Custom Battleship encounter error

There are 25 replies in this Thread. The last Post () by E.T..

  • Hi,


    I got an error for battleship encounter with custom ships: they do not appear.


    Here is all the code I used. I recommend not to care about xwing, ywing and ewing becaus ethose are working, only CR90 and ActionVI that are not working.




    ENCOUNTERS/capitalships_order.ini


    Code
    1. [EncounterFormation] ship_by_class = 1, 1, sc_battleships pilot_job = assault_leader_job make_class = wanderer ship_by_class = 2, 2, sc_cruisers pilot_job = assault_job make_class = wanderer ship_by_class = 4, 6, sc_fighters pilot_job = assault_job make_class = wanderer formation_by_class = battleships behavior = wander arrival = cruise allow_simultaneous_creation = false zone_creation_distance = 3 times_to_create = infinite [EncounterFormation] ship_by_class = 1, 1, sc_fighters pilot_job = assault_leader_job make_class = wanderer ship_by_class = 4, 4, sc_fighters pilot_job = assault_job make_class = wanderer formation_by_class = fighters behavior = wander arrival = cruise allow_simultaneous_creation = false zone_creation_distance = 3 times_to_create = infinite [Creation] permutation = 0, 3 permutation = 0, 3




    faction_prop.ini


    Code
    1. [FactionProps] affiliation = Re_CLAN legality = lawful nickname_plurality = singular msg_id_prefix = gcs_refer_faction_Re_CLAN jump_preference = jumphole npc_ship = Re_CLAN_X-Wing npc_ship = Re_CLAN_Y-Wing npc_ship = Re_CLAN_E-Wing npc_ship = Re_CLAN_Action-VI npc_ship = Re_CLAN_CR-90 voice = pilot_f_mil_m01 voice = pilot_f_mil_m02 voice = pilot_f_leg_f01 voice = pilot_f_leg_f01a mc_costume = mc_li space_costume = li_captain_head, li_male_elite_body, comm_ge_generic2 space_costume = li_rockford_head, li_male_elite_body, comm_li_hatcher space_costume = li_sales_head_hat, li_male_elite_body, comm_ge_generic2 space_costume = ge_male4_head, li_male_elite_body, comm_li_hatcher space_costume = pl_male2_head, li_male_elite_body, comm_ge_generic2 space_costume = ge_male3_head, li_male_elite_body, comm_li_hatcher space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female space_costume = pl_female2_head, li_female_elite_body, comm_ge_generic2_female space_costume = pl_female2_head, li_female_elite_body, comm_li_hatcher_female firstname_male = 226608, 226741 firstname_female = 226808, 226952 lastname = 227008, 227307 rank_desig = 197002, 197003, 197004, 6, 9 formation_desig = 197808, 197820 large_ship_desig = 196976 large_ship_names = 202608, 202647 scan_for_cargo = commodity_alien_artifacts, 1 scan_for_cargo = commodity_cardamine, 2 scan_announce = true scan_chance = 0.300000 formation = fighters, fighter_li_n formation = cruisers, cruiser_delta formation = battleships, battleship_cruisers




    npcships.ini


    Code
    1. [NPCShipArch] nickname = Re_CLAN_X-Wing loadout = Re_CLAN_X-Wing_loadout level = d4 ship_archetype = xwing pilot = pilot_police_ace state_graph = FIGHTER npc_class = lawful, class_fighter, d4, d5, d6, d7, d8, d9, d10, d11, d12, d13, d14, d15, d16, d17, d18, d19 [NPCShipArch] nickname = Re_CLAN_Y-Wing loadout = Re_CLAN_Y-Wing_loadout level = d11 ship_archetype = ywing pilot = pilot_military_ace state_graph = FIGHTER npc_class = lawful, class_fighter, d11, d12, d13, d14, d15, d16, d17, d18, d19 [NPCShipArch] nickname = Re_CLAN_E-Wing loadout = Re_CLAN_E-Wing_loadout level = d11 ship_archetype = ewing pilot = pilot_military_ace state_graph = FIGHTER npc_class = lawful, class_fighter, d11, d12, d13, d14, d15, d16, d17, d18, d19 [NPCShipArch] nickname = Re_CLAN_Action-VI loadout = Re_CLAN_Action-VI_loadout level = d19 ship_archetype = action6_npc pilot = cruiser_default state_graph = CRUISER npc_class = lawful, class_cruiser, d19 [NPCShipArch] nickname = Re_CLAN_CR-90 loadout = Re_CLAN_CR-90_loadout level = d19 ship_archetype = ccrv_npc pilot = battleship_default state_graph = CRUISER npc_class = lawful, class_battleship, d19




