Init 0.1 - DATA

This commit is contained in:
Nekura
2024-01-07 23:08:00 +01:00
parent 8bad4c1f45
commit ed54d2049e
809 changed files with 135558 additions and 0 deletions

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[EncounterFormation]
ship_by_class = 1, 1, sc_armoreds
pilot_job = prisoner_job
ship_by_class = 1, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 1, 1, sc_fighters, -1
pilot_job = escort_job
formation_by_class = gunboats
behavior = trade
arrival = all
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3

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[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 2, 3, sc_fighters, -1
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -object_jump_gate, -tradelane
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 2, 3, sc_fighters, -1
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -object_jump_gate, -tradelane
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3
permutation = 1, 1

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[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 1, 2, sc_fighters, -1
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -object_jump_gate, -tradelane
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 1, 2, sc_fighters, -1
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -object_jump_gate, -tradelane
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3
permutation = 1, 1

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[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = defend_leader_job
make_class = wanderer
ship_by_class = 0, 1, sc_fighters, -1
pilot_job = defend_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -tradelane, -object_jump_gate
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3

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[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = scout_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -tradelane, -object_jump_gate
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3

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[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = defend_leader_job
make_class = wanderer
ship_by_class = 1, 2, sc_fighters, -1
pilot_job = defend_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -tradelane, -object_jump_gate
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3

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[EncounterFormation]
ship_by_class = 1, 1, sc_gunboats
pilot_job = assault_leader_job
make_class = wanderer
formation_by_class = gunboats
behavior = wander
arrival = all, -object_all
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3

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[EncounterFormation]
ship_by_class = 1, 1, sc_lifters
pilot_job = lifter_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -tradelane, -object_jump_gate
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3

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[EncounterFormation]
ship_by_class = 1, 1, fighters
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 3, 3, fighters
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3

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[EncounterFormation]
ship_by_class = 1, 1, fighters
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 3, 3, fighters
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3

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[EncounterFormation]
ship_by_class = 1, 1, sc_repairs
pilot_job = repair_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -tradelane, -object_jump_gate
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3

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[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = scavenger_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5

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[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = scout_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -tradelane, -object_jump_gate
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[EncounterFormation]
ship_by_class = 2, 2, sc_fighters
pilot_job = scout_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -tradelane, -object_jump_gate
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3
permutation = 1, 4

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[EncounterFormation]
ship_by_class = 1, 1, sc_armoreds
pilot_job = armored_job
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 2, sc_fighters, -1
pilot_job = escort_job
formation_by_class = gunboats
behavior = trade
arrival = all
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5

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[EncounterFormation]
ship_by_class = 1, 1, sc_freighters
pilot_job = freighter_job
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 2, sc_fighters, -1
pilot_job = escort_job
formation_by_class = freighters
behavior = trade
arrival = all
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[EncounterFormation]
ship_by_class = 2, 2, sc_freighters
pilot_job = freighter_job
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 2, sc_fighters
pilot_job = escort_job
formation_by_class = freighters2
behavior = trade
arrival = all
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5
permutation = 1, 5

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[EncounterFormation]
ship_by_class = 1, 1, sc_freighters
pilot_job = freighter_job
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 2, sc_fighters, -1
pilot_job = escort_job
formation_by_class = freighters
behavior = trade
arrival = all
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5

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[EncounterFormation]
ship_by_class = 1, 1, sc_freighter_smugglers
pilot_job = freighter_smuggler_job
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 2, sc_fighters, -1
pilot_job = escort_job
formation_by_class = freighters
behavior = trade
arrival = all
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5

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[EncounterFormation]
ship_by_class = 1, 1, sc_fighter_smugglers
pilot_job = smuggler_job
formation_by_class = fighters
behavior = trade
arrival = all
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5

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[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = trader_job
formation_by_class = fighters
behavior = trade
arrival = all
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5

