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Re: Higher rank missions |
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Disregarding formulas for a moment, I notice that the last two entries in Diff2Money are using commas instead of decimals.
Could that be part of the problem? Diff2Money = 136,986301, 642369 Diff2Money = 187,005000, 835079
Posted on: 2011/2/20 14:30
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Gun control is like fighting drunk driving by making it harder for sober people to buy a car... | ||||
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Re: Higher rank missions |
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In my opinion is most importent NpcRankToDiff.ini and there difference between minimum and maximum on one line. It's hard to describe it....
If we look at original setting... Code: [RankAndFormationSizeToDifficulty] You know that maximum of difference is 100. If you write more that 100 it wouldn't work. So you must move maximum difference to higher rank that 19. It work as complex whole. If you set maximum difference to rank 14 server will think that it is the best what he have and sent it to mission as the best of the best. The balance between each other is important too. There isn't one but many operational settings that work. It only depends on what you want. You must try it... Play with setting and test it. I must redone setting totally five times! EDIT: Size of numbers is also important too For example i post one of my work. This work good but it is not 100%... It's designed for missions with many NPC... Code:
Results: mise($) - rank - numbers(in waves) 44.000 - 1 - 1 x 2 + 3 x 3 55.000 - 7 - 4 x 4 85.000 - 14 - 3 x 2 115.000 - 7/14 - 1 x 2 (14) + 3 x 2 (7) 180.000 - 7/14 - 1 x 4 (17) + 1 x 3 (14) 180.000 - 7 - 2 x 4 195.000 - 7/17 - 1 x 4 (7) + 1 x 2 (17) 200.000 - 14/19 - 1 x 4 (17) + 1 x 2 (19) 210.000 - 7 - 4 x 4 245.000 - 5 - 2 x 4 310.000 - 14 - 4 x 4 495.000 - 17/23/25 - 1 x 2 (23) + 1 x 4 (17) + 1 x 2 (25) 580.000 - 17/23 - 2 x 5 (17) + 1 x 3 (23) 620.000 - 23/25 - 1 x 3 (25) + 1 x 3 (23) 740.000 - 23 - 2 x 4 800.000 - 19/23 - 3 x 4 (19) + 1 x 3 (25) 870.000 - 19/23 - 1 x 7 (19) + 1 x 5 (23) 940.000 - 19 - 4 x 4 1.150.000 - 23/25 - 2 x 7 (23) + 1 x 1 (25) 1.400.000 - 23 - 2 X 6 1.500.000 - 23 - 2 x 8 1.700.000 - 25 - 2 x 8 1.900.000 - 19/23/25 - 2 x 5 (23) + 1 x 5 (25) + 1 x 7 (19) 1.950.000 - 25 - 2 x 8 1.950.000 - 23/25 - 2 x 5 (23) + 2 x 5 (25) 2.150.000 - 19/23/25 - 2 x 6 (25) + 1 x 8 (19) + 1 x 6 (23) 2.300.000 - 25 - 2 x 7 2.650.000 - 23/25 - 2 x 6 (23) + 2 x 6 (25) 2.700.000 - 19/25 - 3 x 5 (25) + 1 x 7 (19) 2.850.000 - 23/25 - 2 x 7 (23) + 2 x 7 (25) 3.000.000 - 23 - 4 x 6 3.200.000 - 23/25 - 3 x 6 (23) + 1 x 7 (25) 3.250.000 - 23 - 1 x 8 + 1 x 7 + 1 x 8 3.650.000 - 23/25 - 2 x 7 (25) + 2 x 7 (23) 3.800.000 - 25 - 3 x 8 4.050.000 - 23/25 - 2 x 7 (25) + 1 x 8 (23) 4.150.000 - 25 - 3 x 8 4.400.000 - 23/25 - 1 x 7 (23) + 3 x 8 (25) s pomocí NPC Bounty Hunters Rank 25 počet 6 4.650.000 - 25 - 3 x 8 5.300.000 - 23/25 - 3 x 7 (23) + 1 x 8 (25) 5.500.000 - 25 - 3 x 7 5.700.000 - 25 - 3 x 8 6.100.000 - 25 - 4 x 8 6.300.000 - 23/25 - 1 x 7 (25) + 1 x 8 (23) + 2 x 8 (25) For capitals in missions is good old Evolutions setting from Chips, i think. Code:
Posted on: 2011/2/20 16:03
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Re: Higher rank missions |
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I'm using those settings for npcranktodiff and missions offered are at mission_type = DestroyMission, 53.365002, 90.112387, 60
The Nomads are showing up 2 at a time with a total of about 8 ships to destroy. The missions are illogically easy even at those settings. In fact, using the same settings against outcasts, the outcast missions are much harder and ships seem to come in in greater numbers. Someone suggested to me that I have all nomad missions offered at a lower rank using the same ship pilots and loadouts as the higher ranked random encounter NPCs. How would that work? I want big payouts for very hard missions.
Posted on: 2011/6/3 17:26
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Re: Higher rank missions |
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I was looking at the info on this page.
The last post seems to indicate that the npcranktodiff settings are added from the beginning of the line to give number of fighters in waves. When the sum becomes greater than 100, that's the max you'll get. ie. NpcRank = 16, 1.09357, 3.96419, 8.61187, 15.0365, 23.2383, 33.2172, 44.973, 58.506 For missions difficulty npc rank = 16, (11.101920, 15.197410) 1.09357+3.96419+8.61187+15.0365+23.2383+33.2172+44.973=130.13463 which is greater than 100, so you'll never see waves of fighters with numbers greater than 6 in each wave. If that's so, why would the vanilla file offer values that would go well beyond that 100 value? If I wanted greater numbers in each wave, would the solution be to add additional values in each rank level below the maximum vanilla capability? ie. 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 3.96419, .... giving many more ships in each wave?
Posted on: 2011/6/3 22:08
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Gun control is like fighting drunk driving by making it harder for sober people to buy a car... | ||||
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Re: Higher rank missions |
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Difficulty is maxed out at 100. See if this helps:
Code: content.dll, 1143D4, 100f = maximum value of misn difficulty
Posted on: 2011/6/4 4:05
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Re: Higher rank missions |
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After i make the edits, what kind of changes do I need to make in the mission type settings?
The problem we have is that the level 43 missions against NPC rank 19s are just too easy. I just did a level 43 mission for max payout that sent me four waves of enemy fighters, each with only two ships. I'd like to see each wave consisting of at least 4-5 ships for a total of 20-25 enemy fighters. I seem to recall having to fight more GMG for the outcasts in beta and having to work much harder at it.
Posted on: 2011/6/4 4:54
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Gun control is like fighting drunk driving by making it harder for sober people to buy a car... | ||||
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Re: Higher rank missions |
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There is an internal weighted vector which is used to determine how many ships should occur. This only goes up to 8, so adding more entries to NpcRank won't do you much good. The weighting is at 11CC58 in content.dll (SP first, then MP; 0 & 1 are both 0):
Code: Ships SP MP This weighting ends up determining which rank will be selected for the job. Here's a patch to allow for 31 ships: Code: content.dll 0F8A4B 58CCFB->00CBFC = use 30-float array at 12CB08 (created manually!) for SP ship weighting vector ~adoxa
Posted on: 2011/6/4 9:28
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