Encounter does not appear in zone
-
Try what Chips wrote. I had same problem before, and the priority was the key. First, the top level will appear like 19, then 18…etc, but there is a connection with the ship classes as well. You can either increase the level of the order to the top, and reduce the level of the others, or you can make an other zone with the order only, and we will see.
-
I will try these suggestions, thanks.
I’ve verified the pilot and ship’s existence so I don’t think they’re the prob.I do see a number of WARNING: EqObj::use_item() couldn’t find target item on Client request.
I’ll have to check all the edits for the 11teenth time…
-
Well, I just tried something else…
I changed the faction from fc_or_grp to gd_z_grp and what to my wondering eyes should appear? Level 15 zoners in the zone that I want level 15 order ships to appear.So, either there’s something wrong with the pilot, ship, and loadout, or the zone doesn’t like having 2 levels of the same faction in it.
-
robocop wrote:
Well, I just tried something else…
I changed the faction from fc_or_grp to gd_z_grp and what to my wondering eyes should appear? Level 15 zoners in the zone that I want level 15 order ships to appear.So, either there’s something wrong with the pilot, ship, and loadout, or the zone doesn’t like having 2 levels of the same faction in it.
Did you try changing the ambient (large) zone to 15 and the inner to 19?
-
working on it as we speak…
The zones are structured thusly:
Planet Toledo
surrounded by death zone: zone_st01_order_planet_death[zone]
nickname = Zone_St01_order_planet_death
pos = -589, 0, -2712
shape = SPHERE
size = 2075
damage = 2000000inside: zone_st01_01_exclusion
[zone]
nickname = Zone_St01_01_exclusion
pos = -589, 0, -2712
shape = SPHERE
size = 8000
property_flags = 65536
property_fog_color = 40, 85, 70
edge_fraction = 0.2inside: zone_st01_01_asteroid_exclusion
[zone]
nickname = Zone_St01_01_asteroid_exclusion
pos = -589, 0, -2712
sort = 51
toughness = 19
density = 5
repop_time = 25
max_battle_size = 3
relief_time = 15
encounter = area_defend, 15, 0.4
faction = fc_or_grp, 1
encounter = area_trade_armored, 19, 0.6
faction = co_me_grp, 1
shape = SPHERE
size = 10000
property_flags = 131072inside zone: nickname = Zone_St01_pop_ambient_St01_01
[Zone]
nickname = Zone_St01_pop_ambient_St01_01
pos = -2682, 0, -1072
rotate = 0, 35, 0
shape = ELLIPSOID
size = 23069, 16631, 16631
sort = 51
toughness = 15
density = 4
repop_time = 25
max_battle_size = 3
pop_type = background
population_additive = true
relief_time = 15
faction_weight = fc_or_grp, 10
encounter = area_defend, 19, 0.2
faction = fc_or_grp, 1
encounter = area_bh_assault, 19, 0.2
faction = gd_bh_grp, 1A couple things occurred to me while I was checking everything again.
One, the zone_st01_01_asteroid exclusion zone defines a hole in the asteroid field.
zone_st01_01_exclusion isn’t really an exclusion zone and should perhaps be an ambient zone instead. Perhaps the encounters should be happening in an ambient or a pop zone. Going to try that as well… -
OK, here are the pertinent files along with the changes we discussed. Still no level 15 order ships…
from faction_props.ini
[FactionProps]
affiliation = fc_or_grp
legality = unlawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_fc_or
jump_preference = jumphole
npc_ship = fc_or_elite_d15-17 <== here’s the ship
npc_ship = fc_or_elite2_d18
npc_ship = fc_or_elite2_d19
npc_ship = Liberty_Cruiser
npc_ship = Order_Battleship
voice = pilot_f_ill_m01
voice = pilot_f_ill_m02
mc_costume = mc_fc
space_costume = pi_pirate1_head, pi_orillion_body, comm_br_guard
space_costume = pi_pirate4_head, pi_orillion_body, comm_rh_alaric
space_costume = sh_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male2_head, pi_orillion_body, comm_rh_alaric
space_costume = ge_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male1_head, pi_orillion_body, comm_rh_alaric
firstname_male = 226608, 226741
lastname = 227008, 227307
rank_desig = 197128, 197129, 197130, 10, 15
