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all about Dying and Money

The general place to discuss MOD''ing Freelancer!

Post Fri Mar 28, 2003 9:59 am

all about Dying and Money

hi people,

this is one of the most complete editing forums about Freelancer I've seen so
far, so I try to ask my question here cause cause youre all covering almost
everything whats possible to change within Freelancer

So, I playing the US version of this game now about two weeks (ingame count
says 89 hours) *grin* For awhile im playin on my own Server with a few friends.
I already used some of your mods, like the Battleship or Gunship and so on,
but only to find out theres one drawback. After playing some days I stuck
in the game with tons of Money, a big fat whale of a ship (ship) with guns
that could kill everyone in sight with only a few shots. And even if one get me
killed, I could start up where Ive been last and go on search for the kill.

And thats the Prob... How can I loose money, loose my fighter, have to start
a new beginning without making a new charakter, life a live in Freelancer whats
risky, where I have to be carefull with my money and wich jump I take next,
cause it could mean Death (at least loosing my ship)...
... that would bring an Edge to Freelancer thats more interestin' as a new Ship,
or new System to explore...

Sorry for any mistakes...
I'm comin' from Germany...
Thx for readin this

Fun and FreeFlight
Greez Swift

Post Fri Mar 28, 2003 3:36 pm

Buy the biggest most expensive VHF/Freighter. Load it with most expensive trade goods you can find. Crash into planet a few dozen times. Changeo Preto. You are now a poor Freelancer with enemys everywhere with only enough money to buy a crappy ship.

Post Sat Mar 29, 2003 4:30 am

Just a couple of thoughts on the matter...
the autosave...
maybe you could set it up to be autoedited in the event of a 'fatal' encounter...
ie set your location to your 'home' base, with X amount of credits...
i dont know how feasible it is.. but it could be worth looking into


- All we see or seem, is but a dream within a dream. -

Post Sat Mar 29, 2003 4:57 am

I and others are working on to make game harder and profits much less, repairs high cost, drops lower; but add in new content to make game more interesting.

Even a Random Universe Creator for SP and MP. Run this before start up and when you jump into the wrong system; it could become hostile real bad 20 Corsairs and gate locked behind you (you can make jump gates and holes one way) and you are very bad position! Better buy that Information Bribes in bars for information on systems offers worth it.

In fact, it may be impossible to ALWAYS make money. The global price variable can be changed; sort of a depression. Once you find and get a decent trade route to make money again. Also not all bases will have all rooms for trade, equip, or ships, or jobs. This way you are always going up and down and money will be a real problem.

I even made use of that 'Black Hole' file solar that never got put into game. You can, and make it a kill zone around it. Real funny to make a jump that will guarantee a rather good chance you will fly right into a blackhole and die (maybe make black hole random invisible; technically you can not see them). Is that fair? No, life is not fair. The New Universe Random Creator will put one or few systems in it with this. Think about where that new Jump Hole that you found will take you will make sweat.

You can also put damage zones around jumpholes when trying to enter them to damage your ship (they say in game jump hoes are unstable and dangerous so I made them hurt you!). As for the normal stable jump gates; a user docking fee to jump to a new system (LOL Mr. Taxman).

Like in real life; one wrong turn and you are dead.

Edited by - Xerx on 29-03-2003 05:00:15

Post Sat Mar 29, 2003 5:13 am

Cool, I'm working on making the game harder too! More of a challenge would be much more fun. I only really care about MP, and I'm not interested in adding any new content until I'm happy with the content we already have!

I'm planning on writing a Perl script to average commodity prices at bases. Should be really easy. I just finished one for tweaking empathy.ini. If anyone's interested in it, post or write me an email and I'll make it/them available.

Post Sat Mar 29, 2003 5:28 am

What does average price of commodities at bases mean?

I did not know you could change prices of commodities while the EXE is running.

I did find out why I could not get the price reflection in goods to change when I edit the memory RAM and changed it. It only gets reloaded the base market multiplier goods constants when you first ENTER the new system from a jump gate (you see a flash for a second saying loading while flying through wormhole). That is when the data gets read in again for that system and all bases!

So I guess it is possible to change base Goods.ini file on the fly. The file and Market commodity file get read on EXE first load up, then ALSO when you JUMP to another system! I want to test this further. That is a way to get new changing prices for goods into game without having to quit game and restart EXE!

If this works right. I will make a new post, since this is a tremendous discovery. I want to make sure I do not premature myself Dynamic Economy and much other things (alot of *.ini files can be added in and changed when this jump gate data reload occurs).

Post Sat Mar 29, 2003 6:26 am

Er.. Sorry. Didn't mean to confuse anyone

I'm averaging out the prices of commodities in the INI's for initial loading. I haven't had any success with dynamically altering the values.

Post Mon Mar 31, 2003 8:25 am

Thats exactly what I've meant,...

Just to say that lifes not easy like it is in Freelancer...
Would be more of a challenge if you could include Fees or even ways to spend
so money to do some things...
Some people even have to take a nearby jumphole instead of just taking
that easy, patrolled, "stable" gate...
Hey, if I'm starting as a "newbie", I go around to use 1 Mission, go to buy
a Rhino, fly 1 Cargo load from Manhattan to NewLondon and 1 back...
...after that I'm finished first with makin' money and get me a HeavyFighter.
Its thats the thing about goin' for work as a freelancer?
The outcome is, the overall world should be more risky...
At one point I've stranded after an "adventure" Tour with my poorly outfitted
Humpback on a Station in the Tau23 system just to find out that the 6-8 Stillettos wount let me get out of the system... It wasnt really risky what I've
done, after 10 or 15 tries to get out of the system, even without buyin any
Nanites or Shield Batts I've managed to get out of that system without loosin
any money o O ( have to say some of my nerves got lost by the way ) ...

So if anyone gets a mod working around this thing I would be really interested
... =)
Swift
[email protected]

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