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shield bat/nanos capacity values? -SOLVED (thanks)

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Post Sat Sep 03, 2005 8:31 pm

shield bat/nanos capacity values? -SOLVED (thanks)

I know that most values on equipment, commodities, etc can be altered in the respective .ini files, however.

I was thinking of creating advanced Shield Batteries and Nanobots, much more expensive of course... however...

Are the values for the recharge/fix capacities changeable and if so, would someone be kind enough to point me to where those values are set?

If they are in the .exe file, I will forget the idea, as tampering with that is not something I really feel up to doing.

Nemo me impune lacessit.

Edited by - artemas13 on 9/18/2005 8:34:15 AM

Post Sat Sep 03, 2005 9:18 pm

No, you can alter those values. I did so for Warriors of the Sky, among other things.

However, to my knowledge, it isn't possible to create a "second version" of the Potions (old FL dev joke there). Now, having said this, I haven't actually tried all that hard to make a new set of Nanos/Bots. I would think, though, that it'd be really surprising if this wasn't tied to the EXE. The reason for this is that the nanos/bots can be used by the AI... aside from the infamous AI counting issue.

At any rate, you can make "advanced nanos/bots", but it's usually much better, imo, to do one of the following:

1. Make them cheaper, so that players can always afford to take a full load.
2. Change the bats/bots capacity on ships, so that players can have more.

Personally, the more I play with FL's game balance, the more I think that I was heading in a good direction with WOS, where I severely limited the "potions", by making them heal anybody 100%... but only giving players a severely limited number of them, and making it the same for everybody, no matter what they were flying. This is a different curve from the way that things are done in FL, where the number of bats/bots is roughly curved downwards as ships rise in hitpoints. IOW, the amount of total healing given to a ship with Level 10 hitpoints and Shield is less than the amount given to a ship with Level 1. Which was, I think, meant to partially offset the ridiculous problems with overall balance between the Levels... of course, it didn't really work that way.

Post Sun Sep 04, 2005 10:56 am

Hi!

I'm also not sure, if it is possible to make a second version of the bots or bats, which can be used by players. However in my mod I made a second version for NPCs, which works perfectly. I gave the Nomads special Nanobots and they use them just as normal ones.

So, if you want to change the old ones or try to create new ones anyway, you have to alter the following files:
misc_equip.ini: sections "ge_s_repair_01" and "ge_s_battery_01". The "hit_pts" line is how much damage they repair.
misc_good.ini: sections of the same name and you can change the price here

If you want to see the new NPC ones I created, just download my mod "The Monkeys 1.18" or "Monkey Universe 1.84" and you can find them in the same files as "ge_s_repair_02".

I hope this helps!

Black Eagle

Post Sun Sep 04, 2005 11:14 am

I seem to remember that Rebalabce3.40 had two versions of the nanos or shields. It wasn't commonly available, but was buyable at the suntrap type solar thing in New york, close to the sun.
Not sure if it worked properly though, if you were carrying both types then which ones would be used when the player pressed "N"?

Post Mon Sep 05, 2005 5:44 am

This is why I love the forums, people who know more than me hang here! Thanks for the info!

Nemo me impune lacessit.

Post Mon Sep 05, 2005 6:42 am

MACE, I think to avoid any possible complications resulting from combining the two types in a ship's supply I can simply add some bold print to ids info that warns to sell all basic bats/nanos before buying the advanced ones and vice versa, saying something about potentially devestating effects of mixing them. You know, the whole Buyer Beware and "didn't you read the instructions?" bit. I'll test it first and let you all know if that needs to be done.

EDIT: Well, I made them, and low and behold, some of you were very much correct, they don't work. The game "mounts" them singly on a ship, even if you sell all the originals. This gives no appreciable effect other than taking up space on a ship, though it does give me some ideas. I guess the advanced nanos/bats idea will just have to simmer on the bunsen burner in the corner of the room for a while.

Nemo me impune lacessit.

Edited by - artemas13 on 9/5/2005 8:06:33 AM

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