--------Stage Eight-------- Ok now only one thing remains for you to learn. Population zones. Now another rule... never ever make patrols. They crash systems, and are not worth it. A correct population zone is far better than any patrol route. Ok so here we go. Remember to back up the last system. Ok Click Population Zone, then click somewhere in between our base and planet. Then strech out untill both are filled. Ok heres the steps. 1) Click Encounter Type Menu, Go to "Area Defend" 2) Click "Add Encounter" 3) Click on Faction Menu and Select "Liberty Navy". Set at 80% (default) and click add faction. Repeat for all the encounters. Then set the values at the top to the same as mine. Click "Ok". Lets go test. --------Stage Nine-------- Ok now weve got that sorted we can just add stuff. Like I think the base and planet are to far away, so lets add a tradelane. Click on tradelane, and click on its destination. Something often over looked it that they think that a tradelane ring is right next to a base, when in game it is around 2 K away. The best friend for this job is the ruler. From this diagram, you should also be able to make a tradelane. It functions in exactly the same way: 1) Click Tradelane 2) Click Beginning 3) Click End Now well do the scripting for the tradelanes. It is easy and itll only fill in the parts labels "filled in later" above. [Object] nickname = BR07_Trade_Lane_Ring_01 reputation = li_n_grp pos = 14957, 0, -37135 rotate = 0, 125, 0 archetype = Trade_Lane_Ring ids_name = 4<====================== Can be left ids_info = 66170<===================Leave for tradelanes/Docking Rings tradelane_space_name = 1<========THIS IS THE THING TO EDIT! behavior = NOTHING difficulty_level = 1 loadout = trade_lane_ring_br_01 pilot = pilot_solar_easiest next_ring = BR07_Trade_Lane_Ring_02 [Object] nickname = BR07_Trade_Lane_Ring_02 reputation = li_n_grp pos = 8373, 0, -32359 rotate = 0, 125, 0 archetype = Trade_Lane_Ring ids_name = 4<====================== Can be left ids_info = 66170<===================Leave for tradelanes/Docking Rings behavior = NOTHING difficulty_level = 1 loadout = trade_lane_ring_br_01 pilot = pilot_solar_easiest prev_ring = BR07_Trade_Lane_Ring_01 next_ring = BR07_Trade_Lane_Ring_03 [Object] nickname = BR07_Trade_Lane_Ring_03 reputation = li_n_grp pos = 1789, 0, -27583 rotate = 0, 125, 0 archetype = Trade_Lane_Ring ids_name = 4<====================== Can be left ids_info = 66170<===================Leave for tradelanes/Docking Rings behavior = NOTHING difficulty_level = 1 loadout = trade_lane_ring_br_01 pilot = pilot_solar_easiest prev_ring = BR07_Trade_Lane_Ring_02 next_ring = BR07_Trade_Lane_Ring_04 [Object] nickname = BR07_Trade_Lane_Ring_04 reputation = li_n_grp pos = -4793, 0, -22807 rotate = 0, 125, 0 archetype = Trade_Lane_Ring ids_name = 4<====================== Can be left ids_info = 66170<===================Leave for tradelanes/Docking Rings behavior = NOTHING difficulty_level = 1 loadout = trade_lane_ring_br_01 pilot = pilot_solar_easiest prev_ring = BR07_Trade_Lane_Ring_03 next_ring = BR07_Trade_Lane_Ring_05 [Object] nickname = BR07_Trade_Lane_Ring_05 reputation = li_n_grp pos = -11377, 0, -18031 rotate = 0, 125, 0 archetype = Trade_Lane_Ring ids_name = 4<====================== Can be left ids_info = 66170<===================Leave for tradelanes/Docking Rings behavior = NOTHING difficulty_level = 1 loadout = trade_lane_ring_br_01 pilot = pilot_solar_easiest prev_ring = BR07_Trade_Lane_Ring_04 next_ring = BR07_Trade_Lane_Ring_06 [Object] nickname = BR07_Trade_Lane_Ring_06 reputation = li_n_grp pos = -17961, 0, -13256 rotate = 0, 125, 0 archetype = Trade_Lane_Ring ids_name = 4<====================== Can be left ids_info = 66170<===================Leave for tradelanes/Docking Rings tradelane_space_name = 1<========THIS IS THE THING TO EDIT! behavior = NOTHING difficulty_level = 1 loadout = trade_lane_ring_br_01 pilot = pilot_solar_easiest prev_ring = BR07_Trade_Lane_Ring_05 On the imaginatively called "THIS IS THE THING TO EDIT" lol, guess what? Ok ok some explanation is still needed. The FIRST AND LAST have space_names. IE House -> Tree First space name HOUSE Last space name TREE Get it? Page 7