Step 2 li01.ini entries
open up li01.ini from the systems folder Li01
scroll down to the entry for li01_01 planet manhattan i.e.
[Object
nickname = Li01_01
ids_name = 196766
pos = -33270, 0, -33039
rotate = 0, -10, -10
ambient_color = 255, 0, 0
Archetype = planet_earthgrncld_4000
ids_info = 65759
spin = 0, 0.001000, 0
atmosphere_range = 4200
burn_color = 160, 222, 245
base = Li01_01_Base
reputation = li_p_grp
visit = 1
copy this and paste it as follows
[Object
nickname = Li01_01b <----------------changed the nickname
ids_name = 196766 <------------ can change to a new one, I just won’t bother
pos = -33270, 0, -33039 <------------the location should stay the same!
rotate = 0, -10, -10<------------------ ditto
ambient_color = 255, 0, 0
Archetype = planet_empty_10<----------most important
ids_info = 65759 <------- can change to a new one, I just won’t bother
spin = 0, 0.001000, 0
atmosphere_range = 4200<-----------this should stay the same
burn_color = 160, 222, 245
base = Li01_01b_Base<------------- the new base
reputation = li_p_grp
visit = 1
That’s it for the Planet, we have no need for death zones or atmosphere burn zones, The main base Li01_01 has those entries.
Now we need to change the docking fixture entry to make ships docking at the mooring fixture go to the new base Li01_01b
Find the entry for the docking fixture for li01_01
i.e.
[Object
nickname = Li01_docking_fixture_1
ids_name = 261166
pos = -33268, 350, -28769
Archetype = docking_fixture
ids_info = 66489
reputation = li_p_grp
behavior = NOTHING
dock_with = Li01_01_Base
base = Li01_01_Base
change it to
[Object
nickname = Li01_docking_fixture_1
ids_name = 261166
pos = -33268, 550, -28769 <-----------i'm going to up the z figure by 200
Archetype = docking_fixture
ids_info = 66489
reputation = li_p_grp
behavior = NOTHING
dock_with = Li01_01b_Base<---------make it dock with the new base
base = Li01_01b_Base<---------make it dock with the new base
Excellent, we are done with the Li01 file. We have created an entry for the new base Li01_01b and changed the docking fixture to go there and added some height to it to keep us out of the way of the docking ring. We did this because we are going to set the fixture to be able to dock/undock large ships
Now we must complete the entries for the new base:
Step 3 Complete the new base entries
Go to data/universe/systems/li01/bases folder and copy LI01_01_Base.ini and paste it as LI01_01b_Base.ini
open LI01_01b_Base.ini and rename all the Li01_01 entries to Li01_01b
i.e. file = Universe\Systems\Li01\Bases\Rooms\Li01_01_cityscape.ini
becomes:
file = Universe\Systems\Li01\Bases\Rooms\Li01_01b_cityscape.ini
(don’t forget to change the baseinfo entry to nickname = Li01_01b_Base)
Then go into the rooms folder and copy and paste the following files like this:
Li01_01_bar.ini to Li01_01b_bar.ini
Li01_01_cityscape.ini to Li01_01b_cityscape.ini
Li01_01_equipment.ini to Li01_01b_equipment.ini
Li01_01_shipdealer.ini to Li01_01b_shipdealer.ini
Li01_01_trader.ini to Li01_01b_trader.ini
There is no need to change anything in the files themselves here (the base will look the same as normal, you can change it of course, we are just going for a quick win)
Let’s go back to data/universe and open up universe.ini
Make a new entry for the new base
[Base
nickname = Li01_01b_Base
system = Li01
strid_name = 196766 <--------same ids number as per li01.ini
file = Universe\Systems\Li01\Bases\Li01_01b_Base.ini < the base ini we created
BGCS_base_run_by = W02bF35
Append this after the Li01_01_Base entry not at the end of the file as bases should be declared before the system is.
Save universe.ini
Now for mBases.ini (this controls who appears on the base, reps, who can land etc.)
Go to data/missions and open it up
Start at:
[MBase
nickname = Li01_01_Base
local_faction = li_p_grp
diff = 1
msg_id_prefix = gcs_refer_base_Li01_01_Base
and copy all the way down until you come to the next entry. i.e.
[MBase
nickname = Li01_02_Base
local_faction = co_me_grp
diff = 1
msg_id_prefix = gcs_refer_base_Li01_02_Base
paste the data at the end of the file and change the nickname to
[MBase
nickname = Li01_01b_Base
We now have an entry for the base. As before I am just copying from the original Manhattan entry, so the base will have the same npc’s, bribes, missions etc. you can change this as required.
