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hull damage modifiers (making a survable battleship)

The general place to discuss MOD''ing Freelancer!

Post Wed Dec 15, 2004 10:22 pm

hull damage modifiers (making a survable battleship)

Is there any way to modify a capitol ships armor to make it more resistant to figher weapons except for torpedos?

Post Wed Dec 15, 2004 10:28 pm

armor - nope
shields - yes

Post Thu Dec 16, 2004 9:05 am

Well, you can make the hulls muh stronger in shiparch.ini, and give the Torpedoes higher damage to make them good at killing capships, but guns could be too weak to do any significant damage before they kill you...

Post Thu Dec 16, 2004 9:17 am

And you could add some armor plates to the loadout. They were originaly planned and the droppes, but they still work. They scale the armor of the ship.

Post Thu Dec 16, 2004 9:31 am

Planned for drops? They are just for traders and ships to survive in different systems (eg Starflier in tokyo)

Post Thu Dec 16, 2004 9:34 am

Whoops, i meant they were planned but they were dropped from the game.

Maybe I should take my time to post ^^

Post Thu Dec 16, 2004 9:48 am

Those things simply increase you effective hitpoints. However, with a LOT of work you could create destructible platings around the ship that can be shot off, with root_health_proxy=false, so you would first have to shoot down the armor plates at a certain spot to be able to actually damage the ship. If it weren't such a huge amoount of work (and pretty bad due to the limited sur files editing possibilities) I would have tired that myself already...

Edited by - Mephistopheles on 12/17/2004 6:11:35 AM

Post Thu Dec 16, 2004 6:32 pm

Depending on the ship's intended use, there's several ways to do it:
1) In "ShipArch.ini" increase the "hit_pts = 69300" value.
--Will increase every battleship player, or NPC controlled.
2) In "Loadouts_Special.ini" change, or add the line "equip = armor_scale_0."
--The complete list of armor_scale's are in the Select_Equip.ini file.
--The maximum is armor_scale_21 which is 27.033550 times the normal hit_pts.
--This only works on NPC Battleships using the given loadout.

Battleships don't have shields, so I don't know how you'd add one.





Watch your 6!

Post Thu Dec 16, 2004 10:24 pm

And what of regenerating hulls for capitol ships ?

or reducing the repair costs

Thank you for all you input BTW

Post Fri Dec 17, 2004 6:30 am

hull regen isnt possible.
repair costs are connected to item costs.
max price of a single item (like a shiphull) is 9999999, so there are limits.

Fjord

Post Fri Dec 17, 2004 6:47 am

As I said, you can either give them hull platings, which scale the hull strength, or you create an Shield Hardpoint via HardCMP and add a shield to the loadout. Should be working.

Post Fri Dec 17, 2004 9:16 am


And what of regenerating hulls for capitol ships ?

I suppose you could give them repair_bots...
(But you'd have to give them one heckuva lot!)
(Or you could make a special cap ship repair bot.)
As LordFjord said, repair costs are tied to ship cost.

Manhattan_Guy:
Only problem with adding a shield...
Would it automatically extend around the entire ship, or would it be the size of a fighter's shield?
Hmmm...
Perhaps it's tied to the SUR file?
If so, then it would surround the entire ship!
Might be worth a try.

Watch your 6!

Post Fri Dec 17, 2004 9:45 am

Hmm, I saw a *****_shield.cmp, maybe this is it, but it's kinda empty... At least for all tools I know. But this could be it...

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