Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Nomad Missions

The general place to discuss MOD''ing Freelancer!

Post Sun Sep 04, 2005 11:13 am

Hi!

At first one suggestion for you two. As you said, many got their Nomad missions to work. So, why don't you just download their mods and have a short look into their files. I think they will agree with this.
I also have working missions against and from the Nomads and the Order in my own mod and you are welcome to download the mod (Monkey Universe 1.84) and look through the entries for these missions. Maybe you can find the differences and solve your problems. I don't think this would be stealing of my ideas or something similar.

However, I will also try to help you here a bit:

mknote: If I understood you right, you want that only ship kill missions are given against the Nomads (or from them?). For this, you should go through the vignetteparams.ini. I added the Nomad faction in every line of the other factions starting with "fc_". So, you could start with this.
Now a mission block looks like this:

[DataNode
node_id = 572
Offer_group = fc_b_grp, fc_bd_grp, fc_c_grp, fc_fa_grp, fc_g_grp, fc_gc_grp, fc_h_grp, fc_j_grp, fc_kn_grp, fc_lh_grp, fc_ln_grp, fc_lr_grp, fc_lwb_grp, fc_m_grp, fc_n_grp, fc_or_grp, fc_ou_grp, fc_ouk_grp, fc_rh_grp, fc_rn_grp, fc_u_grp, fc_x_grp, fc_or2_grp, fc_ap_grp, fc_rob_grp, fc_n2_grp
offer_text = append, 327927, TARGET_ZONE, singular, 327928, Hostile_group, plural, 327929, Hostile_group
offer_text = append, 328080, TARGET_ZONE, singular, 328081, Hostile_group, plural, 328082, Hostile_group
offer_text = append, 328233, TARGET_ZONE, singular, 328234, Hostile_group, plural, 328235, Hostile_group
child_node = 420

Then you should enter the ids from the offer_text line (here they would be 327927 and some others) into FLEd_ids and see, what kind of mission text you get. Just go through all the mission blocks you added the Nomad faction to and see, what kind of mission text it has. Every block, which does not have the mission text of a kill ships mission, you should just change again, deleting the Nomad faction from the Offer_group line. After this you should only get kill ships missions from them.

Flamebird:
As your missions are not even working, some general questions:
- Do you have entries in the vignetteparams.ini file?
- You spoke about the vignette_type. They work as follows: first is the faction giving the missions and second the faction against which the missions are given. So, "unlawful, lawful" would mean that an unlawful faction (like the Nomads) give missions against a lawful one (like a police faction.
- Are you sure that youir new Nomad faction is unlawful and your new Order faction is lawful (For example I have in my mod the new Order as an unlawful faction). Just check your faction_prop.ini
- Do you have working bases, with working NPCs of the Nomads or the Order in the systems (check your mbases.ini entries e.g.: for the "offers_missions = true" error. Be sure to work with the SDK 1.5 or the newest available version!)
- You said you have destroy_vignettes. How many do you have? You should have at least 8 for the first base and 6 more for every other base in the system, to be sure to get several missions on every base.

I hope this helps and again, you are welcome to look into the files of my mod, where I got working missions from Nomads and Order and also some other new factions.

Black Eagle

Post Sun Sep 04, 2005 11:26 am

I could be wrong, but it might be this;

[NPCShipArch
nickname = fc_n_no_fighter_d19
loadout = no_fighter_loadout02
level = d19
ship_archetype = no_fighter
pilot = MSN13_Nomad_Fighter
state_graph = FIGHTER
npc_class = unlawful, FIGHTER, d19<----- Notice its FIGHTER, not class_fighter

[NPCShipArch
nickname = co_alg_ge_fighter_d1
level = d1
loadout = co_ge_fighter_loadout01
ship_archetype = ge_fighter
state_graph = FIGHTER
pilot = pilot_company_med
npc_class = lawful, class_fighter, d1<----- class_fighter

Otherwise, just go crazy with the vignrettes. If you are using FLExplorer it helps you to visually see where they are in relation to pop zones. Its a good idea to do a very low level density pop zone the size of the system as it helps with getting the missions to work. Play around with the unlaw, law.. types too to get the ones that you want.

Post Sun Sep 04, 2005 2:33 pm

@ Black Eagle
I have entries in the vignetteparams.ini for both factions, even if it's only needed for the faction giving the missions. I put them at the end of each offer_group-line where I could find another unlawful group (Nomads and The Order are unlawful factions, I didn't try something else by now because I think this shouldn't be the reason for this mess...)
I already know what you said about the vignette types and remember to have tried everything from lawful, lawful to unlawful, unlawful, but none of them helped me to get rid of the problem. At the moment every type is "unlawful".
The legality of both factions is unlawful (just checked it again ).
My Osiris is comepletely working, the NPCs also tell me my own stories and sell infos about wrecks and jump holes in the system. Offers_missions is set to "true" (I'm using the newest version of Freelancer SDK).
In my system are 11 destroy vignettes, I have "2, 4" num_offers and 6 NPCs that may also give missions.