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[EncounterFormation]
ship_by_class = 1, 1, sc_transports
pilot_job = transport_job
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 2, sc_fighters, -1
pilot_job = escort_job
formation_by_class = transports
behavior = trade
arrival = all
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[EncounterFormation]
ship_by_class = 2, 2, sc_transports
pilot_job = transport_job
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 1, sc_fighters, -1
pilot_job = escort_job
formation_by_class = transports2
behavior = trade
arrival = all
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5
permutation = 1, 3

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[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = scavenger_job
make_class = wanderer
make_class = class_patroller
formation_by_class = fighters
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5

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[EncounterFormation]
ship_by_class = 1, 1, sc_transports
pilot_job = transport_job
make_class = class_patroller
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 2, sc_fighters, -1
pilot_job = escort_job
formation_by_class = transports
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[EncounterFormation]
ship_by_class = 1, 1, sc_transports
pilot_job = transport_job
make_class = class_patroller
ship_by_class = 1, 1, sc_transports
pilot_job = transport_job
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 2, sc_fighters, -1
pilot_job = escort_job
formation_by_class = transports2
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5
permutation = 1, 3

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[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = class_patroller
ship_by_class = 2, 3, sc_fighters, -1
pilot_job = assault_job
formation_by_class = fighters
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = class_patroller
ship_by_class = 2, 3, sc_fighters, -1
pilot_job = assault_job
formation_by_class = fighters
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3
permutation = 1, 1

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[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = class_patroller
ship_by_class = 1, 2, sc_fighters, -1
pilot_job = assault_job
formation_by_class = fighters
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = class_patroller
ship_by_class = 1, 2, sc_fighters, -1
pilot_job = assault_job
formation_by_class = fighters
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3
permutation = 1, 1

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[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = patrol_leader_job
make_class = class_police_patroller
ship_by_class = 0, 1, sc_fighters, -1
pilot_job = patrol_job
formation_by_class = fighters
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3

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[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = patrol_leader_job
make_class = class_police_patroller
ship_by_class = 2, 2, sc_fighters, -1
pilot_job = patrol_job
formation_by_class = fighters
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = patrol_leader_job
make_class = class_police_patroller
ship_by_class = 2, 2, sc_fighters, -1
pilot_job = patrol_job
formation_by_class = fighters
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3

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[EncounterFormation]
ship_by_class = 1, 1, sc_gunboats
pilot_job = assault_leader_job
make_class = class_police_patroller
make_class = wanderer
formation_by_class = gunboats
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3

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[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = patrol_leader_job
make_class = class_pirate_patroller
ship_by_class = 1, 2, sc_fighters, -1
pilot_job = patrol_job
formation_by_class = fighters
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3

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[EncounterFormation]
ship_by_class = 1, 1, sc_armoreds
pilot_job = prisoner_job
ship_by_class = 1, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 1, 1, sc_fighters, -1
pilot_job = escort_job
formation_by_class = gunboats
behavior = trade
arrival = tradelane
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3

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[EncounterFormation]
ship_by_class = 1, 1, sc_armoreds
pilot_job = armored_job
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 2, sc_fighters, -1
pilot_job = escort_job
formation_by_class = gunboats
behavior = trade
arrival = tradelane
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5

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[EncounterFormation]
ship_by_class = 1, 1, sc_freighters
pilot_job = freighter_job
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 2, sc_fighters, -1
pilot_job = escort_job
formation_by_class = freighters
behavior = trade
arrival = tradelane
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[EncounterFormation]
ship_by_class = 2, 2, sc_freighters
pilot_job = freighter_job
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 2, sc_fighters
pilot_job = escort_job
formation_by_class = freighters2
behavior = trade
arrival = tradelane
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5
permutation = 1, 5