    loadouts.ini


    Code
    1. [Loadout] nickname = Re_CLAN_X-Wing_loadout archetype = xwing equip = infinite_power equip = ge_s_scanner_01 equip = ge_s_tractor_01 equip = SW_engine equip = contrail01, HpContrail01, 1 equip = contrail01, HpContrail02, 1 equip = rebel_blaster_mark02, HpWeapon01 equip = rebel_blaster_mark02, HpWeapon02 equip = rebel_blaster_mark02, HpWeapon03 equip = rebel_blaster_mark02, HpWeapon04 equip = rebel_blaster_mark02, HpWeapon05 equip = rebel_blaster_mark02, HpWeapon06 equip = torpedo01_mark02, HpTorpedo01 equip = shield03_mark10_hf, HpShield01 [Loadout] nickname = Re_CLAN_Y-Wing_loadout archetype = ywing equip = infinite_power equip = ge_s_scanner_01 equip = ge_s_tractor_01 equip = SW_engine equip = contrail01, HpContrail01, 1 equip = contrail01, HpContrail02, 1 equip = FastSmallGreen, HpRunningLight01, 1 equip = rebel_blaster_mark01, HpWeapon01 equip = rebel_blaster_mark01, HpWeapon02 equip = rebel_blaster_mark01, HpWeapon03 equip = rebel_blaster_mark01, HpWeapon04 equip = rebel_turret01_mark01, HpTurret01 equip = rebel_turret01_mark01, HpTurret02 equip = torpedo01_mark02, HpTorpedo01 equip = torpedo01_mark02, HpTorpedo02 equip = shield03_mark10_hf, HpShield01 [Loadout] nickname = Re_CLAN_E-Wing_loadout archetype = ewing addon = infinite_power addon = ge_s_scanner_01 addon = ge_s_tractor_01 addon = SW_engine addon = contrail01, HpContrail01, 1 addon = contrail01, HpContrail02, 1 equip = rebel_blaster_mark04, HpWeapon01 equip = rebel_blaster_mark04, HpWeapon02 equip = rebel_blaster_mark04, HpWeapon03 equip = rebel_blaster_mark04, HpWeapon04 equip = rebel_blaster_mark04, HpWeapon05 equip = torpedo01_mark02, HpTorpedo01 equip = shield03_mark10_hf, HpShield01 [Loadout] nickname = Re_CLAN_Action-VI_loadout archetype = action6_npc equip = infinite_power equip = ge_s_scanner_01 equip = ge_s_tractor_01 equip = SW_engine equip = rebel_blaster_mark04, HpWeapon01 equip = rebel_turret01_mark04, HpTurret01 equip = rebel_turret01_mark04, HpTurret02 equip = rebel_turret01_mark04, HpTurret03 equip = rebel_turret01_mark04, HpTurret04 equip = rebel_turret01_mark04, HpTurret05 equip = rebel_turret01_mark04, HpTurret06 equip = rebel_turret01_mark04, HpTurret07 equip = shield03_mark10_fr, HpShield01 equip = shield03_mark10_fr, HpShield02 [Loadout] nickname = Re_CLAN_CR-90_loadout archetype = ccrv_npc equip = infinite_power equip = ge_s_scanner_01 equip = ge_s_tractor_01 equip = SW_engine equip = rebel_blaster_mark04, HpWeapon01 equip = rebel_blaster_mark04, HpWeapon02 equip = rebel_turret01_mark04, HpTurret01 equip = rebel_turret01_mark04, HpTurret02 equip = rebel_turret01_mark04, HpTurret03 equip = rebel_turret01_mark04, HpTurret04 equip = rebel_turret01_mark04, HpTurret05 equip = rebel_turret01_mark04, HpTurret06 equip = rebel_turret01_mark04, HpTurret07 equip = rebel_turret01_mark04, HpTurret08 equip = shield03_mark10_fr, HpShield01 equip = shield03_mark10_fr, HpShield02




