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My faction has an anoying problem...

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Post Wed May 19, 2004 8:52 am

My faction has an anoying problem...

Hi there !
Well, I've done a faction (with a lot of others too ) that's some kind of military.
Until there, everything works perfectly.
But, I decided to make that faction trading.
Here is the problem : I've moded these files : faction_prop.ini, npcships.ini, commodities_per_faction.ini and finaly added a testing population zone in my system :

[Zone
nickname = Zone_FD07_pop_ambient_01
pos = 57987, 0, 32346
rotate = 0, 0, 0
size = 5522
shape = SPHERE
sort = 7
toughness = 11
density = 9
repop_time = 10
max_battle_size = 6
pop_type = fc_fed_grp, single_base_law
relief_time = 20
faction_weight = fc_fed_grp, 20
encounter = area_trade_freighter, 1, 1.000000
faction = fc_fed_grp, 1.000000

I launch the game, start a new one, try to get out of the base and it crashes.
I tried to replace my faction by an existing one and it works. So the problem comes from my faction, I'm sure of it.

Now, what am I missing ? Is there a file that says wich factions trade ?

Here is the npcships.ini part :

[NPCShipArch
nickname = fc_fed_ku_freighter_d1-6
level = d3
loadout = fc_fed_ku_fr_loadout01
ship_archetype = ku_freighter
state_graph = FIGHTER
pilot = freighter_med
npc_class = lawful, class_freighter, d1, d2, d3, d4, d5, d6

The faction_prop.ini one :

[FactionProps
affiliation = fc_fed_grp
legality = lawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_fc_fed
jump_preference = jumpgate
npc_ship = fc_fed_ku_fighter_d1-3
npc_ship = fc_fed_ku_fighter_d4-10
npc_ship = fc_fed_ku_fighter_d11-15
npc_ship = fc_fed_ku_fighter_d16-19
npc_ship = fc_fed_ku_freighter_d1-6
npc_ship = fc_fed_ku_freighter_d7-15
npc_ship = fc_fed_ku_freighter_d15-19
npc_ship = fc_fed_ge_transport_d1-19
voice = pilot_f_mil_m01
voice = pilot_f_mil_m02
voice = pilot_f_leg_f01
voice = pilot_f_leg_f01a
mc_costume = mc_ku
space_costume = ku_bartender_head_hat, ku_male_elite_body, comm_ku_kym
space_costume = ku_captain_head, ku_male_elite_body, comm_pl_player
space_costume = ku_bartender_head_hat, ku_male_elite_body, comm_ku_kym
space_costume = ku_captain_head, ku_male_elite_body, comm_pl_player
space_costume = ku_bartender_head_hat, ku_male_elite_body, comm_ku_kym
space_costume = ku_captain_head, ku_male_elite_body, comm_pl_player
space_costume = ku_newscaster_head_gen, ku_female_elite_body, comm_ku_kym_female
space_costume = ku_newscaster_head_gen, ku_female_elite_body, comm_pl_player_female
space_costume = ku_newscaster_head_gen, ku_female_elite_body, comm_ku_kym_female
space_costume = ku_newscaster_head_gen, ku_female_elite_body, comm_pl_player_female
space_costume = ku_newscaster_head_gen, ku_female_elite_body, comm_ku_kym_female
space_costume = ku_newscaster_head_gen, ku_female_elite_body, comm_pl_player_female
firstname_male = 226608, 226741
firstname_female = 226808, 226952
lastname = 227008, 227307
rank_desig = 197002, 197003, 197004, 6, 9
formation_desig = 197808, 197820
large_ship_desig = 197000
large_ship_names = 202848, 202907
formation = fighters, fighter_guild
formation = freighters, freighter_basic
formation = freighters2, freighter2_basic
formation = transports, transport_basic -- i tried to make transport too with the same result...
formation = transports2, transport2_basic

The problem certainly doesn't come from the loadouts cause i've also tried to use existing one, and that changes nothing.

In the end, forgive my so bad english !


Edited by - Archangel on 5/19/2004 9:52:31 AM

Post Thu May 20, 2004 9:57 am

UP !