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[EncounterFormation]
ship_by_class = 1, 1, sc_transports
pilot_job = transport_job
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 2, sc_fighters, -1
pilot_job = escort_job
formation_by_class = transports
behavior = trade
arrival = tradelane
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[EncounterFormation]
ship_by_class = 2, 2, sc_transports
pilot_job = transport_job
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 1, sc_fighters, -1
pilot_job = escort_job
formation_by_class = transports2
behavior = trade
arrival = tradelane
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5
permutation = 1, 3

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[EncounterFormation]
ship_by_class = 1, 1, sc_armoreds
pilot_job = prisoner_job
make_class = class_patroller
ship_by_class = 1, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 1, 1, sc_fighters, -1
pilot_job = escort_job
formation_by_class = gunboats
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3

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[EncounterFormation]
ship_by_class = 1, 1, sc_transports
pilot_job = transport_job
make_class = class_patroller
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 2, sc_fighters, -1
pilot_job = escort_job
formation_by_class = transports
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[EncounterFormation]
ship_by_class = 1, 1, sc_transports
make_class = class_patroller
pilot_job = transport_job
ship_by_class = 1, 1, sc_transports
pilot_job = transport_job
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 2, sc_fighters, -1
pilot_job = escort_job
formation_by_class = transports2
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5
permutation = 1, 3

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[EncounterFormation]
ship_by_class = 1, 1, sc_armoreds
pilot_job = armored_job
make_class = class_patroller
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 1, 2, sc_fighters, -1
pilot_job = escort_job
formation_by_class = gunboats
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5

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@@ -0,0 +1,36 @@
[EncounterFormation]
ship_by_class = 1, 1, sc_freighters
pilot_job = freighter_job
make_class = class_patroller
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 2, sc_fighters, -1
pilot_job = escort_job
formation_by_class = freighters
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[EncounterFormation]
ship_by_class = 1, 1, sc_freighters
pilot_job = freighter_job
make_class = class_patroller
ship_by_class = 1, 1, sc_freighters
pilot_job = freighter_job
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 2, sc_fighters, -1
pilot_job = escort_job
formation_by_class = freighters2
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5
permutation = 1, 3

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[EncounterFormation]
ship_by_class = 1, 1, sc_freighters
pilot_job = freighter_job
make_class = class_pirate_patroller
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 2, sc_fighters, -1
pilot_job = escort_job
formation_by_class = freighters
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5

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@@ -0,0 +1,18 @@
[EncounterFormation]
ship_by_class = 1, 1, sc_freighter_smugglers
pilot_job = freighter_smuggler_job
make_class = class_pirate_patroller
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 2, sc_fighters, -1
pilot_job = escort_job
formation_by_class = freighters
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5

View File

@@ -0,0 +1,14 @@
[EncounterFormation]
ship_by_class = 1, 1, sc_fighter_smugglers
pilot_job = trader_job
make_class = class_pirate_patroller
formation_by_class = fighters
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5

View File

@@ -0,0 +1,14 @@
[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = trader_job
make_class = class_patroller
formation_by_class = fighters
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5

View File

@@ -0,0 +1,36 @@
[EncounterFormation]
ship_by_class = 1, 1, sc_transports
pilot_job = transport_job
make_class = class_patroller
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 2, sc_fighters, -1
pilot_job = escort_job
formation_by_class = transports
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[EncounterFormation]
ship_by_class = 1, 1, sc_transports
make_class = class_patroller
pilot_job = transport_job
ship_by_class = 1, 1, sc_transports
pilot_job = transport_job
ship_by_class = 0, 1, sc_fighters
pilot_job = escort_leader_job
ship_by_class = 0, 2, sc_fighters, -1
pilot_job = escort_job
formation_by_class = transports2
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 5
permutation = 1, 3

View File

@@ -0,0 +1,10 @@
[CharacterEncounter]
Location = Li01_01_base, Cityscape
action = scripts\story\s002xe_nrml_sinclair_li_01_Cityscape_01.thn
autoplay
[Char]
npc = Lonnigan_hurt
actor = Lonnigan
fidget = scripts\extras\fidget_stand_male_NULL.thn

