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HELP!!! using freelancer explorer... PLEASE HELP ME!!!

The general place to discuss MOD''ing Freelancer!

Post Wed Oct 19, 2005 6:21 pm

HELP!!! using freelancer explorer... PLEASE HELP ME!!!

ok, i have 2 fairly big problems...

1) i cant seem to populate areas...

2)i cant sucessfully undock a dreadnaught... they get stuck on the station

the main goal of my mod is to make a HUGE battle field in a system i made, with about 100 npc ships going at it...

ALSO!!! this may be important to know...

im DIRECTLY modding nightmare evolutions 2.29 : nomad revenge... just thought ide throw that out there

Post Wed Oct 19, 2005 6:24 pm

just wondering...did you get permission to mod that from the Nima people?

Also, im having the same problems in my own mod.

Post Wed Oct 19, 2005 6:47 pm

Why is this posted in bot this forum, and the Freelancer Utility forum?

Post Wed Oct 19, 2005 10:38 pm

Well, depends upon what you are trying to do. The Explorer shouldn't have an issue in making the system or zones as you wish...

I would suggest reading the tutorials upon how to use Freelancer Explorer to get a grip on the item. As for modding Nomads Revenge, if you are making an "addon" - which is activated AFTER the mod - then it is fine (as in you only have your system files and related files for download which is activated in FLMM after NR2 is activated).

If you are hoping to release the whole sheebang (whole NR2 mod with your addition in it), then you actually need permission from more than just Nima. The mod they use is Evolutions, with all our ships and work in it. They cannot grant permission to use our mod/contents.

Edited by - Chips on 10/19/2005 11:41:19 PM

Post Thu Oct 20, 2005 2:40 am

I think the tutorials Chips refers to is the one that Dark Dragon put together.
There are three volumes.
He may know of another tutorial...

Freelancer Explorer Tutorial made by DarkDragon
Freelancer Explorer Tutorial volume 2 made by DarkDragon
Freelancer Explorer Tutorial Volume 3 made by DarkDragon

Post Thu Oct 20, 2005 6:06 am

or alternatively you could use a basic template for the ships like:

[Zone
nickname = Zone_SO01_pop_ambient_01 ;anything here
pos = 0, 0, 0 ;center of system
shape = SPHERE ;round thing
size = 150000 ;150k from middle?
visit = 128 ;leave
interference = 0.500000 ;dunno
sort = 99.500000 ;works fine
toughness = 4
density = 6
repop_time = 25
max_battle_size = 12
pop_type = Background
relief_time = 15
faction_weight = so_grp, 20
encounter = area_assault, 4, 1.000000
faction = so_grp, 1.000000 ;your faction, all must total <= 1
encounter = area_defend, 12, 1.000000
faction = so_grp, 1.000000 ;your faction, all must total <= 1

if you copy and paste that adding more of theese:
encounter = area_defend, 12, 1.000000
faction = so_grp, 1.000000
to the bottom with your own faction you will ventually get an uberwarzone!

just put at bottom of your system file (/DATA/UNIVERCE/xx01/xx01.ini)

Post Thu Oct 20, 2005 7:29 am

ok, just to address the issue about modding some one elses mod, its for personal use only, i have no intention to release it (except to maybe a few personal friends)

as for populated zones, i have no problem making the zone, its just that no ships appere. im not shure, but this may be due to the fact that i messed up a value... (it is supposed to have 100+ npc fighting in a fairly small area, including order ships, nomad ships, and gunboats.)

if theres any value combo's that would prevent the zone from being populated, please post the answer, not the link (givin that there isnt like 50 possabulitys, then a link is in order)

Thanks,
TekshinRa

Post Thu Oct 20, 2005 7:36 am

Could you post up the zone? There are density restrictions which depend upon the pop type, but if you are using "background" then these shouldn't apply.
One note is that the ship classes may have been changed to allow more control over what spawns.
In the original game the nomads had a unique ship class which was used for their unique encounters. Some modders add extra ones and use specific encounters to have certain ships in certain places. So, you could have a "area_fighter_intercepter" encounter which uses a new ship class called "class_intercepter". Its a good way of doing it and it means you can have several different loadouts for fighters that spawn in the right places.
I don't have the mod that you have used as a template, but it would be worth checking the encounters to see if they are the same as normal.

Post Thu Oct 20, 2005 7:41 am

well, as for the system, i made it my self, so i have no idea what zone its in, but its right next to the newyork system, there for it may be in liberty, but im not 100%.

if you can tell me the configuration for a system that can have about 100 ships spawn, ill modle my system after it.

Post Thu Oct 20, 2005 9:35 am


ok, just to address the issue about modding some one elses mod, its for personal use only, i have no intention to release it (except to maybe a few personal friends)


Obviously in that case there is no issue at all

Post Thu Oct 20, 2005 12:15 pm

Ok, well, to have lots of ships appearing you need to increase the density and the max_battle_size. Then add lots of different encounters. I've also lowered the repop time and the relief time between encounters too. Here's a typical encounter..
nickname = Zone_BR07_pop_ambient_01
..
sort = 51
toughness = 12
density = 50<----Its a crazy amount, its worth trying and modifying
repop_time = 5<----Lowered
max_battle_size = 100
damage = 0
spacedust = dust
spacedust_maxparticles = 0
interference = 0.000000
pop_type = Background
relief_time = 5<----Lowered
population_additive = True<-Helps if there are other zones on top that might affect the spawn
density_restriction = 50, lawfuls<-I've added these to give some control
density_restriction = 50, unlawfuls<-I've added these to give some control
faction_weight = br_n_grp, 1
..
encounter = area_scout, 12, 0.100000
faction = br_n_grp, 1.000000
encounter = area_gunboats, 12, 0.100000
faction = br_n_grp, 1.000000
encounter = area_scout, 12, 0.100000
faction = gd_bh_grp, 1.000000
encounter = area_assault, 12, 0.200000
faction = br_p_grp, 1.000000
encounter = area_assault, 12, 0.100000
faction = fc_ou_grp, 1.500000
encounter = area_assault, 12, 0.100000
faction = fc_m_grp, 1.000000
encounter = area_assault, 12, 0.100000
faction = fc_g_grp, 1.000000
encounter = area_assault, 12, 0.150000
faction = fc_c_grp, 1.000000
So, the whole encounter works out at the 100% (though it dosen't seem to need to, i usually leave a little bit for overlapping zones). It is population_additive so it should spawn anywhere and ignores other restrictions. The encounter themselves has 50% pirate and 50% law. Should see quite a few fire works..
One note is that area gunboats seems to behave badly. Even if there are enemies all around the gunboats do not engage and simply fly around shooting with their turrets. Not sure if its the state graph that prevents them (in npcships) or the pilot. The encounter only uses assault leader job, the same as in most of the others.

Post Fri Oct 21, 2005 5:55 am

@ M-A-C-E, I understand what you've posted as will most of the old hands, but you have to remember that we seem to be getting a lot of noobs who only use FLE, and don't have a clue about whats in the ini's or how to hand edit them. As far as their concerned what you've posted might as well be in Klingon for all they'll understand it.

@ TekshinRa, If you don't know what zone it is or which ini the code for the zone is in,then theres not a lot we can do to help. Most of us use FLE (me a lot less that most) but we still have to edit the files by hand. If you can find the code for the zone then please post it,because then we can help.

Rebalance 3.5 Dev. Team
rebalance.blue-ion.net

Post Fri Oct 21, 2005 7:12 pm

Hmm.. klingon language version.. fascinating..

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