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

Here you find the different tutorials on editing and MODing Freelancer

Post Fri Mar 28, 2003 12:53 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 . e the levels in npcships.ini:


Well, I've set it to 24 this time, along with density_restriction... will see if that does the trick


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


Check. To be honest I don't understand how levels work at all I figured that since the battleship has a difficulty of 25 (toned down to 19), the encounter should be equally difficult.

About those nicknames (fc_n_no_gunboat_d19 and fc_n_no_battleship_d25): there is a "npcship = fc_n_no_fighter_d19" in both npcships.ini and faction_prop.ini, which is why I assumed the gunboat and battleship nicks should also carry the extra _no... you know, for consistency

Edited by - Nephilim on 28-03-2003 01:00:42

Post Fri Mar 28, 2003 1:08 am

Update: it worked! Thanks a bunch!

Regarding that consistency I mentioned: it is possible to assign nicknames like fc_n_no_gunboat_d19 and fc_n_no_battleship_d25... as long as you do so in both faction_props.ini AND npcships.ini, eg:

npc_ship = fc_n_no_gunboat_d19 <<== reference to A
npc_ship = fc_n_no_battleship_d25 <<== reference to B

[NPCShipArch
nickname = fc_n_no_gunboat_d19 <<== A
blahblah

[NPCShipArch
nickname = fc_n_no_battleship_d25 <<== B
blahblah

But watch out for typos!

Post Fri Mar 28, 2003 1:21 am

glad i could help i'm still working on the nomads not disappearing... if you find out how to do that pls tell me

hello
we is experts

Post Fri Mar 28, 2003 1:30 am

Hmm this has alot of potential! This gives great idea's for custom server mods.

I think I will implent ramdom fleets that invade sectors that players have to fend off That should keep those MP players on their toes hehe.

Or have an epic where only a group of people would stand a chance to win Oh oh the ideas! Too many!

Post Fri Mar 28, 2003 9:30 am

Well, i have all edited and added as at the top in your post. But where are the fleet spawns, i never saw any Nomad Battleship fleet in Manhatten.
Either i am too dumb for this or there is an error.

I hope you will assist me with using this Mod.


Thank you

Lord Nelson

Post Fri Mar 28, 2003 5:43 pm

ok first thing is you install your windows and freelancer again

ok now seriously.

look in your formations.ini if you have a battleship formation there. if not add these linez

[Formation
nickname = battleship1_rh_n
pos = 0, 0, 0
pos = 350, -60, 300
pos = -350, -60, 300
pos = 0, 180, -60
pos = 300, 0, -350
pos = -300, 0, -350
pos = 400, 240, 0
pos = -400, 240, 0
pos = 0, 0, 1400
pl_pos = 300, 350, 275

if you haven't got them there already. if you don't please tell that here so i add it to the tutorial cos i think i forgot

hello
we is experts

Post Fri Mar 28, 2003 5:43 pm

^^ you need to make a custom formation called battleship1 (told you this would happen Truga )

Problem time yet again! I too am experiencing constant crashes, but I'm positive those are not related to the formation I use (twelve positions which are spaced 2000 meters apart, for a fleet of four battleships).

area_capitalships.ini:

[EncounterFormation
ship_by_class = 4, 4, sc_battleships
pilot_job = assault_leader_job
make_class = wanderer
formation_by_class = battleship_wall
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite

[EncounterFormation
ship_by_class = 1, 1, sc_cruisers
pilot_job = assault_leader_job
make_class = wanderer
formation_by_class = cruiser_wall
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite

[EncounterFormation
ship_by_class = 1, 1, sc_destroyers
pilot_job = assault_leader_job
make_class = wanderer
formation_by_class = destroyer_wall
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite

[EncounterFormation
ship_by_class = 1, 1, sc_gunboats
pilot_job = assault_leader_job
make_class = wanderer
formation_by_class = gunboat_wall
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite

[Creation
permutation = 0, 3
permutation = 1, 3
permutation = 2, 3
permutation = 3, 3

I've added destroyer and cruiser sections so I can use this .ini "template" to easily set up a variety of fleet configurations their presence shouldn't affect FL stability under any circumstances (neither faction_prop.ini nor npcships.ini contains a Nomad destroyer or cruiser that might accidentally be thrown in )