View File

@@ -0,0 +1,29 @@
[CharacterEncounter]
Location = Li01_01_Base, bar
action = scripts\story\s003x_nrml_manhtn_bar_li_01_Bar_01.thn
autoplay
[Reserve]
spot = Zg/NPC/mTable3/01/A/Sitlow
spot = Zg/NPC/mFloor3/01/A/Stand
spot = Zg/NPC/mFloor2/01/A/Stand
[Char]
npc = manhtn_bar
actor = story_bartender
fidget = scripts\extras\fidget_stand_male_NULL.thn
[Char]
npc = juni
actor = juni
fidget = scripts\story\s004xf_nrml_juni_li_01_Bar_01.thn
[Char]
npc = liberty_diplomat
actor = li_diplomat
fidget = scripts\story\s004xf_nrml_diplomat_li_01_Bar_01.thn
[Char]
actor = bartender
spot = Zs/NPC/Bartender/01/A/Stand

View File

@@ -0,0 +1,18 @@
[CharacterEncounter]
Location = Li01_01_base, Bar
action = scripts\story\s004x_nrml_juni_li_01_Bar_01.thn
[Reserve]
spot = Zg/NPC/mTable3/01/A/Sitlow
spot = Zg/NPC/mFloor3/01/A/Stand
[Char]
npc = juni
actor = juni
fidget = scripts\story\s004xf_nrml_juni_li_01_Bar_01.thn
[Char]
npc = liberty_diplomat
actor = li_diplomat
fidget = scripts\story\s004xf_nrml_diplomat_li_01_Bar_01.thn

View File

@@ -0,0 +1,20 @@
[CharacterEncounter]
Location = Li01_01_base, Equipment
offer = scripts\story\s005a_offer_juni_li_01_Equipment_01.thn
decision = scripts\story\s005e_decision_juni_li_01_Equipment_01.thn
accept = scripts\story\s005b_accept_juni_li_01_Equipment_01.thn
reject = scripts\story\s005c_decline_juni_li_01_Equipment_01.thn
autoplay
mission_text_id = 21805
nooffer_text_id = 1840
relocate_player = Cityscape
[Reserve]
spot = Zg/NPC/mFloor2/01/A/Stand
spot = Zg/NPC/mFloor2/02/A/Stand
[Char]
npc = juni
actor = juni
fidget = scripts\extras\fidget_stand_female_NULL.thn

View File

@@ -0,0 +1,20 @@
[CharacterEncounter]
Location = Li01_01_base, Equipment
offer = scripts\story\s005d_reoffer_juni_li_01_Equipment_01.thn
decision = scripts\story\s005e_decision_juni_li_01_Equipment_01.thn
accept = scripts\story\s005b_accept_juni_li_01_Equipment_01.thn
reject = scripts\story\s005c_decline_juni_li_01_Equipment_01.thn
mission_text_id = 21805
nooffer_text_id = 1840
autoplay
relocate_player = Cityscape
[Reserve]
spot = Zg/NPC/mFloor2/01/A/Stand
spot = Zg/NPC/mFloor2/02/A/Stand
[Char]
npc = juni
actor = juni
fidget = scripts\extras\fidget_stand_female_NULL.thn

View File

@@ -0,0 +1,12 @@
[CharacterEncounter]
Location = Li01_02_Base, Planetscape2
start_room = Planetscape2
action = scripts\story\s006x_nrml_king_pl_01_pad_01.thn
autoplay
relocate_player = planetscape
[Char]
npc = King
actor = King
fidget = scripts\extras\fidget_stand_male_NULL.thn

