Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.

To get the latest in Freelancer news, mods, modding and downloads, go to

Real economy addon

The general place to discuss MOD''ing Freelancer!

Post Sun Jan 22, 2006 10:36 am

Ahh.. I never thought I'd see the day when someone with the skills and enough time finally made something like this. It's been two years since the last time I tried working with someone along these lines. Between you and my team I'm sure we can come up with some interesting new toys.

Post Sun Jan 22, 2006 4:24 pm

I'm still grinning about this 12 hours later I hope Argh and his excellent testing team will also get involved with this - I had been thinking that we'd hit dead end on modding... The only things left seemed to be new sur and effects, but now we can do an awful lot more. Random missions could even become extensible this way if the mission successful can be intercepted and more added.

+++ out of cheese error - redo from start +++

Post Sun Jan 22, 2006 4:54 pm

How about running a new story (or story fragment) instead of another of these damn random missions? That would at least make more sense to me

We're getting of topic here... Please stay on board. TLR should get a wishlist thread for this stuff.

Oops... I forgot to say that I'm already replacing/adding news. Replacing offered missions isn't that much different either.

Edited by - grover on 1/22/2006 4:54:52 PM

Edited by - grover on 1/22/2006 4:58:11 PM

Post Sun Jan 22, 2006 7:03 pm

Cheering news, indeed I will take a look after the last major build of Toolkit has been released to the testers... which should be fairly soon now. Good to know that one of the last major obstacles to building a more dynamic universe has been removed.

One thing I'd like to hear about, however, Grover... and please, don't worry about this overmuch, but it's another one of the "fundamental problems" that we've never quite gotten solved... is whether a DLL-based approach like this might be able to finally eliminate all of the crash bugs related to NNVoices calls (i.e., "I'm going to ___________ with _________ " ). We can currently get rid of such chatter entirely (through a brute-force approach that's very ugly), but it'd be better if we could lead NNVoices to entirely new sound files. Yes, I know, this has nothing to with what you've already accomplished, really- but it's an example of problems that might be solvable in this way.

Post Sun Jan 22, 2006 10:08 pm

Hi Argh,

I haven't seen such crashes. What is the exact cause of them? Why not just replace or fix the sound files themselves?

Post Wed Jan 25, 2006 12:59 am

I've just updated the tutorial to include the next INI file.

Post Thu Jan 26, 2006 2:35 am

I've just posted the final piece of the tutorial in the other thread.

Post Fri Feb 24, 2006 6:13 pm

Any progress here?

Post Sat Feb 25, 2006 1:03 am

How did I miss this thread?

I will be taking a look at this, it sounds fantastic if real, and if you are still out there - I also have an non ending request...

Would it be possible to enable the use of med_moor and large_moor for ships to dock with stations? It's my pet peave, simply because right now the solution is very very bad and unrealistic, but if it were possible, it would really clean up mods to being acceptable!

Post Sat Feb 25, 2006 4:52 am


Yes I'm making some progress. Implementation of the DLL is almost complete, but there is still a lot to do from the scripting and testing perspective.


I'm still here, silently reading the interesting things. I'm currently overloaded with work, RL and this stuff that I'm not sure if I'll find the time to look into the mooring stuff. No promises but maybe I'll get back to it in a month or two.

Post Sat Feb 25, 2006 6:30 am

@Chips - Very real and in functioning beta with EOA Much kudos to Mike as he is working pretty much solo on this on the coding end

+++ out of cheese error - redo from start +++

Post Tue Apr 18, 2006 1:49 pm


Are there any MODS available with a dynamic economy?



Post Tue Apr 18, 2006 3:20 pm

Not yet, but don't be too discouraged - Louva Deus (EOA - main page has links on left side nav panel) keeps dropping hints that something is in the work.

Post Wed Apr 19, 2006 4:36 am

As far as I know, there are no mods with *my* dynamic economy. There are several servers, which provide a somewhat dynamic economy.

I just wanted to add the following: For this idea to be finished we need a *lot* of scripters or a couple of scripters, which can dedicate a *lot* of time to it. I don't want to sound discouraging, but without some help, this will die as fast as I started it.

Post Fri Nov 10, 2006 4:57 am

Hi grover, if you are still around:

Why dont you release the source code so that others can try to finish your project and or improve it (maybe make it MP-compatible)?

I know you are member of the EOA so you are forced to leave it closed source but well, maybe you are not that vain so I thought just ask...

Edited by - w0dk4 on 11/10/2006 4:57:41 AM

Return to Freelancer General Editing Forum