    shiparch.ini


    Code
    1. [Ship] nickname = xwing ids_name = 458761 ids_info = 66515 ids_info1 = 66516 ids_info2 = 66608 ids_info3 = 66517 ship_class = 1 msg_id_prefix = gcs_refer_shiparch_Libhf mission_property = can_use_berths LODranges = 0, 99999, 99999, 99999, 99999, 99999, 99999 type = FIGHTER DA_archetype = ships\mancer_sw\xwing\xwing.cmp material_library = ships\mancer_sw\rebels.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic cockpit = cockpits\mancer\xwing.ini pilot_mesh = generic_pilot nanobot_limit = 100 shield_battery_limit = 100 mass = 150 hold_size = 100 linear_drag = 1 fuse = intermed_damage_smallship01, 0, 400 fuse = intermed_damage_smallship02, 0, 200 fuse = intermed_damage_smallship03, 0, 133 max_bank_angle = 30 camera_offset = 6, 27 camera_angular_acceleration = 0.050000 camera_horizontal_turn_angle = 17 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 25 camera_turn_look_ahead_slerp_amount = 1 hit_pts = 5000 explosion_arch = explosion_li_elite surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03 surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03 surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03 steering_torque = 50000, 50000, 230000 angular_drag = 40000, 40000, 141000 rotation_inertia = 8400, 8400, 8400 nudge_force = 30000 strafe_force = 20000 strafe_power_usage = 2 bay_door_anim = Sc_open baydoor bay_doors_open_snd = cargo_doors_open bay_doors_close_snd = cargo_doors_close HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 HP_tractor_source = HpTractor_Source num_exhaust_nozzles = 4 shield_link = l_fighter_shield01, HpMount, HpShield01 hp_type = hp_fighter_shield_special_10, HpShield01 hp_type = hp_fighter_shield_special_9, HpShield01 hp_type = hp_fighter_shield_special_8, HpShield01 hp_type = hp_fighter_shield_special_7, HpShield01 hp_type = hp_fighter_shield_special_6, HpShield01 hp_type = hp_fighter_shield_special_5, HpShield01 hp_type = hp_fighter_shield_special_4, HpShield01 hp_type = hp_fighter_shield_special_3, HpShield01 hp_type = hp_fighter_shield_special_2, HpShield01 hp_type = hp_fighter_shield_special_1, HpShield01 hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_thruster, HpThruster01 hp_type = hp_mine_dropper, HpMine01 hp_type = hp_countermeasure_dropper, HpCM01 hp_type = hp_torpedo_special_1, HpTorpedo01 hp_type = hp_torpedo_special_2, HpTorpedo01 [Ship] nickname = ywing ids_name = 458760 ids_info = 66521 ids_info1 = 66522 ids_info2 = 66608 ids_info3 = 66523 ship_class = 1 msg_id_prefix = gcs_refer_shiparch_Libhf mission_property = can_use_berths LODranges = 0, 99999, 99999, 99999, 99999, 99999, 99999 type = FIGHTER DA_archetype = ships\mancer_sw\ywing\ywing.cmp material_library = ships\mancer_sw\rebels.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic cockpit = cockpits\mancer\ywing.ini pilot_mesh = generic_pilot nanobot_limit = 100 shield_battery_limit = 100 mass = 150 hold_size = 150 linear_drag = 1 fuse = intermed_damage_smallship01, 0, 400 fuse = intermed_damage_smallship02, 0, 200 fuse = intermed_damage_smallship03, 0, 133 max_bank_angle = 30 camera_offset = 6, 30 camera_angular_acceleration = 0.050000 camera_horizontal_turn_angle = 17 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 25 camera_turn_look_ahead_slerp_amount = 1 hit_pts = 6000 explosion_arch = explosion_li_elite surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03 surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03 surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03 steering_torque = 40000, 40000, 170000 angular_drag = 40000, 40000, 141000 rotation_inertia = 8400, 8400, 8400 nudge_force = 30000 strafe_force = 20000 strafe_power_usage = 2 bay_door_anim = Sc_open baydoor bay_doors_open_snd = cargo_doors_open bay_doors_close_snd = cargo_doors_close HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 HP_tractor_source = HpTractor_Source num_exhaust_nozzles = 2 shield_link = l_fighter_shield01, HpMount, HpShield01 hp_type = hp_fighter_shield_special_10, HpShield01 hp_type = hp_fighter_shield_special_9, HpShield01 hp_type = hp_fighter_shield_special_8, HpShield01 