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Adding existing ship for sale at specific base?

The general place to discuss MOD''ing Freelancer!

Post Wed Aug 31, 2005 5:23 pm

Adding existing ship for sale at specific base?

I would like to add the "Starflier" to Pittsburg and California Minor however I am not quite sure how to do that....

Post Wed Aug 31, 2005 6:05 pm

The file that controls buyable ships is DATA\EQUIPMENT\market_ships.ini. In that file, you'll see several entries lableled [BaseGood <-(end bracket missing due to forum codes). If you go to the file and it looks like jibberish, you'll want to download the Freelancer SDK - which, BTW, is really awesome. Anyway, after each entry labeled [BaseGood you'll see a line labeled "base = (something)". That line tells you which base each entry is talking about. The bases you're talking about (Pittsburg and California Minor) will look like "base = li01_02_base" and "base = li02_02_base". How did I know that? I used the Freelancer Misc. Database available here. Let's look at the Pittsburg entry - li01_02_base. You'll see a part listed as:

marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1

The gf1_package refers to the starflier. You can figure out which packages go to which ships by looking up the ship nickname in the misc. database (ge_fighter for the starflier), then looking in goods.ini for the hull with that nickname (in this case, gf1_hull). Replace the _hull with _package for the package name, and that's what you'll see in market_ships.ini. The middle three numbers tell you if the ship is buyable at that base or not. If you change it from:

marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1

to:

marketgood = gf1_package, 0, -1, 1, 1, 0, 1, 1

the ship will now be buyable. Do the same for "base = li02_02_base", and the ship will be buyable in both places. Be careful, you can only have three ships buyable at any given base. In this case, each of those bases only has one ship listed stock anyway, so you should be fine. If you want to do this a better way, you should also learn how to use the Freelancer Mod Manager, but that's a different topic. Also, you should backup any files before you modify them.

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 Thu Sep 01, 2005 6:03 am

Ok that was easy enough
Thank you.

I have another question.
What determines what the NPCs are driving? For example if I want to add Starblazer(hidden ship) to NPCs? Mainly to the big Liberty and Bretonia companies and few rogue factions like Golden C?

Post Thu Sep 01, 2005 9:16 am

I haven't done this extensively myself, but Chips started a great tutorial on NPC encounters in the Editing Tutorials forum. I think you can find most of the information you need here. I'm sure if you've still got questions or problems, we can help you afterwards, but I think that should get you started. Again, if you implement any of that, I recommend you either use FLMM or be sure to back up your .ini files. Have fun!

Post Thu Sep 01, 2005 10:09 am

Thanks...I am sure I'll manage.

Post Thu Sep 01, 2005 12:46 pm

Hawk if you want to add the Starblazer for the NPC's you've got a lot of work ahead of you. The starblazer doesn't have any entries in the ini files , you'd need to make an entry in the shiparch.ini , loadouts.ini , faction_props.ini , npdships.ini and if you wanted to buy it 2 entries in the Goods.ini.
However I think theres a mod that add the Starblazer, you could use that to get you started.

Rebalance 3.5 Dev. Team
rebalance.blue-ion.net

Post Fri Sep 02, 2005 4:12 am

I am actually already using one mod...the Starblzer 1.1 by Electric Brain.

However I made some changes...first off I added a cruise disruptor to it and a better description and corrections in infocards. I also made it available in New London replacing Piranha for it there. I also replaced(for sale) Rhino for Starflier in Pittsburgh and Patriot for the same ship as well at Ca.Minor.

Now I want to add it to some factions...mainly the companies that already drive Starfliers and Startracker as escort in lower level systems.

Anyway I tried to contact Electric Brain but it returned my email so I don't know...

Post Fri Sep 02, 2005 2:58 pm

Question what Nickname is the starblazer and this one liberty navy ship that is suppose to be more powerful.
I know how to mod those things and everything but had no luck finding the nicknames.
I've also looked into those databases that are really helpful for the battleships.
Thanks.

Post Fri Sep 02, 2005 8:11 pm

Actually, you make up your own nickname for the starblazer. You can see Argh's XML toolkit for an example of adding the starblazer. The only thing about the starblazer that is already included in the game is the ship model itself. To add the fighter, you'll need to make up your own entry in shiparch.ini which includes the lines:

DA_archetype = ships\civilian\cv_starblazer\cv_starblazer.cmp
material_library = ships\civilian\cv_ships.mat

Don't know about the liberty navy ship, though.

Post Sat Sep 03, 2005 11:42 am

Ah that willl be easy then.

Post Tue Aug 21, 2007 2:26 pm

Reviving an old thread...

Has anyone successfully added the Starblazer to a vanilla load so that an unmodded player would work properly?

I've added the code for the starblazer but the unmodded player crashes to desktop when entering space.

I'm using the original nickname (nickname = rtcprop_civ_freighter)

Any suggestions?

