Thanks for the tip. I guess it is cheap. Getting old.
I need input for how I should make Faction Captured Pilot Prisoners for prices vary with the different faction, Lawfulness of system, and Military Strenght.
Some factions mostly House police types will consider prisoners contraband, others not all, many will turn thier heads the other way depending on your standing with that faction, and how many prisoners you are carrying (probably get by with one).
I was able to add extra resources and added names with info cards on pilot faction prisoners captured in fights.
I also made VIP (Very Important People) rather even more rare to drop, but will sale for huge price for certain places. Regular pilot escape pod survivial is low so do not think they survive much.
Bounty Hunter missions: Find O' Son of a Been Loaden brings 1 million credits in the Texas system, but where is he running around in the Universe? And he is not worth as much dead.
Chances for drops vary with your level. Higher the better; since you are better at shooting to disable and capture pilot.
Should I just do the main basic 9 factions or all of them?
Also will implement more smuggling items disabled in game so they can be bought and sold (even from a random mission job from bar, go sell it for a higher price but lose some rep with that faction mission incomplete). These will be very touchy to lawful factions as contraband, but lawless pitrates would enjoy to buy; and good planet with strong military present would buy for a very good price if you can smuggle the stuff past them. Bounty hunters (and missions) will love to hunt these smugglers down!
Need ideas. After it works fine for SP, port it over for MP use. Prisoner MOD and the Smuggler MOD.
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Pilot Escape Pod drop added to loot.
The general place to discuss MOD''ing Freelancer!
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Xerx,
I am working on a similar mod with only 4 pods. Criminal, Corporate, Hunter, and Government. Each will be a commodity that can never be bought. They will Be worth different amounts, depending on who owns the base.
Crim -> Govt = 3000
Crim -> Corp = 1000
Crim -> Crim = 2000
Crim -> Boun = 3000
Corp -> Govt = 1000
Corp -> Corp = 2000
Corp -> Crim = 3000
Corp -> Boun = 1000
Govt -> Govt = 2000
Govt -> Corp = 1000
Govt -> Crim = 3000
Govt -> Boun = 1000
Boun -> Govt = 1000
Boun -> Corp = 2000
Boun -> Boun = 2000
Boun -> Crim = 3000
This is what type of pod you sell, and where. So a Corp pod is worth 1000 to Govt or Bounty hunters (good job citizen, here's your reward). 2000 to a corp (look out for each other), and 3000 to criminals (they're going to get some information/industrial secrets outta this guy).
I may tweak this a little, but I'm starting with these four. You could of course make a seperate pod for each faction, and have it valued based on allies and enemies, but that's a little excessive I think. Of course, if someone wants to, go for it!
Ceylon
I am working on a similar mod with only 4 pods. Criminal, Corporate, Hunter, and Government. Each will be a commodity that can never be bought. They will Be worth different amounts, depending on who owns the base.
Crim -> Govt = 3000
Crim -> Corp = 1000
Crim -> Crim = 2000
Crim -> Boun = 3000
Corp -> Govt = 1000
Corp -> Corp = 2000
Corp -> Crim = 3000
Corp -> Boun = 1000
Govt -> Govt = 2000
Govt -> Corp = 1000
Govt -> Crim = 3000
Govt -> Boun = 1000
Boun -> Govt = 1000
Boun -> Corp = 2000
Boun -> Boun = 2000
Boun -> Crim = 3000
This is what type of pod you sell, and where. So a Corp pod is worth 1000 to Govt or Bounty hunters (good job citizen, here's your reward). 2000 to a corp (look out for each other), and 3000 to criminals (they're going to get some information/industrial secrets outta this guy).
I may tweak this a little, but I'm starting with these four. You could of course make a seperate pod for each faction, and have it valued based on allies and enemies, but that's a little excessive I think. Of course, if someone wants to, go for it!
Ceylon
The secret to making them Faction flavored is set the market for your personal faction playing bases so that they will only trade in that item unless you are on 'good terms' with them. Thus some one trying to play neutral will never get to sell or buy them (or even shield batteries and nanobots in further mod to make belonging to a faction mean something).
