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Upgrades

The general place to discuss MOD''ing Freelancer!

Post Mon Dec 20, 2004 5:01 am

Upgrades

Is it possible to make engines, armor, scanners, tractor beams and power plants upgradeable. I have a mod I don´t remember yet in which this is done (exept the tractor beams and engines).

Post Mon Dec 20, 2004 5:51 am

Depends on what you mean by "upgrading".

Do you want to increase the speed of engines? Or increase the range of the scanner?

Post Tue Dec 21, 2004 4:49 pm

Somewhat with the exception of engines the answer would depend on what you mean by "upgrade". Do you mean replacing that equipment with better, more capable, equipment in the same way you upgrade shields and weapons? If so then yes it is possable.

What you would have to do is define the new equipment much the same was as adding new shields or weapons. Engines are another matter; the game will not let you sell them to a base, but you can buy them.

Post Tue Dec 21, 2004 8:57 pm

Cmdr. Stefan,

Two tips..... stay away from armour upgrades and engines.. for some reason both of the former create problems...

don't ask me why they just seem to.....

harrier

Post Tue Dec 21, 2004 9:27 pm

increasing the armor slows the computer down the ship so much on my game
then you have to make a new engine to make it go the speed it went before, but then its really glitchy.

Edited by - Wolf_Demon on 12/21/2004 9:27:08 PM

Post Tue Dec 21, 2004 11:55 pm

harrier and Wolf_Demon

How did you go about upgrading armor that you had a problem with it? I have Armor upgrades in my MOD and have not found any problems with it yet.

Post Wed Dec 22, 2004 5:29 am

I have but all of those upgrades in my mod: Freelancer Fifth Gear. Engines is the only upgrade that has problems because you cannot sell your old one or transfer it to a new ship.

I have a gmail! I have a gmail!

Post Wed Dec 22, 2004 8:36 am

Ok, guys. But I just want to know if it is possible and if how to do.
The problems I will solve on my own just by making backups.

Post Wed Dec 22, 2004 9:49 pm

I dunno... in Freelancer Fifth Gear, the armor variable didn't affect game performance at all. I'd download that one to get an idea of what to do.

Post Thu Dec 23, 2004 4:53 am

Here's a couple examples from my Privateer mod.
(We've got shields, weapons, armor, scanners, and generators.)

-----------------------------------------------------------------------------------
In Misc_Equip change/add:
For Upgradable Sensors:
[Scanner
nickname = ge_s_scanner_01
ids_name = 263750
ids_info = 264750
volume = 0.000000
mass = 10
range = 2500
cargo_scan_range = 2000
loot_appearance = ge_s_scanner_01_loot
units_per_container = 1
lootable = true

[LootCrate
nickname = ge_s_scanner_01_loot
DA_archetype = equipment\models\commodities\crates\crate_blue.3db
LODranges = 0, 50, 150
hit_pts = 250
mass = 10
separation_explosion = sever_debris

For Armor upgrade:
[Armor
nickname = armor_upgrade1
ids_name = 263733
ids_info = 264733
hit_pts_scale = 1.250000
volume = 0
mass = 10
loot_appearance = armor_upgrade1_loot
units_per_container = 1
lootable = true

[LootCrate
nickname = armor_upgrade1_loot
DA_archetype = equipment\models\commodities\crates\crate_yellow.3db
LODranges = 0, 50, 150
hit_pts = 250
mass = 10
separation_explosion = sever_debris
-----------------------------------------------------------------------------------
In Misc_Good.ini add:
For Upgradable Sensors:
[Good
nickname = ge_s_scanner_01
equipment = ge_s_scanner_01
category = equipment
price = 10000
combinable = false
ids_name = 263750
ids_info = 264750
item_icon = equipment\models\commodities\nn_icons\equipicon_Hunt_AW6.3db

For Armor Upgrade:
[Good
nickname = armor_upgrade1
equipment = armor_upgrade1
category = equipment
price = 1000
combinable = false
ids_name = 263733
ids_info = 264733
item_icon = equipment\models\commodities\nn_icons\equipicon_plasteel.3db
-----------------------------------------------------------------------------------

The equipment icons will need to be changed, as they were custom made for our mod.
(But any icon will do.)

Edit:
Almost forgot!
Need to add these entries to the base(s) of your choice in Market_Misc.ini:
MarketGood = ge_s_scanner_01, 0, -1, 10, 10, 0, 1
MarketGood = armor_upgrade1, 0, -1, 10, 10, 0, 1

Watch your 6!

Edited by - warzog on 12/23/2004 4:55:49 AM

Post Thu Dec 23, 2004 5:24 am

Basicly, you just need to make ids and a goods entry for anything that you want to be buyable.

Post Thu Dec 23, 2004 8:27 am

THNX ALOT. I,ll try it out. About the icons: there are allready one in the NN_ICONS-folder.

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