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Post Sun Mar 14, 2004 12:50 am

Tnxs Steve, i'm still not sure how the droprates preciesly works..

I'm having a problem now with an Encounter. It doesn't give any crash, but they won't pop up. Very weird, because i added more encounters that do work..., but i will post all the script and i hope you guys see the problem
Its to add the order encounters.

faction_prop.ini
npc_ship = order_anubis
formation = order_anubis, anubis_wall

formations.ini
[Formation
nickname = anubis_wall
pos = 0, 0, 0
pos = -50, 0, 14
pos = 50, 0, 14
pos = 0, -50, 0
pos = 50, -50, 14
pos = -50, -50, 14
pl_pos = 0, -50, 105

npcships.ini
[NPCShipArch
nickname = order_anubis
level = d19
loadout = MSN13_Order_Heavy_Fighter
ship_archetype = or_elite
state_graph = FIGHTER
pilot = fighter_order_ace
npc_class = unlawful, class_anubis, d19

shipclasses.ini
[ShipClass
nickname = sc_anubis
member = class_anubis

encounter anubis_theorder.ini
[EncounterFormation
ship_by_class = 6, 6, sc_anubis
pilot_job = assault_leader_job
make_class = wanderer
formation_by_class = order_anubis
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite

[Creation
permutation = 0, 3

Universe EW05.ini
[EncounterParameters
nickname = capitalships_nomads
filename = missions\encounters\capitalships_nomads.ini

[EncounterParameters
nickname = anubis_theorder
filename = missions\encounters\anubis_theorder.ini

[Zone
nickname = Zone_Ew05_radiation
pos = -66, 0, 69
shape = SPHERE
size = 50000
damage = 100
visit = 128
spacedust = Special_attractdust
spacedust_maxparticles = 50
sort = 99.500000
toughness = 19
density = 33
repop_time = 25
max_battle_size = 33
pop_type = Background
relief_time = 35
faction_weight = fc_n_grp, 10
faction_weight = fc_or_grp, 10
encounter = capitalships_nomads, 19, 1.000000
faction = fc_n_grp, 1.000000
encounter = anubis_theorder, 19, 1.000000
faction = fc_or_grp, 1.000000

----------------------------------

As you can see, i also added nomads in this area. They respawn correctly. If i remove the fc_n_grp, so only the anubis can respawn they also won't respawn...
I tried everything and searched the whole forum for clues, but found nothing.

I found out that it can't be ew05.ini and the encounter settings... it has to do with something else


Edited by - Paniohitus on 3/14/2004 1:13:18 AM

Post Sun Mar 14, 2004 1:29 am

I changed the names so they won't be the same, and now they respawn (npc_ship and formation were the same)

Post Sun Mar 14, 2004 12:40 pm

Chips, i tried to change an Icon, but i only get a blank space.

Click here

You replied here that you also got this problem and edited the post that you solved it. But how did you solved that problem? I really think i did everything good what was written in that tutorial....

Post Sun Mar 14, 2004 1:51 pm

You know the part with putting the two numbers in? i got them the wrong way round, as in put them in the wrong spots were all...

Post Sun Mar 14, 2004 4:49 pm

Paniohitus,

I've not seen a background encounter with a sort of 99.5. I stick to convention and use similar to others. 0 - 15 or even 50 in one system.

Your class of ship in your encounter matches your npc but not ship class.


NPCShipArch
nickname = order_anubis
level = d19


shipclasses.ini
[ShipClass
nickname = sc_anubis
member = class_anubis


formation_by_class = order_anubis



Maybe "formation_by_class = anubis" is right??


Best of luck

S

Post Tue Mar 16, 2004 2:48 am

Any way to make the max level and cash above level 99 and 999,999,999???

-Trail-
Mess with the Best and die like the rest
is the same as:
mess with the Blood Wing and get nailed
www.freelancer.8m.com
[email protected]

Post Tue Mar 16, 2004 9:16 am

I have still problems to get the higher then 38, even with the 1.1 patch....