Sounds like you are on a good path; I started my mod but it is alot of work to do a proper mod. My first one and another I combined together OpenSP MOD and I tell you; it takes quite a bit to make it work smooth and balanced and get the bugs out!
Good luck, I hope to see what you come up with and maybe I can show a few more cool thing to do with it as ideas. Set your Market from -1 were anyone can trade to .8 where they would have to love you before they would trade pods.
***Clients in MP can have different Market Faction SubMOD (no cheating) so that belonging to faction would most definetly mean something; Faction_Wars MOD especially in MP.***
THAT WILL REALLY MAKE MP MORE FUN! Clients can have different Market_data.ini than Server runs Faction_Wars MOD; Clients run Faction Dependent SubMOD.
It does not crash...so far...testing...I wish I had more time...getting there; we should put this up as a sticky or partition forums into sub-categorys such as Projects SubForum, General mod/questions, One shot mods annoucements and Q & A, Open Help MOD SubForum, Tutorial MOD SubForum, etc.
Factions ships drop according to file Commodity_per_Faction. Have the Faction POD name there for thier ships. Thast is how they tag example Aguilera Transports to be carrying a few thing they list; but mostly probably Pharmacy or was it Trade lane parts? They are said they are the sole faction that makes them; and if you go and blow up thier ships; there is a probabilty factor of droping certain goods according to the lines typed in that file. Right now; all police and pirate (non-transports) shipare empty; just fill them up by addding in lines.
Sounds like you are on a good path; I started my mod but it is alot of work to do a proper mod. My first one and another I combined together OpenSP MOD and I tell you; it takes quite a bit to make it work smooth and balanced and get the bugs out!
Good luck, I hope to see what you come up with and maybe I can show a few more cool thing to do with it as ideas. Set your Market from -1 were anyone can trade to .8 where they would have to love you before they would trade pods.
***Clients in MP can have different Market Faction SubMOD (no cheating) so that belonging to faction would most definetly mean something; Faction_Wars MOD especially in MP.***
THAT WILL REALLY MAKE MP MORE FUN! Clients can have different Market_data.ini than Server runs Faction_Wars MOD; Clients run Faction Dependent SubMOD.
It does not crash...so far...testing...I wish I had more time...getting there; we should put this up as a sticky or partition forums into sub-categorys such as Projects SubForum, General mod/questions, One shot mods annoucements and Q & A, Open Help MOD SubForum, Tutorial MOD SubForum, etc.
Factions ships drop according to file Commodity_per_Faction. Have the Faction POD name there for thier ships. Thast is how they tag example Aguilera Transports to be carrying a few thing they list; but mostly probably Pharmacy or was it Trade lane parts? They are said they are the sole faction that makes them; and if you go and blow up thier ships; there is a probabilty factor of droping certain goods according to the lines typed in that file. Right now; all police and pirate (non-transports) shipare empty; just fill them up by addding in lines.
One other thing. How do I limit it so that any one ship only drops one pod. i don't want cargos of pods being dropped, as amusing at that would be...
I'm also having a crash problem right now. I figure I forgot to edit a file I have currently:
Goods.ini - added in pods as loot. Based them off of the deactivated vip pod.
[Good
nickname = commodity_criminal_escape_pod
equipment = commodity_criminal_escape_pod
msg_id_prefix = gcs_gen_commodity_boron
category = commodity
price = 1000
combinable = true
good_sell_price = 3.00000
bad_buy_price = 3.000000
bad_sell_price = 1
good_buy_price = 1
shop_archetype = Equipment\models\commodities\nn_icons\cwire_rawmats_1.3db
item_icon = equipment\models\commodities\nn_icons\INV_escapepod.3db
jump_dist = 5
Should work...
lootprops.ini
[mLootProps
nickname = commodity_criminal_escape_pod
drop_properties = 10, 0, 3432, 1, 150, 150
[PhantomLoot
nickname = commodity_criminal_escape_pod
toughness_range = 1, 100
percent_chance = 2.500000
num_to_drop = 1, 1
I think those are right...