hp_type = hp_fighter_shield_special_7, HpShield01 hp_type = hp_fighter_shield_special_6, HpShield01 hp_type = hp_fighter_shield_special_5, HpShield01 hp_type = hp_fighter_shield_special_4, HpShield01 hp_type = hp_fighter_shield_special_3, HpShield01 hp_type = hp_fighter_shield_special_2, HpShield01 hp_type = hp_fighter_shield_special_1, HpShield01 hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_thruster, HpThruster01 hp_type = hp_mine_dropper, HpMine01, HpMine02 hp_type = hp_countermeasure_dropper, HpCM01, HpCM02 hp_type = hp_torpedo_special_1, HpTorpedo01 hp_type = hp_torpedo_special_2, HpTorpedo01 hp_type = hp_torpedo_special_1, HpTorpedo02 hp_type = hp_torpedo_special_2, HpTorpedo02 hp_type = hp_turret_special_10, HpTurret01, HpTurret02 hp_type = hp_turret_special_9, HpTurret01, HpTurret02 hp_type = hp_turret_special_8, HpTurret01, HpTurret02 hp_type = hp_turret_special_7, HpTurret01, HpTurret02 hp_type = hp_turret_special_6, HpTurret01, HpTurret02 hp_type = hp_turret_special_5, HpTurret01, HpTurret02 hp_type = hp_turret_special_4, HpTurret01, HpTurret02 hp_type = hp_turret_special_3, HpTurret01, HpTurret02 hp_type = hp_turret_special_2, HpTurret01, HpTurret02 hp_type = hp_turret_special_1, HpTurret01, HpTurret02 [Ship] nickname = ewing ids_name = 458762 ids_info = 66591 ids_info1 = 66592 ids_info2 = 66608 ids_info3 = 66593 ship_class = 1 msg_id_prefix = gcs_refer_shiparch_Libhf mission_property = can_use_berths LODranges = 0, 99999, 99999, 99999, 99999, 99999, 99999 type = FIGHTER DA_archetype = ships\mancer_sw\ewing\ewing.cmp material_library = ships\mancer_sw\rebels.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic cockpit = cockpits\mancer\ewing.ini pilot_mesh = generic_pilot nanobot_limit = 100 shield_battery_limit = 100 mass = 150 hold_size = 100 linear_drag = 1 fuse = intermed_damage_smallship01, 0, 400 fuse = intermed_damage_smallship02, 0, 200 fuse = intermed_damage_smallship03, 0, 133 max_bank_angle = 30 camera_offset = 7, 35 camera_angular_acceleration = 0.050000 camera_horizontal_turn_angle = 17 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 25 camera_turn_look_ahead_slerp_amount = 1 hit_pts = 6500 explosion_arch = explosion_li_elite surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03 surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03 surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03 steering_torque = 24000, 24000, 58000 angular_drag = 15000, 15000, 35000 rotation_inertia = 2800, 2800, 1000 nudge_force = 30000 strafe_force = 20000 strafe_power_usage = 2 bay_door_anim = Sc_open baydoor bay_doors_open_snd = cargo_doors_open bay_doors_close_snd = cargo_doors_close HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 HP_tractor_source = HpTractor_Source num_exhaust_nozzles = 2 shield_link = l_elite_shield01, HpMount, HpShield01 hp_type = hp_elite_shield_special_10, HpShield01 hp_type = hp_elite_shield_special_9, HpShield01 hp_type = hp_elite_shield_special_8, HpShield01 hp_type = hp_elite_shield_special_7, HpShield01 hp_type = hp_elite_shield_special_6, HpShield01 hp_type = hp_elite_shield_special_5, HpShield01 hp_type = hp_elite_shield_special_4, HpShield01 hp_type = hp_elite_shield_special_3, HpShield01 hp_type = hp_elite_shield_special_2, HpShield01 hp_type = hp_elite_shield_special_1, HpShield01 hp_type = hp_torpedo_special_1, HpTorpedo01 hp_type = hp_torpedo_special_2, HpTorpedo01 hp_type = hp_thruster, HpThruster01 hp_type = hp_mine_dropper, HpMine01 hp_type = hp_countermeasure_dropper, HpCM01 hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05 hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05 hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05 hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05 hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05 hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05 hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05 hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05 hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05 hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05




