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Battleships missions

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Post Sun Apr 08, 2007 5:49 am

Battleships missions

Hi to all. This thread is ment to continue my priveous thread("New factions missions and capships missions." that partly covered this question.

I tried to set missions against battleships, in New-York, Li01_12_Base(Buffalo base).
Capitalships encounters work fine, I have them in EVRY zone, including patrols,
but I see no capship mission offers (missions paid over 245 000) in Buffalo.
I tried many things, but now I am exhausted.
Really need your help here gyus.

Please.

Here are my randommissions-related files:

NpcRankToDiff.ini:

[RankAndFormationSizeToDifficulty
NpcRank = 1, 0.009850, 0.035690, 0.077540, 0.135390, 0.209230, 0.299080, 0.404930, 0.526770
NpcRank = 2, 0.013480, 0.048860, 0.106140, 0.185330, 0.286420, 0.409410, 0.554300, 0.721100
NpcRank = 3, 0.018450, 0.066880, 0.145300, 0.253700, 0.392080, 0.560440, 0.758790, 0.987120
NpcRank = 4, 0.025260, 0.091560, 0.198900, 0.347290, 0.536720, 0.767190, 1.038700, 1.351260
NpcRank = 5, 0.034570, 0.125330, 0.272280, 0.475400, 0.734710, 1.050210, 1.421880, 1.849740
NpcRank = 6, 0.047330, 0.171570, 0.372720, 0.650780, 1.005750, 1.437630, 1.946410, 2.532110
NpcRank = 7, 0.064790, 0.234860, 0.510210, 0.890850, 1.376770, 1.967970, 2.664450, 3.466210
NpcRank = 8, 0.088690, 0.321500, 0.698430, 1.219480, 1.884660, 2.693950, 3.647360, 4.744900
NpcRank = 9, 0.121410, 0.440100, 0.956080, 1.669350, 2.579900, 3.687750, 4.992870, 6.495290
NpcRank = 10, 0.166190, 0.602450, 1.308780, 2.285170, 3.531630, 5.048160, 6.834750, 8.891400
NpcRank = 11, 0.227500, 0.824700, 1.791590, 3.128170, 4.834450, 6.910420, 9.356080, 12.171400
NpcRank = 12, 0.311430, 1.128930, 2.452510, 4.282160, 6.617880, 9.459670, 12.807500, 16.661400
NpcRank = 13, 0.426320, 1.545400, 3.357240, 5.861840, 9.059210, 12.949300, 17.532200, 22.807899
NpcRank = 14, 0.583580, 2.115490, 4.595720, 8.024280, 12.401100, 17.726299, 23.999800, 31.221701
NpcRank = 15, 0.798870, 2.895900, 6.291090, 10.984400, 16.975901, 24.265600, 32.853401, 42.739399
NpcRank = 16, 1.093570, 3.964190, 8.611870, 15.036500, 23.238300, 33.217201, 44.973000, 58.506001
NpcRank = 17, 1.496990, 5.426580, 11.788700, 20.583500, 31.811001, 45.471001, 61.563599, 80.088799
NpcRank = 18, 2.049230, 7.428450, 16.137600, 28.176800, 43.546001, 62.245201, 84.274399, 109.633542
NpcRank = 19, 2.805190, 10.168800, 22.090799, 38.571301, 59.610199, 85.207497, 115.363281, 150.077428
NpcRank = 20, 3.840020, 13.920053, 30.240058, 52.800190, 81.600303, 116.640403, 157.920606, 205.440745
NpcRank = 21, 5.256610, 19.055184, 41.395667, 72.278271, 111.702795, 159.669249, 216.177790, 281.228191
NpcRank = 22, 7.195770, 26.084628, 56.666501, 98.941678, 152.909883, 218.571130, 295.925635, 384.973086
NpcRank = 23, 9.850290, 35.707248, 77.570776, 135.441269, 209.318348, 299.202033, 405.092619, 526.989680
NpcRank = 24, 13.484000, 48.879654, 106.186640, 185.405561, 286.535899, 409.577681, 554.531311, 721.396205
NpcRank = 25, 18.458300, 66.911361, 145.358898, 253.801683, 392.239009, 560.670912, 759.097945, 987.519301

