Help with ship encounters?
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Yeah yeah, I get it, I make too many threads, but I actually need help with this one.
I have custom ships, belonging to the different naval factions around sirius, and thus I want those custom ships to appear in encounters all around different planets.
The problem is, they just aren’t appearing at all. I’ve checked the zone population entry in my system folder, seems fine, I’ve checked the npcships.ini, the shiparc.ini, and the loadouts.ini, which all check out as fine, and the ships are in the faction_props.ini under the appropriate faction with the appropriate ship, and yet they just aren’t showing up.
So, what am I doing wrong? -
From Rh01.
[Zone] nickname = Zone_Rh01_pop_ambient_12 pos = 52047, 0, 8494 rotate = 0, 0, 0 shape = SPHERE size = 5580 comment = Ambient Pop sort = 51 toughness = 4 density = 3 repop_time = 10 max_battle_size = 4 pop_type = rh_n_grp, single_base_law relief_time = 10 population_additive = True faction_weight = rh_n_grp, 20 encounter = area_assault, 25, 0.500000 faction = rh_n_grp, 1.000000
From faction_props.ini
[FactionProps] affiliation = rh_n_grp legality = lawful nickname_plurality = singular msg_id_prefix = gcs_refer_faction_rh_n jump_preference = jumpgate npc_ship = rh_n_rh_elite_d1-11 npc_ship = rh_n_rh_elite_d12-19 npc_ship = rh_vhfd25 npc_ship = rh_n_rh_gunboat_d1-19 npc_ship = rh_n_cruiser_d22 npc_ship = rh_n_battleship_d25 npc_ship = rh_traind18 voice = pilot_f_mil_m01 voice = pilot_f_mil_m02 voice = pilot_f_leg_f01 voice = pilot_f_leg_f01a mc_costume = mc_rh space_costume = rh_bartender_head, rh_male_elite_body, comm_rh_reichman space_costume = rh_captain_head, rh_male_elite_body, comm_rh_wilham space_costume = rh_sales_head, rh_male_elite_body, comm_rh_reichman space_costume = rh_wilham_head, rh_male_elite_body, comm_rh_wilham space_costume = ge_male6_head, rh_male_elite_body, comm_rh_reichman space_costume = sc_scientist1_head_hat, rh_male_elite_body, comm_rh_wilham space_costume = li_newscaster_head_gen_hat, rh_female_elite_body, comm_rh_reichman_female space_costume = li_newscaster_head_gen_hat, rh_female_elite_body, comm_rh_wilham_female space_costume = br_newscaster_head_gen_hat, rh_female_elite_body, comm_rh_reichman_female space_costume = br_newscaster_head_gen_hat, rh_female_elite_body, comm_rh_wilham_female space_costume = rh_newscaster_head_gen_hat, rh_female_elite_body, comm_rh_reichman_female space_costume = rh_newscaster_head_gen_hat, rh_female_elite_body, comm_rh_wilham_female firstname_male = 228008, 228207 firstname_female = 228208, 228407 lastname = 228408, 228663 rank_desig = 197023, 197024, 197025, 12, 13 formation_desig = 197808, 197820 large_ship_desig = 196982 large_ship_names = 202908, 202947 scan_for_cargo = commodity_alien_artifacts, 1 scan_for_cargo = commodity_cardamine, 2 scan_announce = true scan_chance = 0.300000 formation = fighters, fighter_rh_n formation = gunboats, gunboat_rh_n
[NPCShipArch] nickname = rh_vhfd25 loadout = rh_n_rh_elite2_loadout01 level = d25 ship_archetype = rh_elite2 pilot = fighter_ace state_graph = FIGHTER npc_class = lawful, class_fighter, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11, d12, d13, d14, d15, d16, d17, d18, d19
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npc_class = lawful, class_fighter, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11, d12, d13, d14, d15, d16, d17, d18, d19
I don’t have the encounter ini file on hand… but either you modify with a -6 on the fighters or you make the “dxx” levels go all the way to d25
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From what i can see taking a quick look, you’ve defined ship levels above level 19.