3297
DATA/MISSIONS/M01A/m01a.ini Normal file

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@@ -0,0 +1,99 @@
[NPCShipArch]
nickname = MSN01a_King
loadout = MSN01a_King
level = d1
ship_archetype = li_fighter
pilot = MSN01a_King
state_graph = FIGHTER
npc_class = lawful, FIGHTER
[NPCShipArch]
nickname = MSN01a_Donau
loadout = MSN01a_Donau
level = d1
ship_archetype = rh_cruiser
pilot = MSN01a_Donau
state_graph = NOTHING
npc_class = lawful, cruiser
[NPCShipArch]
nickname = MSN01a_Donau_Escort
loadout = MSN01a_Donau_Escort
level = d1
ship_archetype = rh_elite
pilot = MSN01a_Donau_Escort
state_graph = FIGHTER
npc_class = lawful, elite_fighter
[NPCShipArch]
nickname = MSN01a_Liberty_Cruiser
loadout = MSN01a_Liberty_Cruiser
level = d10
ship_archetype = li_cruiser
pilot = MSN01a_Liberty_Cruiser
state_graph = cruiser
npc_class = lawful, cruiser
[NPCShipArch]
nickname = MSN01a_Liberty_Cruiser_Escort
loadout = MSN01a_Liberty_Cruiser_Escort
level = d1
ship_archetype = li_elite
pilot = MSN01a_Liberty_Cruiser_Escort
state_graph = FIGHTER
npc_class = lawful, elite_fighter
[NPCShipArch]
nickname = MSN01a_Order_Heavy_Fighter
loadout = MSN01a_Order_Heavy_Fighter
level = d1
ship_archetype = or_elite_msn01
pilot = MSN01a_Order_Heavy_Fighter
state_graph = FIGHTER
npc_class = lawful, elite_fighter
[NPCShipArch]
nickname = MSN01a_Large_Transport
loadout = MSN01a_Large_Transport
level = d1
ship_archetype = ge_large_transport
pilot = MSN01a_Large_Transport
state_graph = TRANSPORT
npc_class = lawful, transport_large
[NPCShipArch]
nickname = MSN01a_Small_Transport
loadout = MSN01a_Small_Transport
level = d1
ship_archetype = ge_transport
pilot = MSN01a_Small_Transport
state_graph = TRANSPORT
npc_class = lawful, TRANSPORT
[NPCShipArch]
nickname = MSN01a_Repair_Ship
loadout = MSN01a_Repair_Ship
level = d1
ship_archetype = ge_repair
pilot = MSN01a_Repair_Ship
state_graph = TRANSPORT
npc_class = lawful, TRANSPORT
[NPCShipArch]
nickname = MSN01a_Lifter
loadout = MSN01a_Lifter
level = d1
ship_archetype = ge_lifter
pilot = MSN01a_Lifter
state_graph = TRANSPORT
npc_class = lawful, TRANSPORT
[NPCShipArch]
nickname = MSN01a_Lifeboat
loadout = RTC_Lifeboat
level = d1
ship_archetype = RTC_Lifeboat
pilot = MSN01a_Lifter
state_graph = TRANSPORT
npc_class = lawful, TRANSPORT

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2567
DATA/MISSIONS/M01B/m01b.ini Normal file