Now let’s sell some stuff at our new base
Go to data/equipment
Open up market_ships.ini and add the following
[BaseGood
base = Li01_01b_base
marketgood = gf4_package, 13, -1, 1, 1, 0, 1, 1
marketgood = gf5_package, 24, -1, 1, 1, 0, 1, 1
marketgood = gf6_package, 30, -1, 1, 1, 0, 1, 1
we are going to sell the falcon, hawk and eagle here
Open up market_misc.ini and append the following
(I just copied freeport 9's entries here)
[BaseGood
base = Li01_01b_base
MarketGood = gd_z_gun01_mark02, 6, 0, 10, 10, 0, 1
MarketGood = gd_z_gun01_mark03, 16, 0.200000, 10, 10, 0, 1
MarketGood = gd_z_gun01_mark04, 22, 0.400000, 10, 10, 0, 1
MarketGood = gd_z_gun01_mark05, 26, 0.750000, 10, 10, 0, 1
MarketGood = gd_z_turret01_mark01, 6, -1, 10, 10, 0, 1
MarketGood = gd_z_turret01_mark02, 16, 0, 10, 10, 0, 1
MarketGood = gd_z_turret01_mark03, 26, 0.400000, 10, 10, 0, 1
MarketGood = ge_s_thruster_04, 6, -1, 10, 10, 0, 1
MarketGood = missile01_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = missile01_mark02_ammo, 2, -1, 50, 50, 0, 1
MarketGood = missile01_mark03, 10, 0, 10, 10, 0, 1
MarketGood = missile01_mark03_ammo, 10, -1, 50, 50, 0, 1
MarketGood = missile01_mark04, 22, 0, 10, 10, 0, 1
MarketGood = missile01_mark04_ammo, 22, -1, 50, 50, 0, 1
MarketGood = missile01_mark05_ammo, 30, -1, 50, 50, 0, 1
MarketGood = missile02_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = missile02_mark02, 2, -0.200000, 10, 10, 0, 1
MarketGood = missile02_mark02_ammo, 2, -0.200000, 50, 50, 0, 1
MarketGood = missile02_mark03, 10, 0.200000, 10, 10, 0, 1
MarketGood = missile02_mark03_ammo, 10, 0.200000, 50, 50, 0, 1
MarketGood = missile02_mark04_ammo, 22, 0.400000, 50, 50, 0, 1
MarketGood = missile02_mark05_ammo, 30, 0.750000, 50, 50, 0, 1
MarketGood = missile03_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = missile03_mark02, 6, -0.200000, 10, 10, 0, 1
MarketGood = missile03_mark02_ammo, 6, -1, 50, 50, 0, 1
MarketGood = missile03_mark03, 22, 0, 10, 10, 0, 1
MarketGood = missile03_mark03_ammo, 22, -1, 50, 50, 0, 1
MarketGood = missile03_mark04_ammo, 30, -1, 50, 50, 0, 1
MarketGood = cruise_disruptor01_mark01_ammo, 2, -1, 50, 50, 0, 1
MarketGood = cruise_disruptor01_mark02, 26, 0, 10, 10, 0, 1
MarketGood = cruise_disruptor01_mark02_ammo, 26, -1, 50, 50, 0, 1
MarketGood = torpedo01_mark01, 10, 0, 10, 10, 0, 1
MarketGood = torpedo01_mark01_ammo, 10, -1, 50, 50, 0, 1
MarketGood = torpedo01_mark02_ammo, 30, -1, 50, 50, 0, 1
MarketGood = mine01_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = mine01_mark02_ammo, 2, -1, 50, 50, 0, 1
MarketGood = mine01_mark03, 10, 0, 10, 10, 0, 1
MarketGood = mine01_mark03_ammo, 10, -1, 50, 50, 0, 1
MarketGood = mine01_mark04, 22, 0, 10, 10, 0, 1
MarketGood = mine01_mark04_ammo, 22, -1, 50, 50, 0, 1
MarketGood = mine01_mark05_ammo, 30, -1, 50, 50, 0, 1
MarketGood = mine02_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = mine02_mark02, 6, -0.200000, 10, 10, 0, 1
MarketGood = mine02_mark02_ammo, 6, -1, 50, 50, 0, 1
MarketGood = mine02_mark03, 16, 0, 10, 10, 0, 1
MarketGood = mine02_mark03_ammo, 16, -1, 50, 50, 0, 1
MarketGood = mine02_mark04, 26, 0, 10, 10, 0, 1
MarketGood = mine02_mark04_ammo, 26, -1, 50, 50, 0, 1
MarketGood = mine02_mark05_ammo, 30, -1, 50, 50, 0, 1
MarketGood = ge_s_repair_01, 0, -1, 100, 100, 0, 1
MarketGood = ge_s_cm_01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = ge_s_cm_02_ammo, 2, -1, 50, 50, 0, 1
MarketGood = ge_s_cm_03, 6, -1, 10, 10, 0, 1
MarketGood = ge_s_cm_03_ammo, 6, -1, 50, 50, 0, 1
MarketGood = shield02_mark06_lf, 16, -1, 10, 10, 0, 1
MarketGood = shield02_mark07_lf, 22, -1, 10, 10, 0, 1
MarketGood = shield02_mark08_lf, 26, -1, 10, 10, 0, 1
MarketGood = shield02_mark09_lf, 30, -1, 10, 10, 0, 1
MarketGood = shield02_mark06_hf, 16, -1, 10, 10, 0, 1
MarketGood = shield02_mark07_hf, 22, -1, 10, 10, 0, 1
MarketGood = shield02_mark08_hf, 26, -1, 10, 10, 0, 1
MarketGood = shield02_mark09_hf, 30, -1, 10, 10, 0, 1
MarketGood = shield02_mark06_fr, 16, -1, 10, 10, 0, 1
