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Calling missions above level 36

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Post Wed Jul 21, 2004 4:43 pm

Calling missions above level 36

I added the Kusari Gunboat for those overworked Kusari Armed Forces, so want to increase the level of missions available at Kyoto base. From all the great tutorials around here it seems like everything is set correctly:
mbases.ini
[MBase
diff = 19
mission_type = DestroyMission, 20.00000, 99.000000, 100

npcships.ini
[NPCShipArch
nickname = ku_n_ku_elite
d9 through d19 are all represented

ku06.ini
[Object
nickname = Ku06_01
difficulty_level = 19

...but no matter how many times I check the job board, I never get anything above a level 36 mission offered. In fact, if I adjust the mission_type = DestroyMission up to 28.00000 it tells me there are no missions available.

Is there another tweak somewhere I'm missing? Thanks for any insight you might have.


Edited by - devGuy on 7/21/2004 10:33:13 PM

Post Wed Jul 21, 2004 8:45 pm

hey try looking in your ptough.ini file - im not at my computer atm - im at school but as far as i can remember that i what it is. or u could try diffmoney.ini where u edit the amount of $$$ u get for a mission. just add another level on there. When i get home i will take a closer look at the files and post back 2night

Post Wed Jul 21, 2004 9:30 pm

Phoenix thanks a ton for answering, but probably I didn't do a good job of explaining my question. I don't want to increase the level of missions that exist - I think they go up to level 45 or so in the original code. I'm just trying to get a base to offer missions in that higher range. In this case they won't offer anything above level 36 for some reason.

Post Thu Jul 22, 2004 5:50 am

ill try to explain how (i think) that this works.

you set rank for each ship in npcships.ini
in npcranktoidiff.ini you set what rank and how many of those are defined as a difficulty.
a mission can have several waves consosting of different difficulty settings for each wave. butthe ranks in a wave are ALWAYS the same.

then again in mbases.ini you set the difficulty for the missions.
you can calculate with ~3 waves to set the max diff that you want to reach.


or do u wanted those GBs show up in missions?
that needs a lil extra fix (im stuck with a similar issue at the moment - my GBs in missions wont move but they shoot... weird stuff)

anyway, good luck!

Fjord

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

Post Thu Jul 22, 2004 8:44 am

>my GBs in missions wont move but they shoot
Now THAT is my kind of target! <grinning> Thanks to Chips good tutorial around here, I think I can get the gunboat to work, but that's not the sticker yet. I can't get those stingy BloodDragons to offer a mission hard enough to justify bringing in the big guns.

Fjord thanks for your explanation, that matched my understanding as well.
I pulled some "real" values from npcranktoidiff.ini to use as my level set in npcships:
[MBase
nickname = Ku06_01_Base
local_faction = fc_bd_grp
diff = 19
msg_id_prefix = gcs_refer_base_Ku06_01_Base

[MVendor
num_offers = 16, 32

[BaseFaction
faction = fc_bd_grp
weight = 100
offers_missions = true
mission_type = DestroyMission, 16.975901, 85.207497, 100
npc = ku0601_blood_001_m
npc = ku0601_blood_002_f
npc = ku0601_blood_003_f
npc = ku0601_blood_004_m
npc = ku0601_blood_005_f

The Kusari navy has a number of top level ships available in npcships.ini
[NPCShipArch
nickname = ku_n_ku_elite_d11-19
loadout = ku_n_ku_elite_loadout01
level = d11
ship_archetype = draconji
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d11, d12, d13, d14, d15, d16, d17, d18, d19
(and I do see that beautiful draconji ship out there fighting in the level 30+ missions)

And you saw I set "num_offers = 16, 32" so there would be lots of missions to chose from to increase the chance of seeing the harder top level ones.

I'm testing with an IFSO edited character that the Dragon's 100% love, and he's carrying 20mil around in his VHF. ...but that level 36 mission is still the ceiling.

Post Thu Jul 22, 2004 9:13 pm

hmm, good question, the inis look ok.

all i made to my GBs (they work perfectly in encounters) is to add the "class_fighter" in npcships -> the game recognizes them as fighters and spawns them.
they shoot, so the AI is ok, they move in encounters - i dont see why they shouldnt in missions
same npcship, same loadout, same faction_prop entry.

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

Post Thu Jul 22, 2004 11:14 pm

@devguy: I've never tried adding such high level missions so I really have no clue how to go about that but I was wondering if the number of destroy vignette zones could have an affect on what level mission was offered? Obviously you've bumped up the # of missions offered considerably. Have you also bumped up the # of zones available for missions?
When I was building bases I tripled the # of zones available because the npc's had specific behaviors that were affected by whether or not the # of missions available met the values in the 'num_offers =' line.
Maybe FL has to fill a certain # of slots at the lower levels before it can move up to the levels you want?
This is pure SWAG on my part though.