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@@ -0,0 +1,126 @@
[NPCShipArch]
nickname = MSN01b_King
loadout = MSN01b_King
level = d1
ship_archetype = li_fighter
pilot = MSN01b_King
state_graph = FIGHTER
npc_class = lawful, FIGHTER
[NPCShipArch]
nickname = MSN01b_Epsilon
loadout = MSN01b_Epsilon
level = d1
ship_archetype = li_fighter
pilot = MSN01b_Epsilon
state_graph = FIGHTER
npc_class = lawful, FIGHTER
[NPCShipArch]
nickname = MSN01b_Epsilon_Leader
loadout = MSN01b_Epsilon_Leader
level = d1
ship_archetype = li_fighter
pilot = MSN01b_Epsilon_Leader
state_graph = FIGHTER
npc_class = lawful, FIGHTER
[NPCShipArch]
nickname = MSN01b_Liberty_Rogue_Scout
loadout = MSN01b_Liberty_Rogue_Scout
level = d1
ship_archetype = pi_fighter
pilot = MSN01b_Liberty_Rogue_Scout
state_graph = FIGHTER
npc_class = lawful, FIGHTER
[NPCShipArch]
nickname = MSN01b_Liberty_Rogue
loadout = MSN01b_Liberty_Rogue
level = d1
ship_archetype = pi_fighter
pilot = MSN01b_Liberty_Rogue
state_graph = FIGHTER
npc_class = lawful, FIGHTER
[NPCShipArch]
nickname = MSN01b_Liberty_Rogue_Leader
loadout = MSN01b_Liberty_Rogue_Leader
level = d1
ship_archetype = pi_fighter
pilot = MSN01b_Liberty_Rogue_Leader
state_graph = FIGHTER
npc_class = lawful, FIGHTER
[NPCShipArch]
nickname = MSN01b_Liberty_Rogue_Defender
loadout = MSN01b_Liberty_Rogue_Defender
level = d1
ship_archetype = pi_fighter
pilot = MSN01b_Liberty_Rogue_Defender
state_graph = FIGHTER
npc_class = lawful, FIGHTER
[NPCShipArch]
nickname = MSN01b_Liberty_Rogue_Defender_Leader
loadout = MSN01b_Liberty_Rogue_Defender_Leader
level = d1
ship_archetype = pi_fighter
pilot = MSN01b_Liberty_Rogue_Defender_Leader
state_graph = FIGHTER
npc_class = lawful, FIGHTER
[NPCShipArch]
nickname = MSN01b_Beta4
loadout = MSN01b_Beta4
level = d1
ship_archetype = li_fighter
pilot = MSN01b_Beta4
state_graph = FIGHTER
npc_class = lawful, FIGHTER
[NPCShipArch]
nickname = MSN01b_Liberty_Bomber
loadout = MSN01b_Liberty_Bomber
level = d1
ship_archetype = li_elite
pilot = MSN01b_Liberty_Bomber
state_graph = FIGHTER
npc_class = lawful, elite_fighter
[NPCShipArch]
nickname = MSN01b_Prison_Ship
loadout = MSN01b_Prison_Ship
level = d10
ship_archetype = ge_prison
pilot = MSN01b_Prison_Ship
state_graph = NOTHING
npc_class = lawful, prison
[NPCShipArch]
nickname = MSN01b_Exploder
loadout = MSN01b_Exploder
level = d1
ship_archetype = debris_tosser_200
pilot = MSN01b_Exploder
state_graph = FIGHTER
npc_class = lawful, FIGHTER
[NPCShipArch]
nickname = MSN01b_Liberty_Heavy
loadout = MSN01b_Liberty_Heavy
level = d1
ship_archetype = li_elite
pilot = MSN01b_Liberty_Heavy
state_graph = FIGHTER
npc_class = lawful, elite_fighter
[NPCShipArch]
nickname = MSN01b_Liberty_Bomber_Escort
loadout = MSN01b_Liberty_Bomber_Escort
level = d1
ship_archetype = li_fighter
pilot = MSN01b_Liberty_Bomber_Escort
state_graph = FIGHTER
npc_class = lawful, FIGHTER

View File

@@ -0,0 +1,24 @@
[CharacterEncounter]
Location = Li01_01_Base, bar
offer = scripts\story\s009a_offer_King_li_01_Bar_01.thn
decision = scripts\story\s009e_decision_King_li_01_Bar_01.thn
accept = scripts\story\s009b_accept_King_li_01_Bar_01.thn
reject = scripts\story\s009c_decline_King_li_01_Bar_01.thn
mission_text_id = 22205
nooffer_text_id = 22205
[Reserve]
spot = Zg/NPC/mFloor2/01/A/Stand
spot = Zg/NPC/mFloor3/01/A/Stand
spot = Zg/NPC/mFloor3/02/A/Stand
[Char]
npc = juni
actor = juni
fidget = scripts\story\s009fb_fidget_juni_li_01_Bar_01.thn
[Char]
npc = King
actor = King
fidget = scripts\story\s009fa_fidget_King_li_01_Bar_01.thn

