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**Tutorial** - Nomad battleship & gunboat & figher e

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Post Thu Mar 27, 2003 2:58 am

**Tutorial** - Nomad battleship & gunboat & figher e

ok
this is my first posting of this kind
editing this to add some comments.

in the missions/npcships.ini
teh battleship:

[NPCShipArch
nickname = fc_n_battleship_d25
loadout = no_battleship ;stuff in loadouts.ini
level = d19 ;ship level
ship_archetype = no_battleship ;ship model
pilot = cruiser_default ;pilot
state_graph = CRUISER ;??
npc_class = unlawful, battleship, class_battleship, d19 ;stuff which is in use in shipclasses.ini

teh gunboat:

[NPCShipArch
nickname = fc_n_gunboat_d19
loadout = no_gunboat ;again loadouts.ini
level = d19 ;level
ship_archetype = no_gunboat ;model
pilot = gunboat_default ;pilot
state_graph = GUNBOAT ;??
npc_class = unlawful, class_gunboat, d19 ;stuff for shipclasses.ini

Nomad fighter is the default one but you can change the pilot (pirate_ace is nice )

the shipclasses.ini contains

[ShipClass
nickname = sc_battleships ;ship class nick in use in encounter ini (area_battleships.ini)
member = class_battleship ;from the npcships.ini

in addition to default.

and the missions/encounters/area_battleships.ini contains:

[EncounterFormation
ship_by_class = 3, 1, sc_battleships ;ok first number is how many ships appear and second i don't know yet and third is ship class defined in shipclasses.ini
pilot_job = scout_leader_job ;ships job ie scout or guard... look for other in other inis
make_class = wanderer ;don't know for shure
ship_by_class = 6, 3, sc_gunboats ;again first no of ships , ? , ship class
pilot_job = scout_job ;job
make_class = wanderer ;?
ship_by_class = 9, 5, sc_fighters ;you should get it by now really
pilot_job = scout_job
make_class = wanderer
formation_by_class = battleships1 ;battleship formation because i expirienced crashes with cruiser one
behavior = wander ;behavior ?
arrival = all, -tradelane, -object_jump_gate ;type of arrival. this is any minus tradelane or jumpgate
allow_simultaneous_creation = no ;only one encounter at a time?
zone_creation_distance = 0 ;probably the creations distance from the zone or smth?
times_to_create = infinite ;how many spawns?

[Creation
permutation = 0, 3 ;don't know actually

and for the universe/systems/li01/Li01.ini in the systems added this:

[EncounterParameters
nickname = area_battleships ;nickname of ecounter
filename = missions\encounters\area_battleships.ini ;path to encounter ini definitions

and this in the Zone_Li01_001_Planet_Li01_01 zone section:

encounter = area_battleships, 19, 1.000000 ;encounter nickname , probably level and i think it's probability of appearing
faction = fc_n_grp, 1.00000 ;don't know yet

this makes them spawn at manhattan
the missions/faction_props.ini
note that you have to edit this not copy/paste

[FactionProps
affiliation = fc_n_grp ;default from here
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 ;to here
npc_ship = fc_n_battleship_d25 ;added battleship
npc_ship = fc_n_gunboat_d19 ;and gunboat
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
formation = cruisers, cruiser2_li_n ;and the cruiser
formation = gunboats, gunboat_ku_n ;gunboat and
formation = battleships1, battleship1_rh_n ;battleship formation. you only need this one really, the others are here in case you want to spawn cruisers od gunboats

this is the loadouts.ini

[Loadout
nickname = no_fighter ;default figter loadout in case you want to chage it to this.
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
cargo = special_nomad_gun01, 1
cargo = special_nomad_gun02, 1

[Loadout
nickname = no_battleship ;battleship loadout with stripped cloaking device
archetype = no_battleship
equip = infinite_power
equip = ge_s_scanner_02
equip = nomad_turret01_mark01, Hp_1_01
equip = nomad_turret01_mark01, Hp_1_02
equip = nomad_turret01_mark01, Hp_1_03
equip = nomad_turret01_mark01, Hp_1_04
equip = nomad_turret01_mark01, Hp_1_05
equip = nomad_turret01_mark01, Hp_1_06
equip = nomad_turret01_mark01, Hp_1_07
equip = nomad_turret01_mark01, Hp_1_08
equip = nomad_turret01_mark01, Hp_1_09
equip = nomad_turret01_mark01, Hp_1_10
equip = nomad_turret01_mark01, Hp_1_11
equip = nomad_turret01_mark01, Hp_1_12
equip = nomad_turret01_mark01, Hp_1_13
equip = nomad_turret01_mark01, Hp_1_14
equip = nomad_turret01_mark01, Hp_1_15
equip = fx_Nomad_battleship_engine, HpEngine01

