Okay - so in the missions folder. There are TONS of files here for encounters and more
however, we are going to keep this from being mega complicated at the moment, - so we aren't going to be making new classes or anything else here okay!! We are just making a new fighter for some crap outfit- like the xenos
okay - so, we need two files in here, and these two are SO closely interwined that they are inseperable. So, we may have do some cross referencing here
okay - pop open the npcships.ini file
[NPCShipArch
nickname = ku_p_ku_fighter_d9-19
loadout = ku_p_ku_fighter_loadout01
level = d9
ship_archetype = ku_fighter
pilot = pilot_police_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d9, d10, d11, d12, d13, d14, d15, d16, d17, d18, d19
There are tons and tons of these things
Doesn't look good huh?
[NPCShipArch
Title header - knows whats coming beneath
nickname = ku_p_ku_fighter_d9-19
the nickname of this
loadout =ku_p_ku_fighter_loadout01
the nickname of loadout in loadouts.ini file
level = d11
level of difficult - goes to d19
ship_archetype = ku_fighter
the nickname of the ship from shiparch.ini file
pilot = pilot_police_ace
pilots - later
state_graph = FIGHTER
ship type - remember?
npc_class = lawful, class_fighter, d9, d10, d11, d12, d13, d14, d15, d16, d17, d18, d19
lawful or unlawful followed by class of encounter it will be in and then the levels of difficulty he can be in too!
So some new, some not eh? Nickname - yet again, so it can find this entry. Other files refer to THIS nickname.
The loadouts name is the nickname for the loadout in the loadouts.ini file - so that the game sees this, reads the name, then hunts through the loadouts.ini file FOR that nickname. Told you its a reference - and therefore why it needs to be singular
The level - this is what level pilots. d1 is dead easy, d19 is hard You know when you see ships flying round with the name and then a 1 or 5 or11 or 19 next to them? this is it here! When your doing missions in gamma against bounty hunters, and you get ones with 17, 18 or 19 next to them, this is the part right here. 19 is the tough guys
There is more to this than meets the eye, cause thats not strictly true - but it will do for now
Ship_archetype - this is the nickname of the ship you chose in the shiparch.ini file AGAIN!! God, this thing checks, double checks and then makes sure don't it
State_graph - this is linked to the type of ship it is again. Fighter, freighter, transport etc etc
Pilot - this is linked to a file called pilots population.ini - and that tells them how good they are at shooting, dodging, evading, manouvering, how long to hold trigger down for, how far to be before attacking, how to attack, what to do if shot, whether to use nano bots and shield bats. So its kinda important. However, that has been done. Further down there are lots of pilots, but generally there are a easy, medium, hard and ace - guess which are the best huh?
Okay - so pick what you want.
pilot = pilot_pirate_ace
pilot = pilot_pirate_hard
pilot = pilot_pirate_med
pilot = pilot_corsair_ace
pilot = pilot_military_ace
pilot = pilot_police_ace
By the way - i typed those from memory, so DON'T copy them! I might have spelt it wrong, find them in the file!
okay - moving on
npc_class = unlawful or lawful
guess what that is.........yup - for pirates or good guys
Now - the part after that is relating to encounters again. This is more envolved than you though huh? It gets worse if you are after making TRULY custom ones, we are doing the easy thing here
Basically - for now, we will stick to class_fighter
so - what are the d10, d11, d12 etc after things in there? That is also related to the level of difficulty of the pilot in encounters. If it says d9-19 - then if you had an encounter zone which says it wants level 10 ships - this might appear there (as long as you are wanting the kusari police in a fighter of course), but if you say its a level 19 zone, he will STILL appaer there. BUT if it only said D9 instead, then he would ONLY appear in level 9 zones, and NOT in hte level 10 or 19 or 18 etc etc okay
Okay - so now we kinda know some parts about this. So - what are we doing here then? Well - we are making one of these. SO - lets do it. Military pilots are best along with police (they have better shot accuracy and more).
So here goes.
[NPCShipArch
nickname = my_eagle_d17-19
loadout = mikes_eagle_loadout01
level = d19
ship_archetype = ge_Figher6
pilot = pilot_police_ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d17, d18, d19
Okay - so do you follow what has happened? Note that my nickname includes the levels that he will be appearing in. This makes it so much easier to work with if you do this, cause then you can hone in on the right level thing to change stuff. If it works - why change it? this makes it easy to reference- so i don't
Good stuff. Okay - so we got MY loadout, and the fighter (remember - nickname from shiparch.ini). Uh oh - its unlawful - that is cause i am going to give it to the xenos
Now then - there we go. IF you had more than one loadout - you could make a range like this, see below:
[NPCShipArch
nickname = my_eagle_d14-15
loadout = mikes_eagle_loadout01
level = d14
ship_archetype = ge_Figher6
pilot = pilot_police_ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d14, d15, d15
[NPCShipArch
nickname = my_eagle_d16-18
loadout = mikes_eagle_loadout02
level = d17
ship_archetype = ge_Figher6
pilot = pilot_police_ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d16, d17, d18
[NPCShipArch
nickname = my_eagle_d19
loadout = mikes_eagle_loadout03
level = d19
ship_archetype = ge_Figher6
pilot = pilot_police_ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d19
Now you can see why its so handy to have the loadouts named fairly similar - so its easy to keep track of, and also why the nicknames in this file have the difficulty - its easy to keep track of which is which eh?
