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Nomad Battleship won''t die - MP

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Post Sun Feb 04, 2007 2:39 pm

Nomad Battleship won''t die - MP

I'm running a version of the XTS battleship encounters mod on my server and have a minor problem. It seems that the Nomad battleship just won't die. It will eventually but LOOOOOOOOOOONG after the hull bar is gone. I've even tried replacing the fuses and explosion arch with those for the other battleships but no joy. The server is also running the player loot mod (enabled for freighters) but that does not seem to affect any of the other cap ships.

Here's the shiparch as it stands now.

What do I need to do to make sure the nomad battleship dies when it's supposed to and explodes how it's supposed to?

[Ship
ids_name = 237038
ids_info = 66578
nickname = no_battleship
LODranges = 0, 1100, 1500, 2000, 15000
type = CAPITAL
DA_archetype = ships\nomad\no_battleship\no_battleship.3db
material_library = ships\nomad\nomad_fx.txm
nomad = true
hold_size = 800
fuse = l_dreadnought_fuse, 0.500000, 1
fuse = li_dreadnought_burning_fuse03, 0.000000, 17325
explosion_arch = explosion_rh_battleship
;fuse = drop_cargo_fuse, 0.000000, 1
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
linear_drag = 1.000000
mass = 100000.000000
steering_torque = 1501900032.000000, 1501900032.000000, 1501900032.000000
angular_drag = 13200000000.000000, 13200000000.000000, 13200000000.000000
rotation_inertia = 15000000512.000000, 15000000512.000000, 15000000512.000000
nudge_force = 3000000.000000
HP_tractor_source = HpMount
num_exhaust_nozzles = 1
hit_pts = 69300

Post Sun Feb 04, 2007 4:31 pm

Check the loadout for the ship and look for equip = armor_scale_***.If it is a very high number one that could be the cause becuase a 7 would be 7 times the amount of armor. That's all I could think of.

Post Sun Feb 04, 2007 7:01 pm

It has the same armor_scale as all the other BS which explode just fine.

This is the loadout

[Loadout
nickname = Nomad_Battleship_Loadout
archetype = no_battleship
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_nb_engine_01
equip = nomad_turret01_mark01, Hp_1_01
equip = nomad_turret01_mark01, Hp_1_02
equip = nomad_turret01_mark01, Hp_1_03
equip = nomad_turret01_mark01, Hp_1_04
equip = nomad_turret01_mark01, Hp_1_05
equip = nomad_turret01_mark01, Hp_1_06
equip = nomad_turret01_mark01, Hp_1_07
equip = nomad_turret01_mark01, Hp_1_08
equip = nomad_turret01_mark01, Hp_1_09
equip = nomad_turret01_mark01, Hp_1_10
equip = nomad_turret01_mark01, Hp_1_11
equip = nomad_turret01_mark01, Hp_1_12
equip = nomad_turret01_mark01, Hp_1_13
equip = nomad_turret01_mark01, Hp_1_14
equip = nomad_turret01_mark01, Hp_1_15
equip = armor_scale_17
cargo = special_nomad_gun02, 1
cargo = special_nomad_gun01, 1
cargo = fc_c_gun02_mark03, 1
cargo = ge_s_battery_01, 50
cargo = ge_s_repair_01, 50
cargo = commodity_alien_artifacts, 275


Edited by - robocop on 2/4/2007 7:04:49 PM

Post Mon Feb 05, 2007 2:11 am

Do npc's use Bots/Batts? If so they my be repairing themselves with those Bots you have on them

Post Mon Feb 05, 2007 9:12 am

No, the don't. At any rate the power of a fully armed and operational Dreadnought should be more than enough to overcome that.

As a matter of fact in a broadside slugfest between me in a Dreadnought with modified cap ship weapons and the Nomad BS I had to go through 1000 nanos before it would die.

It just won't die....

Why won't you just die!!!!!?

*hangs head and mumbles*... looks like you were right...

It dies now. No beautiful explosion, as a matter of fact there's just an initial explosion and then the ship just winks out. Giving it the fuses and explosion_arch of the liberty dreadnought doesn't change it.

Edited by - robocop on 2/5/2007 4:58:07 PM

Post Tue Feb 06, 2007 4:08 pm

They do regen. I have the same thing on my mod atm. When they regen, its hardly noticeable. Try removing the batts/bots from the loadout and see it that works. Or change the pilot.

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