In your encounter zone in the first bit of code, you have area_assault, 25 which is asking for level 25 fighters. I’ve found that although the level requirement for the encounter is set to the FL max of 19, you can get higher level npcs to show up by ramping up the toughness setting to like 50 or so and making some changes listed below
To get ranks above level 19 to show in encounters, you need to change the max level requirement in FL.
To do this have a look in RANDOMMISSIONS/NpcRankToDiff.ini
and add code for any levels above level 19 to the level you want, in this case 25. That should make them show up.
This is one way to get them going, i’m sure there are others.
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Ok…
1. were the NPC factions showing up before you overhauled them?
2. whats the permutation set to in your encounter files?
3. Have you leveled them accordingly in the faction_prop… they must be in order of lowest to highest eg:npc_ship = li_n_li_elite_d1-3
npc_ship = li_n_li_elite_d4
npc_ship = li_n_li_elite_d5& so on…
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Hey heres what i do:
Faction_prop.ini
[FactionProps]
affiliation = fc_YOURFACTION_grp
legality = lawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_fc_YOURFACTION
jump_preference = any
npc_ship = fc_YOURFACTION_elite_order_d1-16 <–- i call em Elite_order
npc_ship = fc_YOURFACTION_elite_order_d17-19
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
rank_desig = 197083, 197084, 197085, 10, 15
formation_desig = 197808, 197820
formation = fighters, fighter_basic
formation = freighters, freighter_basic
formation = freighters2, freighter2_basic
scan_for_cargo = commodity_npc_follow, 1 <–THANKS FOX^^
scan_announce = false
scan_chance = 0.990000npcships.ini
[NPCShipArch]
nickname = fc_YOURFACTION_elite_order_d1-16
loadout = YOURFACTION_FALCON
level = d16
ship_archetype = ge_fighter5 <–-type of ship
pilot = khayman <— i made my own pilot
state_graph = FIGHTER
npc_class = lawful, class_fighter, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11, d12, d13, d14, d15, d16[NPCShipArch]
nickname = fc_YOURFACTION_elite_order_d17-19
loadout = khayman
level = d19
ship_archetype = ge_fighter7 <–-type of ship
pilot = khayman
state_graph = FIGHTER
npc_class = lawful, class_fighter, d17, d18, d19Loadouts.ini
[Loadout]
nickname = YOURFACTION_FALCON
archetype = ge_fighter5
equip = ge_oe_engine_01
equip = npc_shield01_mark07, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_04, HpThruster01
equip = armor_scale_11
equip = special_nomad_gun03, HpWeapon01
equip = special_nomad_gun03, HpWeapon02
equip = gd_gm_gun01_mark02, HpWeapon03
equip = gd_gm_gun01_mark01, HpWeapon04
equip = missile01_mark03, HpWeapon05
cargo = missile01_mark03_ammo, 20
equip = gd_gm_turret01_mark02, HpTurret01
equip = cruise_disruptor01_mark01, HpTorpedo01
cargo = cruise_disruptor01_mark01_ammo, 5
equip = mine02_mark05, HpMine01
cargo = mine02_mark05_ammo, 2
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallOrange, HpRunningLight01
equip = SlowSmallOrange, HpRunningLight02
equip = SlowSmallOrange, HpRunningLight03
equip = SlowSmallOrange, HpRunningLight04
equip = SlowSmallOrange, HpRunningLight05
equip = SlowSmallOrange, HpRunningLight06
equip = SlowSmallOrange, HpRunningLight07
equip = SlowSmallOrange, HpRunningLight08
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = contrail01, HpContrail03
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02[Loadout]
nickname = khayman
archetype = ge_fighter7
equip = ge_oe_engine_01
equip = npc_shield01_mark10, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_04, HpThruster01
equip = armor_scale_11
