Missions… Missions...
-
Yeh, that ISN’T the problem. That’s just a typo I made this morning. The problem still stands with that how it should be.
So ROFLMAO somewhere else unless you’re going to be helpful.
-
Yeh, that ISN’T the problem. That’s just a typo I made this morning. The problem still stands with that how it should be.
So ROFLMAO somewhere else unless you’re going to be helpful.
In fairness, how was bj supposed to know that it was a typo you made this morning and you fixed it? were not all psychic
Now play nice or i will get teh uber 31337 hAxzorz engeen out. ^^
-
He wasn’t… but if I was in his position, I wouldn’t have put ROFLMAO… that’s what isn’t fair, not my response (which wasn’t even intended to be offensive in any way)… any help with the matter at hand much appreciated
My bad guys -
Hmmm… I just remembered another problem I had with getting Nomads specifically to have missions flown against them. Let’s see if you have it… Yep ;D
[NPCShipArch]
nickname = no_fighter_new_d19
loadout = no_fighter_new
level = d19
ship_archetype = no_fighter
pilot = nomad_fighter_ace
state_graph = FIGHTER
npc_class = unlawful, FIGHTER, d13, d14, d15, d16, d17, d18, d19Every single other fighter in npcships.ini has class_fighter instead of FIGHTER here. I know that it says in Vanilla too, but then again, you never fly random missions against Nomads in Vanilla. It took me nearly an hour to figure this one out when I was first making Nomad missions. Try fixing it and report back.
MK
-
He wasn’t… but if I was in his position, I wouldn’t have put ROFLMAO… that’s what isn’t fair, not my response (which wasn’t even intended to be offensive in any way)… any help with the matter at hand much appreciated
My bad guysno worries mate ^^
-
Hmm that is indeed interesting. I’ll give it a go. Not sure whether I tinkered with that before or not. We’ll see
EDIT - Although surely, this would mean that my nomads wouldn’t be showing up at all, which they are… just not in mvendor/characters…
-
Yes, they do show up in the system, but not for missions, if I recall correctly. Don’t ask why, I don’t know.
Actually, it may be because the “class_fighter” line is specifically for random missions, while the state_graph defines it for non-missions. I don’t know.
MK
-
Well i’ll defo give this another shot mate. Thanks for that. All this input is very much appreciated (<- i’m gonna need a new word soon, that last one is starting to lose all meaning, lol ;D)
-
Hmm… I updated my config with those changes, but still no difference. They show up in space, but not in the missions. Just out of curiosity, when you added the nomad faction in your mod, did you give them voices, ships (meaning different ships to the default no_fighter-type ones) etc? I know many mods have missions against the nomads, but I noticed all of them (at least all those I’ve seen) use different ships and they have voices. They are the only two differences I can see between what mine is doing and other mods. I’ve try a new ship setup and loadout later and see if that works to confirm this, and i’ve also update the above so I don’t get LOL’ed at again
-
Yes, if they don’t have ships the missions won’t show. The easy way to test is to copy ‘ALL’ of the bounty hunter ships to the nomads section. I notice your faction_prop only has one fighter available, _d19. I’m pretty sure that would be an error too. You should have them listed from _d1 to _d19. When it works you will generally see _d19 leaders and _d18 escorts. This is probably what has killed the missions, no _d18 is available. Also note that missions are different from encounters, a dice gets thrown for the level, so it could very well be trying to display _d12 ships.
-
That’s not what I meant. I know it won’t show at all without any ships That’s kinda obvious. I will do the substitution of other ships though. I’m sure the fighter naming is fine. After all, that’s all it is, a name.
In my faction prop file, I now have it set for various levels, not just 18 & 19, or whatever I have displayed above. And they will only be used in higher level missions anyway, which is set via mbases and the diff-to-money entries, so i’m sure i’ll be covered in that respect. As I understand it, encounters are set via the actual zone entries, while missions are set in mbases, either at the MVendor or a base faction NPC line. So even if I didn’t have a certain Dxx number defined (many mods just have the one difficulty of ship right?) and so it would just pick the closest match and alter the difficulty regardless of the assigned number.
In my encounters file, I have updated the fighter line(s) to be -1 behind the leader. That makes sense. So whatever difficulty he comes in at, they will be slightly less; For what little difference that may make at high levels anyway
I’m getting there. I think i’m really starting to understand the workings of these, and what lines actually seem to have no effect whatsoever. Nothing like superfluity to confuse your day huh! ;D Thanks for the input bud.
-
Mknote’s fix is essential for missions to work.
npc_class = unlawful, FIGHTER, d17, d18, d19 <–- Bad
npc_class = unlawful, class_fighter, d17, d18, d19 <–- Good
Also you need to have an encounter zone or overlapping zones consisting of opposing factions. I looked at your code you posted and didn’t see this (you might not have included it). Here is a suggested replacement for testing purposes
[Zone]
nickname = Zone_Ew05_pop_ambient_01
pos = -178, 0, 178
rotate = 0, 0, 0
shape = SPHERE
size = 44707
comment = Ambient Pop
sort = 51
toughness = 19
density = 15
repop_time = 25
max_battle_size = 8
pop_type = Background
relief_time = 35
population_additive = false
faction_weight = new_n_grp, 20
faction_weight = nm_or_grp, 13
encounter = area_nomads, 19, 0.600000
faction = new_n_grp, 1.000000
encounter = area_defend, 19, 0.400000
faction = nm_or_grp, 1.000000Ive highlighted all changes or additions in red, for viewing purposes.