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
density = 24
repop_time = 10
max_battle_size = 24
pop_type = li_p_grp, base_cluster_law
relief_time = 10
density_restriction = 24, unlawfuls

(blahblah)

encounter = area_capitalships, 19, 1.000000
faction = fc_n_grp, 1.00000

Let's go over "allow_simultaneous_creation = yes" first. What this appears to do is "fill up" all empty spots in a formation with its corresponding ship_by_class types as rapidly as the game can spawn them, overriding the maximum you've defined (potentially very useful). On the other hand it's also a sure-fire way of crashing FL if you don't know what you're doing, so it's safer to leave it well alone. What puzzles me however is that even when "a_s_c = no", the server will STILL crash periodically, meaning there must be other contributing factors.

Next "encounter = area_capitalships, 19, 1.000000". That's a chance of 1 an encounter will take place, so in essence you force the game to include your area in each and every spawn... basically a bad idea. Which brings me to density, max_battle_size, and density_restriction. Initially I thought that a 100% encounter probability would take presedence (ie. dominate) over these parameters, but they always carry the same weight. Hence my confusion: both max_battle_size and density_restriction are more than adequate for four battleships, plus whatever else might be in the zone at any given moment, and density itself only governs the TOTAL number of ships allowed in a zone, so I'm at a loss to explain why FL keeps shutting down.

Edited by - Nephilim on 28-03-2003 18:30:59

Post Fri Mar 28, 2003 7:48 pm

ok you defenetly want to lover the density to 12 or 9 otherwise crashes will happen all the time
i'm putting the formations stuff in the tutorial now..

ok crap doesn't go in there some kind of internal server error
it's on the first page anyway tho it's at the end.

hello
we is experts

Edited by - Truga on 28-03-2003 19:51:47

Post Fri Mar 28, 2003 8:15 pm

I've found that FL's more likely to crash at lower density settings... I really don't get it... if four fighters don't crash the game, why do four battleships?

Post Fri Mar 28, 2003 8:23 pm

lol?
i got density 12 and it didn't crash for an hour doing encounters all the time... though i got a bit different formation and only 3 battleships.. anyway i am playing ultima online now so i'll test this some more later

hello
we is experts

Post Fri Mar 28, 2003 10:58 pm

Well, i have now formatted my 4 Drives, and reinstalled FL,...... and if you believe this i will sell you my used car ...

However,... first a thank you for ya both fast replies. U have now edited the files again ans... it wont still work.

Instead now my server crashes when i starting my newbie char at Manhattan System.

maybe any other suggestions or a complete new working post what must where and how edited again )

I m not a big star under the FL Editing sky, and so i need a Description what i need to do .

maybe i will one day in the future hunt down Battleships in MP.


Sincerly

Lord Nelson


Nephilim Truga

Post Sat Mar 29, 2003 1:48 am

hmm.. i don't know what else could be wrong i posted the code i have in my inis and it works fine... did you edit the faction_props.ini like i posted? note that you have to edit the fc_n_grp faction not just copy-paste the stuff that's on the forum because you just add a few lines for the npc battleship&gunboats and for the formations...

hello
we is experts

Post Sat Mar 29, 2003 9:50 am

i want this encounter... bad.. but i want it to take place in both of the unknown systems.... ive tried about everything i can think of but the nomads just dont spawn.. any ideas? i can post my inis on request.. thanks in advance

Post Sat Mar 29, 2003 11:05 am

Yes i added the few lines to the faction.ini but when i start the game it crashes now finally,.. looks like i need to overwrite the Data Directory with the Original one now.

But you can send me your .INI files if you have time and i ll try them out, maybe i did anything wrong. My Mail is [email protected]


And thank you for your help



Sincerly

Lord Nelson



Edited by - m31asy on 29-03-2003 11:08:15

Post Sat Mar 29, 2003 1:35 pm

jo hi

I ok don't have once have un at both on I no-one is carried out seen I have her on system strode the Orginaldateinen of Tugra funzten strode I have installed this one for crasht have all only still .Jetzt on I the encounter built-in at planet Malta for hmmm for any reaction can it due to what be then this comes nix over here there tested both scripte, for however not see any nomadschiffe built-inly, identical into which one . but however if I want to install the corresponding lines with me then also ..

cu then

TFK-Killermatrix

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