changes you make to initialworld.ini won't take effect until you create a new character. "

No offense, but I'm aware of that Nephilim, that's why I start a new game anytime I test this

Aren't there any existing mods yet that have new factions in it? (Really new factions, not existing ones with new names, which might be a, rather unelegant, way to bypass this problem) I must admit that I've been much more into modding than into playing FL for the last months, and I haven't really kept track of the released mods.

Post Wed Apr 07, 2004 7:58 am

well, i set up an encoutner between a custom faction and the lib navy, they happily kill each other... -> it works.
i could stand nearby and watch the show.
the question is now: what have you done wrong?

in initialworld i set up both to hate each other. one is classified as "lawful", the other as "unlawful", maybe thats it.

about the showing/not showing factions on the info screen:
i think its the msg_id_prefix = ignore that makes them NOT to show up.
try it to hide ur custom faction.
if u cant sort it out, gimme a link to the mod or email it to me if its not too big.

---------------------------------
Excelcia Mod Leading Developer

Post Wed Apr 07, 2004 8:14 am

You might have set up the initialworld.ini - but its not done correctly - or something else is knackerd. Mine attack each other, as well as other factions perfectly well. However, i have also had fun where making my 6th faction crashes the game, so i am stuck for the time being at 5 (mainly as i have not tried making another). The other 5 work perfectly well, but the 6th is a bugger. Try using ONE new faction (the first one), and setting its reps up real nice (not just slap random values in) and see if you can get this working.

Post Wed Apr 07, 2004 8:15 am

Moonhead: are you testing this in single- or in multiplayer (multiplayer as in running and connecting to your own server)? If the former, starting a new game each time won't actually carry over your changes until you've completed the SP campaign. Trust me, I know this from experience.

Edited by - Nephilim on 4/7/2004 9:20:25 AM

Post Wed Apr 07, 2004 8:26 am

That;s great news LordFjord!!

I was so convinced I did everything alright, that I feared the game simply didn't handle the new factions in npc-battles.

Now the question indeed is: what did I do wrong? My test-battle was The Corsairs against the "Batavian Marine", a lawful faction, which I set to hate and to be hated by the Corsairs.

My mod is rather large, about 16 MB (it's my learning mod. It contains some nice systems, but also a lot of things you might consider BS).I could delte some files, but I still estimate that it would still be 15 MB then.

So that's too large to email. Nevertheless I'd be happy to have you look at it.

Do you use Soulseek? That's a file transfer utility that enables you to download complete folders and subfolders, regardless of what filetypes (this also elimiates my problem of having no good WinZip version that would allow me to keep the folder structure.)

I could try to email the SoulSeek installer to you, although it's an .exe-file and those seem not to get most antivirus-programs. Maybe if i'd zip it, it could get through?

Then we could transfer my mod to you; 16 MB would not take a long time this program.

Post Wed Apr 07, 2004 8:28 am

Nephilim,

I am doing this in OpenSP (That is: SinglePalyer with Xerx's mod making the program think you've completed mission 13).

As far as I know, OpenSp behaves like MP.

Post Wed Apr 07, 2004 8:34 am

Chips, what I said to LordFjord: Very good to hear that it can be done!

The faction I use is the 4th I made (Actually I made new faction 1 and 2 at the same time; and later 3 and 4 at also at the same time). They do everything else alright (besides fighting, that only leaves patrolling and carrying goods around).

Would your debugging-advise mean that I'd have to delete all entries of my other 5 factions?

Btw, i did setup the values "real nice" - which does not imply I have done it correctly, but I have not simply used some random numbers (in my experience, the game easily crashes when you set up wrong rep values.)

But, as it seems, it is at least an error on my behalf. That's comforting to hear! Although I now have to engage in a long and frustrating debugging session,, it would have been a hell of lot worse if it indeed turned out to be a hard game limit (rendering all my plans for my mod useless).


Edited by - Moonhead on 4/7/2004 9:46:25 AM

Post Wed Apr 07, 2004 8:40 am


As far as I know, OpenSp behaves like MP.


Not exactly. OpenSP contains a number of triggers that set your character's reputation to each faction and bypasses, or rather overwrites, the values in initialworld. Do me a favor: test your mod the way I described it (by starting your own LAN server and joining it) and see how your factions behave then. If they still ignore each other, you've made an error somewhere, but if they don't, you'll know the problem is related to SP.

Edited by - Nephilim on 4/7/2004 10:02:47 AM

Post Wed Apr 07, 2004 9:01 am

Nephilim,

Again, no offense, but OpenSP does seem to use my mod's initialworld.ini - because when I remove it from my mod (before activating, of course) so that the game has the default initialworld.ini without my new factions data in it, it immediately crashes when starting a new game.



OpenSP contains a number of triggers that set your character's reputation to each faction and bypasses, or rather overwrites, initialworld


Initialworld.ini does not concern the player's rep with the factions, but rather how the various factions relate to each other. And M13.ini (whcih is modded by OpenSP) sets the player's rep with the various factions, but does nothing about how the factions ralte to each other.

Nevertheless you might have a point, and I will keep your proposal in mind. It would, however, suck if it were true, because I prefer to play OpenSP.




Edited by - Moonhead on 4/7/2004 10:07:47 AM

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