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Nomad encounter using different loadout?

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Post Fri Sep 23, 2005 6:35 am

Nomad encounter using different loadout?

I'm trying to make a Nomad encounter in Sigma-17 around of what's supposed to be the Freeport 7 wreckage. I have everything set up the way I like it to be, except one thing.

For this special encounter, I'd like to have Nomad fighters with a slightly different loadout. In addition to the stuff they already have, I'd like them to also make use of the Nomad Cruise Disruptor. The Nomads make perfect use of it when I edit an already existing loadout, but that would also affect encounters with them in both of the Unknown systems, which is an absolute no-go.

The question now is, how can I make only this new Nomad encounter in Sigma-17 use the different loadout?

This is what I have so far:
faction_prop.ini

<pre><font size=1 face=Courier>[FactionProps
affiliation = fc_n_grp
legality = unlawful
nickname_plurality = plural
msg_id_prefix = ignore
jump_preference = jumpgate
npc_ship = MSN13_Nomad_Fighter_Populator
npc_ship = fc_n_no_fighter_d19
npc_ship = fc_n2_no_fighter_d19 <- the new ship hooked to different loadout
mc_costume = mc_fc
firstname_male = 229608, 229608
firstname_female = 229608, 229608
lastname = 229608, 229608
rank_desig = 197140, 197140, 197140, 10, 15
formation_desig = 197808, 197820
formation = fighters, fighter_guild </font></pre>

npcships.ini

<pre><font size=1 face=Courier>[NPCShipArch
nickname = fc_n2_no_fighter_d19
loadout = no_fighter_loadout02_2
level = d19
ship_archetype = no_fighter
pilot = MSN13_Nomad_Fighter
state_graph = FIGHTER
npc_class = unlawful, FIGHTER, d19 </font></pre>

loadouts.ini

<pre><font size=1 face=Courier>[Loadout
nickname = no_fighter_loadout02_2
archetype = no_fighter
equip = ge_nf_engine_01
equip = infinite_power
equip = ge_s_scanner_02
equip = no_thruster, HpThruster01
equip = armor_scale_13
equip = nomad_gun01_mark03, HpWeapon01
equip = nomad_gun01_mark03, HpWeapon02
equip = nomad_gun01_mark03, HpWeapon03
equip = nomad_cruise_disruptor01, HpTorpedo01
cargo = nomad_cruise_disruptor01_ammo, 50
cargo = special_nomad_gun01, 1
cargo = special_nomad_gun02, 1 </font></pre>

new file area_nomads2.ini

<pre><font size=1 face=Courier>[EncounterFormation
ship_by_class = 4, 4, fighters
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 16, 16, fighters
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite

[Creation
permutation = 0, 3 </font></pre>

bw06.ini

<pre><font size=1 face=Courier>[EncounterParameters
nickname = area_nomads2
filename = missions\encounters\area_nomads2.ini </font></pre>
and
<pre><font size=1 face=Courier>[zone
nickname = zone_bw06_nomads_fp7
pos = 3006, 0, -20943
shape = SPHERE
size = 7500
sort = 99.500000
toughness = 19
density = 3
repop_time = 25
max_battle_size = 4
pop_type = fc_n_grp, freeport_base
relief_time = 35
faction_weight = fc_n_grp, 10
encounter = area_nomads2, 19, 1.000000
faction = fc_n_grp, 1.000000 </font></pre>

Post Fri Sep 23, 2005 8:58 am

That one is quite easily done for the nomads. They use fighters which are called "FIGHTER" as their ship class which is an exception to the other other factions. Most of them are called "class_fighter" instead.
So, all you have to do is add an extra entry in faction _prop for the ships. Then modify the new encounter to be "class_fighter" instead of "Fighter" and everything will work ok.
Don't worry about the formation of the new ship class as all of the fighters are grouped together.
So;
[NPCShipArch
nickname = fc_n2_no_fighter_d19
loadout = no_fighter_loadout02_2
level = d19
ship_archetype = no_fighter
pilot = MSN13_Nomad_Fighter
state_graph = FIGHTER
npc_class = unlawful, class_fighter, D19

and

[Encounter
Formationship_by_class = 4, 4, class_fighters
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 16, 16, class_fighters
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creationpermutation = 0, 3

That should work ok. Not sure if your formation will be happy doing 17 ships, you may need to add a few

Post Mon Sep 26, 2005 1:06 am

Won't work for me. The Nomads just don't show up.