MarketGood = shield02_mark07_fr, 22, -1, 10, 10, 0, 1
MarketGood = shield02_mark08_fr, 26, -1, 10, 10, 0, 1
MarketGood = shield02_mark09_fr, 30, -1, 10, 10, 0, 1
MarketGood = ge_s_battery_01, 0, -1, 100, 100, 0, 1
Finally open up market_commodities.ini and append the following (once again copying fp9)
[BaseGood
base = Li01_01b_base
MarketGood = commodity_oxygen, 0, -1, 0, 0, 1, 6
MarketGood = commodity_water, 0, -1, 0, 0, 1, 8
MarketGood = commodity_alien_organisms, 0, -1, 150, 500, 0, 4
MarketGood = commodity_food, 0, -1, 150, 500, 0, 2.931000
MarketGood = commodity_alien_artifacts, 0, -1, 150, 500, 0, 0.700000
MarketGood = commodity_fertilizers, 0, -1, 150, 500, 0, 8.500000
MarketGood = commodity_H_fuel, 0, -1, 150, 500, 0, 0.800000
MarketGood = commodity_pharm, 0, -1, 150, 500, 0, 3.578900
MarketGood = commodity_polymers, 0, -1, 150, 500, 0, 9
MarketGood = commodity_consumer_goods, 0, -1, 150, 500, 0, 8
MarketGood = commodity_engine_components, 0, -1, 150, 500, 0, 5
MarketGood = commodity_terraforming_gases, 0, -1, 0, 0, 1, 16
MarketGood = commodity_sidearms, 0, -1, 150, 500, 0, 3.750000
Ok now we have created our base entries so it will function and sell different equipment to the main Manhattan base
All that’s left is some fine-tuning
step 4 fine-tuning
Now we have to make the mooring-fixture accessible to our ships
Go back to data/solar/solararch.ini
Open it up and find the following entry
[Solar
nickname = docking_fixture
ids_name = 261158
ids_info = 66141
type = STATION
DA_archetype = solar\dockable\space_docking_fixture.3db
material_library = solar\Solar_mat_tink.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 6000
mass = 10000.000000
loadout = docking_fixture
docking_sphere = moor_medium, HpDockMountA, 5.000000
docking_sphere = moor_medium, HpDockMountB, 5.000000
docking_sphere = moor_medium, HpDockMountC, 5.000000
docking_sphere = moor_large, HpDockMountD, 5.000000
solar_radius = 300
hit_pts = 999999961690316250000000000000000000.000000
change it as follows:
[Solar
nickname = docking_fixture
ids_name = 261158
ids_info = 66141
type = STATION
DA_archetype = solar\dockable\space_docking_fixture.3db
material_library = solar\Solar_mat_tink.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 6000
mass = 10000.000000
loadout = docking_fixture
docking_sphere = jump, HpDockMountA, 50.000000 <----------important
docking_sphere = moor_medium, HpDockMountB, 5.000000
docking_sphere = moor_medium, HpDockMountC, 5.000000
docking_sphere = moor_large, HpDockMountD, 5.000000
solar_radius = 300
hit_pts = 999999961690316250000000000000000000.000000
phantom_physics = true <-------------new line for cap ships
What we have done is to change the HPdockmountA to a 'jump' entry. This allows you to dock with the base. I have also changed the range for dockings from 5 to 50 meters.
The phantom_physics = true is there to stop any nasty undocking problems with very large capships (they can become stuck on the docking fixture)
Normal fighter/ freighter ships can dock here, but to allow a cap ship to dock you must go to the shiparch.ini in data/ships and change the mission property line for capships to
mission_property = can_use_jumps
e.g. a large train has the following
[Ship
ids_name = 237055
ids_info = 66609
nickname = ge_train
LODranges = 0, 300, 450, 750, 950, 4500
msg_id_prefix = gcs_refer_shiparch_ctransport
mission_property = can_use_med_moors <-----------change to can_use_jumps
Once you have done that you can make a capship flyable (there are plenty of tutorials for that already) and dock with the base and sell them from there.
Summary
We have accomplished the following
1) A planet with 2 bases selling a total of 6 ships
2) Cap-ships can only dock with the mooring fixture and leave that way as well
You can add more bases etc. and could change the ids_name and ids_info to describe diff sectors
e.g. planet Manhattan transport sector, fighter sector etc. or planet Manhattan dodgy town, lawful town etc.
Edited by - Bane42 on 9/25/2004 4:46:28 AM