[Loadout
nickname = no_gunboat ;gunboat without cloak
archetype = no_gunboat
equip = infinite_power
equip = ge_ng_engine_01
equip = ge_s_scanner_02
equip = nomad_turret01_mark01, Hp_1_01
equip = nomad_turret01_mark01, Hp_1_02
equip = nomad_turret01_mark01, Hp_1_03
equip = nomad_turret01_mark01, Hp_1_04
equip = nomad_turret01_mark01, Hp_1_05
equip = nomad_turret01_mark01, Hp_1_06

anyways this works now.. i destroyed one of the battleships with the starflier now i'm gonna put in fleets and tweak them so they have shields...

gonna work on gunboats and edit this when i have it working.
edit: now gunboats work

and many thanx to Serpent guy who posted his stuff on the battleships encounters howto

hello
we is experts



Edited by - Chips on 10/31/2004 7:29:20 AM

Post Thu Mar 27, 2003 3:18 am

And can any1 help me with this... How do i put a shield on a npc nomad shieldless battleship?

hello
we is experts

Post Thu Mar 27, 2003 4:47 am

Hehe!
I have tested this with the original INIs on the client and it works perfectly even though i got butchered.. I had to move the encounter to Missouri

http://www.freewebs.com/truga/screen23.jpg
LoL @ Norfolk

hello
we is experts

Edited by - Truga on 27-03-2003 04:54:08

Post Thu Mar 27, 2003 1:02 pm

One small error: area_battleship.ini needs to be area_battleships.ini, since that's the filename referred to in EncounterParameters.

Also, you don't mention which file the <loadout> sections should be added to: loadouts.ini or loadouts_special.ini

BTW, is a zone_creation_distance of 0 really safe to use? With many BIG capships around, small distances might cause them to crash into each other... or the game

Edited by - Nephilim on 27-03-2003 13:03:50

Post Thu Mar 27, 2003 3:27 pm

ok tnx i'll correct those errors (phreakin typos
zone creation distance 0 is cool because the 3 battleships arrive in delta formation and look way cool

i noticed this. if you go farther than 2-2,5k away they will dissapear.. like they'd cloak or something even though they don't have a cloaking device :\. i'll have to work on this.

Edited by - Truga on 27-03-2003 15:31:05

Edited by - Truga on 27-03-2003 15:33:56

Post Thu Mar 27, 2003 4:09 pm

Incidentally, there's more to setting up an encounter than meets the eye... take a look at this:

[zone
nickname = Zone_Li01_001_Planet_Li01_01

(blahblah)

sort = 1 <<== ?
toughness = 1 <<== maximum level of AI ships?
density = 12 <<== perhaps limits the number of ships to 12 within the zone?
repop_time = 10 <<== interval between group spawning?
max_battle_size = 8 <<== number of ships allowed to participate in a battle?
density_restriction = 4, unlawfuls <<== no more than four bad guys per encounter?
relief_time = 10 <<== no idea, related to repop_time maybe?

(blahblah)

Your ships disappearing might have something to do with these variables, though as to their EXACT meaning your guess is as good as mine

Edited by - Nephilim on 27-03-2003 16:22:53

Post Thu Mar 27, 2003 4:15 pm

Thanx man! I only sorted out the thoughness and max battle size.
Tnx tnx and more tnx a lot
i'm putting this in and i'll update the tutorial then

ok density should be kept at default while max_battle_size can be raised a little
but that doesn't help. anyway i found out if i go away from them they dissapear but if i go back fast they reappear again . as if they'd cloak or something. will have to figure this out :
hello
we is experts

Edited by - Truga on 27-03-2003 16:49:43

Post Thu Mar 27, 2003 5:19 pm

More questions!

"npc_class = unlawful, battleship, class_battleship, d19"

What's that lone battleship doing in there?

"formation_by_class = battleships1"

Shouldn't that be battleships (ie. no "1" )?

"formation = battleships1, battleship1_rh_n"

Same question as above. Why battleships1?

I ask because the author of this thread uses slightly different parameters... argh confusion!


Edited by - Nephilim on 27-03-2003 17:19:19

Post Thu Mar 27, 2003 7:39 pm


"npc_class = unlawful, battleship, class_battleship, d19"

that battlehsip is in the default configuration of the nomad battleship found in M13/npcships.ini you can remove it if you want there shouldn't be any difference because this is just a class specification.