    SW01.ini


    Edited once, last by E.T. ().

  • Neither me or somebody else who has capital ships encountered a problem... but we'll check.


    thx for the report mate :)

    Chars: [CFPD]Michael~something (x25), [CFPD]~SQMS~{[(store)]} (x3), [CFPD]xfer, Event~Manager~Michael, StarfIier~EM~Michael, Event_Team_2, [GR]Michael[SP] and a blueprint of [CFPD]Sephirothis

  • *sigh*
    I hate encounters...


    1. are you sure that the formation that you have used for that factions are correct?
    2. have you tried lowering the encounter lvl ?



    Michael... of course you dont have such a prob. -> thats not even CF

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • formations.ini




    Those are the formation that I need.


    It seems ok as only my Battleships are not working because Fighters encounters work perfectly.

  • dunno atm
    i dont even have FL installed to take a look

    signew.jpg


    cfmoddblogo.png5904.png5904.png
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    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Quote from "Gibbon"

    The problem seems simple enough. You haven't defined your capships as capships. You've defined them as freighters. That's the first problem. Moving on from this once those are defined properly (type = CRUISER or BATTLESHIP in shiparch), you will need to move the loadouts to loadouts_special.ini as all capship ones are defined here. Then they might just show up. Remember there's nothing wrong with having a seperate shiparch entry for npc ships even though you might share a cmp and mat file with a flyable one.


    Cannot test it... Cannot chat in-game.
    On FLHook it says that I am not connected.



    Maybe you can help me on that one

  • right now i can not test anything nor can i varify anything as you have not posted any shiparch info about those ships
    your post does only contain info about the fighters


    next to that it would be imaginable that this is reason for the errors as battleships encounters indeed have to be definied in such a way gibbon explained it
    but like i said... i dont have FL installed
    and i dont know enough about the code you are using on your mod

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Thats not the meaning of "Wanted/Available". The meaning of it is if you are looking for someone who is available to work you post it here. Get it? And more grammatically its: "Help Needed" and not "wanted". You don't want help, you need help.


    Unless you are looking for someone who's name is "Help" 8o

  • Just a nit:


    "Help Wanted" is grammatically correct.


    It is also a common phrase used when seeking help in a public place.

    There are 10 kinds of people in the world: Those who understand binary, and those who do not.

  • now that his is being cleared...

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Got another error related to them...
    Now they show up but only in one system, they wont show up in any other.
    I copy/pasted the code from sw01 (working system) to other. (Pop_ambient + EncounterParameters)

  • have you changed the zone nickname?
    if so where the encounters in a special region of that system (near a tradelane, station, planet)?

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • np
    often the small things are reason for big problems

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • I'd like to know something.



    Is there any way to raise the maximum ship that a formation can hold?


    I'd like to make reallistic battleship formation like if it was the president in the bs but there is only a maximum of 17 ships.