Edit = Also don't the NPC's on your base just sit around with empty boxes? Unless you've added more zones Kyoto should only be able to offer 7 missions max. MP game may be different though, I'm not sure, but I can't see how.

Another thought. My problem is I've never moded specifically for a MP mod and I don't even know how it is players get above lvl 36 in MP so I don't really understand the process.
I think Lord Fjord's post about the type of your npc ships may be the key. In vignette params there are only 5 nodes that actually have a difficulty value range. All five deal with solars. If FL is treating your GB as solars then it's also using the difficulty range.
Would it be possible to change the difficulty to above 100?
Say if you want missions to go to lvl 54 then make the difficulty levels go to 150 instead of 100. You'd probably have to change the entries in other files that deal with difficulty but it may have an affect. (of course that affect may be a ctd) You'd have a better idea about this than I as you know all this level above 36 stuff.
I don't know. That's the last guess I can make besides that maybe the missions being offered are above 36 just that maybe the entries in constants or resources dll don't go higher. But then it would probably just show up blank, or maybe you've already changed those? Now I'm just rambling. It's very late.
Good luck

Edited by - kaegogi on 7/23/2004 1:20:19 AM

Post Fri Jul 23, 2004 1:21 pm

kaegogi as always you have such quality thoughts, thanks for sharing.

> don't the NPC's on your base just sit around with empty boxes
No frequently they have jobs to offer. But it is true I've never seen anywhere near the 16 to 32 missions that are theoretically possible with this config.

Being brave, I went into the vignetteparams.ini and changed all five of those difficulty switches to max:
[DataNode
node_id = 172
Difficulty = 99.000000, 100

Your zone idea seems plausible , so following the lead of Omicron Alpha which has exclusive zones for the enemy (and frequently offers level 40+ missions), I added five new navy only zones in ku06.ini:
[zone
nickname = Zone_Ku06_path_navy4_5
pos = -4728, 0, 5568
rotate = -90, -35, 0
shape = CYLINDER
size = 750, 15696
sort = 99
toughness = 19
density = 3
repop_time = 90
max_battle_size = 4
pop_type = attack_patrol
relief_time = 30
path_label = navy4, 1
usage = patrol
mission_eligible = True
faction_weight = ku_n_grp, 10
density_restriction = 8, lawfuls
density_restriction = 4, unlawfuls
encounter = area_assault, 19, 85.000000
faction = ku_n_grp, 1.000000

...but nothing has changed, still can not get above level 36 missions. arrghhhhhh
(but I did get a grin when I found this command buried deep in vignette params: "nickname = Friendly_ships_come_in_to_whoop_up"

Post Fri Jul 23, 2004 2:29 pm

[NPCShipArch
nickname = ku_n_ku_elite_d11-19
loadout = ku_n_ku_elite_loadout01
level = d11
ship_archetype = ku_elite
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d11, d12, d13, d14, d15, d16, d17, d18, d19

mayhap if you change that thar level = d11 to d19 you may have some luck.

Post Fri Jul 23, 2004 2:46 pm

Probably still won't do anything but if you want the base to offer a load of missions then this is what I was talking about when I said add more zones for missions:
This is the first mission zone:

[zone
nickname = zone_ku06_destroy_vignette_1
pos = 10117, 0, -11629
shape = SPHERE
size = 10000
mission_type = unlawful
sort = 99.500000
vignette_type = field

Just change the z value up and down 10000 and you triple your available zones for missions. Also change the nickname:

[zone
nickname = zone_ku06_destroy_vignette_10
pos = 10117, 10000 , -11629
shape = SPHERE
size = 10000
mission_type = unlawful
sort = 99.500000
vignette_type = field

[zone
nickname = zone_ku06_destroy_vignette_11
pos = 10117, -10000 , -11629
shape = SPHERE
size = 10000
mission_type = unlawful
sort = 99.500000
vignette_type = field

Also making the 'mission_type =' line read 'unlawful, lawful' will allow lawful factions to give out missions there if you ever put in a lawful base.

Edited by - kaegogi on 7/23/2004 4:05:01 PM

Post Fri Jul 23, 2004 3:18 pm

wow.. kaegogi, Chips, and LordFjord helping me out. This place is amazing.

Chips you were exactly right - making the NPCShipArch call the level D19 instantly gave me 40+ level missions. I misunderstood that section to mean the minimum level was d11, but it would be called for any mission up to d19 (that npc_class = lawful, class_fighter, d11, d12, d13, d14, d15, d16, d17, d18, d19 part). Glad you understood it correctly.

kaegogi your insight into this code continues to amaze me. By following your advice and adding the extra sets of "nickname = zone_ku06_destroy_vignette_1", I now see 21 missions each time instead of the seven original zones. (don't forget you have to change the vignette_7 to vignette_8, etc).

Thanks guys.. more than you realize.

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