Diff2Money.ini:
[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
Diff2Money = 136.889988, 321185
Diff2Money = 187.388689, 417545

faction_prop.ini(part):
[FactionProps
affiliation = li_n_grp
legality = lawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_li_n
jump_preference = jumpgate
npc_ship = li_n_li_elite_d1
npc_ship = li_n_li_elite_d2
npc_ship = li_n_li_elite_d3
npc_ship = li_n_li_elite_d4
npc_ship = li_n_li_elite_d5
npc_ship = li_n_li_elite_d6
npc_ship = li_n_li_elite_d7
npc_ship = li_n_li_elite_d8
npc_ship = li_n_li_elite_d9
npc_ship = li_n_li_elite_d10
npc_ship = li_n_li_elite_d11
npc_ship = li_n_li_elite_d12
npc_ship = li_n_li_elite_d13
npc_ship = li_n_li_elite_d14
npc_ship = li_n_li_elite_d15
npc_ship = li_n_li_elite_d16
npc_ship = li_n_li_elite_d17
npc_ship = li_n_li_elite_d18
npc_ship = li_n_li_elite_d19
npc_ship = li_n_cruiser_d22
npc_ship = li_n_dreadnought_d25
voice = pilot_f_mil_m01
voice = pilot_f_mil_m02
voice = pilot_f_leg_f01
voice = pilot_f_leg_f01a
mc_costume = mc_li
space_costume = li_captain_head, li_male_elite_body, comm_ge_generic2
space_costume = li_rockford_head, li_male_elite_body, comm_li_hatcher
space_costume = li_sales_head_hat, li_male_elite_body, comm_ge_generic2
space_costume = ge_male4_head, li_male_elite_body, comm_li_hatcher
space_costume = pl_male2_head, li_male_elite_body, comm_ge_generic2
space_costume = ge_male3_head, li_male_elite_body, comm_li_hatcher
space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female
space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female
space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female
space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female
space_costume = pl_female2_head, li_female_elite_body, comm_ge_generic2_female
space_costume = pl_female2_head, li_female_elite_body, comm_li_hatcher_female
firstname_male = 226608, 226741
firstname_female = 226808, 226952
lastname = 227008, 227307
rank_desig = 197002, 197003, 197004, 6, 9
formation_desig = 197808, 197820
large_ship_desig = 196976
large_ship_names = 202608, 202647
scan_for_cargo = commodity_alien_artifacts, 1
scan_for_cargo = commodity_cardamine, 2
scan_announce = true
scan_chance = 0.300000
formation = fighters, fighter_li_n
formation = cruisers, cruiser_wall
formation = battleships, battleship_wall

formations.ini(part):
[Formation
nickname = battleship_wall
pos = 0, 0, 0
pos = 400, 0, 0
pos = -400, 0, 0
pos = 0, 200, 0
pos = 400, 200, 0
pos = -400, 200, 0
pos = 400, 0, 0
pos = 400, 200, 0
pos = 0, -200, 0
pos = 400, -200, 0
pos = -400, -200, 0
pos = 400, -200, 0
pl_pos = 0, 0, 500

mShipProps.ini(part): <---- I don't think changes here are necessary.
[mShipProps
archetype_id = li_cruiser
prop = can_use_large_moors

[mShipProps
archetype_id = li_dreadnought
prop = can_use_large_moors

npcships.ini(part):
[NPCShipArch
nickname = li_n_cruiser_d22
loadout = li_n_li_cruiser
level = d22
ship_archetype = li_cruiser
pilot = cruiser_default
state_graph = CRUISER
npc_class = lawful, class_cruiser, d22

[NPCShipArch
nickname = li_n_dreadnought_d25
loadout = li_n_li_dreadnought
level = d25
ship_archetype = li_dreadnought
pilot = cruiser_default
state_graph = CRUISER
npc_class = lawful, class_battleship, d25


Edited by - Vital on 4/9/2007 10:05:19 AM

Post Mon Apr 09, 2007 9:09 am

mBases.ini(part):
[MBase
nickname = Li01_12_Base
local_faction = fc_lr_grp
diff = 4
msg_id_prefix = gcs_refer_base_Li01_12_Base

[MVendor
num_offers = 10, 15

[BaseFaction
faction = fc_lr_grp
weight = 77
offers_missions = true
mission_type = DestroyMission, 136.889984, 187.388687, 70 <----- tried also 100.000000, 187.388687 values here, this way only missions paid 245 000 credits
are offered, but this way npc(lib. navy) of max rank 18 appear, but not 19, WHY?
Anybody can answer?

npc = li0112_rogues_001_m
npc = li0112_rogues_002_m
npc = li0112_rogues_003_m
npc = li0112_rogues_004_m

