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Neutral with all: alternative idea

The general place to discuss MOD''ing Freelancer!

Post Tue Jun 17, 2003 6:59 pm

Neutral with all: alternative idea

Instead of the usual change-everyone-to-hate-Xenos trick you could find the block "group = fc_n_grp" (near the bottom of empathy.ini) and change the values against the other groups to -0.1, or whatever, so everyone hates Nomads.

For balance I've used "event = object_destruction, -0.005000" with "empathy_rate = li_n_grp, -0.2" etc etc so you have to kill about 100 nomads to get 1 square better rep with other factions. I've also re-set the Xenos rep in my game back to where it used to be.

This avoids changing the balance of the game and is more realistic, because after all Nomads are the enemy of Sirius so everyone should hate them. It's also more of a challenge to get neutral to all by killing loads of nomads instead of level 1 Xenos starfliers around Ouray.

Just my idea though. I'm not saying its the best thing to do, just what I consider the most realistic without changing the original game balance too much.

Post Wed Jun 18, 2003 11:08 am

Why does there need to be a mod for neutrality. It is easy enough to get just playing the game. Instead of killing 100 nomads you can spend 30 mins doing legit things in the game to get everyone neutral.

Post Wed Jun 18, 2003 7:11 pm

There doesn't need to be a mod for neutrality.

Many people ask if its possible, and the standard reply is to change Xenos reputation. I'm just stating an alternative idea.

If you want to do it with the original game settings, fine, go ahead. A lot of people have done this easily enough, including me several times. Don't use this idea. But leave it for others who might find it useful. This is an editing forum, so I'm assuming people who read and post here are interested in editing the game, not keeping the original settings.

If you're asking what the point is - whats the point of any modding? Why change starting ship, equipment prices, weapon stats etc when the game was easy enough without altering them? Why add in new ships if the original game was easy to beat with the Eagle? Because it makes it different and more interesting and you can change the game to how you want it to be.

Do your own thing. But don't criticise me for doing mine.

Post Wed Jun 18, 2003 9:03 pm

Well said, Circumcisor.

Ya that could work well... but when you are high level, what is the point of being neutral to peeps? just to go to the other side or something... most of these all neutral mods are for noobs starting out.

P/-/3@R D@ D@\/\/G F00lZ

Check out what I'm doing for Reynen's Mod @ my website!

Post Wed Jun 18, 2003 10:12 pm

Nice one, Circumcisor! Some new encounters must be created too and reactivate some unused bases, after completion of the SP missions. I think that this game needs some RANDOMIZATION with some values. Commodity prices randomized, may bring some new level of play to the game, even empathyes...
I like your point of view: Nomad=Bad; All others=Good. Maybe, with some exceptions that caused some factions opted or possessed by the Nomads side.
«Fiction:»
- Some doubts occurred me: Are the Monkeys our saviors or are they just the nomad-plague spreaders? Are the Robots created and distributed through the colonies by the Nomads? There are lots of new ways that this game could cross. Just some fiction, after all... Too much TV and Sci-Fi. hehe

Post Wed Jun 18, 2003 10:38 pm

Random commodity prices? Nice idea - that would cause havoc for the freighter fans. What about linking commodity and equipment prices to reputation? If they like you, you should get a good discount.

I reckon the monkeys used to be human but got mutated DNA from all that radiation. Or maybe the developers just liked monkeys. And one of the guys near the bar looks just like Pete Sampras.....

Post Thu Jun 19, 2003 12:42 am

since open sp v1.1 came out, i play and test and mod with completely neutral settings, so i can REALLY choose what to do

trade a bit, fly directly to mactan base, get the wonderfull dromedary and then go to traders heaven {checking all bases for THAT never-again-profit} with that ship {rheinlands humpback has more capacity, oh but the look of it !}

i still dont know if this neutral setting works when you deactivate open sp

Vera Lynn

"we will meet again, some sunny day"

Post Thu Jun 19, 2003 1:03 am

I will try something with linking and random that aspects in some of the my future mod experiences. I like your idea about link, too.

Circumcisor, the following only applyes to you:
I hope that you don't mind that i was used some text from this thread in another place of the forum. I used copy/paste but not all of your original text. Consult the header about the new patch titled: 'Guys let's try to beat that f***ing patch'
See it in HERE!
If you don't agree with my use of some of your text plz email me: [email protected]

Post Thu Jun 19, 2003 1:24 am

Randomized commodity prices could work if you can access a current price list for all commodities in all of the systems visited while in your ship or on a planet. Just remember, trading is an enjoyable part of the game for many. Why make it so difficult for freighter pilots?

Post Thu Jun 19, 2003 2:35 am

It is not my intention to make a mod that is hostile to merchants. Only change the places where the commodities are usually selled by generate a random number with an external program, that afects the number of commodities selled at that place and what commodity (2 RND numbers). Two more for the buying commodities. Other number that modifies the commodity price that depends on its state (Buy/Sell = 0 or 1)... hrmmm... this thread is about what? Not about my own idea, for sure. Sorry Circumcisor, i'll use a new place to post my mod related things, instead. (Under development)
I feel that i will love to beat some nomads, in the future. Thx to Circumcisor

Post Thu Jun 19, 2003 2:57 am

I actually did this for MP in my HU mod early on.

I figured it was a great way to let players choose their own path. Trouble was the game got boring very fast and it was universally agreed to be a bad idea so i dropped the idea in the next version.

You see, once players are neutral they generally dont want to make enemies if they can help it and this makes the game boring for them.

I found the players in that position are the first to admit it.

Giskard

Post Thu Jun 19, 2003 3:51 am

Maybe with an effort of some mod makers in the creation of new encounters solve this 'boring' thing. Modders must look and learn something with the triggers created for the game and random missions. What bored me is the same commodity values buyed/selled at the same places, same kind of encounters, same rep agains factions... oh the list is getting big and the game is getting old. And Fl don't have yet any decent editor 'visual oriented' that works fully compatible with all types of this game files. Althought, i recognize that this is an hard task to manage and some of the modders have done a great job here. Or the Micronosoft still needs to take out some rabbit from his hat. Yes, they need a miracle, urgently. FreeLEd by MS... modders need that tool. I just wondering when we have our hands on that?

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