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Attack Zone needed

The general place to discuss MOD''ing Freelancer!

Post Mon Oct 24, 2005 4:51 pm

Please listen to Mace's advice. It is not enough to have them set to -0.4 in initialworld.ini. You have to have them set to -0.65 or below to get them to fight, you shouldn't go lower than -0.91.

Post Tue Oct 25, 2005 12:55 am

That dont work too.

Post Tue Oct 25, 2005 4:38 am

So, did you add the new factions to newplayer.fl and mpnewcharacter.fl? I think it might be why he factions aren't behaving how they should.
Mpnewcharacter.fl can be editted by notepad, but for newplayer.fl, you need to download the saved game editor.
These are the new factions that you have added to the game aren't they? Whether they are lawful or unlaw dosen't really matter. It just seems to affect the name of the ship, either "raiders" or "patrol".
Well, maybe there's something else to check over.

Post Tue Oct 25, 2005 4:41 am

M-A-C-E, all you need do is delete restart.fl, the others don't matter. I've done it.

Gehlhouse, post your InitialWorld.ini entries for these two factions. That will really help.

MK

Post Tue Oct 25, 2005 6:52 am

Not sure i agree with that one. If you were to take a faction away then it would crash as all of the reputations are stored in the saved games. I think its cleaner just to get rid of everything and start from a completely new player.

Post Tue Oct 25, 2005 12:48 pm

@ Gehlhouse, ss_borg_grp & ss_stfl_grp are enemies in the initialworld.ini, the real problem is that this mods for MP only and built mostly in xml script ( using Argh's tool kit). AD01.ini has a couple of entries in it the rest is in the script files including a battle zone.

@ mknote, with 45 new factions and no newplayer.fl this would give anybody's CPU a headache. Not to mention corrupt your autosave.

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

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