Tue Aug 29, 2006 8:16 pm by Dev
To explain a bit more of what is going on:
encounter = capitalships_Bretonia, 19, 0.0100000
- captialships_Bretonia refers to an encounter, as specified at the top of the solar system's .ini file (it will reference an .ini file with the specifics of the encounter).
- 19 is the level of ships that is given to that encounter; the game will match the level given to the encounter with the level of ships that the faction in question flies, as specified in faction_prop.ini and npcships.ini.
- 0.01 is the relative weight of that encounter appearing, as compared to all the other encounters in the zone. For example, if there is one other encounter with relative weight of 0.02 in the zone, then the capship encounter will occur 1/3 of the time. Typically the numbers all sum to 1.0, but this is just for ease of understanding.
faction = br_n_grp, 0.010000
- br_n_grp is the faction that will use the encounter
- 0.01 is the relative weight of that faction using the encounter; relative weight here works just like it does for encounters.
faction_weight appears to only matter for missions. A faction_weight for a faction in a zone will allow you to take missions against that faction in that region; there must also be a vignette zone there, and the edge of the vignette zone must come within... um... I think it's 20k of the base offering the mission (it's been a while).
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ship_by_class = 1, 1, sc_battleships
- x, y = between x and y of the given ship type will spawn, in this case 1 and 1 (so exactly one will always spawn)
- sc_battleships is a reference to a ship class definition (in shipclasses.ini); ships in npcships.ini have one or more ship classes in addition to a range of levels. You can arbitrarily make ship classes and use them for your npc ships.
- You may also specify a level offset, like so:
ship_by_class = 1, 1, sc_battleships, -5
which is added to the level specified in the encounter
pilot_job = assault_leader_job
- assault_leader_job is a reference to a job block in pilots_population.ini
make_class = wanderer
- I still haven't figured out what this does; I have made encounters with and without make_class and it seems to not matter.
formation_by_class = battleships
- If you look in faction_prop.ini, each faction has formations specified for each formation class that it will have to deal with. You may also use formation rather than formation_by_class here, in which case you will directly reference a formation in formations.ini
behavior = wander
- There are only a few behaviors you can set: wander, patrol_path and trade (maybe another that I don't recall).
arrival = cruise
- This is how the encounter arrives in the area; valid values are all, cruise, tradelane, object_station, object_jump_gate, object_docking_ring, and object_all, plus maybe some that I don't recall. You may also put a - in front of the arrival style to specify that you don't want that style to happen, like so:
arrival = all, -cruise
allow_simultaneous_creation = yes
- Whether more than one instances of this encounter can be created at once (yes or no)
zone_creation_distance = 0
- How far outside the encounter zone the encounter will spawn, though as usual you must first be inside the encounter zone for any encounters to happen.
times_to_create = infinite
- Set this to either infinite or some number. For example:
times_to_create = 3
Will cause the encounter to only spawn three times total; I have not experimented with this one extensively so I don't know when and if the count resets.
permutation = 0, 3
- If there are multiple [EncounterFormation blocks in the encounter file, the permutation lines specify the relative weights of them. The first number is the index of the encounterformation (so 0, 1, 2, etc.) and the second number is the relative weight.
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nickname = battleship_wall
- battleship_wall will be referenced from either faction_prop.ini or directly from the encounter's .ini file, as explained above
pos = 0, 0, 0
- 0, 0, 0 is the x,y,z offset from the center of the encounter. Each pos = x, y, z relates to one ships; ships are allotted to the positions in the order they are specified in the encounter's .ini file. So, in your example the battleship would take the first slot, gunboats would take the next six, and fighters would be in the next three. There may be more positions allowed than there are ships in the encounter; however, if there are more ships in the encounter than the formation has space for, I believe the extra ships won't appear (or else something else strange happens, I don't remember). Also, in multiplayer only (at least for 1.0) the game will crash if you have more than 17 ships in a single formation.
pl_pos = 0, 100, 500
- If you try to join formation with this group of ships, this is where your ship will go; however, sometimes you can't form with groups, for reasons that I never really bothered to figure out.
I hope that helps you do whatever it is that you're trying to do.