How to add NPCs or (AI ships) at the Single Player???
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Chips wrote:
<snip>I have never tried it, it may cause issues, but LOGICALLY if they changed the bold bits above,</snip>
If I had to remove all the NPC ships from a mod, I would simply remove all NPC ship entries from Faction_Prop.ini. Safe and efficient, and not much work, relatively speaking. (And then, if I’d find my mod too large (and if I had help) I might remove all encounter zones from every star system.)
Anyway, I’d be surprised if someone achieved this by modifying all the encounter files.
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Moonhead wrote:
Chips wrote:
<snip>I have never tried it, it may cause issues, but LOGICALLY if they changed the bold bits above,</snip>
If I had to remove all the NPC ships from a mod, I would simply remove all NPC ship entries from Faction_Prop.ini. Safe and efficient, and not much work, relatively speaking. (And then, if I’d find my mod too large (and if I had help) I might remove all encounter zones from every star system.)
Anyway, I’d be surprised if someone achieved this by modifying all the encounter files.
No idea why I am explaining - but I simply thought that if the game goes “encounter here for this faction… wait, you’ve got no entry for ships” may not be stable.
However, I don’t really know, or pretend to know, how the game handles things - so such a method seems like a potential instability to me . However, if you’ve done this and it’s a sure-fire stable method, then great, I learn something new
It is potentially all irrelevant as the guy isn’t saying what the mod is, or linking to it, so who knows what the heck has been done. There may be no factions… or they may have left patrols in but removed ambient populations - something for which I don’t think your faction_prop editing will allow but is a distinct possiblity.
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@ Chips: no I didn’t test it either. Wouldn’t know if it would cause instability. Possibly.
Indeed: hard to say anything if we don’t know what the modders did. Must have had lots of players if they could do without NPCs. Or really love serenity, tranquility and piece.
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What mod is causing all those problems, you 'r talking about?
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Heres a 3rd “possiblity” to throw the cat amongst the pigeons:
in single player or multiplayer scripting you can turn off/on npc in the mission files. (i very much doubt this is your problem, but just in case)
Act_RandomPop = false/true (turn off/on randompop npc)
Act_RPopTLAttacksEnabled = false/true (turn off/on tradelane attacking npc).Theres a few more too, these are just off the top of my head. Like i said this probably isnt your solution because whichever mod you are using also has a server. Just thought it maybe interesting for people to know.
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khayman wrote:
Heres a 3rd “possiblity” to throw the cat amongst the pigeons:in single player or multiplayer scripting you can turn off/on npc in the mission files. (i very much doubt this is your problem, but just in case)
Act_RandomPop = false/true (turn off/on randompop npc)
Act_RPopTLAttacksEnabled = false/true (turn off/on tradelane attacking npc).Theres a few more too, these are just off the top of my head. Like i said this probably isnt your solution because whichever mod you are using also has a server. Just thought it maybe interesting for people to know.
It is interesting
However, only whilst the storyline lasts? Also, only in system currently stated in the mission? Or does it mean during that mission, irrespective of what/which systems you go to, the population is going to be disabled. -
Just tested in MP,
all npc are gone from every system while the mission is running and when:
Act_ChangeState = SUCCEED
happens, the random pop returns.
Jump holes/gates and any reputation changes stay as they are tho.
So, if your mission unlocks say, the jumpgate to alaska.
It will still be unlocked for that character after the mission. -
@ Chips
Are/were you a part of the Freeworlds Development Team? The Star Wars Mod?
Cause if you are/were, maybe you know/knew about the NPCs that had been removed because the NPCs made the online server LAG.
This is the MOD that I am telling about were NPCs had been removed.
But I would like the NPCs back at my game and play only Single Player. And I will not use it on Online server.
Cause I saw your name on the Freeworlds MOD. And you were assign to the NPCs.
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Hmm, maybe I offered to help once, but I honestly would think this would have been back when Freeworlds was first initiated in (I thought) 2004/2005. I don’t think I remember doing anything though - so if I am mentioned I am sure it is a very very undeserving mention!
Visited their dev site, love it, although I’m not sure they were aware of the Ringworld by Giskard when Qi made the Kuat shipyards…but this is a comment without seeing
I haven’t downloaded their last mod to sneak a peek…technically it is always possible to populate, but just how much work is required is unknown - which version do you have?
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This is a rather silly topic…
I find problem in the fact they had to take the NPC’s out due to lag… um… yeah… anyone else with me there…??
Now that said… It’s either going to be a quick fix… OR A VERRRRRYYYY LONG ONE, even if you strike lucky with it (maybe) being the faction_props.ini your still going to have to verify each NPC ship/loadout… the lot… or risk some serious crashes… IMO… your better taking the “blank slate” approach to that mod… and making some new NPC’s to shoot… even just 1 will give u an idea of what point the edit was made to kill the rest.
Im still shaking my head about the lag/npc statement though… wow that must have been a really slow server box
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@ Wolfie
I am talking about the NPCs from the Freeworlds - Tides of War.
Can’t you read our post?
I want to add back the " NPC SHIPS ". Because the makers/modders who made it had removed the NPCs.
So if you knew how to add the NPC ships back, then maybe you have any informations on how to bring it back at the game.
Thanks.
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@ Xarian_Prime
Yes. I knew that it makes the server to lag.
But I didn’t mean to play it online via internet global server list.
Instead, I am going to play it as single player ONLY.
Because it is boring that the NPCs are not roaming the sector/system.
That it is why I am asking how to add them back.
And it is not silly to ask this question. Because at Freeworlds 18.2, the NPCs are added in the game.
So if your team had added them before, your team and also you knew how to add the NPCs’ ships that roam around the Galaxy.
So if you are part of the Freeworlds team, can you please tell me what are the files that had removed the NPCs - The files that had been altered to remove the NPCs?
Thanks very much if you will help me on this. PLEASE.
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@ Chips
Sorry to tell you this or to remind this to you. If there was any problem with them, I am really very sorry.
I just really want to know what were the files that had been removed the NPCs at the game. Cause it is really boring without any ships roaming around.
So I am giving you the website to where to download the .zip/.zip.flmod files of the versions they have done.
On Freeworlds 18.2 - there ARE NPCs roaming around.
But On Freeworlds 18.60 and onwards - there are NO NPCs anymore that roam around.
But currently I updated mine to 18.70. Cause on 18.60 file folder, there is an auto updater.
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These are the websites:For Freeworlds 18.2:
http://www.strategyinformer.com/pc/freelancer/mod/21916.htmlFor Freeworlds-TOW 18.60:
http://www.filefront.com/15503375/FW-18.60.zip.flmod/Just change the ( .zip.flmod ) to ( .zip ) only and extract the .zip files and compare them both.
Thanks.
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@ Chips and to anyone
Please help us and me that whoever knew how to ADD again the NPCs at the single player mode. Cause the MOD I am playing removed the NPCs. So I want to add them again at the game. People please help. Thanks.
Chips do you have already the Freeworlds’ 18.2 and 18.60 files?
Chips did you already compared it?
Chips so how is the NPC will be added at the game again?
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Your best bet would be to go here and ask…