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[General Tutorials] Battleship Encounters |
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Battleship Encounters
Author of this tutorial is unknown but if he/she wants to contact me i'll amend the tutorial. The Starport would like to thank Gibbon for allowing us to use this Tutorial after he posted it on Lancers Reactor.[br /] [br /] This little guide will teach you how to compose and apply six encounter templates to spice up your FL world. The main ingredient? Variety! Tired of battling wave after wave of fighters? Look no further, it's time to dust off those poor unemployed Sunslayer torpedoes! [br /] [br /] Note: all modifications made here are entirely server-side (meaning clients can connect and join the fray without having to download any files).[br /] [br /] Another note: ensure that "hide file extensions for known filetypes" (Windows Explorer ==>> Tools ==>> Folder Options ==>> View) is NOT marked.[br /] [br /] One more note: make backups! Save & close each file before opening the next![br /] [br /] "Ok, here's what's going on..." 1) browse to DATAMISSIONSENCOUNTERS and create the following files: [br /] [br /] capitalships_Bretonia.ini[br /] capitalships_Kusari.ini[br /] capitalships_Liberty.ini[br /] capitalships_Nomads.ini[br /] capitalships_Rheinland.ini[br /] capitalships_Escorts.ini[br /] [br /] 2a) open capitalships_Bretonia.ini and paste the following text: [br /] [br /] [EncounterFormation][br /] ship_by_class = 1, 1, sc_battleships[br /] pilot_job = assault_leader_job[br /] make_class = wanderer[br /] ship_by_class = 2, 2, sc_destroyers[br /] pilot_job = assault_job[br /] make_class = wanderer[br /] ship_by_class = 3, 3, sc_gunboats[br /] pilot_job = assault_job[br /] make_class = wanderer[br /] formation_by_class = battleships[br /] behavior = wander[br /] arrival = cruise[br /] allow_simultaneous_creation = yes[br /] zone_creation_distance = 0[br /] times_to_create = infinite[br /] [br /] [Creation][br /] permutation = 0, 3[br /] [br /] 2b) open capitalships_Kusari.ini and paste the following text: [br /] [br /] [EncounterFormation][br /] ship_by_class = 1, 1, sc_battleships[br /] pilot_job = assault_leader_job[br /] make_class = wanderer[br /] ship_by_class = 2, 2, sc_destroyers[br /] pilot_job = assault_job[br /] make_class = wanderer[br /] ship_by_class = 3, 3, sc_gunboats[br /] pilot_job = assault_job[br /] make_class = wanderer[br /] formation_by_class = battleships[br /] behavior = wander[br /] arrival = cruise[br /] allow_simultaneous_creation = yes[br /] zone_creation_distance = 0[br /] times_to_create = infinite[br /] [br /] [Creation][br /] permutation = 0, 3[br /] [br /] 2c) open capitalships_Liberty.ini and paste the following text: [br /] [br /] [EncounterFormation][br /] ship_by_class = 1, 1, sc_battleships[br /] pilot_job = assault_leader_job[br /] make_class = wanderer[br /] ship_by_class = 4, 4, sc_cruisers[br /] pilot_job = assault_job[br /] make_class = wanderer[br /] formation_by_class = battleships[br /] behavior = wander[br /] arrival = cruise[br /] allow_simultaneous_creation = yes[br /] zone_creation_distance = 0[br /] times_to_create = infinite[br /] [br /] [Creation][br /] permutation = 0, 3[br /] [br /] 2d) open capitalships_Nomads.ini and paste the following text: [br /] [br /] [EncounterFormation][br /] ship_by_class = 1, 1, sc_battleships[br /] pilot_job = assault_leader_job[br /] make_class = wanderer[br /] ship_by_class = 6, 6, sc_gunboats[br /] pilot_job = assault_job[br /] make_class = wanderer[br /] formation_by_class = battleships[br /] behavior = wander[br /] arrival = cruise[br /] allow_simultaneous_creation = yes[br /] zone_creation_distance = 0[br /] times_to_create = infinite[br /] [br /] [Creation][br /] permutation = 0, 3[br /] [br /] 2e) open capitalships_Rheinland.ini and paste the following text: [br /] [br /] [EncounterFormation][br /] ship_by_class = 1, 1, sc_battleships[br /] pilot_job = assault_leader_job[br /] make_class = wanderer[br /] ship_by_class = 2, 2, sc_cruisers[br /] pilot_job = assault_job[br /] make_class = wanderer[br /] ship_by_class = 3, 3, sc_gunboats[br /] pilot_job = assault_job[br /] make_class = wanderer[br /] formation_by_class = battleships[br /] behavior = wander[br /] arrival = cruise[br /] allow_simultaneous_creation = yes[br /] zone_creation_distance = 0[br /] times_to_create = infinite[br /] [br /] [Creation][br /] permutation = 0, 3[br /] [br /] 2f) open capitalships_Escorts.ini and paste the following text: [br /] [br /] [EncounterFormation][br /] ship_by_class = 1, 1, sc_fighters[br /] pilot_job = assault_leader_job[br /] make_class = wanderer[br /] ship_by_class = 3, 3, sc_fighters[br /] pilot_job = assault_job[br /] make_class = wanderer[br /] formation_by_class = fighters[br /] behavior = wander[br /] arrival = cruise[br /] allow_simultaneous_creation = yes[br /] zone_creation_distance = 0[br /] times_to_create = infinite[br /] [br /] [Creation][br /] permutation = 0, 3 3) browse to DATAMISSIONS and open faction_prop.ini [br /] [br /] 4a) search for the string affiliation = br_n_grp and paste the following text (preferably below the existing block of data): [br /] [br /] npc_ship = Bretonia_Gunboat[br /] npc_ship = Bretonia_Destroyer[br /] npc_ship = Bretonia_Battleship[br /] formation = gunboats, gunboat_wall[br /] formation = destroyers, destroyer_wall[br /] formation = battleships, battleship_wall[br /] [br /] 4b) search for the string affiliation = ku_n_grp and paste the following text (preferably below the existing block of data): [br /] [br /] npc_ship = Kusari_Gunboat[br /] npc_ship = Kusari_Destroyer[br /] npc_ship = Kusari_Battleship[br /] formation = gunboats, gunboat_wall[br /] formation = destroyers, destroyer_wall[br /] formation = battleships, battleship_wall[br /] [br /] 4c) search for the string affiliation = li_n_grp and paste the following text (preferably below the existing block of data): [br /] [br /] npc_ship = Liberty_Cruiser[br /] npc_ship = Liberty_Battleship[br /] formation = cruisers, cruiser_wall[br /] formation = battleships, battleship_wall[br /] [br /] 4d) search for the string affiliation = fc_n_grp and paste the following text (preferably below the existing block of data): [br /] [br /] npc_ship = Nomad_Gunboat[br /] npc_ship = Nomad_Battleship[br /] formation = gunboats, gunboat_wall[br /] formation = battleships, battleship_wall[br /] [br /] 4e) search for the string affiliation = rh_n_grp and paste the following text (preferably below the existing block of data): [br /] [br /] npc_ship = Rheinland_Gunboat[br /] npc_ship = Rheinland_Cruiser[br /] npc_ship = Rheinland_Battleship[br /] formation = gunboats, gunboat_wall[br /] formation = cruisers, cruiser_wall[br /] formation = battleships, battleship_wall[br /] [br /] 5) browse to DATAMISSIONS, open formations.ini, and paste the following text (preferably at the end of the file): [br /] [br /] [Formation][br /] nickname = battleship_wall[br /] pos = 0, 0, 0[br /] pos = 400, 0, 0[br /] pos = -400, 0, 0[br /] pos = 0, 200, 0[br /] pos = 400, 200, 0[br /] pos = -400, 200, 0[br /] pos = 400, 0, 0[br /] pos = 400, 200, 0[br /] pos = 0, -200, 0[br /] pos = 400, -200, 0[br /] pos = -400, -200, 0[br /] pos = 400, -200, 0[br /] pl_pos = 0, 0, 500[br /] [br /] 6) browse to DATAMISSIONS, open npcships.ini and paste the following text (preferably at the end of the file): [br /] [br /] [NPCShipArch][br /] nickname = Bretonia_Gunboat[br /] loadout = Bretonia_Gunboat_Loadout[br /] level = d19[br /] ship_archetype = br_gunboat[br /] pilot = gunboat_default[br /] state_graph = GUNBOAT[br /] npc_class = lawful, class_gunboat, d19[br /] [br /] [NPCShipArch][br /] nickname = Bretonia_Destroyer[br /] loadout = Bretonia_Destroyer_Loadout[br /] level = d19[br /] ship_archetype = br_destroyer[br /] pilot = destroyer_default[br /] state_graph = CRUISER[br /] npc_class = lawful, class_destroyer, d19[br /] [br /] [NPCShipArch][br /] nickname = Bretonia_Battleship[br /] loadout = Bretonia_Battleship_Loadout[br /] level = d19[br /] ship_archetype = br_battleship[br /] pilot = battleship_default[br /] state_graph = CRUISER[br /] npc_class = lawful, class_battleship, d19[br /] [br /] [NPCShipArch][br /] nickname = Kusari_Gunboat[br /] loadout = Kusari_Gunboat_Loadout[br /] level = d19[br /] ship_archetype = ku_gunboat[br /] pilot = gunboat_default[br /] state_graph = GUNBOAT[br /] npc_class = lawful, class_gunboat, d19[br /] [br /] [NPCShipArch][br /] nickname = Kusari_Destroyer[br /] loadout = Kusari_Destroyer_Loadout[br /] level = d19[br /] ship_archetype = ku_destroyer[br /] pilot = destroyer_default[br /] state_graph = CRUISER[br /] npc_class = lawful, class_destroyer, d19[br /] [br /] [NPCShipArch][br /] nickname = Kusari_Battleship[br /] loadout = Kusari_Battleship_Loadout[br /] level = d19[br /] ship_archetype = ku_battleship[br /] pilot = battleship_default[br /] state_graph = CRUISER[br /] npc_class = lawful, class_battleship, d19[br /] [br /] [NPCShipArch][br /] nickname = Liberty_Cruiser[br /] loadout = Liberty_Cruiser_Loadout[br /] level = d19[br /] ship_archetype = li_cruiser[br /] pilot = cruiser_default[br /] state_graph = CRUISER[br /] npc_class = lawful, class_cruiser, d19[br /] [br /] [NPCShipArch][br /] nickname = Liberty_Battleship[br /] loadout = Liberty_Battleship_Loadout[br /] level = d19[br /] ship_archetype = li_dreadnought[br /] pilot = battleship_default[br /] state_graph = CRUISER[br /] npc_class = lawful, class_battleship, d19[br /] [br /] [NPCShipArch][br /] nickname = Nomad_Gunboat[br /] loadout = Nomad_Gunboat_Loadout[br /] level = d19[br /] ship_archetype = no_gunboat[br /] pilot = MSN12_Nomad_Gunboat[br /] state_graph = GUNBOAT[br /] npc_class = unlawful, class_gunboat, d19[br /] [br /] [NPCShipArch][br /] nickname = Nomad_Battleship[br /] loadout = Nomad_Battleship_Loadout[br /] level = d19[br /] ship_archetype = no_battleship[br /] pilot = MSN12_Nomad_Battleship[br /] state_graph = CRUISER[br /] npc_class = unlawful, class_battleship, d19[br /] [br /] [NPCShipArch][br /] nickname = Rheinland_Gunboat[br /] loadout = Rheinland_Gunboat_Loadout[br /] level = d19[br /] ship_archetype = rh_gunboat[br /] pilot = gunboat_default[br /] state_graph = GUNBOAT[br /] npc_class = lawful, class_gunboat, d19[br /] [br /] [NPCShipArch][br /] nickname = Rheinland_Cruiser[br /] loadout = Rheinland_Cruiser_Loadout[br /] level = d19[br /] ship_archetype = rh_cruiser[br /] pilot = cruiser_default[br /] state_graph = CRUISER[br /] npc_class = lawful, class_cruiser, d19[br /] [br /] [NPCShipArch][br /] nickname = Rheinland_Battleship[br /] loadout = Rheinland_Battleship_Loadout[br /] level = d19[br /] ship_archetype = rh_battleship[br /] pilot = battleship_default[br /] state_graph = CRUISER[br /] npc_class = lawful, class_battleship, d19 7) browse to DATAMISSIONS, open shipclasses.ini and paste the following text (preferably at the end of the file): [br /] [br /] [ShipClass][br /] nickname = sc_destroyers[br /] member = class_destroyer[br /] [br /] [ShipClass][br /] nickname = sc_battleships[br /] member = class_battleship[br /] [br /] ![]() [br /] [Loadout][br /] nickname = Bretonia_Gunboat_Loadout[br /] archetype = br_gunboat[br /] equip = infinite_power[br /] equip = ge_s_scanner_02[br /] equip = ge_s_tractor_01[br /] equip = ge_bg_engine_01[br /] equip = sfx_rumble_gunvessel[br /] equip = br_gunboat_forward_gun01, HpTurret_B3_02[br /] equip = br_gunboat_forward_gun01, HpTurret_B3_03[br /] equip = br_gunboat_turret01, HpTurret_B3_01[br /] equip = br_gunboat_turret01, HpTurret_B4_01[br /] equip = br_gunboat_turret01, HpTurret_B4_02[br /] equip = br_gunboat_turret01, HpTurret_B4_03[br /] equip = armor_scale_9[br /] equip = SlowMediumRed, HpRunningLight14[br /] equip = SlowMediumRed, HpRunningLight03[br /] equip = SlowMediumRed, HpRunningLight11[br /] equip = SlowMediumRed, HpRunningLight09[br /] equip = SlowMediumRed, HpRunningLight01[br /] equip = LargeWhiteSpecial, HpHeadLight01[br /] [br /] [Loadout][br /] nickname = Bretonia_Destroyer_Loadout[br /] archetype = br_destroyer[br /] equip = infinite_power[br /] equip = ge_s_scanner_02[br /] equip = ge_s_tractor_01[br /] equip = ge_bd_engine_01[br /] equip = br_destroyer_turret03, HpTurret_B1_01[br /] equip = br_destroyer_turret03, HpTurret_B2_01[br /] equip = br_destroyer_turret03, HpTurret_B2_02[br /] equip = br_destroyer_turret03, HpTurret_B3_01[br /] equip = br_destroyer_turret03, HpTurret_B3_02[br /] equip = br_destroyer_turret03, HpTurret_B4_01[br /] equip = br_destroyer_turret03, HpTurret_B4_02[br /] equip = armor_scale_9[br /] equip = SlowLargeRed, HpRunningLight03[br /] equip = SlowLargeRed, HpRunningLight14[br /] equip = SlowLargeRed, HpRunningLight10[br /] equip = SlowLargeRed, HpRunningLight12[br /] equip = SlowLargeRed, HpRunningLight17[br /] equip = SlowLargeRed, HpRunningLight05[br /] equip = LargeWhiteSpecial, HpHeadLight01[br /] [br /] [Loadout][br /] nickname = Bretonia_Battleship_Loadout[br /] archetype = br_battleship[br /] equip = infinite_power[br /] equip = ge_s_scanner_02[br /] equip = ge_s_tractor_01[br /] equip = ge_bb_engine_01[br /] equip = sfx_rumble_battleship[br /] equip = br_battleship_flak_turret01, HpTurret_B4_01[br /] equip = br_battleship_flak_turret01, HpTurret_B4_02[br /] equip = br_battleship_turret03, HpTurret_B1_01[br /] equip = br_battleship_turret03, HpTurret_B1_02[br /] equip = br_battleship_turret03, HpTurret_B1_03[br /] equip = br_battleship_turret03, HpTurret_B2_01[br /] equip = br_battleship_turret03, HpTurret_B2_02[br /] equip = br_battleship_turret03, HpTurret_B2_03[br /] equip = br_battleship_turret03, HpTurret_B2_04[br /] equip = br_battleship_turret03, HpTurret_B4_03[br /] equip = br_battleship_turret03, HpTurret_B4_04[br /] equip = br_battleship_turret03, HpTurret_B4_05[br /] equip = armor_scale_9[br /] equip = SlowLargeRed, HpRunningLight19[br /] equip = SlowLargeRed, HpRunningLight20[br /] equip = SlowLargeRed, HpRunningLight09[br /] equip = SlowLargeRed, HpRunningLight10[br /] equip = SlowLargeRed, HpRunningLight11[br /] equip = SlowLargeRed, HpRunningLight05[br /] equip = LargeWhiteSpecial, HpHeadLight01[br /] [br /] [Loadout][br /] nickname = Kusari_Gunboat_Loadout[br /] archetype = ku_gunboat[br /] equip = ge_s_scanner_02[br /] equip = infinite_power[br /] equip = ge_s_tractor_01[br /] equip = sfx_rumble_gunvessel[br /] equip = ge_kg_engine_01[br /] equip = ku_gunboat_forward_gun01, HpTurret_K5_01[br /] equip = ku_gunboat_turret01, HpTurret_K4_01[br /] equip = ku_gunboat_turret01, HpTurret_K4_02[br /] equip = ku_gunboat_turret01, HpTurret_K4_03[br /] equip = armor_scale_9[br /] equip = SlowMediumGreen, HpRunningLight01[br /] equip = SlowMediumGreen, HpRunningLight02[br /] equip = SlowMediumGreen, HpRunningLight03[br /] equip = SlowMediumGreen, HpRunningLight04[br /] equip = SlowMediumGreen, HpRunningLight05[br /] equip = LargeWhiteSpecial, HpHeadLight01[br /] [br /] [Loadout][br /] nickname = Kusari_Destroyer_Loadout[br /] archetype = ku_destroyer[br /] equip = ge_s_scanner_02[br /] equip = infinite_power[br /] equip = ge_s_tractor_01[br /] equip = sfx_rumble_destroyer[br /] equip = ge_kd_engine_01[br /] equip = ku_destroyer_turret01, HpTurret_K1_01[br /] equip = ku_destroyer_turret01, HpTurret_K1_02[br /] equip = ku_destroyer_turret01, HpTurret_K2_01[br /] equip = ku_destroyer_turret01, HpTurret_K2_02[br /] equip = ku_destroyer_turret01, HpTurret_K2_03[br /] equip = ku_destroyer_turret01, HpTurret_K2_04[br /] equip = ku_destroyer_turret01, HpTurret_K2_05[br /] equip = ku_destroyer_turret01, HpTurret_K4_01[br /] equip = ku_destroyer_turret01, HpTurret_K4_02[br /] equip = ku_destroyer_turret01, HpTurret_K4_03[br /] equip = ku_destroyer_turret01, HpTurret_K4_04[br /] equip = ku_destroyer_turret01, HpTurret_K4_05[br /] equip = ku_destroyer_turret01, HpTurret_K4_06[br /] equip = armor_scale_9[br /] equip = SlowMediumGreen, HpRunningLight01[br /] equip = SlowMediumGreen, HpRunningLight02[br /] equip = SlowMediumGreen, HpRunningLight03[br /] equip = SlowMediumGreen, HpRunningLight04[br /] equip = SlowMediumGreen, HpRunningLight05[br /] equip = SlowMediumGreen, HpRunningLight06[br /] equip = LargeWhiteSpecial, HpHeadLight01[br /] [br /] [Loadout][br /] nickname = Kusari_Battleship_Loadout[br /] archetype = ku_battleship[br /] equip = ge_s_scanner_02[br /] equip = infinite_power[br /] equip = ge_s_tractor_01[br /] equip = sfx_rumble_battleship[br /] equip = ge_kb_engine_01[br /] equip = ku_battleship_flak_turret01, HpTurret_K3_05[br /] equip = ku_battleship_flak_turret01, HpTurret_K3_06[br /] equip = ku_battleship_turret01, HpTurret_K1_01[br /] equip = ku_battleship_turret01, HpTurret_K1_02[br /] equip = ku_battleship_turret01, HpTurret_K1_03[br /] equip = ku_battleship_turret01, HpTurret_K1_04[br /] equip = ku_battleship_turret01, HpTurret_K1_05[br /] equip = ku_battleship_turret01, HpTurret_K1_06[br /] equip = ku_battleship_turret01, HpTurret_K1_07[br /] equip = ku_battleship_turret01, HpTurret_K1_08[br /] equip = ku_battleship_turret01, HpTurret_K3_01[br /] equip = ku_battleship_turret01, HpTurret_K3_02[br /] equip = ku_battleship_turret01, HpTurret_K3_03[br /] equip = ku_battleship_turret01, HpTurret_K3_04[br /] equip = ku_battleship_turret01, HpTurret_K3_07[br /] equip = ku_battleship_turret01, HpTurret_K3_08[br /] equip = ku_battleship_turret01, HpTurret_K3_09[br /] equip = ku_battleship_turret01, HpTurret_K3_10[br /] equip = armor_scale_9[br /] equip = SlowLargeGreen, HpRunningLight08[br /] equip = SlowLargeGreen, HpRunningLight07[br /] equip = SlowLargeGreen, HpRunningLight01[br /] equip = SlowLargeGreen, HpRunningLight04[br /] equip = SlowLargeGreen, HpRunningLight03[br /] equip = SlowLargeGreen, HpRunningLight10[br /] equip = LargeWhiteSpecial, HpHeadLight01 [Loadout][br /] nickname = Liberty_Cruiser_Loadout[br /] archetype = li_cruiser[br /] equip = infinite_power[br /] equip = ge_s_scanner_02[br /] equip = ge_s_tractor_01[br /] equip = ge_lc_engine_01[br /] equip = sfx_rumble_cruiser[br /] equip = li_cruiser_forward_gun01, HpWeapon01[br /] equip = li_cruiser_missile_turret01, HpTurret_L5_03[br /] equip = li_cruiser_missile_turret01, HpTurret_L5_04[br /] equip = li_cruiser_turret01, HpTurret_L5_01[br /] equip = li_cruiser_turret01, HpTurret_L5_02[br /] equip = li_cruiser_turret01, HpTurret_L5_05[br /] equip = li_cruiser_turret01, HpTurret_L5_06[br /] equip = li_cruiser_turret01, HpTurret_L5_07[br /] equip = armor_scale_9[br /] equip = LargeWhiteSpecial, HpHeadLight01[br /] equip = LargeWhiteSpecial, HpHeadLight02[br /] equip = SlowLargeBlue, HpRunningLight03[br /] equip = SlowLargeBlue, HpRunningLight06[br /] equip = SlowLargeBlue, HpRunningLight08[br /] equip = SlowLargeBlue, HpRunningLight09[br /] [br /] [Loadout][br /] nickname = Liberty_Battleship_Loadout[br /] archetype = li_dreadnought[br /] equip = infinite_power[br /] equip = ge_s_scanner_02[br /] equip = sfx_rumble_battleship[br /] equip = ge_lbd_engine_01[br /] equip = li_battleship_flak_turret01, HpTurret_L4_03[br /] equip = li_battleship_flak_turret01, HpTurret_L4_04[br /] equip = li_battleship_turret01, HpTurret_L1_01[br /] equip = li_battleship_turret01, HpTurret_L2_01[br /] equip = li_battleship_turret01, HpTurret_L3_01[br /] equip = li_battleship_turret01, HpTurret_L4_01[br /] equip = li_battleship_turret01, HpTurret_L4_02[br /] equip = li_battleship_turret01, HpTurret_L4_05[br /] equip = li_battleship_turret01, HpTurret_L4_06[br /] equip = li_battleship_turret01, HpTurret_L4_07[br /] equip = armor_scale_9[br /] equip = SlowLargeBlue, HpRunningLight15[br /] equip = SlowLargeBlue, HpRunningLight17[br /] equip = SlowLargeBlue, HpRunningLight33[br /] equip = SlowLargeBlue, HpRunningLight09[br /] equip = SlowLargeBlue, HpRunningLight11[br /] equip = SlowLargeBlue, HpRunningLight34[br /] [br /] [Loadout][br /] nickname = Nomad_Gunboat_Loadout[br /] archetype = no_gunboat[br /] equip = infinite_power[br /] equip = ge_ng_engine_01[br /] equip = ge_s_scanner_02[br /] equip = armor_scale_9[br /] equip = nomad_turret01_mark01, Hp_1_01[br /] equip = nomad_turret01_mark01, Hp_1_02[br /] equip = nomad_turret01_mark01, Hp_1_03[br /] equip = nomad_turret01_mark01, Hp_1_04[br /] equip = nomad_turret01_mark01, Hp_1_05[br /] equip = nomad_turret01_mark01, Hp_1_06[br /] cargo = special_nomad_gun02, 1[br /] [br /] [Loadout][br /] nickname = Nomad_Battleship_Loadout[br /] archetype = no_battleship[br /] equip = infinite_power[br /] equip = ge_s_scanner_02[br /] equip = armor_scale_9[br /] equip = nomad_turret01_mark01, Hp_1_01[br /] equip = nomad_turret01_mark01, Hp_1_02[br /] equip = nomad_turret01_mark01, Hp_1_03[br /] equip = nomad_turret01_mark01, Hp_1_04[br /] equip = nomad_turret01_mark01, Hp_1_05[br /] equip = nomad_turret01_mark01, Hp_1_06[br /] equip = nomad_turret01_mark01, Hp_1_07[br /] equip = nomad_turret01_mark01, Hp_1_08[br /] equip = nomad_turret01_mark01, Hp_1_09[br /] equip = nomad_turret01_mark01, Hp_1_10[br /] equip = nomad_turret01_mark01, Hp_1_11[br /] equip = nomad_turret01_mark01, Hp_1_12[br /] equip = nomad_turret01_mark01, Hp_1_13[br /] equip = nomad_turret01_mark01, Hp_1_14[br /] equip = nomad_turret01_mark01, Hp_1_15[br /] equip = fx_Nomad_battleship_engine, HpEngine01[br /] [br /] [Loadout][br /] nickname = Rheinland_Gunboat_Loadout[br /] archetype = rh_gunboat[br /] equip = infinite_power[br /] equip = ge_s_scanner_02[br /] equip = ge_s_tractor_01[br /] equip = sfx_rumble_gunvessel[br /] equip = ge_rg_engine_01[br /] equip = rh_gunboat_forward_gun01, HpWeapon01[br /] equip = rh_gunboat_missile_turret01, HpTurret_R4_03[br /] equip = rh_gunboat_missile_turret01, HpTurret_R4_04[br /] equip = rh_gunboat_turret02, HpTurret_R3_01[br /] equip = rh_gunboat_turret02, HpTurret_R4_01[br /] equip = rh_gunboat_turret02, HpTurret_R4_02[br /] equip = rh_gunboat_turret02, HpTurret_R4_05[br /] equip = armor_scale_9[br /] equip = SlowMediumYellow, HpRunningLight01[br /] equip = SlowMediumYellow, HpRunningLight02[br /] equip = SlowMediumYellow, HpRunningLight03[br /] equip = SlowMediumYellow, HpRunningLight06[br /] equip = SlowMediumYellow, HpRunningLight09[br /] equip = LargeWhiteSpecial, HpHeadLight01[br /] [br /] [Loadout][br /] nickname = Rheinland_Cruiser_Loadout[br /] archetype = rh_cruiser[br /] equip = infinite_power[br /] equip = ge_s_scanner_02[br /] equip = ge_s_tractor_01[br /] equip = sfx_rumble_cruiser[br /] equip = ge_rc_engine_01[br /] equip = rh_cruiser_turret04, HpTurret_R1_01[br /] equip = rh_cruiser_turret04, HpTurret_R2_01[br /] equip = rh_cruiser_turret04, HpTurret_R2_02[br /] equip = rh_cruiser_turret04, HpTurret_R2_03[br /] equip = rh_cruiser_turret04, HpTurret_R2_04[br /] equip = rh_cruiser_turret04, HpTurret_R2_05[br /] equip = rh_cruiser_turret04, HpTurret_R2_06[br /] equip = rh_cruiser_turret04, HpTurret_R3_01[br /] equip = rh_cruiser_turret04, HpTurret_R3_02[br /] equip = rh_cruiser_turret04, HpTurret_R4_01[br /] equip = rh_cruiser_turret04, HpTurret_R4_02[br /] equip = rh_cruiser_turret04, HpTurret_R4_03[br /] equip = rh_cruiser_turret04, HpTurret_R4_04[br /] equip = rh_cruiser_turret04, HpTurret_R4_05[br /] equip = rh_cruiser_turret04, HpTurret_R4_06[br /] equip = armor_scale_9[br /] equip = SlowLargeYellow, HpRunningLight03[br /] equip = SlowLargeYellow, HpRunningLight04[br /] equip = SlowLargeYellow, HpRunningLight06[br /] equip = SlowLargeYellow, HpRunningLight14[br /] equip = SlowLargeYellow, HpRunningLight07[br /] equip = SlowLargeYellow, HpRunningLight08[br /] equip = LargeWhiteSpecial, HpHeadLight01[br /] [br /] [Loadout][br /] nickname = Rheinland_Battleship_Loadout[br /] archetype = rh_battleship[br /] equip = infinite_power[br /] equip = ge_s_scanner_02[br /] equip = sfx_rumble_battleship[br /] equip = rh_battleship_flak_turret01, HpTurret_R4_02[br /] equip = rh_battleship_flak_turret01, HpTurret_R4_03[br /] equip = rh_battleship_turret04, HpTurret_R1_01[br /] equip = rh_battleship_turret04, HpTurret_R1_02[br /] equip = rh_battleship_turret04, HpTurret_R1_03[br /] equip = rh_battleship_turret04, HpTurret_R1_04[br /] equip = rh_battleship_turret04, HpTurret_R2_01[br /] equip = rh_battleship_turret04, HpTurret_R2_02[br /] equip = rh_battleship_turret04, HpTurret_R2_03[br /] equip = rh_battleship_turret04, HpTurret_R2_04[br /] equip = rh_battleship_turret04, HpTurret_R3_01[br /] equip = rh_battleship_turret04, HpTurret_R3_02[br /] equip = rh_battleship_turret04, HpTurret_R3_03[br /] equip = rh_battleship_turret04, HpTurret_R3_04[br /] equip = rh_battleship_turret04, HpTurret_R3_05[br /] equip = rh_battleship_turret04, HpTurret_R3_06[br /] equip = rh_battleship_turret04, HpTurret_R4_01[br /] equip = rh_battleship_turret04, HpTurret_R4_04[br /] equip = rh_battleship_turret04, HpTurret_R4_05[br /] equip = rh_battleship_turret04, HpTurret_R4_06[br /] equip = rh_battleship_turret04, HpTurret_R4_07[br /] equip = ge_rb_engine_01[br /] equip = armor_scale_9[br /] equip = SlowLargeYellow, HpRunningLight03[br /] equip = SlowLargeYellow, HpRunningLight04[br /] equip = SlowLargeYellow, HpRunningLight08[br /] equip = SlowLargeYellow, HpRunningLight07[br /] equip = SlowLargeYellow, HpRunningLight05 Now onto the juicy meat and succulent bones: controlling where your fleets spawn! [br /] [br /] Browse to DATAUNIVERSESYSTEMS ... then take a moment to get your bearings. You're looking at a bunch of cryptically-named folders, each of which represents a system. A complete list of map-to-system names can be found here, but let's focus our attention on LI01 for now. That's the first system (New York) in Liberty space (hence the abbreviation "LI01" ), and it's an ideal location for our testing ground. [br /] [br /] 9) Browse to DATAUNIVERSESYSTEMSLI01, open li01.ini, search for the string nickname = Zone_Li01_001_Planet_Li01_01 (the area of space around Manhattan), and paste the following text (preferably below the existing block of data): [br /] [br /] encounter = capitalships_Liberty, 19, 1.000000[br /] faction = li_n_grp, 1.000000[br /] encounter = capitalships_Escorts, 19, 1.000000[br /] faction = li_n_grp, 1.000000[br /] [br /] [EncounterParameters][br /] nickname = capitalships_Liberty[br /] filename = missionsencounterscapitalships_Liberty.ini[br /] [br /] [EncounterParameters][br /] nickname = capitalships_Escorts[br /] filename = missionsencounterscapitalships_Escorts.ini[br /] [br /] 10) You're done! Take off from Manhattan and blast away (or just admire the view, which is a wiser course of action)! [br /] [br /] 11) You can also summon ships from the other houses. Here's how. [br /] [br /] In general, the format for generating a small fleet affiliated with HOUSE is:[br /] [br /] encounter = capitalships_HOUSENAME, 19, 1.000000[br /] faction = GROUPNAME, 1.000000[br /] encounter = capitalships_Escorts, 19, 1.000000[br /] faction = GROUPNAME, 1.000000[br /] [br /] [EncounterParameters][br /] nickname = capitalships_HOUSENAME[br /] filename = missionsencounterscapitalships_HOUSENAME.ini[br /] [br /] [EncounterParameters][br /] nickname = capitalships_Escorts[br /] filename = missionsencounterscapitalships_Escorts.ini[br /] [br /] Where HOUSENAME can be Bretonia, Kusari, Liberty, Nomads, or Rheinland, and[br /] where GROUPNAME can be br_n_grp (Bretonia Navy), ku_n_grp (Kusari Navy), li_n_grp (Liberty Navy), fc_n_grp (Nomads), or rh_n_grp (Rheinland Navy). Substitute as desired.[br /] [br /] It's possible to spawn more than one fleet simultaneously! Simply copy the encounter= and faction= parameters as many times as you like, but raise the density restriction of the zone you're calling them in (rule of thumb: default value + total fleet size). You only need to insert the [EncounterParameters] once per system. I'll leave populating the universe with military patrols to your imagination. ?
