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Modding a multiplayer vanilla server

The general place to discuss MOD''ing Freelancer!

Post Fri Mar 24, 2006 10:32 am

Modding a multiplayer vanilla server

I've looked through the tutorials forum and still need to get clear what exactly can be changed for running a multiplayer server that does not require any additional mods running.
I get that the server host has the encounters which govern which ships are seen of the players screen. But if i increase the difficulty level of the system on the host will it affect the player or will FL read from the system files of the players machine instead?
Basically, i want to increase the level of Liberty, Bretonia and Kusari and the mbase values so that the missions match. New loadouts for existing factions and Capship encounters.
Do i need to do all of this by changing encounters only?

Post Fri Mar 24, 2006 9:06 pm

Got some more ramblings..
So, is it possible to add solar objects to a system and have it work ok without needing a mod. It could be given the base = gd_gm_H-fuel_miner, so that no extra files are needed.
Also, can you add nebulas and asteroid fields linking them to original fields already in the normal FL game?
(edit)
Also, if i was to make IMG hostile to GMG would that work for an unmodded user?

Edited by - M-A-C-E_166 on 3/24/2006 9:55:32 PM

Post Sun Mar 26, 2006 4:39 pm

Any input? I've pretty much finished the mod now. Not bad for 3 days..
I'm not going to bother with the IMG vs GMG cos IMG wud get whooped any how.
The main question is do other users need to have a mod if you modify npcships, faction_prop, market_ships and market_misc.
Any input would be helpful.

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