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*** MOD *** NPC/AI Regenerating Shields

The general place to discuss MOD''ing Freelancer!

Post Mon Mar 17, 2003 9:09 am

*** MOD *** NPC/AI Regenerating Shields

Emo1313s Shield Upgrades for NPCs

This little server side mod has been tested and requires that it only be installed on the server system, no client download is required.
This gives AI/NPC ships regenerating shields... I have tweaked them to the best of my knowledge and tested them out and they seem to be fair across the board.

All you have to do is back up your st_equip.ini in your \DATA\EQUIPMENT directory and extract this version over it...

Making the AI/NPCs alot more interesting to fight rather then running all over them. But not too powerful to the point of being over whelming.

Download NPC_Shieldupgrade_1047888218.zip here.

Post Mon Mar 17, 2003 4:32 pm

I have tested this on my server while getting lots of input from players and the result was even after nerfing the "Shield Regeneration" to a quarter they were still way too powerful because of the evasive flights they do...

Guess it needs some more alteration done =(

Post Mon Mar 17, 2003 6:53 pm

Well I suppose I should give you a little back ground on the idea as I had it...
Basically in the space of about 3 days of game play I had a character that was easily topping 1 million $$ in the bank and flying around with mostly class 6 and 7 everything...
We were talking about it "Bastardly" and I about it, and came to the conclussion that the game was made to be played multiplayer. Not just meaning online with other people, but with groups of people getting together to make runs or take missions...
I made them as stong as they are mainly because it was simply way too easy to take out to AI...
So either way I suppose the settings would be a matter of personnaly preference and should be tweaked by the server admin/player as they see fit for thier server...
It will be nice when we have an editor that will allow a GUI to be able to change these things...
Either way, its a good server only side modification...
I am already seeing how many of the ideas here in the forums are causing the potential for HORRIBLE cheats that will most likely make the game not very much fun to be played after a while...



Emo1313 - Freelancer File Repositry
http://freelancer.solutionvii.com

Post Mon Mar 17, 2003 8:21 pm

I have successfully combined this mod and the speed-mod from another thread, which actally works perfectly together, try it!!

Post Mon Mar 17, 2003 8:37 pm

EMo1313,

I'd agree that this is a good modification to make (something similar I've done on a mod I'm working on). I've set mine down to about 1/4 regeneration rate. Sure, it makes things a bit tougher for traders but that's what backup is for.

I'm trying to determine how to create some engines that have disruption protection on a per engine basis....(Haven't checked to see if you need to remove the constant for disruption but I upped it from 5 seconds to 15 seconds).




-V
The Nets Edge
Freelancer .INI File Parser
Freelancer IDSName Matcher

Post Mon Mar 17, 2003 9:32 pm

I had thought about the speed mod... But my problem here is that I would like to have mods set up so that there is no client download... There are already so damned many ways to cheat in this game, I find them every time I try to mod something new...
I think a list of things that can be handled server only with no client intervention are the only ones that are really going to work... There is just too much room for error when clients could have who knows what installed on there version and when they connect to your server every thing is goofed up...
But...
I also agree with the 'backup' idea... The loan runner out there aint always gonna be HanSolo and get away , the game was designed for large groups of people to team up... Well... I think the AI shield no regening was completely for the single player part of the game, but frankly it sucks in MP...

If you wanna get your boat and class HUGE guns, and go whoop up - well its not alot of fun or a challange when you can mow down 10 or 12 Corsairs with out using a single bat...

Have not messed with it, is the speed mod server only or must the clients have it also??


Emo1313 - Freelancer File Repositry
http://freelancer.solutionvii.com

Post Tue Mar 18, 2003 4:49 am

The speed mod is client side as far as i can tell, however it comes with a weapon package that makes missile and mine weapons a bit faster and so they have more unique propeties, within the realm of reason. Anyway the weapon_equip.ini that comes along with it, and perhaps another file or two are needed on the server as well or they won't take effect.

Post Wed Mar 19, 2003 1:05 pm

@Marodeur: FYI, the main reason the mod's default regen rates are as high as they are, is simply because the AI doesn't have the ability to use shield batts or nans (and players certainly do have that ability). Taking that into consideration, the mod really is pretty well balanced between the players and the AI. If the AI could be made to use nans and batts, the shield regen rates in the mod would of course be lowered. But, as already stated, this is really a matter of personal preference...personally, I'm enjoying the challenge presented by the AI now that they have enhanced shields. Li'l buggers actually put up a fight now

Post Wed Mar 19, 2003 10:38 pm

I was working on scripting the AI to use Shield and Nano bots when shield or hull level is low. AI will run out them also. I am considering the bateries as equipment for AI like a weapon which they will fire under controled conditions. More on this later, got other MODs to finish...so much to work on...so little time.

In SP game the AI shields will regenerate but very, very slowly. Hull never regenerates for AI.

I do like your Shield AI Regeneration idea and use it now for now. Gives the poor AI a fighting chance. Until a better way comes along, you got the right idea.

Post Thu Mar 20, 2003 6:32 am

I love the idea of giving the AI regenerating shields. As I have been playing MP I've been wondering to my self... where the hell do these AI guys get all the money to buy these damn cool ships!!! I mean I've killed about 700 of the buggers and they keep coming [

With the regenerating shields... the kill rate will drop. I like it!

Post Sat Mar 22, 2003 3:24 am

I didn't have to tweak st_equip or anything to get this.

All I had to do was change the loadouts.ini file to make it so that, instead of mounting the crippled NPC versions of shields, they mounted the same shields players did. As a side benefit, they automatically began to drop shields as loot, as lootprops.ini, by default, automatically included drop percentages for those items, as if it was always intended to be there, but somehow got broken.

Post Sat Mar 22, 2003 4:27 pm

Heya, would you mind posting that loadouts.ini... Also how long did it take you to figure out what player shields would be comparable to the shields that the npc ships would have, so that the tougher npcs would get better shields?

I would really like to see what you have done there...
Sounds like that could work out much better than my original change!

I assume it is also server side only?

Emo1313 -

Emo1313 - Freelancer File Repositry
http://freelancer.solutionvii.com

Post Mon Mar 24, 2003 1:23 am

the AI shield regen mod is awesome. Iput in our our server and it really made the player death rate go up, lol. no more uber sabres flying around without fearing destruction. Could someone create a server side mod to up the defensive capabilities of bases/ jumpgates etc?? that would be great. and if someone has a file for unlocking jumpgates please let me know. thanks Nem

Post Mon Mar 24, 2003 1:49 am

Could you let me know where I could get the mod for equipping player shields on the npc ships??? that would really make my server more interesting. thanks

Post Tue Mar 25, 2003 10:12 am

Definately a great idea, I just wish there was an easier way to replace all the infinite power generators NPC ships seem to have. Giving NPCs shields that regenerate is good to making them more challenging, but I really dislike the 'pray and spray' approach NPC ships take. They just unload streams of unending fire. No real tactics there.

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