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Capital Ships Never Die!

The general place to discuss MOD''ing Freelancer!

Post Sat Sep 03, 2005 3:18 pm

Capital Ships Never Die!

Ok, general question about capitol ships that I have not been able to answer myself. I've been making a mod featuring capitol ship battles in which players can partake, the only problem is that Cruisers and Battleships (not including any gunboats) never die. Their hit points reach 0 and then there is an explosion effect, but the ships never die and continue to fight. Ever time they are hit again, the same explosion repeats itself. It makes for a great eternal battle but that isn't what I want! I've searched through the .ini files that specifically pertain to the capitol ships but have found nothing to destinguish this unique property of invincibility. does anyone know what I am talking about and do they have a solution?

Post Sat Sep 03, 2005 3:36 pm

Did you change any fuses? I don't know much about them, but they might be the reason.

Post Sat Sep 03, 2005 4:58 pm

have you used the right ships, some of the BSs are actually bases and will not die totally. It's the rm_ ones in solararch. I know this is a long shot but you never know.

Buck Rogers
Server Admin
Colours Elite UK
www.colourselite.co.uk

Post Sun Sep 04, 2005 6:02 pm

I had this kinda problem, they do in fact die, but it takes about three days lol

each battleship has a section or six after it in the shiparch file pertaining to the extra sections of the battleship. They all have hitpoints, try reducing them a bit. Mines where too high and together with the extra sections and the ship its self it seemed to be indestructable..

Hope that helps, if not i'm sure the others in here will be able to point you in the right direction

Post Mon Sep 05, 2005 8:34 am

i've tried all your recomendations but have not succeeded in fixing my problem. However, I think it might have something to do with "Armor_Scale". Could someone explain what Armor Scale is?

Post Mon Sep 05, 2005 9:25 am

You can find the ArmorScale-entries in select_equip.ini. Equipped on a ship, they will multiply the original armor of the ship with the number in select_equip.ini. A cruiser with originally 43300 armor and armor_scale_9, which has a "hit_pts_scale" of 4.108400, will have about 177900 armor then.

Post Tue Sep 06, 2005 1:52 pm

Armor scale wasn't causeing problems either. I think that Fuses may have something to do with it after all. Unfortunatly, I know nothing about them. What the heck are they for anyway?

Post Tue Sep 06, 2005 2:35 pm

delete the /fl/fuses.ini and it should use default unless you made your own which you dont sound like you did

Post Sat Sep 10, 2005 5:37 am

The capital ships themselves also have "fuses". should I just delete those lines?

by the way, this mod im working on is built on Victors multiplayer Enhancement Mod. So it might have changes made to the ships that I am unaware of.

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