Posted on: 2008/5/13 20:17
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Re: [General Tutorials] Battleship Encounters |
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What follows below is a 99.999% repost of the post above, except that I removed all those awful [br /] tags, altered a word here and there, and applied some text makeup. Although I'm very grateful to Roo Avery and Gibbon that they saved this great tutorial from oblivion, I think it deserves a more readable layout. If a moderator or admin is displeased by my repost, they're free to delete it.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Roo Avery wrote: Author of this tutorial is unknown but if he/she wants to contact me i'll amend the tutorial. The Starport would like to thank Gibbon for allowing us to use this Tutorial after he posted it on Lancers Reactor. This little guide will teach you how to compose and apply six encounter templates to spice up your FL world. The main ingredient? Variety! Tired of battling wave after wave of fighters? Look no further, it's time to dust off those poor unemployed Sunslayer torpedoes! Note: all modifications made here are entirely server-side (meaning clients can connect and join the fray without having to download any files). Another note: ensure that "hide file extensions for known filetypes" (Windows Explorer ==>> Tools ==>> Folder Options ==>> View) is NOT marked. One more note: make backups! Save & close each file before opening the next! "Ok, here's what's going on..." 1) browse to DATA/MISSIONS/ENCOUNTERS and create the following files: capitalships_Bretonia.ini capitalships_Kusari.ini capitalships_Liberty.ini capitalships_Nomads.ini capitalships_Rheinland.ini capitalships_Escorts.ini 2a) open capitalships_Bretonia.ini and paste the following text: Code: [EncounterFormation] 2b) open capitalships_Kusari.ini and paste the following text: Code: [EncounterFormation] 2c) open capitalships_Liberty.ini and paste the following text: Code: [EncounterFormation] 2d) open capitalships_Nomads.ini and paste the following text: Code: [EncounterFormation] 2e) open capitalships_Rheinland.ini and paste the following text: Code: [EncounterFormation] 2f) open capitalships_Escorts.ini and paste the following text: Code: [EncounterFormation] 3) browse to DATA/MISSIONS and open faction_prop.ini 4a) search for the string affiliation = br_n_grp and paste the following text (preferably below the existing block of data): Code: npc_ship = Bretonia_Gunboat 4b) search for the string affiliation = ku_n_grp and paste the following text (preferably below the existing block of data): Code: npc_ship = Kusari_Gunboat 4c) search for the string affiliation = li_n_grp and paste the following text (preferably below the existing block of data): Code: npc_ship = Liberty_Cruiser 4d) search for the string affiliation = fc_n_grp and paste the following text (preferably below the existing block of data): Code: npc_ship = Nomad_Gunboat 4e) search for the string affiliation = rh_n_grp and paste the following text (preferably below the existing block of data): Code: npc_ship = Rheinland_Gunboat 5) browse to DATA/MISSIONS, open formations.ini, and paste the following text (preferably at the end of the file): Code: [Formation] 6) browse to DATA/MISSIONS, open npcships.ini and paste the following text (preferably at the end of the file): Code: [NPCShipArch] 7) browse to DATAMISSIONS, open shipclasses.ini and paste the following text (preferably at the end of the file): Code: [ShipClass] 8 ) browse to DATA/SHIPS, open loadouts_special.ini and paste the following text (preferably at the end of the file): Code: [Loadout] Now onto the juicy meat and succulent bones: controlling where your fleets spawn! Browse to DATA/UNIVERSE/SYSTEMS ... then take a moment to get your bearings. You're looking at a bunch of cryptically-named folders, each of which represents a system. A complete list of map-to-system names can be found in most basic modding resources, but let's focus our attention on LI01 for now. That's the first system (New York) in Liberty space (hence the abbreviation "LI01" ), and it's an ideal location for our testing ground. 9) Browse to DATA/UNIVERSE/SYSTEMS/LI01, open li01.ini, search for the string nickname = Zone_Li01_001_Planet_Li01_01 (the area of space around Manhattan), and paste the following text (preferably below the existing block of data): Code: encounter = capitalships_Liberty, 19, 1.000000 10) You're done! Take off from Manhattan and blast away (or just admire the view, which is a wiser course of action)! 11) You can also summon ships from the other houses. Here's how. In general, the format for generating a small fleet affiliated with HOUSE is: Code: encounter = capitalships_HOUSENAME, 19, 1.000000 Where HOUSENAME can be Bretonia, Kusari, Liberty, Nomads, or Rheinland, and where GROUPNAME can be br_n_grp (Bretonia Armed Forces), ku_n_grp (Kusari Naval Forces), li_n_grp (Liberty Navy), fc_n_grp (Nomads), or rh_n_grp (Rheinland Military). Substitute as desired. It's possible to spawn more than one fleet simultaneously! Simply copy the encounter= and faction= parameters as many times as you like, but raise the density restriction of the zone you're calling them in (rule of thumb: default value + total fleet size). You only need to insert the [EncounterParameters] once per system. I'll leave populating the universe with military patrols to your imagination.
Posted on: 2011/9/24 18:04
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Re: [General Tutorials] Battleship Encounters |
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Hello there, could I get a bit of help with understanding "ZONE"?
Posted on: 2014/6/11 10:01
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Re: [General Tutorials] Battleship Encounters |
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The ZONE sections are predefined areas wherein things happen.
They might be a radiation zone, an asteroid field, or an area where you want certain NPCs to appear (but not others). So, when you want battleships to show up you first need to create your encounters. That's where the formations come in and the changes to the factions that identify them as having capital ships in their fleet. npcships.ini defines the ships and their levels. Once you have that designated then you just need to define the encounter in the beginning of each system.ini file and then address it in the zone you wish it to appear in. Because I'm old school and too dumb to learn anything new I still use Freelancer Explorer to work with zones. Download that program and fool around a little to see what and where the zones are. Basically, any zone that already has an encounter in it can accept another one without any issues. As long as it's defined properly... Make backups before you go messin'.
Posted on: 2014/6/11 11:37
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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: [General Tutorials] Battleship Encounters |
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Just popping in
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Thank you, I'm wanting to make encounters in all the house systems but it's a bit taxing as I don't really know what to do
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Posted on: 2014/6/12 1:13
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Re: [General Tutorials] Battleship Encounters |
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Home away from home
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Well, moonhead made it easy for you.
Just follow his directions and copy/paste the requisite file changes into the indicated files. It will take some work on your part but, that's how I learned. I'm sure you can learn the same way as well.
Posted on: 2014/6/12 20:00
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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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