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The content may be outdated and links may not be functional.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
The-Starport

Freelancer Mod Announced

The general place to discuss MOD''ing Freelancer!

Post Wed Feb 26, 2003 9:08 pm

Freelancer Mod Announced

Unamed Freelancer Mod

Concept

Wednesday, February 26th, 2003

==========

Phases:

1. To edit values of all flyable ships for better balance.
2. To allow greater equipment customization.
3. To allow flying of capital ships.



In depth:



1. This will hopefully be easily accomplished once the .ini encryption is broken. Once it is,
all the shield, hull, armor, engine, and other values will be changed for better overall game
balance. For example, Kusari will be fast but weak, Rheinland will be strong but slow, Bretonia
will have huge cargo space but will be slow and have weak weaponry. Liberty will be a mix, a
jack of all trades but master of none, good for doing a little of everything. One specific
change we hope to make is to reduce the superiority of heavy and very heavy fighters. They
should be strong of course, but light fighters generally do not stand a chance against them.

Most civilian and pirate ships will be made weaker, since the military by definition should be
stronger. They will have some advantages, such as increased cargo with better weapons. Other
changes in this part of the mod will possibly be weapons refire/damage ratio. Instead of the
current spray-n-pray, they will be rebalanced to reward accuracy, and have a higher damage
but slower refire. Some weapons will still have high refire because of their nature, however.

2. Originally Freelancer would allow greater customization, such as sensors, radar jammers,
armor, engines, and so on. This was cut due to balancing reasons, but we hope it will be
possible to at allow the parts available to be interchangable onto other ship frames, like
Kusari engines on a Liberty fighter and so on.

3. Not previously a feature of Freelancer, but we hope to allow players to fly various capital
ships. This will be especially good for MP events, such as "Destroy the Battleship" and so on.
We hope to include at least a destroyer, a large transport, and perhaps a battleship. If it turns
out to be impossible to simply add ships, some of the more unused fighters, such as the
Startracker or perhaps others, like replacing ships in Starlancer.



Progress:



The mod is fairly new so very little actual work has been done. Preliminary evaluations of the
game's structure have been done however. Here is what we have learned so far.

1. The primary objective of this phase of the mod is to adjust ship speed and handeling. This
should hopefully turn out fairly easy. The stats of most ships appears to be stored in
encrypted .ini files so once the encryption is broken, these should be easily edited. We may
require beta testers to help us make sure we get the balance just right for public release.

2. This will perhaps be the most difficult part of the mod. We are fairly certain that it will
be possible to allow equipment to be interchangable but this will require changes to the
interface so it is uncertain as to exactly how successful this part of the mod will be. We believe
that most of it is stored in encrypted .ini rather than hardcoded form.

3. Some progress has already been made in this area. It is currently possible to make existing
ships have the same model and texture as capships do (to an extent) but they still retain the
properties of the ship it replaced. Once the .ini encryption has been broken it will be possible
to modify them to "act" like capships, so it should be relatively easy to get functioning capships
in the game. The most difficult part will be mounting them with the right equipment, since capships
have their own special type of weapons that they need.



Information:



The project is broken into three seperate parts: the balance mod, equipment mod, and capship mod. They will
hopefully be usable seperately by themselves, and in conjunction with any of the others.
The project itself is currently in the preliminary phase, which includes studying the game's file structure and
figuring out what is possible and what is not. No release date can be given, since it mostly depends
on how fast the game's formats are broken. For example, we will need access to at least three
different file types that there is currently no way to open. If Digital Anvil decides to release an
SDK development could speed up significantly and perhaps be expanded. If you are interested in
helping development for the mod, please e-mail [email protected] and give some information about
previous projects and experience.

Post Wed Feb 26, 2003 10:06 pm

Wow!

Rob "Stinger" Lordier
Moderator/Comp Tech Lancers Reactor
Creator Privateer FAQ Competition doesn't create character, it REVEALS it!

Post Wed Feb 26, 2003 10:42 pm

sound good

Post Wed Feb 26, 2003 10:50 pm

I'll help as soon as an sdk is released

Post Wed Feb 26, 2003 11:16 pm

That's fast.
And good news

Post Wed Feb 26, 2003 11:26 pm

You guys have talked with the DA people, is that SDK likely?

Post Wed Feb 26, 2003 11:37 pm

They're unreachable right now, AFAIK.

Good stuff, tach. keep it comin

- -- -- -- -- -- -- -- -- --

Post Thu Feb 27, 2003 12:50 am

anybody tried to contact HCl? maybe he has done some research on the ini encryption...

Post Thu Feb 27, 2003 12:54 am

I see you to have been working on a balance mod.I still have yet to find a good hex editor though since the files seem to be in basic binary.Plus I have different ideas for the balance mod by keeping the equipment the same & basically just change the ship values because it could be problem if there is a patch introduced which basically nullifies the effect of the mod.

Post Thu Feb 27, 2003 12:56 am

HCl just posted something WOOOHOOOOOOOOO on to the messig-around with the ships

Post Thu Feb 27, 2003 1:44 am

yay... the cap ship thingie sounds cool to me... can't wait

Post Thu Feb 27, 2003 10:59 am

Tachyon is the best! >

Post Thu Feb 27, 2003 11:40 am

I think it would be better if make it like in mechwarrior, but change the tons to space of ship and you could edit totally your ship. Like making huge cargo ship to some pirate ship with huge armor, tons guns and double engines a flying fortress. I like to option where you could have in some ship's double engine but that would take alot cargo space and double thuster.

I think you should be have change kill heavy fighter with light fighter if you are good. Just mount one big gun to light fighter and blow the heavy fighter :O

Post Thu Feb 27, 2003 11:44 am

Owning own space station would be cool and having planets, it dont need to be have million options. Like war in planet would be simply warscreen where you see own dudes and enemy dudes and computer counts who will win the battle. For player space station would be nice if they were alot stronger than those mission space station's what blows up in 1min if you shoot i think should take atleast 10 mins to shoot if someone have wasted hours to buy a station.

Maybe another system where is only to players build would be nice too?

Edited by - Wolfen on 27-02-2003 11:46:18

Post Thu Feb 27, 2003 5:23 pm

I doubt you will accomplish most of those goals... but in case you do, try NPC GROUPS. I found this widely lacking. Perhaps some wingmen please?? Anyways, some new / replacement character models. For some reason, i think large scale editing in-game will be disappointing (I've worked on quite a few mods as a graphic artist, and more often than not, the mod would fall through due to non-commitment.) Another piece of advice is DONT RELY ON A TEAM. Get some code and knowledge down, then start asking for help. If there is no code, there is no mod. Ideas are fun, but if its not possible, dont get others excited.

Return to Freelancer General Editing Forum