Encounter does not appear in zone
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Well, I don’t know about the loadout hypothesis, the ships show up just fine if you change the encounter to area_scout instead of area_defend.
And regarding the base distance, these encounters are supposed to take place around planet toledo, so I don’t think base distance is an issue either.
I may just have to live with the level 15s showing up as area_scouts and the level 19s showing up as area_defends
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area_defend also works without any base nearby.
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So, I thought I had a handle on encounters, but this one is just not working. I want the Order to have a formation with a repair ship escorted by fighters. The formation should be just like area_trade_armored except where the ge_armored would be, there would be a ge_repair instead.
I copied the area_trade_armored encounter for this purpose and renamed it area_repair_escort.ini. I was originally going to have ship_by_class = 1, 1, sc_repairs but that wasn’t working, so I changed the NPCShip parameter from class_repairs to class_armored.
Well, anyway, the encounter isn’t spawning despite me having it at 90% probability for encounter. Can someone steer me right?
Thx.
From New File: area_repair_escort.ini in MISSIONS/ENCOUNTERS
[EncounterFormation] ship_by_class = 1, 1, sc_armoreds <== for repair ship ge_repair pilot_job = armored_job ship_by_class = 1, 1, sc_fighters pilot_job = escort_leader_job ship_by_class = 2, 3, sc_fighters, -1 pilot_job = escort_job formation = gunboats behavior = wander arrival = all allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = infinite [Creation] permutation = 0, 5
New Ships Added to: NPCShips.ini
[NPCShipArch] nickname = fc_or_elite_d15-17 loadout = fc_or_elite_loadout level = d15 ship_archetype = or_elite pilot = pilot_order_hard state_graph = FIGHTER npc_class = unlawful, class_fighter, d15, d16, d17 [NPCShipArch] nickname = fc_or_elite2_d18 loadout = fc_or_elite2_loadout level = d18 ship_archetype = or_elite_msn01 pilot = pilot_order_hard state_graph = FIGHTER npc_class = unlawful, class_fighter, d18 [NPCShipArch] nickname = fc_or_elite2_d19 loadout = fc_or_elite2_loadout level = d19 ship_archetype = or_elite_msn01 pilot = pilot_order_ace state_graph = FIGHTER npc_class = unlawful, class_fighter, d19 (changed repair ship from sc_repairs to sc_armored (above) because I know that area_trade_armored works like I want it to) [NPCShipArch] nickname = fc_or_repair_d1-19 level = d4 loadout = fc_or_repair_loadout_flu ship_archetype = ge_repair state_graph = TRANSPORT pilot = transport_ace npc_class = unlawful, class_armored, d1, ..., d19 (shortened for the sake of brevity)
Added ships and formations to faction_prop.ini
[FactionProps] affiliation = fc_or_grp legality = unlawful nickname_plurality = singular msg_id_prefix = gcs_refer_faction_fc_or jump_preference = jumphole npc_ship = fc_or_elite_d15-17 npc_ship = fc_or_elite2_d18 npc_ship = fc_or_elite2_d19 npcship = fc_or_repair_d1-19 <== here it is 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 firstname_male = 226608, 226741 lastname = 227008, 227307 rank_desig = 197128, 197129, 197130, 10, 15 formation_desig = 197808, 197820 formation = fighters, fighter_basic formation = freighters, freighter_basic formation = freighters2, freighter2_basic formation = gunboats, armored_basic <== and the formation
loadout for repair ship added to loadouts.ini: SHIPS\loadouts.ini
[Loadout] nickname = fc_or_repair_loadout_flu archetype = ge_repair equip = ge_rpr_engine_01 equip = infinite_power equip = ge_s_scanner_02 equip = armor_scale_-5 equip = fc_or_gun01_mark03, HpWeapon03 equip = fc_or_turret01_mark02, HpTurret01 equip = fc_or_turret01_mark02, HpTurret02 equip = fc_or_turret01_mark02, HpTurret03 equip = LargeWhiteSpecial, HpHeadlight equip = SlowMediumWhite, HpRunningLight01 equip = SlowMediumWhite, HpRunningLight02 equip = SlowMediumWhite, HpRunningLight03 equip = SlowMediumWhite, HpRunningLight04 equip = SlowMediumWhite, HpRunningLight05 equip = SlowMediumWhite, HpRunningLight06
