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Adjusting enemy skill

The general place to discuss MOD''ing Freelancer!

Post Wed Jun 07, 2006 10:16 pm

Adjusting enemy skill

Hi everyone,

Right now I have made all player ships balanced towards level 10, e.g. they can all use level 9/10 weapons shields.
With this I've upgraded the enemy as well, except... I can't find where I can adjust their skills. You can give a liberty rogue high level weapons and shields but it still remains a sitting duck.

I am looking to make all ships as skilled as for example the sabres in Omicron Alpha. Does anyone know in what file I could accomplish this?

Thanks in advance.

Post Thu Jun 08, 2006 2:49 am

IF I got you right...

1)You can go to MISSIONS/npcships,there you find:
[NPCShipArch}
nickname = fc_lr_pi_fighter_d1
loadout = fc_lr_pi_fighter_loadout01
level = d1
ship_archetype = pi_fighter
pilot = pilot_pirate_med <--CHANGE this to: pilot = pilot_pirate_ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d1

Do this everywhere there,well,You"ll understand...

2)You can edit there behavior(I mean you can edit how that for example "ace" will behave.
It's in pilots_story, pilots_population,state_graph(in AI folder),and 1 file(if I'm not mistaking) in EXE folder.
There are some mods: Deathwish AI,Deathwish AI mk2,most advanced AI I guess is in 88flak mod.
3)Remove pilots_story(or pilots_population,don't remember)Yes,REMOVE,FL will launch OK(but this way nps won't use missiles,and maybe other additional euipment)

Actually,it wold be VERY NICE,if someone who knows could right some ULTIMATE AI BEHAVIOR GUIDE and post it in tutorial section.(PLEASE)

(\__/)
(='.'=) This is Bunny. Copy and paste bunny into your
(" )_(" ) signature to help him gain world domination.

Edited by - Vital on 6/9/2006 6:44:17 AM

Post Thu Jun 08, 2006 8:26 am

Exactly what the doctor ordered. Thanks a bunch!

Post Thu Jun 08, 2006 9:36 am

Another thing you can do is loadout all the npc ships with full loadouts as the game itself does not most ships for npcs only have half the weapons loadouts of there ships. Also you can put better weapons on the npc ships in loadouts.ini file in your data/ships folder.

"It doesn’t matter what universe you’re from. That’s got to hurt!"

Post Fri Jun 09, 2006 12:33 am

Thanks. Did not know that some enemies don't use all of their hardpoints.

Anyway, I changed all ships to ace and they seem to have improved somewhat. However, those blood- and wolfhounds still seem kinda slow.
I also noticed some outcast daggers not firing at me anymore. I'll need to test this some more.

Post Fri Jun 09, 2006 5:27 pm

In the UNIVERSE\SYSTEMS folder
in the zone you can not only adjust a lot of things you can increase the amount of NPC's that show up and the percent chance that they will show up...

Here's an example

[zone
nickname = zone_ew03_pop_otheta_hole
pos = 17062, 0, -4541
shape = SPHERE
size = 4000
sort = 2
toughness = 16 (this is the level of the pilots) (can be anywhere from 1 to 19)
density = 32 (how many NPC's can be in the area at the same time)
repop_time = 10 (respawn time)
max_battle_size = 32 (maximum of how many in each group)
pop_type = wormhole
relief_time = 15 (if I remember right this is respawn time of each group)
faction_weight = fc_c_grp, 10 (total faction weight for all groups can not exceed 100)
faction_weight = fc_rh_grp, 10
density_restriction = 16, lawfuls
encounter = area_defend, 17, 1.000000 (what you can do here is copy and paste encounters to duplicte them giving you twice the amount of NPC's)
faction = fc_c_grp, 1.000000 (1.000000 equals 100 percent chance they will appear)
encounter = area_scout, 16, 1.000000
faction = fc_rh_grp, 1.000000
encounter = area_trade_trader, 17, 1.000000
faction = fc_c_grp, 1.000000
encounter = area_defend, 17, 0.890000 (89 percent chance they will appear)
faction = fc_c_grp, 1.000000
encounter = area_scout, 16, 0.890000
faction = fc_rh_grp, 1.000000
encounter = area_defend, 17, 0.760000 (76 percent chance they will appear)
faction = fc_c_grp, 1.000000
encounter = area_scout, 16, 0.760000
faction = fc_rh_grp, 1.00000

do yourself a favor and save your files before you edit them, then test it by starting up Freelancer to make sure it works and don't crash the game...
Do this all the time or you could loose a lot of time and work...

Make sure you don't make any mistakes...all it takes is one little error and Freelancer will crash.

Post Sat Jun 10, 2006 6:42 am

Thanks again! It's appreciated.

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