Faction issue
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Greets,
I’ve got a little problem with a faction I made.
This is an “fc” tagged faction for robots (fc_rb_grp) and I set the value to -0.65 against nomads in initialworld.ini (fc_n_grp). The problem is: they don’t attack each other.New faction is defined in: initialworld.ini, empathy.ini, m13.ini, newplayer.fl. Robots appear right according to the rest of the files like factionprop.ini, loadouts.ini, npcships.ini.
I checked the files via Error Checker and FL-Split, no errors have been found.
I started new game, no ctds, no bugs except this “non-attack” issue.This is my first attempt to add new faction I may forgot to define something.
~D
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Been a while since I looked at factions/encounters, you refer to faction_prop.ini, npcships.ini and loadouts.ini but did you create entries in these files?
Missions/faction_prop.ini (the faction ships are listed here)
the ships referenced above are detailed here
Missions/npcships.ini
and the loadouts here
Data/Ships/loadouts
The other area to consider is the type of encounter they are called up in area_assault and area_defend would be the usual ones and sometimes area_scout, remember Nomads have their own area_Nomads encounter.
The type of pilot called up in npc ships can also have an effect e.g. a cargo ship will have pilot_freighter_easy in an encounter the cargo ship will try a run leaving the fighter escort behind.
It might be worth making a new Nomad faction for your mod as the original one is part of the SP campaign I know the mod I worked on several years ago had new versions of the campaign factions like the Order, Rheinland Navy etc.
List some of the system encounters involving the factions so we can have a look and see if the issue is there.
CK256
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@CK:
I listed all files above you ask (loadouts, and the rest). Without them npcs wouldn’t appear in game and got ctd. As I mentioned above the new faction appear in order they just don’t fight.
Nomads faction has it’s entry with proper values and they do fight against vanilla factions without regards their tag (fc, gd, and so on). * I forget to tell it is an opensp mod. The values in initialworld.ini define the behavior. I have proper values checked by programs I mentioned above. (Anyway if you retype something like values or make typos you got ctd at once Fl-Split shows this sort of errors).The other area to consider is the type of encounter they are called up in area_assault and area_defend would be the usual ones and sometimes area_scout, remember Nomads have their own area_Nomads encounter.
I have area_assault and area_defend encounters and both type work with vanilla factions.
The type of pilot called up in npc ships can also have an effect e.g. a cargo ship will have pilot_freighter_easy in an encounter the cargo ship will try a run leaving the fighter escort behind.
I have very dour fighters against nomads they won’t leave. All pilots defined as “ace”. I also have freighters in that area but they also don’t leave/escape, nomads simply ignore them.
The only thing I can imagine this bug might be connected to jflp patches, so I try to summon adoxa.
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Not corrupted exactly, it’s just that initialworld.ini is copied into the save
Yes indeed. I opened with save editor, new faction wasn’t there. I don’t get why autosave and restart cannot recognize new inputs when starting new game though.
If I start new game and save after docking that would be the new autosave too, so it’s quite weird.old save wouldn’t have had your new faction
It has, even old saves without having new faction could handle this by adding automatically neutral (0) value to the faction but initialworld has to contain that (also newplayer.fl and the rest have to), saves don’t. In this case there is no need to start new game.