Right now i don't have FL installed due to tons of probs with the damned broadband - so i have formatted twice this week.
Anyways - from memory - here goes.
NPC ships loadouts.
Go to the loadouts.ini file in the ships directory:
[Loadout
nickname = fc_x_ge_fighter_loadout01
archetype = ge_fighter
equip = ge_gf1_engine_01
equip = npc_shield02_mark02, HpShield01
equip = ge_fighter_power01
You know these - well the archetype line that is in bold is the type of ship that the npc ships fly!
Add the lines at the bottom like this to give nano bots and bats:
cargo = ge_s_battery_01, 3
cargo = ge_s_repair_01, 3
Sorted okay, next bit:
For which pilot is whom and what - you need to know what ships are in the encounters zone (difficulty level of them). It is a long process, i just go off the idea that it starts easy in the liberty system, and gradually gets harder as you go round (clockwise - so bretonia, Kusari, Rheinland, omegas, sigmas, gamma, alpha).
Sorted.
Now for how hard they are is the pilot they have, and the loadout (its complicated to explain) They are all in truth linked to another file called npc_ships in the missions folder. It means if you really really want to get it up correctly, that you have to check out the loadouts in that file for pilot difficulty IN Npc_ships.ini you find that the ships are linked to the loadouts, and also to the faction_prop.ini
Complicated now? Well - leave faction_prop.ini as we don't really need it yet, but in the npcships.ini you get this:
[NPCShipArch
nickname = li_p_li_fighter_d3
;nickname - corresponds to faction_prop.ini
loadout = li_p_li_fighter_loadout01
;the loadout of the ship in the loadouts.ini
level = d3
; Difficulty of the guy - level 3 is lowish!
ship_archetype = li_fighter
;the type of ship he is flying
pilot = pilot_police_hard
;how good the pilot is - refers to pilots_population.ini
state_graph = FIGHTER
;type of ship
npc_class = lawful, class_fighter, d3
;corresponds to faction_prop.ini
So - was you can see - difficulty, ship he flies and the loadout he flys with are in this part, the loadout is in the loadouts.ini - which also contains the ship it is he is flying too.
Erm, next:
To increase the hull for the npcships only i take it?
Yes - there are two ways - one is simple, one is impossibly difficult. The simple way is best aint it?
To increase the strength of the hull - add a line to the loadouts.ini for the ships that you want tougher.
equip = armor_scale_4
Now - these armor scales are like a strength of hull multiplier if you like,
Check in the select_equip.ini file for them, here is some examples:
[Armor
nickname = armor_scale_-4
hit_pts_scale = 0.533650
[Armor
nickname = armor_scale_-3
hit_pts_scale = 0.624371
[Armor
nickname = armor_scale_-2
hit_pts_scale = 0.730514
[Armor
nickname = armor_scale_-1
hit_pts_scale = 0.854701
[Armor
nickname = armor_scale_0
hit_pts_scale = 1
Those either make them
weaker by multiplying the strength of hull by the hit points scale - so if 1200 is multiplied by 0.5 (armor scale -4), you then get a hull of 600 instead WITHOUT changing the ship.
It goes the other way of course as well,:-
[Armor
nickname = armor_scale_5
hit_pts_scale = 2.192448
[Armor
nickname = armor_scale_6
hit_pts_scale = 2.565164
[Armor
nickname = armor_scale_7
hit_pts_scale = 3.001242
[Armor
nickname = armor_scale_8
hit_pts_scale = 3.511453
So a hull of 1200 hit points, with armor scale 8 would really have a hull of 1200* 3.5 = 4200 in strength. So - add that line of equip = armor_scale_(number desired here). be careful though - ships like a titan with armor scale 8 and regen shields, with nano bots and bats become impossible to kill when taking more than three on.........especially when they have del cids armed!
