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NPCs violating cardinal rule of driving…

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  • R Offline
    R Offline
    robocop Historic Supporter
    wrote on global:last_edited_by,
    #1

    I have an encounter in my St01 system (area_trade_armored, co_me_grp (dse) level 19).

    I’ll be sitting in space outside the planet in the encounter zone and the fighters will pop up superimposed upon each other and they won’t move. When he taught me to drive, my father taught me that two vehicles cannot occupy the same space at the same time. Bad things usually result. Obviously these pilots went to a different school…

    Also, the armored transports, when they do appear, do not have escorts. The transports and the fighters seem to be independent of each other.

    I did add level 19 pilots to the faction.

    What else am I missing and what could be the solution?

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  • S Offline
    S Offline
    StarTrader Historic Supporter
    wrote on global:last_edited_by,
    #2

    Sounds funny to see 😉

    As you might know, co_me_grp does not have armored transports in vanilla, so if you have added them then…

    Check out in your zone in your system’s .ini file:
    density =
    max_battle_size =
    pop_type =
    and
    density_restriction =

    Also in the faction_prop.ini check that your co_me_grp faction has armored transports e.g.
    npc_ship = li_p_ge_armored_d2 or your own one and that this name exists in npcships.ini with
    npc_class = lawful, class_armored, d19 (or d1, d2, d3, etc to d19) and
    formation = gunboats, armored_basic (or one of the other armored_xx_x formations or your own one, and that this exists in formations.ini)

    And check that your area_trade_armored encounter has
    formation_by_class = gunboats
    and includes one escort fighter leader and fighter wingmen if you want them.

    Shooting blind here but hope I gave you a clue or two. 😉

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  • R Offline
    R Offline
    robocop Historic Supporter
    wrote on global:last_edited_by,
    #3

    I think this: formation = gunboats, armored_basic did the trick. Spawns are correct now and a content.dll error I was seeing seems to have disappeared.

    Thanks much.

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  • S Offline
    S Offline
    StarTrader Historic Supporter
    wrote on global:last_edited_by,
    #4

    Well done, glad to help.

    1 Reply Last reply
    0
  • R Offline
    R Offline
    robocop Historic Supporter
    wrote on global:last_edited_by,
    #5

    'nuther quick question…
    Some NPCs NEVER land on the planet. Does anyone know if NPCs have to be friendly to the planet faction in order to land there? They cruise past but never land.

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  • M Offline
    M Offline
    mknote
    wrote on global:last_edited_by,
    #6

    Are they defined in the mbases.ini to be on the base?

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  • R Offline
    R Offline
    robocop Historic Supporter
    wrote on global:last_edited_by,
    #7

    umm… no.
    I didn’t even consider that.
    Thanks for giving me something to work on.

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    0
  • ? Offline
    ? Offline
    Guest
    wrote on global:last_edited_by,
    #8

    Being friendly, yes and they have to have an entry in mbase or otherwise they just sail on by. Have a look at manhattan’s entry in mbase, the first one. That’s why all those npc entries are there. You don’t physically have to put a guy on the base but you still need something like this,

    [BaseFaction]
    faction = li_p_grp
    weight = 30

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  • R Offline
    R Offline
    robocop Historic Supporter
    wrote on global:last_edited_by,
    #9

    Thanks much. I’m testing now.
    I did actually add an NPC to the bar. Good to know I don’t have to.

    R

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