If you are not getting mission offerings. You need to look at the distance your mission vignettes are from the base. IIRC mission vignettes can only be 40k away from the nearest, jump gate, jump hole, trade lane, path, or base. If you have met all of those requirements I am a bit stumped (unless its one of those brain fart things where you forgot to make them enemies in the initialworld/empathy files). If you did something like that… dont worry about it… it happens to the best of us. ;D
I hope you find your fix. Please post your results when you get a chance to test them out.
-
The class_fighter fixed it straight away.
I only have the one encounter… the nomads/enemy. I don’t have any order ships in space, so obviously that isn’t needed despite what you are saying there (and other tuts). That’s handy to know If you read my initial snippets above, you would have also seen I had the toughness set in the encounter zone, but that is pointless because it gets overridden by the mission difficulty
Just before I got mknotes suggestion, a friend (Psy) typed me out the most lengthy FL tut I have ever read and sent it to me, lol. Covering all bases I guess, as it ranges from doing a new faction to this mission stuff. I’ll post it later after reading through it fully
Thanks a lot for the response Forsaken ;D
-
Forsaken is quite correct in that you DO need both factions in the zone.
You’ve done what most noobs do, and that’s why I ROFLMFAO in my other post.
Read a mission description and you wll see that most of the time the mission sends backup NPCs to help out, but if that faction is missing from the zones the vignettes feed from, then your backup will never appear. -
The missions do work. Stop trying ways to cover up what has been said. He said missions won’t work without another allied faction, and they do. And I just tried it. Whether they have an entry or not backup does appear… although it tends to only be the one or two ships and not a full ‘wing’ No doubt that is wrong, and so I will indeed a proper encounter in for them. But it does work none-the-less. And I never said he was wrong. You haven’t given one ounce of decent, useful input here BJ, whereas the others have, and that’s all that matters. Your user title says it quite well.
I thought the whole point of forums like this (or at least certain sections) are there to assist people like me, who admitedlly, aren’t as knowledgeable as a lot of you. That’s why I come here. All the help so far has been great. I don’t expect to be bashed, and I shouldn’t have to and won’t put up with that. All you give me is attitude. You didn’t help me before after I started this thread, throwing out offense, and then you do it again ‘after’ I have found the solution at the end of this thread. If you know so much as you claim why didn’t you suggest what Mknote and Psy did? That sorted me out. If some of you think I simply ‘shrug’ off help, that is simply not the case. I do test out theories of my own as well as test what people ask me to do. And if I find something to work (or not) in practice I will say so. And I sure as hell won’t be penalized for it.
-
Hey, calm down Fury (hmm, seems a bit ironic, saying that). We’re all friends here.
As to the statement, my experimentation tends to agree with Forsaken and BJ, though the fact that you’ve managed to get friendly ships in your missions seems to throw a monkey wrench into our conclusion. Could you send me the full system .ini (e-mail is in my profile)? I’d be interested to see what’s different.
MK
-
This isn’t directed at Fury really…
This png picture should help people with common mission problems. Missions are not rocket science don’t let them scare you or get frustrated. However they have caused every modder problems at one time or another. Here is a basic overview of the things that cause newer modders problems (including Nomad/Order missions).
-
For sure ;D My ambient zone covers the whole system, so i’m ok for vignette coverage hehe
-
These are the things I have discovered ‘on-the-side’ while working on this, as I always experiment, and actually hate following tutorials (no offence to the authors… I’ve needed to follow some of course)… I tested these quite extensively, so it might be some help to others in the future, and to let certain people know that what they believe so highly in is flawed
-
It doesn’t matter if empathy.ini is showing wierd rep changes so long as the factions are in there
-
Fighter needs to be ‘class_fighter’ or similar (thanks Psy / Mk)
-
There isn’t a requirement to have all difficulties of ship ranging from D1 to Dhigh at all
-
In a system ambient pop zone, the system name in it is a convention, not a requirement - thanks Psy
-
Sort has no effect; Toughness has no effect; Pop-type has no effect (left in to be safe though) - thanks Psy)
-
An opposing faction isn’t needed for missions to work, but you may only get the 1 ship as support as a result
-
The randommission level(s) is set via the values in mbases following the: “mission_type =” line
-
The values are taking from along the diff2money scale, and directly tie in with mission payout
-
These ‘values’ do not need to be exactly what is written there, and can be varied, and far apart
-
For ‘standard’ lawful missions, this: “mission_type = unlawful, lawful” isn’t required - thanks DwnUndr
-
I’ve had missions working the other way round without: “mission_type = lawful, unlawful”, but this needs more testing
-
population_additive works great if used properly in with other zones, despite popular opinion of it ‘crashing’
-
Like most, I use FLE only for positioning, but I have never had it screw up mbases like some claim
-
Mod backups are bloody fantastic!!!
Cheers.
-