Next:
To arm with shield killing guns - well here are some examples of mine:
Example: Here is my liberty police - they have some custom stuff also:
[Loadout
nickname = li_p_li_fighter_loadout01
archetype = li_fighter
equip = ge_lf_engine_01
equip = npc_shield01_mark02, HpShield01
equip = li_fighter_power01
;they have real power instead of infinite
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = Military_thruster_01, HpThruster01 ;
custom military thruster
equip = li_gun01_mark02, HpWeapon01
equip = li_gun01_mark03, HpWeapon02
equip = li_gun01_mark03, HpWeapon03
equip = co_gun02_mark01, HpWeapon04
;equiped stunpulse gun
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallBlue, HpRunningLight01
equip = SlowSmallBlue, HpRunningLight02
equip = SlowSmallBlue, HpRunningLight03
equip = SlowSmallBlue, HpRunningLight04
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 3
;Regen capability
cargo = ge_s_repair_01, 3
;Regen Capability
Notice that - there is a gun that exists (others of mine have custom guns too)
Here is a different one - for a comparison for difficulty:
[Loadout
nickname = fc_c_co_elite2_loadout01
archetype = co_elite2
equip = ge_pe_engine_01
equip = npc_shield03_mark10, HpShield01
equip = co_elite2_power01
;Ohh arrr real power here
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = pirate_thruster_01, HpThruster01
;yah - custom thrusters
equip = armor_scale_2
;oopss -tough guy eh? Armor
equip = fc_c_gun01_mark05, HpWeapon01
equip = fc_c_gun01_mark05, HpWeapon02
equip = fc_c_gun01_mark05, HpWeapon03
equip = te_gun19, HpWeapon04
;Custom salamanka class 10 guns
equip = te_gun19, HpWeapon05
;Custom salamanka class 10 gun
equip = fc_c_gun02_mark02, HpWeapon06
;Del Cids to whoop out shields
equip = fc_c_turret01_mark02, HpTurret01
equip = torpedo01_mark01, HpTorpedo01
;Grin - torps
cargo = torpedo01_mark01_ammo, 10
equip = mine01_mark04, HpMine01
cargo = mine01_mark04_ammo, 5
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallPurple, HpRunningLight01
equip = SlowSmallPurple, HpRunningLight02
equip = SlowSmallPurple, HpRunningLight03
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 10
;Repair capability
cargo = ge_s_repair_01, 10
;repair capability
So you have it there - some sheild killing weapons equiped on the ships. Also - the thrusters are custom as my pirates have faster thrusters that burn out quicker, whereas the military have slower, but LONGER burning thrusters to play with. Its all part of my mod that should be released shortley. I cannot show it all off before release though - you should see what others are carrying
Next:
NOmads - gang raping eh?
Okay - here is the unknown yeah?
toughness = 125
density = 48
repop_time = 25
max_battle_size = 24
pop_type = Background
relief_time = 35
faction_weight = fc_n_grp, 10
Notice the inflated sizes for density (amount of ships in zone), toughness (the level of the ships in zone), max battlesize (number in battle)
You need these sort of figures for war. Now to get nomads in every system? You need to be modding every system unfort! In all zones around. You can add them to ambient populations - which is the lazy (but very poor way) of doing it. If you do this, you have to hang about in the middle of no-where to find them. its easier to add them to zones. First - add the encounter parameter at the top of your system like this:
[EncounterParameters
nickname = area_nomads
filename = missions\encounters\area_nomads.ini
Next - go to the zones you want round planets or whatever, and add them to there with the following lines:
encounter = area_nomads, 19, 0.0200
faction = fc_n_grp, 1.000000
The 0.05 is so that they won't a) live in the zone
b) overpopulate and crash the zones
here is a zone i have just plonked them into, ie NY
[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 = 100
density = 12
repop_time = 10
max_battle_size = 12
pop_type = li_p_grp, base_cluster_law
relief_time = 10
faction_weight = li_p_grp, 12
faction_weight = li_p_grp_prisoners, 4
faction_weight = co_be_grp, 10
faction_weight = co_hsp_grp, 10
faction_weight = co_kt_grp, 10
faction_weight = co_me_grp, 10
faction_weight = co_nws_grp, 10
faction_weight = co_ni_grp, 10
faction_weight = co_os_grp, 4
faction_weight = co_rs_grp, 10
faction_weight = co_shi_grp, 10
faction_weight = co_ss_grp, 10
faction_weight = co_vr_grp, 8
faction_weight = gd_bh_grp, 3
density_restriction = 4, unlawfuls
encounter = area_defend, 1, 0.070000
faction = li_p_grp, 1.000000
encounter = area_bh_defend, 1, 0.030000
faction = gd_bh_grp, 1.000000
encounter = area_armored_prisoner, 1, 0.020000
faction = li_p_grp, 1.000000
encounter = area_trade_freighter, 1, 0.090000
faction = co_hsp_grp, 0.260000
faction = co_me_grp, 0.260000
faction = co_ss_grp, 0.260000
faction = co_vr_grp, 0.210000
encounter = area_trade_transport, 1, 0.120000
faction = co_be_grp, 0.100000
faction = co_hsp_grp, 0.100000
faction = co_kt_grp, 0.100000
faction = co_me_grp, 0.100000
faction = co_nws_grp, 0.100000
faction = co_ni_grp, 0.100000
faction = co_rs_grp, 0.100000
faction = co_shi_grp, 0.100000
faction = co_ss_grp, 0.100000
faction = co_vr_grp, 0.080000
encounter = area_trade_armored, 1, 0.020000
faction = co_os_grp, 1.000000
encounter = area_lifter, 1, 0.030000
faction = co_me_grp, 0.500000
faction = co_ss_grp, 0.500000
encounter = area_repair, 1, 0.030000
faction = co_me_grp, 0.500000
faction = co_ss_grp, 0.500000
encounter = area_nomads, 19, 0.0200
faction = fc_n_grp, 1.000000
For them to attack tradelanes - they will anyways - they are hated by everyone, and they hate everyone - so unless your tradelanes have a nomad rep (its liberty police by default) then they will shoot them.
Otherwise you need to add them to one that does attack tradelanes - like rogues or hackers zones!
You have to do that everywhere you want them to appear. Good luck - and have fun!
Chips