View File

@@ -0,0 +1,24 @@
[CharacterEncounter]
Location = Li01_01_Base, bar
offer = scripts\story\s009d_reoffer_King_li_01_Bar_01.thn
decision = scripts\story\s009e_decision_King_li_01_Bar_01.thn
accept = scripts\story\s009b_accept_King_li_01_Bar_01.thn
reject = scripts\story\s009c_decline_King_li_01_Bar_01.thn
mission_text_id = 22205
nooffer_text_id = 22205
[Reserve]
spot = Zg/NPC/mFloor2/01/A/Stand
spot = Zg/NPC/mFloor3/01/A/Stand
spot = Zg/NPC/mFloor3/02/A/Stand
[Char]
npc = juni
actor = juni
fidget = scripts\story\s009fb_fidget_juni_li_01_Bar_01.thn
[Char]
npc = King
actor = King
fidget = scripts\story\s009fa_fidget_King_li_01_Bar_01.thn

View File

@@ -0,0 +1,11 @@
[CharacterEncounter]
Location = Li01_01_Base, Cityscape
action = scripts\story\s010x_nrml_Lonnigan_li_01_Cityscape_01.thn
autoplay
relocate_player = Cityscape
[Char]
npc = Syd
actor = Syd
fidget = scripts\extras\fidget_stand_male_NULL.thn

View File

@@ -0,0 +1,12 @@
[CharacterEncounter]
Location = Li01_03_Base, deck2
start_room = deck2
action = scripts\story\s011x_nrml_juni_li_05_Deck_01.thn
autoplay
relocate_player = deck
[Char]
npc = juni
actor = juni
fidget = scripts\extras\fidget_stand_female_NULL.thn

2303
DATA/MISSIONS/M02/m02.ini Normal file

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@@ -0,0 +1,90 @@
[NPCShipArch]
nickname = MSN02_Liberty_Police
loadout = MSN02_Liberty_Police
level = d2
ship_archetype = li_fighter
pilot = MSN02_Liberty_Police
state_graph = FIGHTER
npc_class = lawful, FIGHTER
[NPCShipArch]
nickname = MSN02_King
loadout = MSN02_King
level = d2
ship_archetype = li_fighter
pilot = MSN02_King
state_graph = FIGHTER
npc_class = lawful, FIGHTER
[NPCShipArch]
nickname = MSN02_Cosmo
loadout = MSN02_Cosmo
level = d2
ship_archetype = li_fighter
pilot = MSN02_Cosmo
state_graph = FIGHTER
npc_class = lawful, FIGHTER
[NPCShipArch]
nickname = MSN02_Ashcroft
loadout = MSN02_Ashcroft
level = d2
ship_archetype = pi_elite
pilot = MSN02_Ashcroft
state_graph = FIGHTER
npc_class = lawful, elite_fighter
[NPCShipArch]
nickname = MSN02_Ashcroft_Escort
loadout = MSN02_Ashcroft_Escort
level = d2
ship_archetype = pi_fighter
pilot = MSN02_Ashcroft_Escort
state_graph = FIGHTER
npc_class = lawful, FIGHTER
[NPCShipArch]
nickname = MSN02_Ashcroft_Transport
loadout = MSN02_Ashcroft_Transport
level = d2
ship_archetype = ge_transport
pilot = MSN02_Ashcroft_Transport
state_graph = TRANSPORT
npc_class = lawful, TRANSPORT
[NPCShipArch]
nickname = MSN02_Burning_Heavy_Fighter
loadout = MSN02_Burning_Heavy_Fighter
level = d2
ship_archetype = mission02_burning_l_elite
pilot = MSN02_Burning_Heavy_Fighter
state_graph = FIGHTER
npc_class = lawful, elite_fighter
[NPCShipArch]
nickname = MSN02_Burning_Transport
loadout = MSN02_Burning_Transport
level = d2
ship_archetype = mission02_burning_transport
pilot = MSN02_Burning_Transport
state_graph = TRANSPORT
npc_class = lawful, TRANSPORT
[NPCShipArch]
nickname = MSN02_Exploder
loadout = MSN02_Exploder
level = d2
ship_archetype = debris_tosser_200
pilot = MSN02_Exploder
state_graph = FIGHTER
npc_class = lawful, FIGHTER
[NPCShipArch]
nickname = MSN02_Battleship_Unity
loadout = MSN04_Battleship_Unity
level = d20
ship_archetype = li_dreadnought
pilot = MSN04_Battleship_Unity
state_graph = CRUISER
npc_class = lawful, CRUISER

