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BAttleship Fights

The general place to discuss MOD''ing Freelancer!

Post Wed Oct 20, 2004 10:08 am

BAttleship Fights

does anyone know how to do this? or a mod that does? cuz i think it would be really cool to give the Rogues a battleship and give Mannhattan a bship and have them fight with cruisers and fighters all in the furball. Then, just after the rogues are about to lose, the battleship makes a blind jump into the asteroid feild, to go back to buffalo, repair, and comeback ready for more
sry avbout the spelling and tangent (people tell me i read too much) but if this is possible pls tell me. i know that when you attack a transport it will sometimes run, but could you set a trigger for running when the rogue bship loses enough health and runs away?

Don't run from the sniper, you'll just die tired

Post Wed Oct 20, 2004 10:09 am

Well you can make them fight, but getting it to run away when it is damaged is more complicated

Post Wed Oct 20, 2004 10:17 am

It mostly depends on what encounter you use.

I believe area_attack might be one where they will run when damaged.

Post Wed Oct 20, 2004 2:40 pm

well, i could use some help on the scripting on account of i have almost no knowledge of modding (for example, i made the possibly simplest mod possible and it didnt work. ill email u the files if u want them) So, in addition to Versoth's Challenge, i think i(or we, if u like) should start work on this project. IF u want out, say "I,I,I,I,I" multiple times

Don't run from the sniper, you'll just die tired

Post Wed Oct 20, 2004 7:17 pm

To do it you would need to create your own encounter, then look through or create a new entry in pilots population. Down the botton is behavial stuff like flee at ....(this much damage). You`d have to do the new encounter because i believe the area assault is for fighers only.
I`m not a real expert, so unless somebody more experienced give u the goods, i`ll have a go in a few days or so..

Post Wed Oct 20, 2004 7:28 pm

Err.. Actually looking through the new encounters (from nephilim`s very handy Battleship encounter), the ships should flle once they get to 0.2 hull anyway.
If you haven`t added the B`ship encounters u`ll need to do that first.
Then you`ll need to add an entry into faction_prop, npcships and (ship) loadouts.
Or you could just copy the entry from one of the other millitaries. Don`t forget to add a formation to the faction your adding it to or the game will most likely crash.
Let me know how you get on..

Post Thu Oct 21, 2004 1:06 pm

well, i couldnt mod if my life depended on it. Seriously, i thought that this thread would catch the eye of a more experianced modder, because im just not that good yet. However, thanks for the info, ill try it. Aftyer i get my Kusari BAttleship mod working. (thing crashes when i try ti start a new game. if u want the files im using tell me on this thread)

Don't run from the sniper, you'll just die tired

Post Thu Oct 21, 2004 5:45 pm

What did you have planned for you kusari B`ship mod? Is it flying it or having the encounters in kusari space?
To be honest, the model for the kusari B`ship is a bit plain, the destroyer is much better. It has loads of guns mounted on to the prow, its one of the best ones. If you are doing the flyable capital ship, you`ll have to also add the tutorial on "docking capitals at space stations" or you won`t be able to fit anywhere..

Post Fri Oct 22, 2004 10:52 am

i was gonna so the ame thing for the Kusari Bship and the Liberty Dreadnaught. Just a different model. But ill look into the Kusari Destroyer. As for the docking cap ships a stations, where is that?

Post Thu Oct 28, 2004 8:01 am

I forget the encounter name, but there is a general patrol encounter that ALL factions use around major facilities. I inserted capital ships into this patrol encounter. Now whenever I am around a military base or jumpgate, cruisers, gunboats, and destroyers will all jump in and out of the area. Its the easiest way to add cap ships in game without editing every single encounter file. Also, I gave several factions of pirates a "captured luxury liner" as a capital ship. This also was inserted into the patrol encounter. I now have pirate luxury liners flying around pirate bases.

To add a little capital ship battle excitement, I created a pirate capital ship encounter using the luxury liner pirate ship. It will randomly spawn a pirate luxury liner along with 2 or 3 fighters into a military area that is heavily guarded (usually by a military battleship) The fight that ensues is quite fun to watch, although if there is a battleship in the system, the pirate cap ship usually gets toasted pretty quick.

I also created a bounty hunter assault encounter. It basically adds a bounty hunter armored transport to bounty hunter patrols that fly in areas around pirate bases. It adds a little excitement when visiting your favorite villians.

When I get home, I will post up my custom encounters I made. Tweaks will have to be made to make the ships run if damaged though....

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