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Most annoying things about FL you wish you could change?

The general place to discuss MOD''ing Freelancer!

Post Fri Aug 05, 2005 7:54 pm

Just though of another one. Is it possible to add a new behavior? In the base side file there is the "behavior - shipdealer" thing. Would it be possible to add extra ship rooms to bases or take away the only 3 ship resriction?

Post Sat Aug 06, 2005 1:21 am

By editing the thn-script of the room, you are able to create an additional place for a ship to stand. In theory, you might be able to have four ships and more in one room, as long as they are defined in the script.

Has anybody tested this?

Post Sat Aug 06, 2005 11:06 pm

@Manhattan_Guy / MACE
Using a new THN and making a second room has been tried but no it does not work like you are suggesting Manhattan_Guy. When a new THN is used, yes a second room can be made and it can even be made to have a different look since it is using a different THN than the other ShipDealer room, however, the ships sold and prices all remain the same because the game reads the values for what ships to populate the list of 3 from by first checking what base you are on and then loading the ship good values for that base. So the only way to have multiple ship dealers on one base that actually sell different ships would be to somehow "trick" the game into loading another or a secondary set instead of loading the standard values for that base (instead of of loading for example Li01_Base it would load the section in the ship good INI file called Li01_Base_2).

Edited by - Alcander on 8/7/2005 12:06:59 AM

Post Sun Aug 07, 2005 5:13 am

What I was refering to was the second part of MACE's question. By editing the script used by the ship dealer already existing and adding another place for a ship to be sold, it might be possible to have more than three ships in ONE ship dealer room.

BTW: Alcander, do you know anything about how the systems are defined as part of a certain colony (e.g. NEW YORK SYSTEM, *LIBERTY SPACE*)? Maybe even how to add new systems to new colonies and rearrange the old systems into other colonies?

Edited by - Manhattan_Guy on 8/7/2005 6:19:09 AM

Post Sun Aug 07, 2005 3:37 pm

@Above:

Tides of War fixed this. Just make(for planets, anyways) multiple docking rings, leading to different cities, with completely different sets of rooms:bar, shipdealer, equip/goods room.

TO FIX:

1) Complete the game the way it was supposed to be. Engines sellable etc.
2) Station building(costing about a million dollars to build a simple station)
3) Being able to store/order around more than one ship(wingmen, but NPC-ish. Like X2: The Threat)

Post Sun Aug 07, 2005 5:26 pm

@Manhattan_Guy
No, I'm afraid this won't work. The game is hard-coded to use only 3 ship location pads. I've played with getting more than 3 ships to simply display in the list - so the 3 ships on the pads are buyable but so are other additional ones beyond the 3 as written in the INI file. However, my attempts to make this behavior work were unsuccessful, if more than 3 ships appeared in the list, the ability to click a ship in the list and get more information and ultimately buy the ship(s) broke - everytime you clicked the ship it would deselect it and nothing would happen. I do know where the routines are though, just figuring out how to get more than 3 ships to be buyable is a little tricky. If the game weren't hard-coded to use only 3 pads like you suggested, it would be incredibly easy to do.

Post Sun Aug 07, 2005 6:18 pm

I did try playing about with the base side stuff. I got to having-
You go to the shiproom and three icons come up, eac were given a unique baseside entry. But, they all have the same behaviour.
I found trying to make the button to a tempory base pretty difficult.

I know that original FL uses base templates for things like gasminers and asteroid miners. Things that you shouldn't be able to dock at normally (the gasminers were modified versions with only moors). Some people had tried to dock at a base, most likely using the dockfix and found that they were warped to a different base as the other bases all shared the same base ini files. But, this couldn't really be used as it only goes down the universe list.

Simply making multiple docking rings for a planet is a pretty obvious fix. But, this thread is more about trying completely new solutions to old problems..

Alcander, any chance of increasing the 256 objects in a system limitation?

Post Sun Aug 07, 2005 6:53 pm

Hi!

I Didn't see this annoying hardcoded limit here until now:

Weapon Classes are restricted to 10, so that it is not possible to create class 11 weapons, capship weapons, etc. (We need to be able to create new Hp_types to make new weapon classes). This is in my opinion a really annoying limit of vanilla FL.

Other ones:

- Turrets of the playership can not have an autoturret function to fire on enemies by themselves (I'm not sure if this can be changed).

- No new shipclasses can be created (like Bombers, Ecplorers, Capships, etc.). This is not only visual (seeing 'Bomber' if you go to the shipdealer), but also important if you set up the NPC target list (first Fighters, then Freighters, then Capships, etc.). It would be great, if you could add new shipclasses to have more possibilities for NPC actions (e.g.: You could create pilots that only attack Bombers and would be great as capship escorts, because Bombers are very dangerous for Capships).

That's it for now!

Black Eagle

Post Mon Aug 15, 2005 2:08 am

One of the most annoying hardcode thing is the lack of gravity and thats my 2 cents

Post Mon Aug 15, 2005 2:40 am

The ship class thing from blackeagle is do-able, if we take away the destroyer entries and call them cruisers instead, then we have a spare ship class. Just create a unique encounter with the job of attacking the destroyers first.

Post Tue Aug 16, 2005 4:32 am

Of course you can just free up one of the existing classes, but I do not want to add just one new class ,but some more (about four). So it would be quite useful to be able to make totally new classes.

Post Fri Aug 19, 2005 1:49 pm

most irritating thing: No Sequel

Mess With the Best, Die like the Rest.

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