So - will they use this yet? Nope - we have another file to add to at the moment. That file is the faction_prop.ini file - the twin of this one
Okay - so dive in. this is seperated up by factions okay - so we need to search for our faction. And here are the xenos:
[FactionProps
;title again - it lets the game know its a new part to be read
affiliation = fc_x_grp
the faction name
legality = unlawful
;good or bad guys
nickname_plurality = plural
;plural? Xeno or Xenos when more of them (you don't get polices when more do you?
msg_id_prefix = gcs_refer_faction_fc_x
How they are referred to , so fc_x is the "I am Xenos" voice recording
jump_preference = jumphole
Bad guys don't come via jumpgates at the mo
npc_ship = fc_x_ge_fighter_d1-2[binteresting bit
npc_ship = fc_x_ge_fighter_d3
npc_ship = fc_x_ge_fighter2_d4-7
npc_ship = fc_x_ge_fighter4_d8
npc_ship = fc_x_ge_fighter4_d9
npc_ship = fc_x_ge_fighter4_d10
npc_ship = fc_x_ge_fighter4_d11-19
voice = pilot_f_ill_m01
pilots voices here
voice = pilot_f_ill_m02
mc_costume = mc_fc
space_costume = pi_pirate2_head, pi_pirate5_body, comm_ge_generic1
space_costume = pi_pirate4_head, pi_pirate5_body, comm_pi_pirate
space_costume = sh_male4_head, pi_pirate5_body, comm_ge_generic1
space_costume = ge_male2_head, pi_pirate5_body, comm_pi_pirate
space_costume = ge_male4_head, pi_pirate5_body, comm_ge_generic1
space_costume = ge_male1_head, pi_pirate5_body, comm_pi_pirate
firstname_male = 226608, 226741
names - inbetween numbes as well
lastname = 227008, 227307
ditto, so inbetween these two numbres are all names they use
rank_desig = 197101, 197102, 197103, 5, 8
corporal, captain, idiot if you make it say so - lol
formation_desig = 197808, 197820
alpha xenos Jon doe - formation alpha when you have pilots in formation - erm, bloody look when playing!
scan_for_cargo = commodity_diamonds, 1
what they are after - you can add your own or others here, then they will want it if they scan you and your carrying
scan_for_cargo = commodity_food, 0
scan_for_cargo = commodity_gold, 1
scan_for_cargo = commodity_H_fuel, 0
scan_for_cargo = commodity_mox_fuel, 2
scan_for_cargo = commodity_oxygen, 0
scan_for_cargo = commodity_pharm, 0
scan_for_cargo = commodity_sidearms, 2
scan_for_cargo = commodity_water, 0
scan_announce = false
no warning - just a drop cargo
scan_chance = 0.300000
30% chance of them scanning you
formation = fighters, fighter_pirate[bformations that they use
Okay - so yes you can add commodities, and the 0 or 1 or 2 is priority of things! If you are carrying 3 things then the one with the 2 behind it is MORe important then the others okay.
Formation - what formation they fly in - check formations.ini - there the fighter_pirate will specify how far apart and other stuff.
okay - the npc_ship = is the part we are interested in okay. This is the meat and bones, and you guessed it, each of those refers to a npcships.ini file nickname okay.So you can see that there are some already there for the levels - but who cares, as longs as ours is named differently - its fine
Okay - so you can put yours in there. Now you can see how they are all linked! they are also linked via the encounters parameter - but my stubbs that used to be fingers are actually getting some blisters on the end i think!! lol - too much typing
okay - add yours in there then! SO you get this:
npc_ship = fc_x_ge_fighter_d1-2
npc_ship = fc_x_ge_fighter_d3
npc_ship = fc_x_ge_fighter2_d4-7
npc_ship = fc_x_ge_fighter4_d8
npc_ship = fc_x_ge_fighter4_d9
npc_ship = fc_x_ge_fighter4_d10
npc_ship = fc_x_ge_fighter4_d11-19
npc_ship = my_eagle_d14-15
npc_ship = my_eagle_d16-18
npc_ship = my_eagle_d19
Now your done. Now you need to edit an encounter in system of theirs so that higher classed Xenos popup. Yours will be mixed in with the normal ones - like the hawks cause they STILL have those there. Don't worry thouhg - you can change that
Put YOUR loadout into that npcships.ini part, add YOUR ship archetype part in, and bingo - done. I personally edit the nickname to be d11-13, and then do the same in the npcships - also taking down the d14, d15, d16, d17, d18, d19 part as well, and leaving it as d11, d12, d13. Then i make mine go from d14 - 19 instead, and have about three loadouts.
Have fun, my fingers are bleeding.
Also - back up files, and check spelling - DO NOT COPY AND PASTE, cause i am lazy and didn't bother to check if i spelt somethings correctly etc, so although the weapons in the loadouts should exist, maybe hours of typing drove me made and made it so they didn't
Chips
Edited by - Chips on 10/31/2004 3:33:52 PM