From the system.ini: St04.ini
[EncounterParameters] nickname = area_repair_escort filename = missions\encounters\area_repair_escort.ini [Zone] nickname = Zone_St04_pop_ambient_01 pos = 21765, 0, 27411 rotate = 0, 18, 0 shape = ELLIPSOID size = 13135, 6065, 6065 sort = 51 toughness = 19 density = 3 repop_time = 25 max_battle_size = 4 pop_type = Background relief_time = 35 population_additive = True faction_weight = fc_or_grp, 1 encounter = area_repair_escort, 19, 0.9 <== no show faction = fc_or_grp, 1 [Zone] nickname = Zone_St04_pop_ambient_02 pos = -11626, 0, 15922 rotate = 0, 19, 0 shape = ELLIPSOID size = 17041, 7665, 7665 sort = 51 toughness = 19 density = 3 repop_time = 25 max_battle_size = 4 pop_type = Background relief_time = 35 population_additive = True faction_weight = fc_or_grp, 1 encounter = area_repair_escort, 19, 0.9 <= no show faction = fc_or_grp, 1
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I changed the level of the repair ship to d19 from d4, that didn’t help.
I also changed the encounter from area_repair_escort to area_trade_armored and that didn’t work either
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sobs…
After spending hours trying to figure this out, here it is:
[FactionProps]
affiliation = fc_or_grp
legality = unlawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_fc_or
jump_preference = jumphole
npc_ship = fc_or_elite_d15-17
npc_ship = fc_or_elite2_d18
npc_ship = fc_or_elite2_d19
npcship = fc_or_repair_d1-19 <== Just a little typo …I don’t know how you modding gods ever keep track of all this stuff. My hat is off to all of you who get it right the first time.
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encounter = area_repair_escort, 19, 0.9 <= no show
faction = fc_or_grp, 1Make it lvl 4, that’s what your file has… or make it lvl 19 here:
[NPCShipArch]
nickname = fc_or_repair_d1-19
level = d4
loadout = fc_or_repair_loadout_flu
ship_archetype = ge_repair
state_graph = TRANSPORT
pilot = transport_ace
npc_class = unlawful, class_armored, d1, …, d19 (shortened for the sake of brevity)Honestly, Liberty have working repairs, so you should literally be able to copy/paste theirs instead (so whatever npc_ship entry they have in the faction_prop is pasted into the orders part, and ensure that the right formations or whatever else is included too
formation = fighters, fighter_basic
formation = freighters, freighter_basic
formation = freighters2, freighter2_basic
formation = gunboats, armored_basicThe rest would be correctly entered, just find what “lvl” they are in the npcships.ini file. You can make duplicate entries, and then rename the nicknames for order instead, therefore allowing altered loadouts (order specific ones) and better pilots etc.
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Yeah, I had already corrected that d4 vs d19 issue and that didn’t help.
I had the npc_ship entry in faction_prop.ini spelled npcships. Once I fixed that, the problem went away.
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So is everything fixed? I’m afraid I’ve no clue what the issue is any more, or even if there is one Don’t know if the original problem still exists, whether it was solved - and if so, what the solution was.
Assuming you’ve now got repairs showing up from your above post though -
Yes, the problem is fixed. What I did was to copy all of the relevant parts of this particular edit to a single document and then printed it out and looked at it line by line over dinner… (my wife hates it when I do that)
Double-checking that references were associated properly, and referenced properly, and in all of the appropriate sections. Everything looked like it should work.I started flagging each entry and drawing lines from section to section where each entry belonged and that’s finally when I noticed that I forgot the underscore on the appropriate npc_ship entry. Once I fixed that, everything worked as expected.