I feel your pain... been hacking on my mod pretty seriously again lol...
OK... here's how it works, in a nutshell:
Random Encounters (not Missions, which is totally different) are spawned by Zones.
Study the Zone marked Zone_Li01_001_Planet_Li01_01 , as it's what you're going to want to fool with initially. Basically, it's divided into 3 sections:
1. Data about its dimensions/position and other basic information, that every Zone needs (in several different formats, but I digress)
2. Data about the Factions which can spawn here. You can give them various Weight settings to subtly "unbalance" the computer's semi-random dice tosses when it decides what to spawn next, but it's very subtle- setting all the Weights to 10 is a good start.
3. The Encounters themselves. These consist of two parts:
A. The type of Encounter, whether it's area_defend, area_trade_trader, or whatever. This determines the types of ships that spawn when a Faction spawns there, and what they're going to do (vaguely).
B. The Factions that can spawn as part of the Encounter.
Each listing has the following format... like this one:
encounter = area_defend, 1, 0.070000
The two numbers are the Difficulty and the Probability of the Encounter.
Difficulty can be set to whatever you want, but if it's higher than the Toughness setting for the Zone, it's often ignored, and nothing will spawn (I usually set my Zones to 19 or higher so that this doesn't happen, and then tweak downwards)
The Probability is compared to the Probability of the other listings. FL adds all of them together when it "rolls the dice" and decides what is going to spawn, so you must keep the combined Probabilities of ALL the Encounters at less than 1.000000. Failing to do so can result in CTD!
Now, that's a pretty hectic Zone to start playing with... so here, try substituting this one... it'll be a little easier to see what the other variables are doing, with less going on:
EDIT... don't forget to close that first bracket around {zone}... this 'board eats them...
[zone
nickname = Zone_Li01_001_Planet_Li01_01
pos = -33020, 0, -27925
rotate = 0, 104, 0
shape = SPHERE
size = 7000
comment = Manhattan
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 = li_p_grp, 10
faction_weight = fc_x_grp, 10
faction_weight = co_hsp_grp, 10
density_restriction = 4, unlawfuls
encounter = area_defend, 1, 0.5
faction = li_p_grp, 0.5
faction = fc_x_grp, 0.5
encounter = area_trade_freighter, 1, 0.5
faction = co_hsp_grp, 1
Basically, what I did here was build a Zone where half the time, a freighter convoy with escorts will show up. And half the time, either the Liberty Police or the Xenos will show up... each one has a 25% chance of showing up, every 10 seconds (which will probably get tricky in stock FL hehe).
Where'd I get that "10 seconds?"... that''s the repop_time. The relief_time seems to only come into effect after bad guys show up and have a Battle (the FL engine seems to be "aware" of this, and reacts accordingly, so that the chances of yet more Xenos spawning during the Battle are low to none).
Anyhoo... play around with this simple model, and you'll get it, and then you can find the Zone for Pittsburgh and take care of it
Edited by - Argh on 11/23/2004 2:21:23 AM