Market_commodities.ini
MarketGood = commodity_criminal_escape_pod, 0, -1, 0, 0, 0, 2.000000
MarketGood = commodity_corporate_escape_pod, 0, -1, 0, 0, 0, 2.000000
MarketGood = commodity_government_escape_pod, 0, -1, 0, 0, 0, 3.000000
MarketGood = commodity_bounty_hunter_escape_pod, 0, -1, 0, 0, 0, 3.000000
This is a sample for a Criminal Base. I have made the others and inserted them already, i just didn't want to put too much in the post, so this should be OK.
Commodities_per_faction.ini
[FactionGood
faction = li_n_grp
MarketGood = commodity_government_escape_pod, 0, 0
This should work...
So have I missed a file somewhere? I think I must have...
Ceylon
EDIT: oops, forgot to do nameresources.dll and infocards.dll
that should fix it..
Edited by - ceylon on 05-04-2003 03:03:17
I'm also having a crash problem right now. I figure I forgot to edit a file I have currently:
Goods.ini - added in pods as loot. Based them off of the deactivated vip pod.
[Good
nickname = commodity_criminal_escape_pod
equipment = commodity_criminal_escape_pod
msg_id_prefix = gcs_gen_commodity_boron
category = commodity
price = 1000
combinable = true
good_sell_price = 3.00000
bad_buy_price = 3.000000
bad_sell_price = 1
good_buy_price = 1
shop_archetype = Equipment\models\commodities\nn_icons\cwire_rawmats_1.3db
item_icon = equipment\models\commodities\nn_icons\INV_escapepod.3db
jump_dist = 5
Should work...
lootprops.ini
[mLootProps
nickname = commodity_criminal_escape_pod
drop_properties = 10, 0, 3432, 1, 150, 150
[PhantomLoot
nickname = commodity_criminal_escape_pod
toughness_range = 1, 100
percent_chance = 2.500000
num_to_drop = 1, 1
I think those are right...
Market_commodities.ini
MarketGood = commodity_criminal_escape_pod, 0, -1, 0, 0, 0, 2.000000
MarketGood = commodity_corporate_escape_pod, 0, -1, 0, 0, 0, 2.000000
MarketGood = commodity_government_escape_pod, 0, -1, 0, 0, 0, 3.000000
MarketGood = commodity_bounty_hunter_escape_pod, 0, -1, 0, 0, 0, 3.000000
This is a sample for a Criminal Base. I have made the others and inserted them already, i just didn't want to put too much in the post, so this should be OK.
Commodities_per_faction.ini
[FactionGood
faction = li_n_grp
MarketGood = commodity_government_escape_pod, 0, 0
This should work...
So have I missed a file somewhere? I think I must have...
Ceylon
EDIT: oops, forgot to do nameresources.dll and infocards.dll
that should fix it..
Edited by - ceylon on 05-04-2003 03:03:17
That file commodity_per_faction allows you set how much cargo drops. Set it to only 1. When you scan say a transport is alway ssay 99,9999 or something like that but what drops it accord to that file.
Your crash is you must add into resources an ID_name and stuff (Infocards are nice but not neccesary to get it working).
See the tutorial on Resource ID adding? You must enable or add unique ID back into the proper resource files. The tutorial on this forum do a goo job to show how to add a new resource to a DLL. Use a generic (like BORON) for a placeholder for msg_ID until get it working. (like they did with Prisoners and VIPS which were deactivated; they have no InfoCard -ID and no reference 370888? out in wonderland it does not exist. I did not make a NEW DLL, though alot of people do, I ADDED to existing DLL file. It goes as using ResHack to look into it main file 23, then open it and you have 1779 folders. I just placed one more called 1780 prisoner. the 1033 they refer to just means it is english language. I had to use cut and paste and a Hex Editor; since it is in unicode to get the 00 between letters it is not space 2e. hard way but easy to do. the other number must refer back like 614000 something. The forum has list of ID numbers and codes if search function will go back that far; over 30 days got archived.