formation_desig = 197808, 197820
formation = fighters, fighter_basic
formation = freighters, freighter_basic
formation = freighters2, freighter2_basic
formation = cruisers, cruiser_delta
formation = battleships, battleship_delta
scan_announce = false
scan_chance = 0.3from npcships.ini
[NPCShipArch]
nickname = fc_or_elite_d15-17 <== yep, here it is…
loadout = fc_or_elite_loadout <== loadout
level = d15
ship_archetype = or_elite
pilot = pilot_order_hard
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d15, d16, d17[NPCShipArch]
nickname = fc_or_elite2_d18
loadout = fc_or_elite2_loadout
level = d18
ship_archetype = or_elite_msn01
pilot = pilot_order_hard
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d18[NPCShipArch]
nickname = fc_or_elite2_d19
loadout = fc_or_elite2_loadout
level = d19
ship_archetype = or_elite_msn01
pilot = pilot_order_ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d19from pilots_population.ini
[RepairBlock]
nickname = repair_order_fighter_both
use_shield_repair_pre_delay = 0.1
use_shield_repair_post_delay = 0.1
use_shield_repair_at_damage_percent = 0.2
use_hull_repair_pre_delay = 0.1
use_hull_repair_post_delay = 0.1
use_hull_repair_at_damage_percent = 0.8[GunBlock]
nickname = gun_order_fighter_hard_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.5
gun_fire_burst_interval_time = 2
gun_fire_burst_interval_variance_percent = 0.5
gun_fire_no_burst_interval_time = 1
gun_fire_accuracy_cone_angle = 3
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.3
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6[GunBlock]
nickname = gun_order_fighter_ace_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.1
gun_fire_burst_interval_time = 3
gun_fire_burst_interval_variance_percent = 0.1
gun_fire_no_burst_interval_time = 0.1
gun_fire_accuracy_cone_angle = 4
gun_fire_accuracy_power = 1.1
gun_range_threshold = 1.1
gun_target_point_switch_time = 0.1
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.2
gun_range_threshold_variance_percent = 0.3
gun_fire_accuracy_power_npc = 6[MineBlock]
nickname = mine_order_fighter_a
mine_launch_interval = 1
mine_launch_cone_angle = 30
mine_launch_range = 250[MissileBlock]
nickname = missile_order_fighter_hard_style_a
missile_launch_interval_time = 30
missile_launch_interval_variance_percent = 0.5
missile_launch_range = 1000
missile_launch_cone_angle = 22.5
missile_launch_allow_out_of_range = False[MissileBlock]
nickname = missile_order_fighter_ace_style_a
missile_launch_interval_time = 5
missile_launch_interval_variance_percent = 0.5
missile_launch_range = 1000
missile_launch_cone_angle = 22.5
missile_launch_allow_out_of_range = False[Pilot]
nickname = pilot_order_hard <== Pilot
inherit = pilot_military_hard
repair_id = repair_order_fighter_both
gun_id = gun_order_fighter_hard_style_a
mine_id = mine_order_fighter_a
missile_id = missile_order_fighter_hard_style_a
evade_dodge_id = evade_dodge_fighter_horiz_ace
countermeasure_id = countermeasure_handicap_0[Pilot]
nickname = pilot_order_ace
inherit = pilot_military_ace
repair_id = repair_order_fighter_both
gun_id = gun_order_fighter_ace_style_a
mine_id = mine_order_fighter_a
missile_id = missile_order_fighter_ace_style_a
evade_dodge_id = evade_dodge_fighter_horiz_ace
countermeasure_id = countermeasure_handicap_0from loadouts.ini
[Loadout]
nickname = fc_or_elite_loadout <== loadout
archetype = or_elite
equip = ge_oe_engine_01
equip = npc_shield02_mark06, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_04, HpThruster01
equip = fc_or_gun01_mark02, HpWeapon01
equip = fc_or_gun01_mark02, HpWeapon02
equip = fc_or_gun01_mark02, HpWeapon03
equip = fc_or_gun01_mark02, HpWeapon04
equip = fc_or_gun02_mark02, HpWeapon05
equip = fc_or_gun02_mark02, HpWeapon06
equip = fc_or_turret01_mark01, HpTurret01
equip = cruise_disruptor01_mark02, HpTorpedo01
cargo = cruise_disruptor01_mark02_ammo, 40
equip = mine02_mark04, HpMine01
cargo = mine02_mark04_ammo, 40
equip = ge_s_cm_03, HpCM01
cargo = ge_s_cm_03_ammo, 40
cargo = ge_s_repair_01, 25
