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Uber Shield is NOT the best.

The general place to discuss MOD''ing Freelancer!

Post Sun May 25, 2003 10:20 pm

well thats something to see i hope to see it work!

lost in INI heaven

Ut

Post Sun May 25, 2003 11:07 pm

If you're going to wait to post things until you get a "rank", then it'll never happen. Forum ranks change with the number of posts you've made. i.e., the more you post the higher your rank. They are not awarded, except in extreme cases (such as moderator or administrator).

Post Sun May 25, 2003 11:19 pm

Um...dude. Why do you even need a uber-uber shield? Its really easy any way, all you have to do is change 2 numbers.

Post Mon May 26, 2003 12:00 am

The problems are in the MPs, we can't just mod our class 1 shield into a uber. (I know what numbers to change but you can't change the server side files) This shield I have found works with unmodded servers, also I have seen ppl with uber got shot down by other who was using beam tizonas. I believe we can name this new shield the true invulnerable shield. I have searched all the weapons damage in original FL files (unmodded server files), and I did the math on it, nothing can make a scratch on this shield

Post Mon May 26, 2003 12:53 am

Oh yeah? can you fly into a sun without getting blown up????? only weak people would choose to use it. I don't see the point in an invulnerable shield. Only now for me the game is more interesting as i got rid of the stupid npc shields, and gave them normal shields. Now im going to boot up freelancer and fight some bounty hunters in Omnicron Alpha that Won't drop like flies.

Post Mon May 26, 2003 1:18 am

Ok I have done the MP testing. My suggestion is don't use it. Here are the reasons:
I assume you complete SP games. In the final mission you faced the giant nomad city with shield generators. Well, this is the top shield in the game and I was able to mount it to my ship. The problem is the generator looks the same as in SP, in short once you mount it you will looks like one of the giant generator in the final mission. The others see you as a massive flying rock instead of seeing you as a fighter ship. The appearance can not be changed since the servers read you as the nomad city shield generator.
If you want to freak others out yes you can use it, but I can tell you it looks massive and ugly.

After a few more testing sessions I will post the modded files, use it if you it's funny.

Post Mon May 26, 2003 3:18 am

Dude, this would be fun to see, even if you look like a rock (especially if you look like a giant rock).

Also, has anyone noticed that even though he has posted a few times in this thread, he is still a recruit with 0 posts to his name....

Post Mon May 26, 2003 4:19 am

ROFLMAO,

A flying rock , this I gotta see. I guess its a pain to dock with a station.
BTW how does it handle? :p

Post Mon May 26, 2003 4:29 am

You don't drive a rock around, it just how it looks. You will be flying your ship still, but others see you as a giant... whatever it is. They can get in and see what the ship inside looks like (that's you). The only time you will be able to see yourself is when you launch into space. By the way, I just met a guy who is driving a nomad battleship, the shield generator is about 4 times bigger.

Post Mon May 26, 2003 4:35 am

"ROFLMAO"

true, true.

Post Mon May 26, 2003 6:57 am

Hurry up and post it!!

Post Mon May 26, 2003 2:52 pm

Alright, it still have bugs but I hope you guys know how to get around it.

Post Mon May 26, 2003 3:17 pm

The original shield generator is in select_equip.ini, I made a few modifications so at least the hit_effects won't blind you anymore.

Back up files before mod, the shield has bugs and I haven't figure out how to fix it yet.

1. Open select_equip.ini, find (nickname = dyson_city_shield_gen01)
Replace the whole shield generator with the following:

[ShieldGenerator
nickname = dyson_city_shield_gen01
DA_archetype = solar\misc\dyson_platform.3db
material_library = solar\solar_mat_dyson_city.mat
ids_name = 0
ids_info = 0
mass = 0
volume = 2
hit_pts = 500000000
HP_child = HpFx01
debris_type = debris_normal
regeneration_rate = 1000000
constant_power_draw = 0
rebuild_power_draw = 0
max_capacity = 1000000000
offline_rebuild_time = 0.001000
offline_threshold = 0.001000
shield_collapse_sound = shield_offline
shield_rebuilt_sound = tl_regenerate
shield_hit_effects = 0, gf_ku_shield01
shield_hit_effects = 100, gf_ku_shield02
shield_hit_effects = 500, gf_ku_shield03

[Shield
nickname = dyson_city_shield01
DA_archetype = solar\misc\dyson_city_shield.3db
HP_child = SpConnect
---------------------------------------------------------
2. Open st_equip.ini and add following:

[ShieldGenerator
nickname = dyson_city_shield_gen01
DA_archetype = solar\misc\dyson_platform.3db
material_library = solar\solar_mat_dyson_city.mat
ids_name = 0
ids_info = 0
mass = 0
volume = 2
hit_pts = 500000000
HP_child = HpFx01
debris_type = debris_normal
regeneration_rate = 1000000
constant_power_draw = 0
rebuild_power_draw = 0
max_capacity = 1000000000
offline_rebuild_time = 0.001000
offline_threshold = 0.001000
shield_collapse_sound = shield_offline
shield_rebuilt_sound = tl_regenerate
shield_hit_effects = 0, gf_ku_shield01
shield_hit_effects = 100, gf_ku_shield02
shield_hit_effects = 500, gf_ku_shield03
separation_explosion = sever_debris
LODranges = 0, 20
lootable = false
-------------------------------------------------------
3. Open st_good.ini and add following:

[Good
nickname = dyson_city_shield_gen01
equipment = dyson_city_shield_gen01
category = equipment
price = 5000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
combinable = false
ids_name = 0
ids_info = 0
shop_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat

----------------------------------------------------

4. Open goods.ini and find the ship you wish to add this shield on. It doesn't have the string infors so it wont' show up in the market, the only way is add it to the ship-package that when you buy the ship it comes with it.

Here is the example:

[Good
nickname = gf1_package
category = ship
hull = gf1_hull
addon = ge_gf1_engine_01, internal, 1
addon = ge_fighter_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = dyson_city_shield_gen01, HpShield01, 1 <------------ add shield here
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallOrange, HpRunningLight01, 1
addon = SlowSmallOrange, HpRunningLight02, 1
addon = SlowSmallOrange, HpRunningLight05, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1

--------------------------------------------------

5. Open the market_ships.ini and add the ship to the base where you wish to buy it. Here I am using manhattan base:

[BaseGood
base = Li01_01_base
marketgood = gf1_package, 0, -1, 1, 1, 0, 1, 1


Ok now you can buy the ship with this massive generator on you.

***Important Note*** The shield has no name nor any inforcards attached. You can unmount it but since it has no infor you won't able to mount it back. (the shield is there but we just can't see it). You won't able to trade with others if the shield is in your inventory (unmounted). The only way to put that shield back on is buy an new ship.

You will be still flying your ship, but others see you as the nomad city shield generator. Everybody who first saw it was like "WHAT #@!* IS THAT!!" You can go through trade lane and docking ring without any problem. But it is still ridiculously huge when others see you as the size of the manhanttan's moon.

Post Mon May 26, 2003 3:25 pm

I thought you only had to edit 2 numbers?

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