Tue Mar 18, 2003 7:18 pm by Xerx
Big Update! I got alot of things to work and learned some things.
I wanted to make my prisoner pilots considered illegal contraband, but you do not flag the cargo as illegal. They do it backwards. Under the folder Missions is a file called fact_prop.ini. It contains the behaviour for all the different faction for what they are SCAN for to be illegal! Different factions scan for different contraband. For the SP of this, Liberty will consider alien artifacts and cardamine to scan for illegal. I just added in commodity_prisoners and now my pilot captured are considered illegal! Bretonia does not consider artifact contraband, but that was from the story. You can set what they scan for illegal for each faction.
You can also change the pirate scan anounce = true so that whne pirates are scaning you for certain cargo, that sets off the "drop your caro or die" window and chat. Each faction pirate is looking for different things and minimum amounts.
I can also make each prisoner to his own faction. Each faction prisoner can be sold for a low price or high depending on the faction and lawful of planet or base, and maximum price if you jump far enough, say 5 jumps.
There are about 9 factions or so. I just did a two part GOOD and BAD pilots.
Bad pilots are considered prisoners and prices vary from the BAD, UNLAWFUL, TOUGH planets to GOOD, LAWFUL, WEAK planets and bases. The GOOD pilots are consider VIP (Very Important People). These polar opposites set up a dynamic to roughly start out the univers factional ransam and rescue fee for the good, bad , lawful/unlawful planets and bases.
I have the pictures and the 3D image of pilots flipping around in space. I Made certain factions scan these captured pilots as contraband, some will not. Differnt prices, ect. I am making up a ID card for destription of these since calling a prisoner described as Boron is silly. I do have the pilot in the sack tied up icon showing. The Icon say Prisoner or VIP.
I am roughly making the drop rate as they do with all comodity change with your level, so do not expect to get a pilot very rare at low level. The higher player level gives more chance for getting a prisoner or VIP, and even multiple ones from the same ship!
The drop rate must also be declared and defined in a odd funtion call [Phantom Drop within the file mloot or something. The drop loot is differnt for Random Mission quest (better) the actual Mission game (scripted) and just crusing around and getting jumped (the lowest).
Did you know they disabled the HAIL hotkey "P" to talk to ships? Click on the interface little icon says HAIL in the HUD and if the ship is friendly, they will tell you where they are coming and going, and also cargo. Neutral may or may not. Hostile , well they attack and tell you off. Cool feature why did they make it so hard? I am trying to re-enable that hotkey.
I am almost done with this Prisoner MOD. I also found the code to enable ALOT for stuff they took out because it was not PC or Nice such as human bomb implant, mutagenic virus, snake venom poison, classified miltary secrects...alot of contraband stuff. It is there, just not enabled.
There are references to Repair Droid, Shield Regenerators, Engines , and alot more upgrades like the original Privateer which they dumbed down in FL. I wish they would have stayed the course and gave us a more Privateer like game. No wonder Chris Roberts? Origin left the project. All these new games are being made so they can be ported to a stupid Xbox with a few buttons, for little kids.
I am trying little by little to bring back the game into Privateer like it should have been.
QUESTION how should I implement prices for ransom/rescue fee for GOOD/BAD pilot prisoner? You can (well I can MOD it) normally land on a planet hostile to you. So the higher fee is paid further jumps away. Drop rate is rather small but pilot can alway be sold for zero to 10,000 credits. Should the GOOD VIP piot be sold back to GOOD planet for alot of money? If you were a pirate, you could not land there. Maybe the pirate would pay good money. Oh yes, one thing, what should the drop rate be for each type? I put them 50/50% good or bad for now. I can not yet make a good VIP come from a Transport only, or only a bad guy from a pirate ship.
If i am lucky having 9 to what ever number of each faction may make this a mute point.