Example 1:
Consider this from a [Zone entry:
encounter = Fight1_A, 4, 1.00000
faction = br_p_grp, 1.000000
faction = fc_x_grp, 0.300000
encounter = Fight1_B, 3, 1.00000
faction = br_n_grp, 0.500000
faction = fc_x_grp, 0.300000
I found out that the number in the encounter lines right after the name indicate the number of ships that are in the fray the moment the encounter is executed. Setting it to 1 will tell FL to spawn as many as it wants. Other ships will join the fray governed by the wing parameters specified in the encounter ini files (like reinforcements) and the return fraction.
Example 2:
Consider this piece from the area_assault.ini:
[EncounterFormation
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 2, 3, sc_fighters, -1
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -object_jump_gate, -tradelane
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation
permutation = 0, 3
Now, that 2,3,.... numbers in the ship class line specifies that the number of ships spawned can be any numbers between 2 and 3. You can set it at 2, 10 so that either you get a scouting party or a full fledged assault wing. You may also notice that the assault_leader part has a setting of 1,1 meaning it will always spawn 1 and only 1 assault leader. I haven't experimented on this and I wont be surprised if the game crashes because of 2 leaders
I really dont know what the permutation lines specify. If someone can explain to me, I would be grateful. Now what does all this mean?
When you enter the zone above, there will always be atleast 4 police ships around because the starting wing size is 4 and encounter fraction is set at 1.000000 (it will always execute) and the return parameter is also 1.000000 (reinforcements are sure to come). There is some chance some Xenos will spawn and there will be a battle. But since the police will have reinforcements, the Xenos will be surely beaten. The reinforcements will come in packs as defined in the encounter ini (see the second example). Now in the second encounter, there is better chance that Navy ships will be around than Xenos. Still the Navy may not spawn and you and the police may have a good fight on your hands
Thanks for the good tutorial Neph. Keep it up Now where can I find a tutorial with info on creating patrol paths?