Thanks,
Robo

sample code of the shiparch:

[Ship
ids_name = 0 ;GENERATESTRRES("CTE 1340AY Starblazer"
ids_info = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT/><PARA/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Stats</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT/><PARA/><TEXT>Guns/Turrets: 4/0</TEXT><PARA/><TEXT>Armor: 2,464</TEXT><PARA/><TEXT>Cargo Holds: 40</TEXT><PARA/><TEXT>Max Batteries/NanoBots: 20/20</TEXT><PARA/><TEXT>Optimal Weapon Class: 4</TEXT><PARA/><TEXT>Max. Weapon Class: 5</TEXT><PARA/><TEXT>Additional Equipment: Mine, CM</TEXT><PARA/><PARA/><POP/></RDL></xml>"
ids_info1 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>CTE 1340AY Starblazer</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>An additional engine, thicker hull plating, and upgraded weapons capability make the Starblazer a desirable enhancement over the Startracker.</TEXT><PARA/><POP/></RDL></xml>"
ids_info2 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data='1' mask='1' def='-2'/><TEXT>Stats</TEXT><PARA/><TRA data='0' mask='1' def='-1'/><TEXT/><PARA/><TEXT>Gun/Turret Mounts:</TEXT><PARA/><TEXT>Armor:</TEXT><PARA/><TEXT>Cargo Space:</TEXT><PARA/><TEXT>Max Batteries/NanoBots:</TEXT><PARA/><TEXT>Optimal Weapon Class:</TEXT><PARA/><TEXT>Max. Weapon Class:</TEXT><PARA/><TEXT></TEXT><PARA/><POP/></RDL></xml>"
ids_info3 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT/><PARA/><TEXT/><PARA/><TEXT>4/0</TEXT><PARA/><TEXT>2,464</TEXT><PARA/><TEXT>40</TEXT><PARA/><TEXT>20/20</TEXT><PARA/><TEXT>4</TEXT><PARA/><TEXT>5</TEXT><PARA/><TEXT></TEXT><PARA/><POP/></RDL></xml>"
ship_class = 0
nickname = rtcprop_civ_freighter
LODranges = 0, 60, 120, 250, 500, 1000
DA_archetype = ships\civilian\cv_starblazer\cv_starblazer.cmp
material_library = ships\civilian\cv_ships.mat
type = FIGHTER
msg_id_prefix = gcs_refer_shiparch_startracker
mission_property = can_use_berths
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\civilian\civilian.ini
pilot_mesh = generic_pilot
nanobot_limit = 20
shield_battery_limit = 20
mass = 100.000000
linear_drag = 1.000000
hold_size = 40
fuse = intermed_damage_smallship02, 0.000000, 450
fuse = intermed_damage_smallship03, 0.000000, 225
max_bank_angle = 35
camera_offset = 13, 42
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 1800
explosion_arch = explosion_cv_fighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 15800.000000, 15800.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
shield_link = cv_fighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_5, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01

[CollisionGroup
obj = port_wing_lod1
separable = true
parent_impulse = 120.000000
child_impulse = 60.000000
debris_type = debris_small_ship
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
dmg_hp = DpPort_Wing
dmg_obj = cv_dmg_port_wing01_cap
type = Port_Wing
hit_pts = 150
root_health_proxy = true

[CollisionGroup
obj = star_wing_lod1
separable = true
parent_impulse = 120.000000
child_impulse = 60.000000
debris_type = debris_small_ship
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Starboard_Wing
dmg_hp = DpStarboard_Wing
dmg_obj = cv_dmg_starboard_wing01_cap
hit_pts = 150
root_health_proxy = true

[CollisionGroup
obj = mid_wing_lod1
parent_impulse = 120.000000
child_impulse = 60.000000
debris_type = debris_small_ship
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Middle_Wing
dmg_hp = DpMid_wing
dmg_obj = cv_dmg_mid_wing_cap
hit_pts = 150
root_health_proxy = true

Post Wed Sep 26, 2007 4:46 pm

hey i want to mod a mod, not to realease it or anything, i just want to put
a new station in somewhere and sell the mods best ships and stuff.
how do i do that.

Post Wed Sep 26, 2007 6:05 pm

Starblazer has only 1 engine and 1 exhaust nozzle like the Flyer and Tracker..
(you have 2 nozzles listed which means it's trying to mount 2 engine flame effects) Probably doesn't have that in the goods or loadouts.
I think that could be your crash problem.

also, I see this entry:
msg_id_prefix = gcs_refer_shiparch_startracker


I'm not sure about the msg_id_prefix being a problem, but I think the number of exhaust nozzles might.

Post Wed Sep 26, 2007 10:13 pm

Two exhaust nozzles will definetly cause a crash.

The Msg Id Prefix is ok, since the Startracker is pretty similar to the Starblazer then it won't do anything. If you add an armored transport to the Msg Id Prefix it will not do anything either.

Post Thu Sep 27, 2007 6:17 am

Cam dude, the search function is your friend

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