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Zone population |
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Just can't stay away
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Hi all,
Could someone tells me what is the "Sort", and "Relief Time" in the Zone Population window? An the other problem is, npcs dont want to dock with their stations, is there any solution to set that? One more query: pirates and unlawful factions dont attack the tradelanes, they dock with them. How can i set the attack? Thanks in advance,
Posted on: 2009/7/2 20:40
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Re: Zone population |
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Home away from home
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Sort is generally used to determine signifcance of encounters. The lower the sort value, the higher the priority. If you look at FL's vanilla encounters, you will see they have them something like this (going from memory): Jumpgates/Jumpholes, Bases, Tradelanes, ambient, background, and then patrols. Ideally you should have your encounters set up as such, the smaller the encounter zone, the lower the sort (which gives them higher priority).
In regards to npcs wanting to dock with their station. Only encounters with behavior = trade or patrols dock at npc bases. To ensure this happens, however, you need to ensure they are listed as a [BaseFaction] in the appliciable bases in the mbases.ini. I hope this helps...
Posted on: 2009/7/2 21:07
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Re: Zone population |
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Quote:
Thanks Forsaken. Well, i have a liberty rogue base, and i assigned traders from its faction, for any reason, they dont dock also, but i will check this mbases.ini. In regards to your tutorial, i suppose only patrols attack tradelanes of any hostile factions, if i just mark a population zone they will dock with them. One more thing, this "Relief Time" what i dont know what does it mean, if you can explain i'd appreciate that.
Posted on: 2009/7/3 6:23
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Re: Zone population |
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Relief time is simply time between spawning NPCs in that specific zone.
Posted on: 2009/7/3 6:27
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Re: Zone population |
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I thought thats the "Repop Time".... then whats the repop time? ![]()
Posted on: 2009/7/3 6:37
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Re: Zone population |
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If I remember right "repop_time" is the time from when you enter the zone to the enocunter will start and "relief_time" is the time between two encounters in that zone...
Posted on: 2009/7/3 7:04
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Re: Zone population |
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Quote:
Thanks!
Posted on: 2009/7/3 7:24
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Re: Zone population |
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Quite a regular
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No problem m8...
However when you enter a new system, undock from a planet or a base right into an encounter zone "Repop_time" will be ignored sometimes and my guess is there's no way to remove that until someone finds the right exe hack against it...
Posted on: 2009/7/3 7:33
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Re: Zone population |
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Just can't stay away
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This patrol setting is a bit weird in FLe. When i draw a line for a patrol i can set its preferences, but it appears on red line not blue as the others (originals). If i make a patrol route from a station and back by 3-4 patrol lines each, doest it matter if the lines dont connect properly?
Thanks in advance,
Posted on: 2009/7/3 9:48
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Re: Zone population |
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2008/3/11 16:11 From Belarus, Minsk
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Quote:
From Buck Danny's "trying to understand encounters.pdf" tutorial, can be found on the-starport. As it contains some minor mistakes, see also my post about density parameter in tutorials forum and offsets in "Dev's Limit Breaking 101 Techniques" topic for some info about npc behaviour. To Forsaken: About that sort value... so if I have 2 popzones(the smaller is inside the bigger one) and none of them has population_additive = false line, then if a smaller zone has lower sort parameter, only encounter of this zone will be spawned while the ship is in it's borders??
Posted on: 2009/7/3 9:54
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Re: Zone population |
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Quote: Relief_time. this dertermines the latest moment that a spawned encounter is going to dissappear. This part isn't correct... I have zones where repop_time is much larger than relief_time! Also I'm very sure that relief_time is the time between two encounters in the same zone as I've just tested it out to be sure!
Posted on: 2009/7/3 10:10
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Re: Zone population |
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Just can't stay away
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Relief_time - after everything is destroyed - the moment first ships start to spawn
anyway, repop_time - time between encounters are spawned. though it all needs testing. the reason it yasn't been retested yet is that these parameters are not that important.
Posted on: 2009/7/3 10:24
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Re: Zone population |
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That depends on what you want to do m8...
![]() I have encounters where I set the chance for it to start to 1% however as soon as I hit the zone (a nebula) it would almost spawn instantly 8 ot of 10 times! So those values are important if you want to make rare encounters...
Posted on: 2009/7/3 10:35
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Re: Zone population |
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the chance of encounter is important in this case.
also allow_simultanious_creation = no line and playing with shipclasses. And what do you want to do??? 'cos I also encountered a problem of making rare encounters.
Posted on: 2009/7/3 11:31
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Re: Zone population |
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Quite a regular
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If you can wait until later I'll post the code for one of mine which works allright m8...
I've been up for over 30 hours now and almost spent them all fixing a friends pute and modding... lol
Posted on: 2009/7/3 11:33
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