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How to change how much ship repairs cost?

The general place to discuss MOD''ing Freelancer!

Post Fri Mar 28, 2003 11:31 pm

How to change how much ship repairs cost?

I couldn't find this... its probly able to be changed in constants.ini, but anyone know what the variable is called? lol... not like i expect anyone does, but it never hurts to ask. THanks.

Post Fri Mar 28, 2003 11:45 pm

Sorry, I worked on that ALOT. It is another stupid simple thing that is hard coded. IT is way too cheap to fix a fighter.

The cost for hull and for port wings and stuff is based on hit points. Example: if your Hull is 1200 hit points; it would normally take two nanobots (600 hitpoint repair kit) thus it would cost 2* $200 = $400 for a ship that is pratically, with only one point left on hull, aburing wreck to fully repair it.

I tried to change nanobots repair to say only 300 point (even up price from 200$ to 1000$) ability to make it harder and cost more. It will take more nanobots in space to fix hull damage; but repair cost is still as if 600 fix points the same. The ship repair price is harcoded.

Only thing you can do it if you want double cost for repairs, you would need to double the hull hit point and all weapons, wings, everthing in the game that has ship related hits points. Then you would need to doulble the damage all weapons do. And double the shields, solars, trade lanes, etc. Just a big fat mess.

I am about to give up MOD this game since all the basic stuff is Hard Coded and FL developers need to give us tools to change all this hard coded EXE behavior.

For a game that claims to be 'open-ended', it sure as hell is very static and linear boring. Man, I tried. I am going to play another game for a while.. screw it.

Should have just remade original Privateer, how much brains would that have taken? No, they just dumbed it down, and made it an arcade game for average joe six pack, probably to port over to XBOX, even the interface needs some work. Hail button has no hotkey, loot button has no hot key..geez hope they fix simple *** like that.

Edited by - Xerx on 28-03-2003 23:51:03

Post Fri Mar 28, 2003 11:53 pm

um.. hail and loot both have hotkeys.

loot is b

hail i think is p, but im not sure

---------------
Genius
Writer
Freelancer Software Development Kit

Post Sat Mar 29, 2003 12:30 am

No they do not.

Hail ship = hot key "P" does NOT work. you must click on it in the UI screen manually.

Tractor Beam is "B" and beams up everthing. What I mean is the selection menu you must click on it to see the LIST of loot floating around (not beaming it in).


There is no hot key to move from and between loot list, ship list, base list, Targeting subsystems, ALL list. While fighting, it would be nice to have this working so I do not have to fly all over in circles while trying to click on the list filter section. It is irritating.

Why not put back in the old radar with dots? worked good for over 10 years of gaming.

Post Sat Mar 29, 2003 2:09 am

Well, i happen to have a way to change the hitpoints and junk... lol, i can write a program that does it, well when i learn how right now my brother is writing a program to make the game harder accross the board, and make trading less profitable... i'll be publishing that later, but anyhow, i agree there are a lot of bad points to this game, but i think the good points make up for it, and i've been able to mod most of the stuff i've wanted to.

Post Sat Mar 29, 2003 4:24 am

Yes, good work; sometimes it just gets frustrating. I should not rant so much. Your post actually makes me feel better. All good things take time, eventually we will get there.

Post Sat Mar 29, 2003 1:36 pm

OK found out a way to make repairs cost much more. I can not change hull value repairs (hard coded); but I can change the number that shows how much damage your equipment of all types will receive either in collision of by getting hit. Look in constants.ini:

[Constants
COLLISION_DAMAGE_FACTOR = 2.000000 <--- made bigger; hitting junk hurts
MUSIC_CROSS_FADE_DELAY = 10.000000
MUZZLE_CONE_ANGLE = 40
PLAYER_COLLISION_GROUP_HIT_PTS_SCALE = 3 <--- could not determine
PLAYER_ATTACHED_EQUIP_HIT_PTS_SCALE = 1 <--- lower this for more equip hits

The last line I changed from 5 to 1 and it increase the relative damage to hull as percent of hull damage greatly. When default is 5, for each point to hull, damage only 20% to equipment which cost little. Change to 1 made ship one point to 80% damage increase to weapons and equipment. Increases all attached weapon damage by about 4! That is expensive and could lose one completely.

I noticed the less equipment you have, the more damage goes to hull and wing sections of hull. This makes game more challenging (do not hit junk and astroids) and much more costly getting hit in space - note using nanobots only fixes basic hull, not even the wings.

So if doing a long dogfight using nanobots; good chance weapons and sub-systems may get destroyed completly and wings fall off much, much more (if too much play with wings hitpoints, I have not seen I need for that right now). Set it to your liking.

It also effects AI ship the same but it is of no consequence, they come in waves and die any way fast; but I guarantee you will be paying a heck alot more to fix your ship and will lose equipment randomly blown off.

Nothing like a lucky shot taking off that coveted Level 10 Super Gun Special or Shield! This makes for a nice MOD. Simple call it Repair MOD.

Edited by - Xerx on 29-03-2003 13:41:14

Post Wed Apr 02, 2003 9:29 pm

> Only thing you can do it if you want double cost for repairs, you would need to double the hull hit point and all weapons, wings, everthing in the game that has ship related hits points. Then you would need to doulble the damage all weapons do. And double the shields, solars, trade lanes, etc.

That isn't such a bad idea. I could make a Perl script to do that pretty quickly.

> COLLISION_DAMAGE_FACTOR = 2.000000 <--- made bigger; hitting junk hurts
> PLAYER_ATTACHED_EQUIP_HIT_PTS_SCALE = 1 <--- lower this for more equip hits

Cool, thanks! I've integrated these changes into my mod. I wish collision damage was a factor of the mass of your ship, or a percentage of your hull. It seems that Patriots get torn up hitting junk now, but my Anubis barely gets scratched.

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