"formation_by_class = battleships1" & "formation = battleships1, battleship1_rh_n"

these are the default rheinland battleship formations and i used these as it seemed simpliest. check out rh_n at faction_props.ini and you'll se it there. i experienced crashes with cruiser formation so i changed to battleship. btw battleship1 is just a nickname for a formation so nothing is wrong here

hello
we is experts

Edited by - Truga on 27-03-2003 19:46:53

Post Thu Mar 27, 2003 8:03 pm


btw battleship1 is just a nickname for a formation so nothing is wrong here


LOL, indeed - unless you forget to declare battleship1 in formations.ini like me Had to make my own formation first (called it battleship_wall for fun), because the ships wouldn't show up without one

Edited by - Nephilim on 27-03-2003 20:05:13

Post Thu Mar 27, 2003 8:06 pm

hh i had those problems too
then i just copied stuff from rheinland navy (rh_n)
anyway i updated the stuff with some comments

hello
we is experts

Edited by - Truga on 27-03-2003 20:06:47

Post Thu Mar 27, 2003 11:40 pm

I dont know if this is possible, but you could make your shields go off when you turn on the cloak, even during the charge up, as a drawback to being completely invisible. Sorta like weapons going off line when in cruise mode. Plus, you shouldnt be able to shoot when ur in cloak either, that's just nasty. Just my 2 cents.

Post Fri Mar 28, 2003 12:04 am

Grrr... in my frantic quest for heavy-duty fleet action, I messed up my .ini's to the point where I had to replace them with the original files... now I can't get capships to spawn no matter what I try Really frustrating to take one step forward and then eight back... oh well, at least I'll gain some valuable modding experience from this LOL.



\DATA\MISSIONS\npcships.ini:

[NPCShipArch
nickname = fc_n_no_gunboat_d19
loadout = no_gunboat
level = d19
ship_archetype = no_gunboat
pilot = gunboat_default
state_graph = GUNBOAT
npc_class = unlawful, class_gunboat, d19

[NPCShipArch
nickname = fc_n_no_battleship_d25
loadout = no_battleship
level = d25
ship_archetype = no_battleship
pilot = cruiser_default
state_graph = CRUISER
npc_class = unlawful, class_battleship, d25



\DATA\MISSIONS\faction_prop.ini:

[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_n_no_gunboat_d19
npc_ship = fc_n_no_battleship_d25
;
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_wall
;
formation = gunboats, gunboat_wall
formation = battleships, battleship_wall



\DATA\MISSIONS\formations.ini:

[Formation
nickname = battleship_wall
pos = 0, 0, 0
pos = 400, 0, 0
pos = -400, 0, 0
pos = 0, 400, 0
pos = 400, 400, 0
pos = -400, 400, 0
pos = 800, 0, 0
pos = 800, 400, 0
pos = 0, -400, 0
pos = 400, -400, 0
pos = -400, -400, 0
pos = 800, -400, 0
pl_pos = 0, 0, 1000



\DATA\UNIVERSE\SYSTEMS\li01.ini:

[zone
nickname = Zone_Li01_001_Planet_Li01_01
pos = -33020, 0, -27925
rotate = 0, 104, 0
shape = SPHERE
size = 7000
comment = Manhattan
sort = 1
toughness = 1 ==>> increased this (unsuccessful)
density = 12
repop_time = 10
max_battle_size = 8 ==>> should be sufficient for my encounter
pop_type = li_p_grp, base_cluster_law
relief_time = 10
faction_weight = li_p_grp, 12
faction_weight = li_p_grp_prisoners, 4
faction_weight = co_be_grp, 10
faction_weight = co_hsp_grp, 10
faction_weight = co_kt_grp, 10
faction_weight = co_me_grp, 10
faction_weight = co_nws_grp, 10
faction_weight = co_ni_grp, 10
faction_weight = co_os_grp, 4
faction_weight = co_rs_grp, 10
faction_weight = co_shi_grp, 10
faction_weight = co_ss_grp, 10
faction_weight = co_vr_grp, 8
faction_weight = gd_bh_grp, 3
density_restriction = 4, unlawfuls ==>> incremented from 4 to 400 (no difference)
encounter = area_defend, 1, 0.070000
faction = li_p_grp, 1.000000
encounter = area_bh_defend, 1, 0.030000
faction = gd_bh_grp, 1.000000
encounter = area_armored_prisoner, 1, 0.020000
faction = li_p_grp, 1.000000
encounter = area_trade_freighter, 1, 0.090000
faction = co_hsp_grp, 0.260000
faction = co_me_grp, 0.260000
faction = co_ss_grp, 0.260000
faction = co_vr_grp, 0.210000
encounter = area_trade_transport, 1, 0.120000
faction = co_be_grp, 0.100000
faction = co_hsp_grp, 0.100000
faction = co_kt_grp, 0.100000
faction = co_me_grp, 0.100000
faction = co_nws_grp, 0.100000
faction = co_ni_grp, 0.100000
faction = co_rs_grp, 0.100000
faction = co_shi_grp, 0.100000
faction = co_ss_grp, 0.100000
faction = co_vr_grp, 0.080000
encounter = area_trade_armored, 1, 0.020000
faction = co_os_grp, 1.000000
encounter = area_lifter, 1, 0.030000
faction = co_me_grp, 0.500000
faction = co_ss_grp, 0.500000
encounter = area_repair, 1, 0.030000
faction = co_me_grp, 0.500000
faction = co_ss_grp, 0.500000
;
encounter = area_capitalships, 25, 1.000000 <<== reduced this (to no avail)
faction = fc_n_grp, 1.00000