[BaseFaction
faction = fc_ou_grp
weight = 23
offers_missions = true
mission_type = DestroyMission, 136.889984, 187.388687, 30
npc = li0112_outcasts_001_m
npc = li0112_outcasts_002_f

shipclasses.ini(part):
[ShipClass
nickname = CAPITALS
member = destroyer
member = battleship
member = CRUISER

ENCOUNTERS:

capitalships_Liberty.ini:
[EncounterFormation
ship_by_class = 1, 1, sc_battleships
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 2, 3, sc_cruisers, -3
pilot_job = assault_job
make_class = wanderer
formation_by_class = battleships
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite

[Creation
permutation = 0, 3

capitalships_Liberty_cruiser.ini:
[EncounterFormation
ship_by_class = 2, 3, sc_fighters, -3
pilot_job = assault_job
make_class = wanderer
ship_by_class = 1, 1, sc_cruisers
pilot_job = assault_job
make_class = wanderer
formation_by_class = battleships
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite

[Creation
permutation = 0, 3

capitalship_DREADNOUGH.ini:
[EncounterFormation
ship_by_class = 1, 1, sc_battleships
pilot_job = assault_leader_job
make_class = wanderer
formation_by_class = battleships
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite

[Creation
permutation = 0, 3

patrolp_capitalships_Liberty_cruiser_patrol.ini:
[EncounterFormation
ship_by_class = 2, 3, sc_fighters, -3
pilot_job = assault_job
make_class = wanderer
ship_by_class = 1, 1, sc_cruisers
pilot_job = assault_job
make_class = wanderer
formation_by_class = battleships
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite

[Creation
permutation = 0, 3

Wating for your help here, please.
Thanks in advance.

Post Mon Apr 09, 2007 12:59 pm

Oof, it's been a while since I've worked with random missions at all, however I'll give this a shot.

You may want to have a look at KillableSolars.ini under the RandomMissions folder. I put a little code tid-bit from my Flak mod, back when it used to support random missions, and gave a few explainations. It probably won't work if you paste it in as-is, but it should hopefully help you understand it.

In KillableSolars.ini:
[KillableSolar
nickname = rm_rh_battleship
solar_type = Big_Solar ;Solar type called in SolarFormations.ini, look in there and you'll see what I mean
string_id = 6 ;No idea, never really played with it
faction = rh_n_grp, fc_c_grp, fc_ou_grp, fc_rh_grp, fc_b_grp, gd_z_grp, gd_bh_grp ;What factions can have this type of random-mission solar
archetype = r_battleship_mission ;Archetype in solararch.ini
loadout = Rheinland_Battleship_Loadout ;Loadout, can be in either ship loadout.ini or solar loadout.ini
hitpoints = 5000, 150000 ;Dur
difficulty = 0.018324, 20.000000 ;Difficulty
pilot_choices = 1 ;No idea, never really played with it

In Solararch.ini:
[Solar
nickname = r_battleship_mission
type = MISSION_SATELLITE ;Should be mission_satellite
DA_archetype = ships\rheinland\rh_battleship\rh_battleship.cmp
material_library = ships\rheinland\rh_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 900, 1200, 3500, 4000, 20000
surface_hit_effects = 0, small_hull_hit
mass = 100000.0
loadout = Rheinland_Battleship_Loadout
solar_radius = 400
shape_name = NAV_smallstation
hit_pts = 600000 ;You need this!
destructible = trus ;And this!
fuse = r_battleship_body_fuse, 0.500000, 1 ;Make sure there's a fuse assigned. Just use the normal NPC ship one.
fuse = rh_battleship_burning_fuse02, 0.000000, 17325

Hope this helps.

Edited by - fox Unit 01 on 4/9/2007 2:04:55 PM

Post Mon Apr 09, 2007 1:42 pm

If I understand well, this will make a battleship that can't move, since it's just a solar with the model of the rheinland BS...
I suppose that if you want to create a mission where you'll have to fight a regular battleship, you have to make kind of a BS encounter formation for that missions?
I'm not a missions-specialist, but I will look into it, since I'm interested in this as well.

Post Mon Apr 09, 2007 1:48 pm

Nope, I believe that what is there is all you'll have to insert, in terms of what to put in the solararch.ini and killablesolars.ini files. The random-mission system, when generating possible solars to use for "kill station" missions, simply looks in killablesolars.ini for possible choices. Although I never experimented much as random missions in 88 Flak were tossed shortly after altogether (to get money off killing stations you literally kill real stations, so killing Buffalo Base would net you and your group a small reward), I know that what I put there will work - just use that code as a framework to put the other Battleships in.