@ Mace
Well, this could really be it. I haven't changed my fighters class since I have copied the Nomad faction, having other Nomad ships in my system with the same level like the existing ones meant to do this as I started modding the Alaska system.

Thanks both of you, I will check if your suggestions (and also the one with your "The Monkeys"-mod, Black Eagle! ) can help me tomorrow... err... today, now I have to sleep.

Edit: @ Mace
Wait... just checked this in npcships.ini, and there is class_fighter everywhere - but it's still a difference to my class_fighter2-ships which might be the reason.

Edited by - Flamebird on 9/4/2005 3:42:35 PM

Post Sun Sep 04, 2005 3:20 pm

BlackEagle: It is AGAINST them I'm going after (really, there is no real way for humans to give out Nomad missions, their bases wouldn't look right from the inside, etc.), and I've done all that you've said (deleting them from all except KillShips), and they are STILL having destroy loot and others.

MK

Post Mon Sep 05, 2005 3:54 am

Best way of having Nomads giving out missions is to create a faction who they are allied to. Make up some back history of why they are evil, and add Nomads to the mission vendor.

Post Mon Sep 05, 2005 5:26 am

Hi!

Mace you are the man! I'm so stupid that I did not realize this. However in my mod, my new Nomad faction has new ships, which appear in the missions and not the Nomad fighters are used for this.
So Flamebird, you should really try what Mace said. If you want the Nomad fighters to appear in missions against the Nomads, you have to change their class to "class_fighter" in npc_ships.ini. I also have class_fighter2 ships and they do not appear. By the way this is a really annoying restriction. You cannot make ships appear in missions, which are not class_fighters in npc_ships.ini, had to realize this when I worked on the last version of my mod
So, I hope this will work now, Good luck!

mknote: Sorry, but if you want missions against them it is totally clear. The added entries for your Nomad faction in vignetteparams.ini are only for Nomads giving out missions against others. If however you do not want this, you do not even have to edit the vignetteparams.ini (Only as a side note: I have Nomads giving out missions in my mod and I think it does not look unreal. I have Nomad ships flying around in the sky of my bases and all people are overtaken and I even have people looking like Tekagi and so on my bases. I think this looks good, but this is only a suugestion).
Now, you want other factions like the Order giving you missions against the Nomads, but onlky ship kill missions. That's a bit tricky now and you have two possibilities:
1. All factions giving missions against the Nomads give all kinds of missions against them, but can also give all kinds of missions against any other faction they dislike.
2. All factions giving missions against Nomads, give only ship kill missions against them, but unfortunately also only kill ship missions against any other enemy.

I hope you understood. You can either have a faction giving all kinds of missions against all their enemies, or giving only one kind of mission against all their enemies. But you cannot have one kind of mission against one enemy and all kinds of missions against all their other enemies.

So, for your Order faction: Just add your Order faction only to the kill ships missions in vignetteparams.ini (you still have them from the Nomads you added, following my last post). Then the Order should give out only kill ships missions against the Nomads. However if your Order faction has any other enemies they give missions against, these will also only be kill ships missions.

Good luck with this!

Black Eagle

Post Mon Sep 05, 2005 8:43 am

This is it, and it's strange. Now I'll try what the difference between the 220k and the 30k missions is (my missions are paid 50% better), I only have one type of Nomad fighters in the system...

Thanks again!

Edit: Well, the difference was... in a 46k Mission, I got 4 enemy units seperated in 2 waves and when the second two Nomads arrived, I also got backup from a 5 fighter The Order-Wing... this is ridiculous, but easy to fix, I think (I will either lower the difficulty or place some low-level Nomads there)

Edited by - Flamebird on 9/5/2005 9:54:06 AM

Post Mon Sep 05, 2005 10:00 am

I have been having the same problem as Flamebird for 7 days. I have read my code over, and over again, hours opon hours. Reading TLR for about the same time as reading what I have done.

I can't tell you how many hours, and days I've spent trying to figure out why my order missions haven't been working agesn't the nomads.

I've also downloaded Monkey's Universe going over line by line searching for a difference, which I found nothing. I was baffled.

it all boiled down to changing the nomad's fighter's class, to class_fighter.

I cannot thankyou enough Black Eagle ;D

Post Mon Sep 05, 2005 10:26 am

Thanks sputinik66, however Mace was the first having the idea of changing the class. I just did not think about this, as I made new ships for the Nomads, which also included a class_fighter.

So, good luck with your mod and I (And I think Mace also) was glad to help you!

Black Eagle

Post Thu Oct 20, 2005 1:26 pm

I'm sorry for dragging this up again, but I wanted to let people know: I found the solution. I noticed that only Kill Ships and Kill Station missions were given against GC. What's different about them, I asked myself. They are a FEMALE movement to overthrow the government; I looked, and in the mission descriptions, it is always against a male. So, I eliminated the male part of the Nomad entry (technically, I don't think Nomads have gender but, the female-only names isn't noticeable ingame), and it works. A slight work-around method, but whatever works.

MK

Return to Freelancer General Editing Forum