Post Sun May 23, 2004 6:18 am

Up ! Again !

Post Sun May 23, 2004 7:53 am

Most likely an error between your faction_prop, your npcships and your loadouts.ini files. Is the transports loadouts in the loadouts_utility.ini file? What else - dunno - those are the most likely.

Post Sun May 23, 2004 11:36 am

So you've never heard about factions that can't support more than one role ?
(ie : fighting and trading)
Well, in fact, for the transport, i use an existing loadout. But not for freighters.
I also wonder if that is correct :

[NPCShipArch
nickname = fc_fed_ku_freighter_d1-6
level = d3
loadout = fc_fed_ku_fr_loadout01
ship_archetype = ku_freighter
state_graph = FIGHTER
pilot = freighter_med
npc_class = lawful, class_freighter, d1, d2, d3, d4, d5, d6

Shouldn't it be FREIGHTER ?

Post Thu May 27, 2004 11:22 am

Up !

Post Thu May 27, 2004 12:47 pm

Okay, did you give the other existing faction the EXACT same things that this one has? Have you tried that? Have you tried using EXISTING settings in faction_prop.ini file for your faction instead? Copy an old one and paste that? Try that - see if ti works. If it does, then you know its what YOU have done. Ie, its a loadouts issue, a MISTAKE that you have made somewhere in the files. At that point, go over it with a toothcomb.

Poeple can sit and speculate all day over what you have done, and it will still get us no-where. Its not a case of one of us pointing and saying "there is your problem", you have to try and narrow it down. Right now you have done the equivalent of saying "I have lost a needle in north America - who wants to find it?!?".

You might just grasp the issue. Try that, then, someone might help out if you post more details. In one reply post up the faction prop.ini part for your faction, and then include ALL npcships.ini entries from the npcships.ini file FOR THEIR SHIPS!!. Ie, what those entries in factions_prop.ini are refferring too.

After that, another post, put in the loadouts for those ships in there.....all of them.

Then post the zone once more - but please, before you do, ensure that its the ONLY encounter zone in the whole system, and that you have checked that the encounter parameter is included in the system file etc.

In other words - is this at the top?
[EncounterParameters
nickname = area_trade_freighter
filename = missions\encounters\area_trade_freighter.ini


By the way, I never understood your reply to my first post, hence why i gave up

Edited by - Chips on 5/27/2004 1:48:30 PM

Post Fri May 28, 2004 8:05 am

Thank you for you support Chips !
Sorry if it seems to be a litle bit, er, anoying !
You can be sure i've tried a lot of things before posting, because if i never do it (try, try and try again), you'd see my name almost everywhere above tons of questions

So, I'll try your solution, but not today : my computer isn't bugless and it starts to fed up me. I'll have to make things more clear in it. So, don't worry if i dont aswer quickly

For my first answer, i was wondering if changing FIGHTER to FREIGHTER in the npcships.ini would fix the problem, but i've find that other existing ones where labelled FIGHTER, so there is no need to talk about it anymore !

So, good evening and good work !

(Oh, and sorry for my english cause i'm a 15 years old french :p )

Post Sat May 29, 2004 9:54 am

I found a way for this to work :
It seems that there is a special thing to do with freighters loadouts, cause when i copy INDENTICALY a GMG (you know : Gas Miner Guild) freighter loadout and then change the nickname so it looks like that :

[NPCShipArch
nickname = fc_fed_ku_freighter_d1-6
loadout = gd_gm_ku_freighter_loadout01
level = d8
ship_archetype = ku_freighter
pilot = freighter_hard
state_graph = FIGHTER
npc_class = lawful, class_freighter, d1, d2, d3, d4, d5, d6, d7, d8

And that won't work.

But, if i put the exact GMG npc_ship ( ie. gd_gm_ku_freighter_d1-8 ) in my faction_prop.ini, THAT will works !

So I tried to give the GMG my faction's loadouts.
And that works too !

In conclusion, i think that traders (freighters, transports, armored, train, ect) npc_ships have something different than fighter's ( ie. hard coded properties).
But that's only a supposition...

Am I true ?

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