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**new mod/project** Adding on to freelancer

The general place to discuss MOD''ing Freelancer!

Post Sun Apr 13, 2003 4:56 pm

**new mod/project** Adding on to freelancer

Im new to this modding community and i want to start with a large project (yes, i know it isnt wise to start big, but ive modded many games)

My projects goal is as follows:

-make all current ships available
-make NEW ships that fit the theme
-make all weapons available yet balanced
-make new commodities, weapons, trade routes and items
-make new systems for exploration, particularily in the border world since its the only free space on the map
-make new factions, both good and bad
-make a good base for modders to use as examples and provide new ideas for their mods
-make all new additions perfectly balanced

im new and i need staff in almost all of the fields, but currently i mainly need ppl that can easily make ships anditems available and ppl that can make new commodities and systems. until i get the current ships and items availabe im not going to attempt to create unique ones.

Most systems will remain untouched, except the 4 capitals and random worlds, aswell as the border worlds which will be enhanced and more populated/developed. Most criminal owned systems will have lots of enemies but the planets and some of the stations will be under control of the nearest government. For singleplayer i may decide to remove it except the first mission, the first mission will remain as a tutorial.

post ur comments and the like below

Post Sun Apr 13, 2003 5:08 pm

--continued--

The prices for most ships will get high, for a battleship it could get up to 20 million, maybe. smaller craft will be cheaper.

Depending on waht ppl want the ship speeds will remian the same, several reasons.
1. it can make the game boring if u can cruise from manhatten to west point faster than you can go with the trade lanes.
2. weapons are just too slow to hit a ship going at 300 on simple thrusters, and with boost it makes it impossible.
3. Problems with docking and landing may occur
4. traveling at cruise with a battle ship is dangerous enough with space being as crowded as it is with ships and asteroids. do you really think you can pilot a battle ship even at 79 through an asteroid field without losing ur shields atleast twice before you reach the end?
i hope i made my point, speeding in freelancer is not fun or safe.

The new weapons will vary from as week as a justice mk I or to a big bad cannon that can kill a station in less than 20 hits (im not sure if ill let them be destroyed, multiplayer would never be the same if a moron got his hands on a big gun)

The new commodities might include recently legalized alien artifacts or new metals. I may even make them more specific such as scrap metal could be removed and replaced with scrap iron, steal and titanium, + more.

In the end i hope to make the game soo diverse that a player can not possibly find every trade route or find the best way to make quick cash without there being a better one.

Post Sun Apr 13, 2003 6:18 pm

while i wait for responses im gunna find a list of all purchasable items/ships and a list of all factions/companies

then i will find a list of all ships/items and split them up into the companies and factions, aswell as new factions.

Post Sun Apr 13, 2003 10:24 pm

BUMP

Post Sun Apr 13, 2003 10:47 pm

First, a few questions...

1) do you have any previos modding experience with FL or any other games?
2) do you have scripting/coding experience?
3) do you have modelling/skinning experience?

I'm sorry, but if you answered "no" to any of those questions you would not be a very good candidate for a mod team leader. Your ideas sound very good on paper, but you can't tell one person to "go design a ship" and another to "go design a system"... It doesn't work that way.

If you answered yes to all of those questions, I would be glad to help as this sounds like it has potential to be a great mod.

Post Sun Apr 13, 2003 11:42 pm

1. yes (many games, i just started with FL but im learning fast)
2. yes (i modify ini files for ra2, generals, and i modified siege of avalon conversation files, this was without community help)
3. yes (i can do basic models in 3dsmax and gmax, skinning i can do VERY basic)

Edited by - Maimer1 on 14-04-2003 00:42:29

Post Mon Apr 14, 2003 5:33 pm

im learning how to mod FL rapidly. ive used dawn's tut on making a new system and im currently experemnting with adding new item, i just have problems with trade lanes, i make em and it causes the server to crash (LAN, im not ruining sumone else server). does anyone know how to change the name of a planet, how do i add a new ids name?

Post Mon Apr 14, 2003 6:38 pm

looks a lot like what i've done...


i prplx

Post Tue Apr 15, 2003 12:36 am

ur mod just added all the ships for sale, this mod is going to do much more, it will make all the ships for sale, but it will also do some balancing with them and add new and old items and alot of new systems

Post Wed Apr 16, 2003 5:44 pm

/\BUMP/\

Post Thu Apr 17, 2003 3:23 am

I would love to see a mod like this. I would be very happy to test it. Have you made any progress? What is its current status?

Post Tue May 20, 2003 2:52 pm

What´s the status of your mod so far ?

Post Tue May 20, 2003 3:07 pm

This sounds like an absolutely PERFECT mod, like everything I ever wished for. Maybe a good idea would be to add more VHF's, one for every house. I know a lot of people who wish the house ships could compete with the VHF 'Big Three'. For example, make 'The Sentinel' , a Liberty VHF, and the 'Gargoyle', a Bretonia VHF.

I'll see if I can make any contributions to this mod, but I'm only an aspiring modder. I'm currently learning how to model, and eventually add ships in the game. However, I already got quite some skinning experience (got voted 'Best Skinner 2003 of Wc3campaigns, the biggest warcraft III modding community). Also, if you don't mind, I'll post some concept arts I like soon, that may be an inspiration for the ship designs.

Overall, a great idea. I look forward to hearing from this mod.

Post Tue May 20, 2003 7:54 pm

no progress yet (other than my learning how to do things efficiently) primarily cus of the lack of staff(1 aint enough believe i or not). but as soon as i get atleast one more member of staff id be happy to start. ive learned from the CNC community that any skinner (even a bad ones too) should be taken in with haste. So if youd like to help then ur glad to submit skins on a regular or irregular basis, since i know nothin about skinning (other than resource consuming mesh positioning, not actual single file skins) i need one badly. i also need modelers, 1 and maybe 2 coders to help me out and someone to help with ideas (i lack at that, especially with names), the ideas person should be able to produce names, ship ideas and system ideas.

Post Thu May 22, 2003 2:16 pm

I want to help but I´m busy with my own system so I can´t help you (yet), maybe when I´m done with my own system.

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