View File

@@ -0,0 +1,11 @@
[CharacterEncounter]
Location = Li01_01_base, Cityscape
action = scripts\story\s012xa_nrml_Lonnigan_li_01_Cityscape_01.thn
autoplay
relocate_player = bar
[Char]
npc = Lonnigan
actor = Lonnigan
fidget = scripts\extras\fidget_stand_male_NULL.thn

View File

@@ -0,0 +1,15 @@
[CharacterEncounter]
Location = Li01_01_base, bar
action = scripts\story\s012xb_nrml_manhtn_bar_li_01_Bar_01.thn
autoplay
relocate_player = Cityscape
[Reserve]
spot = Zg/NPC/mFloor2/01/A/Stand
spot = Zg/NPC/mFloor3/01/A/Stand
[Char]
npc = manhtn_bar
actor = story_bartender
fidget = scripts\extras\fidget_stand_male_NULL.thn

View File

@@ -0,0 +1,20 @@
[CharacterEncounter]
Location = Li02_02_base, Bar
offer = scripts\story\s014a_offer_juni_pl_03_Bar_01.thn
accept = scripts\story\s014b_accept_juni_pl_03_Bar_01.thn
decline = scripts\story\s014c_decline_juni_pl_03_Bar_01.thn
decision = scripts\story\s014e_decision_juni_pl_03_Bar_01.thn
mission_text_id = 22405
nooffer_text_id = 1840
autoplay
[Reserve]
spot = Zg/NPC/mTable4/02/A/SitLow
spot = Zg/NPC/mFloor2/01/A/Stand
spot = Zg/NPC/mFloor2/02/A/Stand
[Char]
npc = juni
actor = juni
fidget = scripts\story\s014fa_fidget_juni_pl_03_Bar_01.thn

View File

@@ -0,0 +1,19 @@
[CharacterEncounter]
Location = Li02_02_base, Bar
offer = scripts\story\s014d_reoffer_juni_pl_03_Bar_01.thn
accept = scripts\story\s014b_accept_juni_pl_03_Bar_01.thn
decline = scripts\story\s014c_decline_juni_pl_03_Bar_01.thn
decision = scripts\story\s014e_decision_juni_pl_03_Bar_01.thn
mission_text_id = 22405
nooffer_text_id = 1840
[Reserve]
spot = Zg/NPC/mTable4/02/A/SitLow
spot = Zg/NPC/mFloor2/01/A/Stand
spot = Zg/NPC/mFloor2/02/A/Stand
[Char]
npc = juni
actor = juni
fidget = scripts\story\s014fa_fidget_juni_pl_03_Bar_01.thn

View File

@@ -0,0 +1,14 @@
[CharacterEncounter]
Location = Li02_02_base, Bar
action = scripts\story\s015x_nrml_Walker_pl_03_Bar_01.thn
autoplay
[Reserve]
spot = Zg/NPC/mFloor2/01/A/Stand
spot = Zg/NPC/mFloor2/02/A/Stand
[Char]
npc = juni
actor = juni
fidget = scripts\extras\fidget_stand_female_NULL.thn

2793
DATA/MISSIONS/M03/m03.ini Normal file

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