equip = special_nomad_gun02, HpWeapon01
equip = special_nomad_gun02, HpWeapon02
equip = special_nomad_gun01, HpWeapon03
equip = special_nomad_gun01, HpWeapon04
equip = missile01_mark05, HpWeapon05
cargo = missile01_mark05_ammo, 50
equip = fc_c_gun02_mark03, HpWeapon06
equip = gd_gm_turret01_mark03, HpTurret01
equip = cruise_disruptor01_mark02, HpTorpedo01
cargo = cruise_disruptor01_mark02_ammo, 5
equip = mine02_mark04, HpMine01
cargo = mine02_mark04_ammo, 2
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
cargo = ge_s_repair_01, 93
cargo = ge_s_battery_01, 93
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallOrange, HpRunningLight01
equip = SlowSmallOrange, HpRunningLight02
equip = SlowSmallOrange, HpRunningLight03
equip = SlowSmallOrange, HpRunningLight04
equip = SlowSmallOrange, HpRunningLight05
equip = SlowSmallOrange, HpRunningLight06
equip = SlowSmallOrange, HpRunningLight07
equip = SlowSmallOrange, HpRunningLight08
equip = SlowSmallOrange, HpRunningLight09
equip = SlowSmallOrange, HpRunningLight10
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = contrail01, HpContrail03
equip = contrail01, HpContrail04
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02system.ini
[EncounterParameters]
nickname = area_fugitive <–-new encounter i made
filename = missions\encounters\area_fugitive.ini[EncounterParameters]
nickname = area_fugitive2 <–-same as above
filename = missions\encounters\area_fugitive2.ini[Zone]
nickname = Zone_St01_pop_ambient_02
pos = 41789, 0, -18712
rotate = 0, 0, 0
shape = SPHERE
size = 24518
comment = Ambient Pop
sort = 51
toughness = 19
density = 24
repop_time = 25
max_battle_size = 24
pop_type = Background
relief_time = 35
population_additive = false
faction_weight = fc_YOURFACTION_grp, 1
encounter = area_fugitive, 16, 0.100000 <– LEVEL 16 SHIPS
faction = fc_YOURFACTION_grp, 0.800000
encounter = area_fugitive2, 19, 0.100000 <-- LEVEL 19 SHIPS
faction = fc_YOURFACTION_grp, 0.800000hope that helps you…
or try XTS-Advanced Battleship Encounters V2.1 made by {cat}Deathscythe.
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faction_weight = fc_YOURFACTION_grp, 1
encounter = area_fugitive, 16, 0.100000 <– LEVEL 16 SHIPS
faction = fc_YOURFACTION_grp, 0.800000
encounter = area_fugitive2, 19, 0.100000 <-- LEVEL 19 SHIPS
faction = fc_YOURFACTION_grp, 0.800000change that to…
faction_weight = fc_YOURFACTION_grp, 1
encounter = area_fugitive, 16, 0.500000 <– LEVEL 16 SHIPS
faction = fc_YOURFACTION_grp, 1.000000
encounter = area_fugitive2, 19, 0.500000 <-- LEVEL 19 SHIPS
faction = fc_YOURFACTION_grp, 1.000000see if thats better… other than that… use the DB error scanner to check your loadouts against your .cmp’s… wrong loadouts can sometimes cause the engine to choke or just crash on spawn…
good luck
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Not really helpful to your problem, but since Xarian brought it up…
faction_weight is not used, so ignore it (I deleted them all for JFLP). The other values use what is called a “weighted_vector”. This means the probability is taken relative to the total, so both set of values mean the same thing (although perhaps yours don’t mean what you think they do). In particular, if you want to choose evenly between three groups, you’re better off using 0.33 three times, than making one 0.34 to total 1.00. Indeed, you could even just use 1 three times to better show they have the same probability. Then if you wanted one of them to occur twice as often as the other two, you could just use 1/1/2 rather than 0.25/0.25/0.5. (At least, that’s what I infer from looking at the disassembly; perhaps I’m wrong in practice.)