Your crash is you must add into resources an ID_name and stuff (Infocards are nice but not neccesary to get it working).
See the tutorial on Resource ID adding? You must enable or add unique ID back into the proper resource files. The tutorial on this forum do a goo job to show how to add a new resource to a DLL. Use a generic (like BORON) for a placeholder for msg_ID until get it working. (like they did with Prisoners and VIPS which were deactivated; they have no InfoCard -ID and no reference 370888? out in wonderland it does not exist. I did not make a NEW DLL, though alot of people do, I ADDED to existing DLL file. It goes as using ResHack to look into it main file 23, then open it and you have 1779 folders. I just placed one more called 1780 prisoner. the 1033 they refer to just means it is english language. I had to use cut and paste and a Hex Editor; since it is in unicode to get the 00 between letters it is not space 2e. hard way but easy to do. the other number must refer back like 614000 something. The forum has list of ID numbers and codes if search function will go back that far; over 30 days got archived.
yeah, it was also a stupid thing on my part. I was editing freelancer.ini with BiniQDU, which will corrupt it beacuse Freelancer.ini is not originally encrypted. That was my problem. I will have the mod down by 3 or 4 tomorrow afternoon and will post it then. I have the files working, I just need to test it some.
Thanks,
Ceylon
Thanks,
Ceylon
Another twitchy thing. I have the four pods created, infocards asssigned, they drop from destroyed ships, everything seems to work right except one thing.
They get dropped from the wrong ships. A criminal ship is just as likely to drop a government pod as a criminal pod. I have them set up in commodiites_per_faction, so I suspect there is a problem somewhere else.
Do you know if either rmloot.ini or lootinfo.ini are global? Do they affect all factions and not just the ones specified in commodities_per_faction.ini?
If so, that's probably what is going on. I'm going to play with them and see what I can manage.
Edit: I know where part of the problem is, I just don' know how to fix it. In lootprops.ini I have to enter the escape pod as PhantomLoot. When I do this, it enables it for all factions, not just for some. If I dont' enable it however, noone ever drops it, even the people who are supposed to.
Any ideas?
Edit: I have achieved 99% functionality. The only remaining issue is limiting the pods dropped to being appropriate for the ship killed. Otherwise, pods drop at a combined 20% (5% each), so each time you kill a ship you ahve a 20% chance of getting some pod. I think this is OK. As for now, ships drop the wrong type of pod is OK, it cna be seen as cargo they had, but I would like to fix this little issue. If I cannot by tomorrow evening, I will go ahead and post the mod.
Thanks,
Ceylon
Edited by - ceylon on 06-04-2003 03:19:46
They get dropped from the wrong ships. A criminal ship is just as likely to drop a government pod as a criminal pod. I have them set up in commodiites_per_faction, so I suspect there is a problem somewhere else.
Do you know if either rmloot.ini or lootinfo.ini are global? Do they affect all factions and not just the ones specified in commodities_per_faction.ini?
If so, that's probably what is going on. I'm going to play with them and see what I can manage.
Edit: I know where part of the problem is, I just don' know how to fix it. In lootprops.ini I have to enter the escape pod as PhantomLoot. When I do this, it enables it for all factions, not just for some. If I dont' enable it however, noone ever drops it, even the people who are supposed to.
Any ideas?
Edit: I have achieved 99% functionality. The only remaining issue is limiting the pods dropped to being appropriate for the ship killed. Otherwise, pods drop at a combined 20% (5% each), so each time you kill a ship you ahve a 20% chance of getting some pod. I think this is OK. As for now, ships drop the wrong type of pod is OK, it cna be seen as cargo they had, but I would like to fix this little issue. If I cannot by tomorrow evening, I will go ahead and post the mod.
Thanks,
Ceylon
Edited by - ceylon on 06-04-2003 03:19:46
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