Random encounters editing

That would explain quite a bit.

I'm guessing that there's more to adding an encounter than just adding it in the campaign.txt? I added my own line, but it won't show up in the FT Tools - Campaign editor, as it won't show up in the random encounters tab.
 
How exactly would I do that? I used the "import random" selection, but I don't know what text file I am supposed to use. I tried the campaign.txt file, but all of the selections were blank - nothing showed up.
 
Click "Import Data" and then click on your "campaign.txt".

I just noticed that in my version of "FT Improver" it doesn't display random encounters for some reason but in my normal FT Tools it works fine.
 
RobotHorde;bad;6;8;false;E - thats an example of campaign.txt encounter description and id like to know what does the "E" stand for? That variable is a "cd_code" and that doesnt tell me what it does. Also if it says "false" in enabled section why does this encounter work in game? Is it some kind of condition for it to happen? Like "the encounter is disabled until event "E" ?
@Valkery

I believe u have to because even if u imported random encounters that are in 99% the same the game considers them as entirely new ones.
 
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Regisman
I'm not sure what the "E" stands for or even the "false" for that mater, there's a possibility that they are unused values, there are lots of values and options that are in Tactics that are extra and or unused.

But then again i could be wrong, i will have to do some testing and tinkering...
 
The RobotHorde line seems to be the same as all the Reaver encounters, and they work. Or, they might actually be triggers to start that encounter. I noticed that right after I finished the first mission, BrahminWood, I was on the world map traveling over at the areas where the supermutant encounters are abundant - I did not even encounter a single supermutant. Plus, I even wasn't encountering anything in those areas. So, my guess is that those true/false and Z,Y,E are perhaps indications of when the game understands that the player has progressed this far, so balance the level of the player's to the different types of encounters.
 
Yeah that was my guess as well but i didnt want to start a new game just to check it out :P So thanks for validating this for me :)
 
I noticed that right after I finished the first mission, BrahminWood, I was on the world map traveling over at the areas where the supermutant encounters are abundant - I did not even encounter a single supermutant. Plus, I even wasn't encountering anything in those areas.

The problem is that when you import Random encounters, all the existing encounter percentages and placements are deleted from the CAM file and thus you will have to go back and manually place them back on the campaign map. This makes it very un-practical to import new REs.

My solution is to just sacrifice/change a few of the existing REs.

For example, Do you really care if you ever encounter small cockroaches or Komodos?

Just open the Campaign.txt file and change the REs that you don't really care about into your desired RE.

Here is a look at my Campaign.txt file so you can see what I mean...

forces = {
//==============================================================================
//------------------------------------------------------------------------------
// CRITTERS
//------------------------------------------------------------------------------

// RadScorpions

{ "Radscorp01_Easy;bad;5;11;false;Z",
"entities/World/bounty_hunter1.ent;13;10",
"entities/World/bounty_hunter2.ent;14;10",
},

{ "Radscorp02_Medium;critter;4;5;true;Z",
"entities/Actors/Critters/radscorp_01.ent;3;10",
"entities/Actors/Critters/radscorp_01.ent;4;10",
},

{ "Radscorp03_Hard;critter;5;6;true;Z",
"entities/Actors/Critters/radscorp_01.ent;4;10",
},

// Komodo

{ "Komodo01_Easy;bad;7;14;false;Z",
"entities/World/bounty_hunter1.ent;17;10",
"entities/World/bounty_hunter2.ent;18;10",
},

{ "Komodo02_Medium;critter;4;5;true;Z",
"entities/Actors/Critters/lizard_01.ent;3;10",
"entities/Actors/Critters/lizard_01.ent;4;10",
},

{ "Komodo03_Hard;critter;5;6;true;Z",
"entities/Actors/Critters/lizard_01.ent;4;10",
},


Here you can see how I changed the 'Radscorp01_Easy' and the 'Komodo01_Easy' Encounters into a couple of Bounty hunter Encounters.



Then you will also have to change the 'encounters' file (located in the locale/game Directory) to match your new encounters...
Here's a look at a portion of my 'encounters' file...

//--------------------------------------------------------------------------------
// Random encounter force names
//--------------------------------------------------------------------------------

encounter_confirm = {Do you wish to encounter:}
encounter_forceSeperator = { and }

Radscorp01_Easy = {Bounty Hunters}
Radscorp02_Medium = {Radscorpions}
Radscorp03_Hard = {Radscorpions}
Komodo01_Easy = {Bounty Hunters}
Komodo02_Medium = {Komodo Dragons}
Komodo03_Hard = {Komodo Dragons}

I hope this helps.
 
My solution is to just sacrifice/change a few of the existing REs.

No that wont work you still have to import it into the "bos.cam" file for your changes to take effect and that would force you to replace all of the percentages just like if you created new random encounters, when you import the "campaign.txt" into the "bos.cam" it generates its own internal "campaign.txt" and doesn't use the one in your "tables" folder.

Thank you for pointing out the "encounters.txt" file, its been years since i last edited the encounters.
 
Yes, Import it, but use 'import data' and it works fine. As long as you don't change the headers of the existing REs or the actual number of REs it will work fine. I did this in my MOD and it works for me...
 
I can post screens if you don't believe me... I altered about a dozen or so REs and it works just fine!
 
No need i believe you :) actually how is your project coming along?

My bad, i should of tested it first.
 
My bad, i should of tested it first.

No Problem, I'm just glad I could help.

My project is still coming along slowly but surely, I will make an official update on my DAC thread in the near future.
 
I would like to update my comment on the encounters being disabled at key points.

There is a trigger in each of the Bunkers that sets the encounters to be enabled. So, the encounters that are in the Campaign.txt file that have "false" to their lines will be rechecked as true.
 
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