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Independent pirates

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Post Mon May 30, 2005 9:48 am

Independent pirates

Been playing around today with factions and its gone pretty well, so i thought i`d post.
I`ve already gone through the game, changed every loadout and added about 3x the ships to every faction. But, what i`ve done today takes things a little further.
Some of you may have heard me going on about the predictablity of freelancer. "I`m going to kill bounty hunters so i`ll use these weapons and this shield".. The new thing is a few new factions outside of the core systems which have massive amounts of npcship entries. The first two are "Independent Pirates" and "Sirius Rogues" (The rogues are a syndicate of sorts). The Ind Pirates have loadouts from every other pirate faction in the game. I have cut away the lower levels as u would never see them anyway. But, what i`ve ended up with is a faction with completely diverse weaponary and ship types. Approximately 45 loadouts between 10 and 19. Bit of a nightmare to fight against? Thats the idea..
I haven`t bothered going through and creating new loadouts for each. I am classing the pilots as they were in the outcasts or corsairs, but they have chosen to leave for whatever reason and have found their way into this group instead.
If a bounty hunter was to capture them they would be classed as outcast or corsair anyway.
Another one is a "Sirius Trading Guild". I have already created separate loadouts for all corp ships. They use a combination of the house weaponary and civillian weaps, with the house engine type to make things a bit different.
The Trading Guild use every type of corp loadout. The transports are the same, but they now have access to all of the house weapons. Again, not an easy one to fight against..
I plan to make up some kind of police force, which will use all the police ships. All of these factions will only appear outside of the core systems anyway.
I think this is a good step though. It means i can make the game harder, and more interesting, without maxing out the loadouts and beating them purely by bigger weapons.
Any comments?

Post Mon May 30, 2005 12:59 pm

Speaking for myself, I like that idea. I think that'll definitely add an extra element to it. I don't know if you thought about this, but you might also want to make it so that having a weapon that's "best" or "worst" against a particular shield class makes a bigger difference; I believe there is an ini somewhere that controls that ratio. Also, if you'd like an easy way to add a bunch more ships, I'm almost finished with a ship package I'm making that will add different variants to existing ship types. Basically, it adds Mk I and sometimes Mk II variants to all heavy fighters below class 7 and all light fighters below class 6 so that they have versions that go up to 6 or 7. If you're interested, let me know and I'll send you a copy of what I have so far. Of course, if you're not interested, that's fine too - I just wanted to offer it.

I have become one with my computer. It is a feeling of ecstasy...the perfect blend of logic and emotion. I have reached...Nerdvana!

Post Mon May 30, 2005 1:31 pm

Oh, cheers for the offer, but i`ve done something similar already. I`ve added 4 main versions of fighters, basic, lon range, superiority and intercepter. 4 main freigters too, all different types have their own unique shiparch abilities and engines. There`s even about 6 skins for the civ ships across the classes.

With the weapon mod idea, i have used WeaponModDB.ini to give an amplified effect to weapons of a higher class, so class:
1-5 no change (20%)
6-7 (25%)
8-9 (30%)
Its risky though, in normal FL you don`t lose your weaps when u die so you could easily hoard the best weaps of each types and this would make things easier.
Except the adding lots of different loadouts to the faction as added above..

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