Solar Encounters, Vignette Params…
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Thismay well have been done before, but I haven’t seen it. (I have seen one for the other types of encounters)
In order to try understand the Solar encounters in vignetteparams a little better I’ve put together a tree diagram and accompanying IDs doc.
I’m going to be going through these over the next couple of days or so.Couple of things I’m still unsure on…
- How these relate to solarformations.ini and killablesolars.ini ?
- Has anyone had any success implenting (new) branches of the tree that are “implemented = false” ?
I did think it would be nice to have a reverse of the usual “destroy the base” and have a “defend the base” type of mission, however I don’t know where to start, and, if it did work I guess that would leave a spawn for each one that was successfully defended. If anyone has any thoughts or ideas on this i’d be keen to read them.
Docs are here should you wish to take a look…
http://www.freelancergame.net/downloads/VignetteTreeSolars.pdf
http://www.freelancergame.net/downloads/VignetteTreeSolarsText.pdfIf i find anything interesting I’ll post it in here…
Cheers,
Rik -
I’m not sure you’ll ever really get a defend-the-base type of thing going, because it’s not the functionaility freelancer has. When you stick random mission/destroy mission vignettes in, and set the corresponding bases & NPCs up, you are relying on the fact that the game knows about those, and you are simply adding them to new areas, with different factions etc. Freelancer doesn’t have any other mission types coded, aside from the base destruct, eliminate-the-target (pilot & commodity variants) and the ship wave ones. Anyone?