cargo = ge_s_battery_01, 25
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallYellow, HpRunningLight01
equip = SlowSmallYellow, HpRunningLight02
equip = SlowSmallYellow, HpRunningLight03
equip = SlowSmallYellow, HpRunningLight04
equip = SlowSmallYellow, HpRunningLight05
equip = SlowSmallYellow, HpRunningLight06
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = contrail01, HpContrail03
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02[Loadout]
nickname = fc_or_elite2_loadout
archetype = or_elite_msn01
equip = ge_oe_engine_01
equip = npc_shield01_mark08, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_04, HpThruster01
equip = armor_scale_5
equip = fc_or_gun01_mark03, HpWeapon01
equip = fc_or_gun01_mark03, HpWeapon02
equip = fc_or_gun01_mark02, HpWeapon03
equip = fc_or_gun01_mark02, HpWeapon04
equip = fc_or_gun02_mark02, HpWeapon05
equip = fc_or_gun02_mark02, HpWeapon06
equip = fc_or_turret01_mark02, HpTurret01
equip = cruise_disruptor01_mark02, HpTorpedo01
cargo = cruise_disruptor01_mark02_ammo, 40
equip = mine02_mark04, HpMine01
cargo = mine02_mark04_ammo, 40
equip = ge_s_cm_03, HpCM01
cargo = ge_s_cm_03_ammo, 40
cargo = ge_s_repair_01, 25
cargo = ge_s_battery_01, 25
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallYellow, HpRunningLight01
equip = SlowSmallYellow, HpRunningLight02
equip = SlowSmallYellow, HpRunningLight03
equip = SlowSmallYellow, HpRunningLight04
equip = SlowSmallYellow, HpRunningLight05
equip = SlowSmallYellow, HpRunningLight06
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = contrail01, HpContrail03
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02from st01.ini in order of expansion from planet [zone]
nickname = Zone_St01_Planet_St01_01
pos = -589, 0, -2712
sort = 99
toughness = 15
density = 5
repop_time = 25
max_battle_size = 3
pop_type = background
population_additive = true
relief_time = 15
encounter = area_defend, 15, 0.4 <== these do not appear
faction = fc_or_grp, 1
encounter = area_trade_armored, 19, 0.6 <== these do appear
faction = co_me_grp, 1
shape = SPHERE
size = 8000
property_flags = 65536
property_fog_color = 40, 85, 70
edge_fraction = 0.2[zone]
nickname = Zone_St01_01_asteroid_exclusion
pos = -589, 0, -2712 <== only change in this zone from vanilla
shape = SPHERE
size = 10000
property_flags = 131072[Zone]
nickname = Zone_St01_pop_ambient_St01_01
pos = -2682, 0, -1072
rotate = 0, 35, 0
shape = ELLIPSOID
size = 23069, 16631, 16631
sort = 51
toughness = 15 <== as you recommended
density = 4
repop_time = 25
max_battle_size = 3
pop_type = background
population_additive = true
relief_time = 15
faction_weight = fc_or_grp, 10
encounter = area_defend, 19, 0.2 <== these do appear
faction = fc_or_grp, 1
encounter = area_bh_assault, 19, 0.2 <== as do these
faction = gd_bh_grp, 1 -
I’m sorry if this is totally wrong and (or) completely off topic
Would editing the rank_desig of the order make any difference?
I’ve never known the full use for it. I know that it changes the ranks of the npc (rookie, veteran, ace), but i have had to change it to get npc’s to work before. (but that might just be my poor editing). -
@robo:
encounter = area_defend, 15, 0.4 <== these do not appear
faction = fc_or_grp, 1
encounter = area_trade_armored, 19, 0.6 <== these do appearThe second one has higher rank (19), and it also has higher weight (0.6). It is just a thought, but i think this one gonna appear first and if it fills the max number of the appearance of the zone, then the first one won’t appear, or the next encounter appears which has higher rank than 15, but less than 19, and of course the next one’s weight is also important.
-
I just commented out ALL encounters in the system except for the one I want to appear.
Still does not appear…
faction_props has the ship
pilot_population has the pilot
the ship has the loadout…area_defend is a fairly generic encounter, as long as the ship exists, it should appear
the zone seems correct, after all, the DSE level 18s appear, so the zone isn’t preventing spawns.
