Are the Nomads experimenting in capitalism?
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That’s correct.
There is an entry for fc_n_grp in commodities_per_faction.ini but other than the section and the faction, those entries are empty.[FactionGood]
faction = fc_n_grp[FactionGood]
faction = gd_im_grp
MarketGood = commodity_beryllium
etc.
etc.
etc. -
Then the only other place to check would be in randommissions/rmlootinfo.
See if the nomads are attached to any loot drops in that file.
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robocop wrote:
edit: Checked lootprops.ini, no changes were made to that file but I do see what you’re talking about regarding the toughness level. Any ideas what might be causing those drops when the ships don’t even have the cargo on board?Now you know why it’s called phantom loot. I noticed this when I was testing out something else - scanning Corsairs to see what cargo they had, which was none, but they were still dropping stuff. I guess one of the other changes has caused this to work with the Nomads.
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rmlootinfo is clean for nomads
commodities_per_faction is clean for nomads
all loadouts are clean for nomadsStill looking for a cause.
Do you suppose changing fc_n_no_fighter_d19 from FIGHTER to class_fighter might’ve done it?
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The answer is at the bottom of Lootprops.ini. An entry like this:
[PhantomLoot]
nickname = commodity_pharm
toughness_range = 10, 10
percent_chance = 5.980000
num_to_drop = 7, 10means that ANY npc level 10 will drop it when killed. All of the commodities you listed in your first post exist in this phantomloot.
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Exactly. Nomads have never dropped any loot that wasn’t in their loadout. Now for the last couple months apparently they do. I’m still trying to figure out why.
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Well it’s not the changing of the class from FIGHTERS to class_fighter. I restored that back to normal and it’s still doing it. I suppose a down and dirty way of fixing it would be to remove the level 19 commodities from phantomloot, but that doesn’t identify the disease, it only treats the symptoms.
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Noticed something else odd as well.
In all other cases, loot dies very shortly after there are no players in the vicinity. Usually scanner range. The loot spawned by the nomads in the unknown systems remains for hours after the last player leaves or logs out of the system. -
It occurred to me that perhaps the Nomads are doing it because I did the exe hack to have them show up on the replist. That doesn’t explain why the dropped loot doesn’t ‘lifetime’ out though. Continuing to search for the answers…
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Went through my notes and checked the content.dll file and yes indeed I had implemented Adoxa’s hack that permitted nomad missions and also the hack that allowed Nomads to drop phantomloot. Removed that little edit and all seems to be working properly.
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Or not…
When killing randomly appearing nomads, they don’t seem to drop loot. When killing them in a mission against them, they drop regens even though there are no regens listed in any of the loadouts.Is this a quirk of the missions code? The content.dll file is edited with the following edits:
0x518C7(h) 34->00 allow fc_n_grp for randommissions (part1) ~Adoxa
0x519B7(h) 34->00 allow fc_n_grp for randommissions (part2) ~AdoxaThe edit to allow fc_n_grp to drop phantomloot has not been added.
Something I have to live with?
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That is because there is a generic entry in the beginning of the file, e.g.
[RMBonusLoot]
archetype = ge_s_battery_01
num_to_drop = 3, 8
faction = all
difficulty_range = 0, 100
weight = 3used for all factions.
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Awesome. So all I have to do is change the faction = all line to faction = (all factions except fc_n_grp) and I should be gtg.
Thanks much