HELP!!! using freelancer explorer... PLEASE HELP ME!!! - Freelancer General Editing Forum - Lancersreactor

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[XFS]Cady

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1

Wednesday, October 19th 2005, 8:23pm

just wondering...did you get permission to mod that from the Nima people? Also, im having the same problems in my own mod.
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alfa_astrix

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2

Wednesday, October 19th 2005, 8:46pm

Why is this posted in bot this forum, and the Freelancer Utility forum?

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3

Thursday, October 20th 2005, 12:37am

Well, depends upon what you are trying to do. The Explorer shouldn´t have an issue in making the system or zones as you wish... I would suggest reading the tutorials upon how to use Freelancer Explorer to get a grip on the item. As for modding Nomads Revenge, if you are making an "addon" - which is activated AFTER the mod - then it is fine (as in you only have your system files and related files for download which is activated in FLMM after NR2 is activated). If you are hoping to release the whole sheebang (whole NR2 mod with your addition in it), then you actually need permission from more than just Nima. The mod they use is Evolutions, with all our ships and work in it. They cannot grant permission to use our mod/contents. Edited by - Chips on 10/19/2005 11:41:19 PM

bakedpotato

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4

Thursday, October 20th 2005, 4:39am

I think the tutorials Chips refers to is the one that Dark Dragon put together. There are three volumes. He may know of another tutorial... <A href=´http://www.lancersreactor.org/t/download/download.asp?id=932´ Target=_Blank>Freelancer Explorer Tutorial</a> made by DarkDragon <A href=´http://www.lancersreactor.org/t/download/download.asp?id=947´ Target=_Blank>Freelancer Explorer Tutorial volume 2</a> made by DarkDragon <A href=´http://www.lancersreactor.org/t/download/download.asp?id=1140´ Target=_Blank>Freelancer Explorer Tutorial Volume 3</a> made by DarkDragon
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-Trail-

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5

Thursday, October 20th 2005, 8:05am

or alternatively you could use a basic template for the ships like: [Zone nickname = Zone_SO01_pop_ambient_01 ;anything here pos = 0, 0, 0 ;center of system shape = SPHERE ;round thing size = 150000 ;150k from middle? visit = 128 ;leave interference = 0.500000 ;dunno sort = 99.500000 ;works fine toughness = 4 density = 6 repop_time = 25 max_battle_size = 12 pop_type = Background relief_time = 15 faction_weight = so_grp, 20 encounter = area_assault, 4, 1.000000 faction = so_grp, 1.000000 ;your faction, all must total &lt;= 1 encounter = area_defend, 12, 1.000000 faction = so_grp, 1.000000 ;your faction, all must total &lt;= 1 if you copy and paste that adding more of theese: encounter = area_defend, 12, 1.000000 faction = so_grp, 1.000000 to the bottom with your own faction you will ventually get an uberwarzone! just put at bottom of your system file (/DATA/UNIVERCE/xx01/xx01.ini) <img src=´http://squareownz.com/sob.jpg ´>
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TekshinRa

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6

Thursday, October 20th 2005, 9:28am

ok, just to address the issue about modding some one elses mod, its for personal use only, i have no intention to release it (except to maybe a few personal friends) as for populated zones, i have no problem making the zone, its just that no ships appere. im not shure, but this may be due to the fact that i messed up a value... (it is supposed to have 100+ npc fighting in a fairly small area, including order ships, nomad ships, and gunboats.) if theres any value combo´s that would prevent the zone from being populated, please post the answer, not the link (givin that there isnt like 50 possabulitys, then a link is in order) Thanks, TekshinRa
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M-A-C-E_166

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7

Thursday, October 20th 2005, 9:35am

Could you post up the zone? There are density restrictions which depend upon the pop type, but if you are using &quot;background&quot; then these shouldn´t apply. One note is that the ship classes may have been changed to allow more control over what spawns. In the original game the nomads had a unique ship class which was used for their unique encounters. Some modders add extra ones and use specific encounters to have certain ships in certain places. So, you could have a &quot;area_fighter_intercepter&quot; encounter which uses a new ship class called &quot;class_intercepter&quot;. Its a good way of doing it and it means you can have several different loadouts for fighters that spawn in the right places. I don´t have the mod that you have used as a template, but it would be worth checking the encounters to see if they are the same as normal.
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TekshinRa

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8

Thursday, October 20th 2005, 9:40am

well, as for the system, i made it my self, so i have no idea what zone its in, but its right next to the newyork system, there for it may be in liberty, but im not 100%. if you can tell me the configuration for a system that can have about 100 ships spawn, ill modle my system after it.
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9

Thursday, October 20th 2005, 11:34am

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>ok, just to address the issue about modding some one elses mod, its for personal use only, i have no intention to release it (except to maybe a few personal friends) <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Obviously in that case there is no issue at all <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

M-A-C-E_166

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10

Thursday, October 20th 2005, 2:14pm

Ok, well, to have lots of ships appearing you need to increase the density and the max_battle_size. Then add lots of different encounters. I´ve also lowered the repop time and the relief time between encounters too. Here´s a typical encounter.. nickname = Zone_BR07_pop_ambient_01 .. sort = 51 toughness = 12 density = 50&lt;----Its a crazy amount, its worth trying and modifying repop_time = 5&lt;----Lowered max_battle_size = 100 damage = 0 spacedust = dust spacedust_maxparticles = 0 interference = 0.000000 pop_type = Background relief_time = 5&lt;----Lowered population_additive = True&lt;-Helps if there are other zones on top that might affect the spawn density_restriction = 50, lawfuls&lt;-I´ve added these to give some control density_restriction = 50, unlawfuls&lt;-I´ve added these to give some control faction_weight = br_n_grp, 1 .. encounter = area_scout, 12, 0.100000 faction = br_n_grp, 1.000000 encounter = area_gunboats, 12, 0.100000 faction = br_n_grp, 1.000000 encounter = area_scout, 12, 0.100000 faction = gd_bh_grp, 1.000000 encounter = area_assault, 12, 0.200000 faction = br_p_grp, 1.000000 encounter = area_assault, 12, 0.100000 faction = fc_ou_grp, 1.500000 encounter = area_assault, 12, 0.100000 faction = fc_m_grp, 1.000000 encounter = area_assault, 12, 0.100000 faction = fc_g_grp, 1.000000 encounter = area_assault, 12, 0.150000 faction = fc_c_grp, 1.000000 So, the whole encounter works out at the 100% (though it dosen´t seem to need to, i usually leave a little bit for overlapping zones). It is population_additive so it should spawn anywhere and ignores other restrictions. The encounter themselves has 50% pirate and 50% law. Should see quite a few fire works.. One note is that area gunboats seems to behave badly. Even if there are enemies all around the gunboats do not engage and simply fly around shooting with their turrets. Not sure if its the state graph that prevents them (in npcships) or the pilot. The encounter only uses assault leader job, the same as in most of the others.
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Bejaymac

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Friday, October 21st 2005, 7:54am

@ M-A-C-E, I understand what you´ve posted as will most of the old hands, but you have to remember that we seem to be getting a lot of noobs who only use FLE, and don´t have a clue about whats in the ini´s or how to hand edit them. As far as their concern

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12

Friday, October 21st 2005, 9:11pm

Hmm.. klingon language version.. fascinating..
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