I’m going off now to poke my eyes out with a sharp stick…
-
Change the encounter to area scout and see if they turn up then.
On another note, what is your mbase entry difficulty level set at for Toledo? If it’s 18 or higher, might explain why the ships aren’t showing up. An area defend normally launches ships from a base or ship, hence the area defend name. Now if the base is set for 18 or above, it will only launch ships of that level if defined, but nothing below that specified in mbase. Just what i’ve noticed messing with encounter levels.
-
Changed St01_01 from diff = 19 to diff = 15
Still no appearance by level 15 OrderChanged encounter from area_defend to area_scout and now they appear.
So, we’re part of the way there…
Right now the only encounter in the system is the area_scout, 15, 0.4
fc_or_grp, 1Planet Toledo is diff = 15
Continuing to experiment.
Edit: Returned Planet Toledo to diff = 19, area_scout still is appearing.
-
Two hypotheses to try to help…
1. Change the ship type for your level 15 area_defend encounter to or_elite_msn01 instead of or_elite? If it works then it must be something in the loadout for or_elite.
2. On Gibbon’s clue - Maybe area_defend needs to see a base within a certain distance?
-
Well, I don’t know about the loadout hypothesis, the ships show up just fine if you change the encounter to area_scout instead of area_defend.
And regarding the base distance, these encounters are supposed to take place around planet toledo, so I don’t think base distance is an issue either.
I may just have to live with the level 15s showing up as area_scouts and the level 19s showing up as area_defends
-
area_defend also works without any base nearby.
-
So, I thought I had a handle on encounters, but this one is just not working. I want the Order to have a formation with a repair ship escorted by fighters. The formation should be just like area_trade_armored except where the ge_armored would be, there would be a ge_repair instead.
I copied the area_trade_armored encounter for this purpose and renamed it area_repair_escort.ini. I was originally going to have ship_by_class = 1, 1, sc_repairs but that wasn’t working, so I changed the NPCShip parameter from class_repairs to class_armored.
Well, anyway, the encounter isn’t spawning despite me having it at 90% probability for encounter. Can someone steer me right?
Thx.
From New File: area_repair_escort.ini in MISSIONS/ENCOUNTERS
[EncounterFormation] ship_by_class = 1, 1, sc_armoreds <== for repair ship ge_repair pilot_job = armored_job ship_by_class = 1, 1, sc_fighters pilot_job = escort_leader_job ship_by_class = 2, 3, sc_fighters, -1 pilot_job = escort_job formation = gunboats behavior = wander arrival = all allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = infinite [Creation] permutation = 0, 5
New Ships Added to: NPCShips.ini
[NPCShipArch] nickname = fc_or_elite_d15-17 loadout = fc_or_elite_loadout level = d15 ship_archetype = or_elite pilot = pilot_order_hard state_graph = FIGHTER npc_class = unlawful, class_fighter, d15, d16, d17 [NPCShipArch] nickname = fc_or_elite2_d18 loadout = fc_or_elite2_loadout level = d18 ship_archetype = or_elite_msn01 pilot = pilot_order_hard state_graph = FIGHTER npc_class = unlawful, class_fighter, d18 [NPCShipArch] nickname = fc_or_elite2_d19 loadout = fc_or_elite2_loadout level = d19 ship_archetype = or_elite_msn01 pilot = pilot_order_ace state_graph = FIGHTER npc_class = unlawful, class_fighter, d19 (changed repair ship from sc_repairs to sc_armored (above) because I know that area_trade_armored works like I want it to) [NPCShipArch] nickname = fc_or_repair_d1-19 level = d4 loadout = fc_or_repair_loadout_flu ship_archetype = ge_repair state_graph = TRANSPORT pilot = transport_ace npc_class = unlawful, class_armored, d1, ..., d19 (shortened for the sake of brevity)
Added ships and formations to faction_prop.ini
