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A few Questions

The general place to discuss MOD''ing Freelancer!

Post Sat Jul 03, 2004 2:54 am

A few Questions

Firstly I have been thinking of making a mod for at least 6 months it was just a matter of what type of mod to make, I descided on making something that was not Freelancer.
I have played nearly all the mods since Freelancer was released and came to one conculusion that they were nearly all the same, there were a few exceptions but most followed the same routine add a few new systems and replace the ships and guns and that is the mod.
I wanted something different so this mod will be big, everything you find in a system will bare no resemblance to anything you would find in Freelancer,
I plan on changing the stations if it can be done hopefully a new storyline which is 35% completed ( the story not the mod ) , also I would like to change the look of the planets, where is it said that all planets have to be round.
Now to the questions and unless you really no what your on about ( a serious modder ) dont reply to the questions.
1. Is it possible to alter the shape of the tradelanes effectively removing them but still having the jump effect.
2. Is it possible to remove all the systems on the nav map to give yourself a clean slate to start a new mod.
3.Im looking at creating a storyline with about 60 missions, If I do this where would I find the file that contains the description for jobs listed at bases.
4.Fl Sytem editor good program but it is limited what I want to no is this , is it possible to create a random system editor that makes bare systems and places them in a random order on the nav map as this mod will hopefully have about 230 new systems and a system editor would really speed things up.
5.Is it possible to have Exploded planets in Freelancer for example one third of the planet missing.
6. What is the maximum amount of ships that it is possible to have in one battle without getting serious lag as I plan on having many large battles in this storyline.

Any help that you could give on these questions would be a welcommed, oh I forgot to mention there will be about 60 new factions all new ships and new weapons. Basically it will be a new game.

Post Sat Jul 03, 2004 3:38 am

Basically it took the Devs of the game many years to create something not as big as what you are talking about. unless you are going to spend around 10 years doing this, i suggest you come down to earth gently, but quickly.

230 systems?
New ships?
New planets/stations etc?
New storyline?
New missions?

Well - the new storyline is about the only original thing there, but i think you really need to consider practicality against possibilty. If you have no job, then go for it - see in you aroud 10 years. However, if you really want to do this, there are other space sims which would offer more modding ability than FL.

p.s - heck - bug testing this would take a year to do it thoroughly!!!

Edited by - Chips on 7/3/2004 4:38:50 AM

Post Sat Jul 03, 2004 3:55 am

Chips I respect your modding ability and I appreciate your answer but answer me this, how long would it take you to create a system with one planet, patrol routes for 2 factions and some trading of npc ships between the planet and maybe a station or 2.
There would be no trade lanes in the systems which cuts out a hell of a lot of the time that it would take.
As for the missions on planets or stations for the storyline if there is only one mission on a planet then that is the one you have to take.

Post Sat Jul 03, 2004 5:17 am

Well, I can understand what you are after from that, and the answer is about half an hour.

But - answer me this:

Where is the playability in that system? There is nothing to do, visit a base and do one mission - thats it. No trade, no encounters of any note, no exploration.

Yes there might be alot of systems, but they will all be practically identical if they follow this line, and there will be nothing to make them ever come back to the system. At that point, its pretty much a waste of time. systems are designed to implement the playability of the mod. The features are all great, but its in the systems that it all happens. When there is nothing in that system to implement the gameplay, then its a dead and dull system. No player will come back, and it will not start systems of "fame" or favour. True the omicrons keep people in them alot, but then again, there are lots of encounters, wrecks to find, lots of missions, nomads and more. There would be one focal point in the system, the base - but that would also have to be the only area of gameplay as well. It will be very limiting, and very boring for players.

However - that is my opinion of it - but until you build say a 10-15 test system layout structure, and get people playing no-one will really know whether it will prove popular or not. If its an SP story only though, there is alot of work invovled for only a one off reason. However, its your hours of work - good luck

Post Sat Jul 03, 2004 12:06 pm

If i could i would help but i can't i'm ignorant to modding, But could you send me some tutorials and when i figure things out we'll design the ultimate universe!!!!


Need More Power

Post Sat Jul 03, 2004 12:33 pm

im just curious... is it possible to place 230 "dots" (systems) to the Universe Navmap?

Post Sat Jul 03, 2004 1:49 pm

*assumes voice of the postman in Cheers*

"Er technically speaking, the sirius nav map display is based on a simple 15 by 15 coordinated grid, where each grid may support one system marker. Of course, when you...er...multiplay out the....yer....numbers of possible coordinates involved, you find that technically it can support a combined total of 225 system dots upon the visible nav map. However, the yer...limits of this haven't been tested beyond the values already exhibited in the universe.ini file. It may well be that its a 16 by 16, or even that the limit is only to the visible edge (17 by 17) or possibly beyond. Without the correct information present, it would by illogical to pursue the matter any further than the known 225 approximation."
*end impression*

Post Sat Jul 03, 2004 2:05 pm

ok, thx

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