I have question about a zone i made
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Comment out the other encounters so only area_assault is left, if it still doesn’t spawn then no doubt you’re theory will be correct and it will not spawn in a background zone.
In all honesty, you might aswell just use the area_scout encounter for all fighters in a background zone as opposed to defend and assault, usually they are reserved for base zones or solars such as jump holes where there is something to assault or defend.
Usually you would make a smaller zone around the base and have an area_defend encounter.
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Richard:
encounter = area_defend, 19, 0.250000
faction = li_n_grp, 1.000000
faction = fc_or_grp, 1.000000
faction = fc_ouk_grp, 1.000000
faction = fc_q_grp, 1.000000
encounter = area_trade_trader, 19, 0.250000
faction = li_n_grp, 1.000000
faction = fc_or_grp, 1.000000
faction = fc_ouk_grp, 1.000000
faction = fc_q_grp, 1.000000
encounter = area_scout, 19, 0.250000
faction = li_n_grp, 1.000000
faction = fc_or_grp, 1.000000
faction = fc_ouk_grp, 1.000000
faction = fc_q_grp, 1.000000
encounter = area_assault, 19, 0.250000
faction = fc_f_grp, 1.000000All these are wrong except the last one!
The total participation of the factions (faction = ) must be 1 for each encounter:
encounter = area_defend, 19, 0.250000
faction = li_n_grp, 0.250000
faction = fc_or_grp, 0.250000
faction = fc_ouk_grp, 0.250000
faction = fc_q_grp, 0.250000
encounter = area_trade_trader, 19, 0.250000
faction = li_n_grp, 0.250000
faction = fc_or_grp, 0.250000
faction = fc_ouk_grp, 0.250000
faction = fc_q_grp, 0.250000
encounter = area_scout, 19, 0.250000
faction = li_n_grp, 0.250000
faction = fc_or_grp, 0.250000
faction = fc_ouk_grp, 0.250000
faction = fc_q_grp, 0.250000
encounter = area_assault, 19, 0.250000
faction = fc_f_grp, 1.000000And do you have difficulty 19 ships & loadouts for the fugitive faction?
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[FactionProps]
affiliation = fc_f_grp
legality = unlawful
nickname_plurality = plural
msg_id_prefix = ignore
jump_preference = any
npc_ship = fc_ou_bw_elite2_d19
voice = pilot_f_ill_m01
voice = pilot_f_ill_m02
mc_costume = mc_fc
space_costume = pi_pirate1_head, pl_male1_journeyman_body, comm_br_darcy
firstname_male = 226608, 226741
lastname = 227008, 227307
rank_desig = 197140, 197140, 197140, 10, 15
formation_desig = 197808, 197820
formation = fighters, fighter_piratethats the load out i am using
npc_ship = fc_ou_bw_elite2_d19
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@ rsabatino:
I had same problem once, that time the max numbers of the npc ships of the zone were reached by the first 1-2 encounters, and the others couldn’t be appeared.
I suggest to increase the fugitive faction’s appearance and decrease the others.
If it doesnt work then you’d delete everything but the fugitive encounters and check again. If the problem is still on then you have problem with the fugitive faction itself.There is that topic, hope it helps:
http://the-starport.net/modules/newbb/viewtopic.php?topic_id=3290&forum=27 -
adoxa wrote:
@StarTrader: Did you not see this? It doesn’t matter what the numbers add up to, it’s taken relative to the total (1+1+1+1 = 4 -> 1/4 -> 1 in 4; 0.25+0.25+0.25+0.25 = 1 -> 0.25/1 -> 1 in 4).True, but he defined 0.25 (or 1) to every encounters, and because the higher ship classes appear first, if their numbers reach the max numbers of the pop zone the others wont appear. Same problem he gonna have if he make an other zone with overlapping.
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adoxa wrote:
@StarTrader: Did you not see this? It doesn’t matter what the numbers add up to, it’s taken relative to the total (1+1+1+1 = 4 -> 1/4 -> 1 in 4; 0.25+0.25+0.25+0.25 = 1 -> 0.25/1 -> 1 in 4).Nope. OK, good to know. Again what we thought we knew is not! lol