Mon Aug 29, 2005 5:01 am by Buck
Hi, to increase the value of existing missions you need to edit the diff2money.ini file in the RandomMissions folder. Here's the original.
[Diff2Money
Diff2Money = 0, 1800
Diff2Money = 0.082100, 2200
Diff2Money = 0.112380, 2655
Diff2Money = 0.205130, 3219
Diff2Money = 0.351000, 3919
Diff2Money = 0.480490, 4792
Diff2Money = 0.657740, 5887
Diff2Money = 0.900380, 7264
Diff2Money = 1.232530, 9001
Diff2Money = 1.687200, 11201
Diff2Money = 2.309610, 13994
Diff2Money = 3.161630, 17551
Diff2Money = 4.327960, 22093
Diff2Money = 5.924540, 27904
Diff2Money = 8.110100, 35356
Diff2Money = 11.101920, 44928
Diff2Money = 15.197410, 57246
Diff2Money = 20.803740, 73118
Diff2Money = 28.478239, 93597
Diff2Money = 38.983860, 120051
Diff2Money = 53.365002, 146192
Diff2Money = 73.051361, 190050
Diff2Money = 100.000000, 247065
It's the second set of numbers you need to change, if you want to double the money simply double this figure. Don't mess with the first set of numbers, they are the difficulty bit. Here's my settings
[Diff2Money
Diff2Money = 0, 1800
Diff2Money = 0.082100, 2200
Diff2Money = 0.112380, 2655
Diff2Money = 0.205130, 3219
Diff2Money = 0.351000, 3919
Diff2Money = 0.480490, 4792
Diff2Money = 0.657740, 5887
Diff2Money = 0.900380, 7264
Diff2Money = 1.232530, 9001
Diff2Money = 1.687200, 11201
Diff2Money = 2.309610, 13994
Diff2Money = 3.161630, 17551
Diff2Money = 4.327960, 22093
Diff2Money = 5.924540, 27904
Diff2Money = 8.110100, 35356
Diff2Money = 11.101920, 44928
Diff2Money = 15.197410, 57246
Diff2Money = 20.803740, 73118
Diff2Money = 28.478239, 93597
Diff2Money = 38.983860, 438576
Diff2Money = 53.365002, 570150
Diff2Money = 73.051361, 770150
Diff2Money = 100.000000, 999000
Creating your own missions involves quite a bit of work which all depends on if you have custom factions, custom ships and custom loadouts. If you just want to make the existing missions harder then the easiest way is to edit the loadout that that ship uses.
For example if you want to make the outcasts in Omicron Alpha tougher you first need to look in the faction_prop.ini file which is located in the Missions folder. Here is part of the section relating to the Outcasts, fc_ou_grp
[FactionProps
affiliation = fc_ou_grp
legality = unlawful
nickname_plurality = plural
msg_id_prefix = gcs_refer_faction_fc_ou
jump_preference = jumphole
npc_ship = fc_ou_bw_fighter_d1-4
npc_ship = fc_ou_bw_fighter_d5
npc_ship = fc_ou_bw_fighter_d6
npc_ship = fc_ou_bw_fighter_d7
npc_ship = fc_ou_bw_fighter_d8
npc_ship = fc_ou_bw_elite_d9
npc_ship = fc_ou_bw_elite_d10
npc_ship = fc_ou_bw_elite_d11
npc_ship = fc_ou_bw_elite_d12
npc_ship = fc_ou_bw_elite_d13
npc_ship = fc_ou_bw_elite_d14
npc_ship = fc_ou_bw_elite2_d15
npc_ship = fc_ou_bw_elite2_d16
npc_ship = fc_ou_bw_elite2_d17 <-------
npc_ship = fc_ou_bw_elite2_d18 <-------
npc_ship = fc_ou_bw_elite2_d19 <-------
The last 2 or 3 relate to the higher level ships which would spawn for the higher level mission, the 100 value in diff2money.ini Now you need to find the corresponding entry in npcSnips.ini also in the Missions folder. copy the text that follows the = sign and search for that entry in npcShips.ini. You should find this entry
[NPCShipArch
nickname = fc_ou_bw_elite2_d19
loadout = fc_ou_bw_elite2_loadout02 <-------
level = d19
ship_archetype = bw_elite2 <------
pilot = pilot_outcast_ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d19
In this one the two entries that are marked are the ones that are of interest. The top one is the loadout that this ship uses and the second one is the ship, In this case the Sabre. If you want to change these make sure that the loadout and the ship actually exist. The slightest error in either faction_prop or npcships and your server will crash. A word of advice, only change one section at a time, if you doo too many at once you will struggle to find the problem if it goes wrong, i found this out the hard way.
