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selling ships

The general place to discuss MOD''ing Freelancer!

Post Tue Feb 20, 2007 9:47 pm

selling ships

is it possible to make a ship be able to be sold by the player only at one base?
that way if you bought it you couldn't sell it for another ship at any other base
or maybe even make it so you couldn't sell the ship at all, like in some of those sci-fi shows I've seen where the pilot combines with the ship and can't ever leave it once they are joined together
could have some interesting potential for mods that way

Post Tue Feb 20, 2007 10:13 pm

the answer to your question is no. no no no no - thats a godawful idea too. good games are about choice and option, not locking the player into a lab rat's maze of one-choice paths

in the future don't bother asking if something is possible unless A. you've seen it done, in which case you know it is possible and can be done- then you should be asking how instead B. you at least know how to decode and re-encode an .fl file, what an archetype is, how goods/commodities/shiphulls/equipment relate and how market properties are set. Until you know at least that you're just "shotgunning" questions, and the answer to most of them will just be no, sorry - freelancer is coded in C and is not moddable like that - no to jumpdrives, no to radar stealth, no to workable cloaking, no no no. yes to high res textures, yes to +4000 poly models, yes to infinite systems, yes to infinite numbers of ships and weapons, yes to limited serverside modability when it comes to editing zones and encounters and loadouts at least.

there are lots of great mods out there - you should try some out.

Edited by - Cold_Void on 2/20/2007 10:14:52 PM

Post Tue Feb 20, 2007 11:24 pm

no I didn't plan on taking out the choice for ships
just would let players get a ship that they would become part of, if they wanted it
if they didn't want it they could always stick with normal ships as well

Edited by - merlinthewizard on 2/20/2007 11:34:55 PM

Post Tue Feb 20, 2007 11:34 pm

wouldn't it be possible to remove the option to sell by omitting the entry for said ship from each base in the maket_ships.ini file?
would be easy enough to just sell that ship only at a base
just wasn't sure if it'd glitch the game seeing the ship at one base and no info at any other bases

as you can now tell, I do indeed have more than a general knowledge of editing freelancer files, including the .fl files and the hashcode used in them

my biggest concerns with modding are trying to make most ideas I find server side only mods if possible
most players don't care to use mods

Post Wed Feb 21, 2007 1:09 am

If you mean in the original market ships ini file where ALL the ships are listed at each base? Remember that you can only sell up to a maximum of 3 ships at any one base (assuming it has a ship dealer) and all those other entries for the ships in market ships can happily be removed as they are not needed. You only need the info for the ships that are for sale in market ships ini, you don't need to add all the other ship entries as well.

Post Wed Feb 21, 2007 1:49 am

I thought the others were needed in order to get rid of your current ship
in otherwords, sell it

Post Wed Feb 21, 2007 3:25 am

No you don't, just the ones you're selling, so should look something like this, using New London as an example.

[BaseGood
base = Br01_01_base
marketgood = bf_package, 6, -1, 1, 1, 0, 1, 1
marketgood = bfr_package, 4, -1, 1, 1, 0, 1, 1
marketgood = bhf_package, 4, -1, 1, 1, 0, 1, 1

and that's it.


Edited by - Gibbon on 2/21/2007 3:27:34 AM

Post Wed Feb 21, 2007 6:03 am

You can make the ship incapable of docking at a normal base but make it able to dock at a clone base that is represent by a mooring fixture . The clone base could have no ship dealers hence making sale of a ship impossible but that's a lot of work to do.

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