' Wrote:As far as I'm aware, we can remove lane disruptions... but it's all or nothing on any given lane. Without the source code we can't make LR NPCs not drop lanes on LR players, for instance- but we can just remove all of the lane disruptions. It's part of the lane traffic NPCs, as far as I recall- remove the particular type of NPC spawn from that and the lane doesn't get disrupted.
At least, I think that's the way it works. It'd make sense, and explain why non-vanilla systems- and considering that FL dumped its guts out into the ini files I'd think they wouldn't code individual events into the thing by hand in some random source file.
aslong as that doesnt make the npcs who use the lanes (tranports and such) stop spawning, then im fine with it...
Heck i remember one time, i had my lane dropped by pirates, got to the next lane-gate, then npcs cut the one infront, got to another lane-gate, took the lane and some other pirates caught me.... then the old pirates caught up with me and the new pirates..... lets say, thanks to the npcs, i had no chance to get away from the first pirates
' Wrote:aslong as that doesnt make the npcs who use the lanes (tranports and such) stop spawning, then im fine with it...
Transports and such are a separate encounter group. You can see them in Gallia. I'm reasonably confidant we could remove all of the NPCs that disrupt lanes without removing any other ones. Personally I wouldn't mind it, but I've learned where they do it and know how to go around... eh. I suppose I just don't feel strongly one way or another. (Though I would very strongly object if you proposed lane disruptions in Gallia... due to the bomber patrols... you can't trade while NPC spawn is on anyway, that would make it such that you simply could not trade in Gallia.)