[FactionProps] affiliation = fc_or_grp legality = unlawful nickname_plurality = singular msg_id_prefix = gcs_refer_faction_fc_or jump_preference = jumphole npc_ship = fc_or_elite_d15-17 npc_ship = fc_or_elite2_d18 npc_ship = fc_or_elite2_d19 npcship = fc_or_repair_d1-19 <== here it is voice = pilot_f_ill_m01 voice = pilot_f_ill_m02 mc_costume = mc_fc space_costume = pi_pirate1_head, pi_orillion_body, comm_br_guard space_costume = pi_pirate4_head, pi_orillion_body, comm_rh_alaric space_costume = sh_male4_head, pi_orillion_body, comm_br_guard space_costume = ge_male2_head, pi_orillion_body, comm_rh_alaric space_costume = ge_male4_head, pi_orillion_body, comm_br_guard space_costume = ge_male1_head, pi_orillion_body, comm_rh_alaric firstname_male = 226608, 226741 lastname = 227008, 227307 rank_desig = 197128, 197129, 197130, 10, 15 formation_desig = 197808, 197820 formation = fighters, fighter_basic formation = freighters, freighter_basic formation = freighters2, freighter2_basic formation = gunboats, armored_basic <== and the formation
loadout for repair ship added to loadouts.ini: SHIPS\loadouts.ini
[Loadout] nickname = fc_or_repair_loadout_flu archetype = ge_repair equip = ge_rpr_engine_01 equip = infinite_power equip = ge_s_scanner_02 equip = armor_scale_-5 equip = fc_or_gun01_mark03, HpWeapon03 equip = fc_or_turret01_mark02, HpTurret01 equip = fc_or_turret01_mark02, HpTurret02 equip = fc_or_turret01_mark02, HpTurret03 equip = LargeWhiteSpecial, HpHeadlight equip = SlowMediumWhite, HpRunningLight01 equip = SlowMediumWhite, HpRunningLight02 equip = SlowMediumWhite, HpRunningLight03 equip = SlowMediumWhite, HpRunningLight04 equip = SlowMediumWhite, HpRunningLight05 equip = SlowMediumWhite, HpRunningLight06
From the system.ini: St04.ini
[EncounterParameters] nickname = area_repair_escort filename = missions\encounters\area_repair_escort.ini [Zone] nickname = Zone_St04_pop_ambient_01 pos = 21765, 0, 27411 rotate = 0, 18, 0 shape = ELLIPSOID size = 13135, 6065, 6065 sort = 51 toughness = 19 density = 3 repop_time = 25 max_battle_size = 4 pop_type = Background relief_time = 35 population_additive = True faction_weight = fc_or_grp, 1 encounter = area_repair_escort, 19, 0.9 <== no show faction = fc_or_grp, 1 [Zone] nickname = Zone_St04_pop_ambient_02 pos = -11626, 0, 15922 rotate = 0, 19, 0 shape = ELLIPSOID size = 17041, 7665, 7665 sort = 51 toughness = 19 density = 3 repop_time = 25 max_battle_size = 4 pop_type = Background relief_time = 35 population_additive = True faction_weight = fc_or_grp, 1 encounter = area_repair_escort, 19, 0.9 <= no show faction = fc_or_grp, 1
-
I changed the level of the repair ship to d19 from d4, that didn’t help.
I also changed the encounter from area_repair_escort to area_trade_armored and that didn’t work either
-
sobs…
After spending hours trying to figure this out, here it is:
[FactionProps]
affiliation = fc_or_grp
legality = unlawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_fc_or
jump_preference = jumphole
npc_ship = fc_or_elite_d15-17
npc_ship = fc_or_elite2_d18
npc_ship = fc_or_elite2_d19
npcship = fc_or_repair_d1-19 <== Just a little typo …I don’t know how you modding gods ever keep track of all this stuff. My hat is off to all of you who get it right the first time.
-
encounter = area_repair_escort, 19, 0.9 <= no show
faction = fc_or_grp, 1Make it lvl 4, that’s what your file has… or make it lvl 19 here:
[NPCShipArch]
nickname = fc_or_repair_d1-19
level = d4
loadout = fc_or_repair_loadout_flu
ship_archetype = ge_repair
state_graph = TRANSPORT
pilot = transport_ace
npc_class = unlawful, class_armored, d1, …, d19 (shortened for the sake of brevity)Honestly, Liberty have working repairs, so you should literally be able to copy/paste theirs instead (so whatever npc_ship entry they have in the faction_prop is pasted into the orders part, and ensure that the right formations or whatever else is included too
formation = fighters, fighter_basic
formation = freighters, freighter_basic
formation = freighters2, freighter2_basic
formation = gunboats, armored_basicThe rest would be correctly entered, just find what “lvl” they are in the npcships.ini file. You can make duplicate entries, and then rename the nicknames for order instead, therefore allowing altered loadouts (order specific ones) and better pilots etc.