Next we need to create a new custom loadout. So open up loadout.ini, located in the Ships folder and find the loadout from the entry above and you should find this
[Loadout
nickname = fc_ou_bw_elite2_loadout02
archetype = bw_elite2
equip = ge_bwe_engine_01
equip = npc_shield01_mark10, HpShield01 <
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = armor_scale_4
equip = fc_ou_gun01_mark05, HpWeapon01 <--
equip = fc_ou_gun01_mark05, HpWeapon02 <--
equip = fc_ou_gun01_mark05, HpWeapon03 <--
equip = fc_ou_gun01_mark05, HpWeapon04 <--
equip = fc_ou_gun01_mark05, HpWeapon05 <--
equip = missile01_mark03, HpWeapon06 <--
cargo = missile01_mark03_ammo, 20 <------
equip = fc_ou_turret01_mark02, HpTurret01 <--
equip = cruise_disruptor01_mark02, HpTorpedo01 <--
cargo = cruise_disruptor01_mark02_ammo, 5 <------
equip = mine01_mark04, HpMine01 <--
cargo = mine01_mark04_ammo, 20 <------
equip = ge_s_cm_01, HpCM01 <--
cargo = ge_s_cm_01_ammo, 20 <------
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallWhite, HpRunningLight01
equip = SlowSmallWhite, HpRunningLight02
equip = SlowSmallWhite, HpRunningLight03
equip = SlowSmallWhite, HpRunningLight04
equip = SlowSmallWhite, HpRunningLight05
equip = SlowSmallWhite, HpRunningLight06
equip = SlowSmallWhite, HpRunningLight07
equip = SlowSmallWhite, HpRunningLight08
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = contrail01, HpContrail03
equip = contrail01, HpContrail04
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
The entries with the short arrows are the weapon and the ones with the long arrows are the ammo that they carry, the smallest one at the top is the shield. Make an exact copy of this entry and paste it in at the bottom of the file, easier to find later when it goes wrong. Change the weps and ammo as you wish but make sure the number of entries and type remain the same. Now rename the loadout to something of relevance like this one from my files
[Loadout
nickname = pauls_sabre_loadout04
archetype = bw_elite2 ;All level 10 weps and shields
equip = ge_bwe_engine_01
equip = shield01_mark10_hf, HpShield01 ;Adv Champion Heavy Fighter
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_03, HpThruster01
equip = gd_gm_gun01_mark04, HpWeapon01 ;Skyblast B
equip = gd_gm_gun01_mark04, HpWeapon02
equip = fc_c_gun02_mark03, HpWeapon03 ;Tizona Del Cid
equip = fc_c_gun02_mark03, HpWeapon04
equip = missile01_mark05, HpWeapon05 ;Cannonball Missile
cargo = missile01_mark05_ammo, 50
equip = fc_ou_gun01_mark05, HpWeapon06 ;Wyrm 2
equip = gd_gm_turret01_mark03, HpTurret01 ;Skyblast B Turret
equip = cruise_disruptor01_mark02, HpTorpedo01 ;Hornet CD
cargo = cruise_disruptor01_mark02_ammo, 50
equip = mine02_mark05, HpMine01 ;Ripper Mine
cargo = mine02_mark05_ammo, 50
equip = ge_s_cm_03, HpCM01 ;Adv Counter Measure
cargo = ge_s_cm_03_ammo, 50
Once you have created your loadout you need to go back to the npcships entry and add your loadout, like this
[NPCShipArch
nickname = fc_ou_bw_elite2_d19
loadout = pauls_sabre_loadout04
level = d19
ship_archetype = bw_elite2
pilot = pilot_outcast_ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter,d19
That's pretty much it, now you have tougher missions for more money
To add missions to new systems needs a lot more preparation first.
First you will need encounters, this is compusory but it would be pretty boring if you entered a system and there was nothing going on in there anyway. I am presuming that you have encounters working in your system.
Second there must be a rival faction in the system. If you have the Liberty Police and the Rheinland Police then missions won't work cos they actually like each other. So you will need the Liberty police and the Liberty Rogues. Or the Outcasts and the Bounty Hunters.
Next you will need to make sure that missions are enabled for your faction in the mbases entry for your base, I'm not sure about the new version of FLExplorer but I know that the one I used this entry is disabled by default. So open up mbases.ini in the mission folder and locat your base entry, you should have something like this
[MBase
nickname = An02_02_Base
local_faction = gd_z_grp
diff = 19
msg_id_prefix = gcs_refer_base_An02_02_Base
[MVendor
num_offers = 5, 7 <------------------
[BaseFaction
faction = gd_z_grp
weight = 100
offers_missions = <-------------------------
mission_type = DestroyMission, 38.983860, 100.000000, 100 <----------------
The entries with the arrows relate to your missions. The MVendor entry is how many missions will appear on the mission offers board and how many missions can take place at the same time before the board says come back later (I am not sure which way round this is as I haven't actually checked in game and i may be wrong about the second entry). I have my busier systems set to 8, 12
As you can see the offers_missions section is empty after the = sign add true here or your missions will not work, like this
offers_mission = true
The missions_type entry is the level/difficulty of the missions being offered. As it is above you will get a good variation of missions. These relate to 2 files, the diff2money that we looked at earlier and the npcRankToDiff file. I have messed with the second file and my ships got messed up, I think it is best not to touch this one.
There's only one more thing left and that's vignettes. You need at least 3 vignettes placed in your encounter zone for missions to work. I have up to 20 in some of my systems. They look like this
[Zone
nickname = Zone_CA02_destroy_vignette_10
pos = -46547, 0, -21696
shape = SPHERE
size = 10000
mission_type = unlawful, lawful
sort = 99.500000
vignette_type = open
The position, shape and size entries are pretty self explanatory, mission_type is set to unlawful, lawful which means you can have both faction types taking part. There are other varieties of this entry like lawful, lawful and unlawful, unlawful. Set these relative to the factions you are fighting with. Sort I'm not sure about, just let FLExplorer set this for you. I always use open for the vignette_type as it always works. There are other entries but I haven't messed with those, try them out. (Btw it's easier to do these in FLExplorer than to write them all yourself) Do not overlap them and make sure that they are all within your encounters zone and that both your rivalling factions are present in that zone. I tend to have 2 zones overlapping and put my vignettes in the area where they overlap.
One more pointer for your encounters, make sure that the values you set for spawning your ships in your encounters zones do not mount to greater than 1
That's pretty much it, if you do all of this you should have mission working. If I have missed something I'm sure the other guys on here will correct me and I will adjust this accordingly.
Good luck
Edited by - Buck on 8/29/2005 6:39:08 AM