Need help: gunboats don't fly
-
Have you added
[EncounterParameters]
nickname = area_gunboats
filename = missions\encounters\area_gunboats.ini
in your system ini? -
If I had 2 guess:
Nova wrote:
faction_prop.ini
[FactionProps]
affiliation = fc_n_grp
……
formation = fighters, fighter_guild
formation = gunboats, armored_basicsystem ini:
[Zone]
nickname = Zone_HI04_pop_ambient_01
……
encounter = area_gunboats, 19, 1.000000
faction = fc_n_grp, 1.000000
… -
That has nothing to do.
In the encouter area_gunboats, the formation name is gunboats.
In the faction prop of the Nomads is given, that gunboats = amored basic. So it uses amored basic formation for gunboats. -
Do you have any other zones in that system? It’s an ambient pop zone and I think other zone types usually take priority over them. Normally you would make an ambient pop zone like that pretty large so that it covers a whole system or asteroid field etc, use smaller zones around bases such as single base law etc. When you leave the area of a base or gate the ambient pop then becomes active.
Try adding a different faction and encounter, one you haven’t modded to the zone and see if it spawns. Use a simple area_scout encounter, should tell you straight away if it’s the zone or something you’ve modded.
-
These inis don’t exist.
Did you try to remove some equipment in the loadouts.ini?
Maybe there is an error. -
Skotty. wrote:
Did you try to remove some equipment in the loadouts.ini?
Maybe there is an error.Loadouts.ini:
[Loadout]
nickname = mod_no_gunboat
archetype = no_gunboat
equip = ge_ng_engine_01
equip = ge_s_scanner_02
equip = nomad_gun01_mark03, Hp_1_01
…
equip = nomad_gun01_mark03, Hp_1_06
equip = cloak_nomad_gunboat, HpCloak01Nothing special
-
Haha! Cloak! THANKS!!!
-
Hehe yes cloak. So the ships were the whole time there, but invisible.