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Capship random missions thread

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Post Fri Oct 15, 2004 8:55 am

Capship random missions thread

I`m hoping to start this thread so that between us we can get the capships and other targets available for new missions.
I`v just started today but got as far as the mission being selected (at crete) to kill either a rhineland battleship or asteroid miner (don`t ask! I haven`t got a clue! 120 k to kill an asteroid miner..), then on route to the location.. yup crash.
Any ideas? I though maybe it dosen`t have a formation as its just classed as a big_solar, but i can`t see where these are actually chosen. There`s a few entries in solar formations, but nothing that actually stcks one of them to the target.
I know there`s been some work arounds, by setting the ships to be fighter class, but they always seem to be stationary.
Well, any ideas you have on the matter wud be appreciated. If I get it sorted i`ll post here.

Post Fri Oct 15, 2004 3:23 pm

Would probably help if you posted code.

Post Sat Oct 16, 2004 1:34 am

Well, my first attempt wasto go into killable solars and add ships from npcships. Their entries and their loadouts, including gunboats and destroyers. But, that didn`t work.
Then I tried using the original ones but changing the difficulty to 1.0 to 86.34 ish and I do get battleships destroyable now, but they are the solar versions so no movement. The problem with the rest is the "string id =" entry which points at the name of the target. 0 is weapon platform... I`m not sure where these are going to and just putting in the Ids Name 233456 dosen`t work.
Its probably in one of those dll things somewhere..
I`ll post the whole thing tonight when I get back as I haven`t got time right now.
Cheers for responding.

Post Sat Oct 16, 2004 5:25 pm

Well, i`ve had a kinda productive evening, I`ve got the battleships but still no other ones. I know its possible as Rebalance340 has new additions to the list and they have been assigned their own id string name. I tried lookin in vinigrettes param to see if there`s entries for the strings in the nodes but no go. It must be a dll thing similar to adding new factions to give missions. Well, anyway, I have had some results.
Okay so we can`t add new missions, its hardcoded, but what we can do is go through the killable solars and get them working properly. I can`t believe that they have gone to all of the trouble of creating the killable solars and then set such piddling difficulty levels. Which means the only missions you get are either kill the ships, (etc..) and destroy weapon platforms and the freeport.
Well, with not too much work you can go through the difficulty settings and get each faction using other bases. Like depots, mining bases, rock mining bases, asteroid miners and you can even add new ones buy copying entries from one to the next. So you can add millitary outposts to the higher levels and add either the large station or the Fort bush lookalike small station.
I`ve got to go back through it again to re-jig the loadouts as some of them have very high armour scales and its a bit too unbalanced. I`ve already gone through and set the amount of hitpoints that each base has at different difficulty settings. So, you can have the same base at D2 as you do at D15 or D18, its just got more of it made and a harder weapon loadout.
Next things, for tomorrow, will be adding prisons, gas miners and increasing the depot to be at the higher levels.
If anyone is interested in this let me know and I might have a go at a tutorial ( unless its already been done). Now, if anybody knows how to add that string id thing it would be really helpfull..

Post Sun Oct 17, 2004 1:53 pm

Still don't see any code

Post Sun Oct 17, 2004 3:50 pm

Well, I can show you a typical entry from killable solars:
[KillableSolar
nickname = Rheinland_Battleship
solar_type = Big_Solar
string_id = 6
faction = rh_n_grp
archetype = rm_r_battleship
loadout = Rheinland_Battleship_Loadout
hitpoints = 65300, 69300
difficulty = 1.458324, 88.458324
pilot_choices = 1

[KillableSolar
nickname = small_wplatform_pi_D1-D1
solar_type = Defensive_Solar
string_id = 0
faction = fc_c_grp, fc_ou_grp, fc_rh_grp, fc_bd_grp, fc_j_grp, fc_h_grp, fc_m_grp, fc_x_grp, fc_b_grp, fc_g_grp, fc_lh_grp, fc_u_grp, fc_gc_grp, fc_lwb_grp, fc_fa_grp, fc_lr_grp, fc_or_grp
archetype = small_wplatform
loadout = small_weapon_platform_pi_01
hitpoints = 1200, 1400
difficulty = 0.001451, 0.018451
pilot_choices = 1
Big solar just means its the primary target, heras defensive_solar may be added to the formation to increase the difficulty value. Most of the above entry is from the original game, the bit i`m stuck with is the "string_id=0". I can`t see where you add to or change the entries for these. The archetype from this entry points not to the shiparch file but the solararch. In there you dictate the maximum amount of hitpoints of the object and the fuse for the explosion. I`ve added entries into both killable_solars and solararch to get additional targets during random missions. They are just refered to as depot, outpost or large spacestation. The Battleships actually work fine and you can change their loadout in loadout_special. What I actually wanted was a bunch of capitals, or just add destroyers/cruisers to the targets.
So far the id`s I know are:
string_id = 0 = weapon platform
string_id = 1 = ?
string_id = 2 = depot
string_id = 3 = Bretonia_Battleship
string_id = 4 = Kusari_Battleship
string_id = 5 = Liberty_Battleship
string_id = 6 = Rheinland_Battleship
string_id = 7 = Asteroid_Miner
string_id = 8 = space_mining arch/outpost
string_id = 9 = freeport arch/large spacestation
string_id = 10 = miningbase arch/?
string_id = 11 = space police arch/observation post
In rebalance they`ve dunnit, its not in vinegrette param`s and i`ve done a search on all dLL`s modified by FLE_id and they didn`t show up. If anyone could let me know what i`m missing it wud b very helpfull..

Post Mon Oct 18, 2004 11:04 am

Adding new solars is not a problem, that's been done many times. However, nobody has been able to get solars to fire back at you in MP (it works in SP, but not in MP). If you can get those battlehips/bases to fire back at you in MP (as stationary solars), then I would be REALLY impressed.

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