[EncounterParameters
nickname = area_capitalships
filename = missions\encounters\area_capitalships.ini



\DATA\MISSIONS\ENCOUNTERS\area_capitalships.ini:

[EncounterFormation
ship_by_class = 1, 1, sc_battleships
pilot_job = scout_leader_job
make_class = wanderer
;
ship_by_class = 2, 2, sc_gunboats
pilot_job = scout_job
make_class = wanderer
;
formation_by_class = battleship_wall
behavior = wander
arrival = all
allow_simultaneous_creation = no
zone_creation_distance = 0
times_to_create = infinite

[Creation
permutation = 0, 3



\DATA\MISSIONS\shipclasses.ini:

[ShipClass
nickname = sc_battleships
member = class_battleship



\DATA\SHIPS\loadouts.ini:

[Loadout
nickname = no_gunboat
archetype = no_gunboat
equip = infinite_power
equip = ge_ng_engine_01
equip = ge_s_scanner_02
equip = nomad_turret01_mark01, Hp_1_01
equip = nomad_turret01_mark01, Hp_1_02
equip = nomad_turret01_mark01, Hp_1_03
equip = nomad_turret01_mark01, Hp_1_04
equip = nomad_turret01_mark01, Hp_1_05
equip = nomad_turret01_mark01, Hp_1_06

[Loadout
nickname = no_battleship
archetype = no_battleship
equip = infinite_power
equip = ge_s_scanner_02
equip = nomad_turret01_mark01, Hp_1_01
equip = nomad_turret01_mark01, Hp_1_02
equip = nomad_turret01_mark01, Hp_1_03
equip = nomad_turret01_mark01, Hp_1_04
equip = nomad_turret01_mark01, Hp_1_05
equip = nomad_turret01_mark01, Hp_1_06
equip = nomad_turret01_mark01, Hp_1_07
equip = nomad_turret01_mark01, Hp_1_08
equip = nomad_turret01_mark01, Hp_1_09
equip = nomad_turret01_mark01, Hp_1_10
equip = nomad_turret01_mark01, Hp_1_11
equip = nomad_turret01_mark01, Hp_1_12
equip = nomad_turret01_mark01, Hp_1_13
equip = nomad_turret01_mark01, Hp_1_14
equip = nomad_turret01_mark01, Hp_1_15
equip = fx_Nomad_battleship_engine, HpEngine01

Adjusted the level to d1 in npcships.ini ==>> no luck.
Used a default formation ==>> nothing happened.
Poored through area_capitalships.ini ==>> no dice.

I'm desperate. Must be overlooking a huge error... I can feel it staring me in the face.

Edited by - Nephilim on 28-03-2003 00:10:29

Post Fri Mar 28, 2003 12:26 am

Ok. if you didn't increase your max_battle_size you should. even for small encounters you must know that there are navy folks around who already eat up some of that size. I found something like 20 good for just about anything . change the levels in npcships.ini:

[NPCShipArch
nickname = fc_n_battleship_d25 ;correct this... you had fc_n_no_battleship... i had problems with gunboats because of this do the same thing with gunboat
loadout = no_battleship
level = d19 ;this
ship_archetype = no_battleship
pilot = cruiser_default
state_graph = CRUISER
npc_class = unlawful, class_battleship, d19 ;and this

here:

encounter = area_capitalships, 25, 1.000000 ;this also from 25 to 19
faction = fc_n_grp, 1.00000

hello
we is experts

Edited by - Truga on 28-03-2003 00:27:13

Post Fri Mar 28, 2003 12:31 am

Lol... i think i need to write a tutorial how to read these inis D

it's pretty simple code... DAMN! simple actually

_ are as spaces

fc_=means faction (in this case one of the nomads)
_n_ = navy
so it couldn't find anything for your fc_n_grp because it means nomad navy group and you had it nomad_navy_no_group :>
it'll be pretty simple to edit the inis now that i found this out

hello
we is experts

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