Post Wed Mar 17, 2004 9:54 am

Max Level:
Not sure if it's defined elsewhere, but in DATA/MISSIONS/ptough.ini there are lines defining player toughness from level 1 to 38:

[PlayerToughnessScale
ptough_graph_pt = 0, 0
ptough_graph_pt = 11000, 1
ptough_graph_pt = 13750, 2
ptough_graph_pt = 17228, 3
ptough_graph_pt = 20845, 4
...
...
...
ptough_graph_pt = 1626438, 35
ptough_graph_pt = 1853394, 36
ptough_graph_pt = 2112870, 37
ptough_graph_pt = 2409599, 38

Try adding extra lines to the bottom e.g. :

ptough_graph_pt = 2700000, 39
ptough_graph_pt = 3000000, 40
ptough_graph_pt = 3300000, 41
ptough_graph_pt = 3600000, 42

This may have no effect if the level limit is hardcoded or defined in another file.

Edited by - Accushot on 3/17/2004 9:55:17 AM

Post Wed Mar 17, 2004 2:03 pm

I know that info is in ptough.ini But the leven won't go higher then lvl 40 when I change it.

Post Wed Mar 17, 2004 5:14 pm

I've made trade routes in a few different systems, which work ok, so my npc's are good. I've just been trying to add my transports to other existing routes in Sigma 17 and they crash the game. I can't understand why as I'm just adding my faction into their trade route encounter, faction weight ect. Do I need to populate their bases with my faction? The area trade transport works but not the trade routes. Do I need to add to trade routes in the adjoining system, Sigma 19?
Help would be much appreciated.
Thanks for a great forum.

S

Post Wed Mar 17, 2004 9:37 pm

nope, as you said it once in this thread when i heed calls from them for help...

And figured it too, that it has nothing to do with the adjoining systems...

this is how i did it... Reference: Firebase Ship Pack <<< sorry about this, i created a trade route from my base towards a hole, one way, that works very fine, no crashes... when i reversed the flow, hole to base, everytime that route is near a hole it crashes or if any trader that pops out of that hole and you are near that hole observing, the game crashes...

BTW... when a pop of area_trade from a hole, most of the ship don't use my trade route as if it is not known.


a message from firebase...

Post Thu Mar 18, 2004 12:22 am

This is my first post but i have been following this site for a bit. I am a newbie to modding Freelancer but not a newbie to modding in general. Am curious if anyone knows how to remove the level cap. Right now the maz level is set at 40. I have modified the Ptough.ini file to levels up to 100. This is accepted by the game but during testing it gets to the top of level 40 (when it should switch to 41) it displays "Max Level Reached" or some such where it would normally display what you need for the next level. I plan to do a bit more digging to see if this level cap info may be stored in another file. If anyone has any input on this i would greatly appreciate it. BTW Great thread guys. I am already knee-deep into modding and I only just discovered this game 2 weeks ago.
Bladeburier

Never underestimate the power of a gecko with a zipgun.

Post Thu Mar 18, 2004 12:39 am

Lol. Oops missed those last few posts. Please disregard previous transmission. Will let ya know if I figue anything out.
Bladeburier

Never underestimate the power of a gecko with a zipgun.

Post Thu Mar 18, 2004 2:00 am

Fraid i have not really looked into patrol paths, but Firebase did make his go somewhere, whereas mine always just were "in space". Will get round to that once i finish evo off again

For players ranking. Then in that case its something more aint it? Hardcoded I would assume. Servers (and mods) make your levels rise NOT through the modders, BUT through microsoft. The 1.1 PATCH does this. It probs changes the content.dll file and maybe another file as well as the ptough.ini (i haven't downloaded to check) for people, and allows level 90 attainable limits. You can get the patch from microsofts official website. Its got nothing to do with modders, and all to do with Microsoft. The patch is SERVER ONLY really - stops cheaters, and enables ALL to go up in rank - so that installed on a server means everyone can reach the high ranks.

Seeing as servers running mods include this usually, then your sorted, you won't need it,cause it cocks up the SP levelling up of normal games

Post Thu Mar 18, 2004 3:21 am

I want to know how the 2 numbers works


MarketGood = comname, 0, -1, 0<?, 0<?, 0, 1.000000000


<!-- DATA\EQUIPMENT\market_commodities.ini -->
[BaseGood}
MarketGood =
string, = commodity_name
int, = level needed to buy
int, = how much one must be liked to be sold this
int, = ?
int, = ?
int, = 0 = sold on base/ 1 = not sold on base (not sure)
float; = 1 = normal price. 1.5 = 150% / 4 = 400% etc.

Edited by - Paniohitus on 3/18/2004 3:30:54 AM

Edited by - Paniohitus on 3/18/2004 3:32:02 AM

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