I then tried to reuse an already existing loadout from the storyline. They show up just fine. But the Nomads in both of the Unknown systems have the exact same loadout as the Nomads I want to use in my encounter, althou both refer to a completely different loadout each.

loadouts.ini
for the unchanged loadout in EW05 and EW06:
<pre><font size=1 face=Courier>[Loadout
nickname = no_fighter_loadout02
archetype = no_fighter
equip = ge_nf_engine_01
equip = infinite_power
equip = ge_s_scanner_02
equip = no_thruster, HpThruster01
equip = armor_scale_9
equip = nomad_gun01_mark03, HpWeapon01
equip = nomad_gun01_mark03, HpWeapon02
equip = nomad_gun01_mark03, HpWeapon03
cargo = special_nomad_gun01, 1
cargo = special_nomad_gun02, 1 </font></pre>

for the changed loadout in BW06 the Nomads have:
<pre><font size=1 face=Courier>[Loadout
nickname = MSN13_Nomad_Fighter_Pop
archetype = no_fighter
equip = ge_nf_engine_01
equip = infinite_power
equip = ge_s_scanner_02
equip = no_thruster, HpThruster01
equip = nomad_gun01_mark01, HpWeapon01
equip = nomad_gun01_mark01, HpWeapon02
equip = nomad_gun01_mark01, HpWeapon03
equip = nomad_cruise_disruptor01, HpTorpedo01
cargo = nomad_cruise_disruptor01_ammo, 50
cargo = ge_s_battery_01, 7
cargo = ge_s_repair_01, 4 </font></pre>


npcships.ini
for the unchanged encounter in EW05 and EW06:
<pre><font size=1 face=Courier>[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 </font></pre>

for the changed encounter in BW06:
<pre><font size=1 face=Courier>[NPCShipArch
nickname = MSN13_Nomad_Fighter_Populator
loadout = MSN13_Nomad_Fighter_Pop
level = d19
ship_archetype = no_fighter
pilot = MSN13_Nomad_Fighter
state_graph = FIGHTER
npc_class = unlawful, FIGHTER, d19 </font></pre>

Looks like I have to create a new faction.

Post Mon Sep 26, 2005 3:42 am



[NPCShipArch
nickname = MSN13_Nomad_Fighter_Populator
loadout = MSN13_Nomad_Fighter_Pop
level = d19
ship_archetype = no_fighter
pilot = MSN13_Nomad_Fighter
state_graph = FIGHTER
npc_class = unlawful, FIGHTER, d19

Its this bit, npc_class = unlawful, FIGHTER..<------------It needs to be "class_fighter" instead (like all the other faction ones), then you can use enounters like area_scout and area_defend for your nomads.
You need to change the new encounter for sigma 17 to have:
area nomads2
[EncounterFormation
ship_by_class = 4, 4, fighters<-----need to be class_fighters
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 16, 16, fighters<-----need to be class_fighters
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters<-----stays the same
behavior = wanderarrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation permutation = 0, 3
The only thing is that an encounter of 17 ships is a lot. You will need to check the formation so that you have a place for them all to go. It would be easier to have an encounter of say 6 or so then add a high density, high max battle, low repop time and low relief time. That way you will be having waves of nomads coming in. The loadout has nothing to do with whether the ships will spawn or not.

Post Mon Dec 26, 2005 3:34 am

After a quite lengthy break from FL modding, I finally found the time to get to this again. And it works, right at the first try. Thank you!

After playing around with this a bit more, I found out it doesn't neccessarily have to be "class_fighter", it could be named anything, as long as it's not just "fighter".

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