Post Tue Apr 10, 2007 12:08 pm

First of all, thanks for your replies, guys. Finally somebody replied me.

I decided to ask about it because I spent about 15 - 18 hours(2 days) trying to get it working. Now I am really very busy now and my ideas are EXHAUSTED, I've done my best to get'em working, but failed and that's why I decided to ask.

Fox, I guess Nono is right, 'cause I want to get real battleships(not solars) to appear in missions. (SWAT said it's possible, but he never posted any reply in my topic about this aftder that..?, maybe he could clear things up a bit).

But you said "Nope" in your reply, so, maybe my English is not good enough to understand what you mean in your last post?(It's quite possible, I have to say.)

Do you mean to put a battleship encounter in KillableSolars.ini ??
So could you please explain a bit more here(if I didn't understand your post).

I will probably find some time on weekend to try some more ideas to get it working, but I just don't know what to edit this time. Myabe there are some other files responsible for missions?

If I get some results, I will immediatly post them here.

Edited by - Vital on 4/10/2007 1:08:20 PM

Post Tue Apr 10, 2007 2:58 pm

@ Vital, it might be possible to get what you want, but it will require more knowledge than most of us older hands possess. You see back in the early days some tried to create new mission types, iirc they got as far as the capships spawning in the vignette's, but they couldn't get them to fire. I think thier method required quite a bit of hex coding as well as understanding and reworking the VignetteParams.ini, it might help to see thier code if it still survives.

Try changing the capship settings to match the FIGHTER class as IIRC that is the only ship class that spawns in the mission vignettes.

**shuffles off with a new headache**

Post Wed Apr 11, 2007 3:35 am

Oops. Indeed, Vital, I thought the entire time that you were trying to merely have solar spawns in your missions (it is pretty cool having the objective be a battleship =P)

I think Bejaymac is on to something here - although I haven't worked with RMs much, come to think they do only spawn ships with "type = FIGHTER" in shiparch.ini, and in every mod I've seen that has battleship SPAWNS (not solars) in missions, the battleships always had "Ace (name)" for a name instead of "Liberty Dreadnaught LNS (name)" - which would mean the ship type would be "type = FIGHTER"

I think you have to have capital ship encounters in the vignette zone; try giving that a shot with your capital ships as "type = FIGHTER".

Edit: Besides, I forgot, NPCs only attack ships of "type = FIGHTER" and "type = FREIGHTER" - they actually leave TRANSPORT, CRUISER, CAPITAL, etc. alone - they'll fire on ships of that type, but they'll never actually move to engage. So it might be good to have all your NPC capital ships on "type = FIGHTER" anyhow.

Edited by - fox Unit 01 on 4/11/2007 4:36:30 AM

Post Wed Apr 11, 2007 6:39 am

Thanks.
I'll try to do something with hex, though I am not good enough at it.

Fox, what are those mods with capship missions?
I think it wold be good to look through the files in them.
I also think it'll be worthy to ask their developers, and I also will probably
ask SWAT OP-8-OR about what he thinks, 'cause actually I decided to go into this
after his reply confirming it's possible, so probably he tried it? Don't know,
anyway, I don't think he will get angry if I ask him.

And anybody knows, am I modyfing files in right way? Those changes I've done,
do they have some sence???

I'll try to play around with types.

By the way, giving fighters type = PLANET or type = SOLAR in shiparch.ini makes target brackets show sector of ship's location.




Edited by - Vital on 4/11/2007 7:48:34 AM

Post Wed Apr 11, 2007 11:24 am

Honestly, though I'm inexperienced with random missions, I'm willing to bet that setting NPC Capital Ships to type = FIGHTER would be your best bet. Asking SWAT_OP-R8R would probably be a good decision, if he's the one who said it was possible.

Also, since you mention funky brackets, for a neat effect try giving every missile ammo a "type = LOOT" (missile ammo doesn't normally have a "type" line, just insert that at the end of every missile ammo entry). This draws white brackets around all missiles, however will be a bit confusing at times.

Post Sat Apr 14, 2007 1:10 pm

Well, I chaneged types to type = FIGHTER but nothing happens, sometimes thr game crashes when I launch from buffalo.

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