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New Upgrades engine, scanners, tractor, hull in Bribes Offer
The general place to discuss MOD''ing Freelancer!
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Hmm, seems we are doing the same thing.
Myself, albeit rather slowly. So far have played with:
Scanners, Tractors, Speeds, Weapons, Armour, Missiles, Mines, Ship default loadouts, and shields. Adding in buyable Engines, Powerplants, Scanners and Tractors.
I did not like the space shhot-em-up that freelancer was, and have stated this before, so I have spent 3 times as long editing as I have playing.
Hmmm, now if I could just figure out those infocards.....
LURK, Lurk, lurk.......
Myself, albeit rather slowly. So far have played with:
Scanners, Tractors, Speeds, Weapons, Armour, Missiles, Mines, Ship default loadouts, and shields. Adding in buyable Engines, Powerplants, Scanners and Tractors.
I did not like the space shhot-em-up that freelancer was, and have stated this before, so I have spent 3 times as long editing as I have playing.
Hmmm, now if I could just figure out those infocards.....
LURK, Lurk, lurk.......
u should team up with the other guys trying to make a privateer mod, that would increase your chance to actually finish this project greatly.
so far, i *love* your idea, in general, i love all ideas of remaking privateer.
and Privateer Redux - i like that name!
about that credit-commodity.
if u die atm, ull loose your whole cargo. what about these credits then?
anyway, keep up your good work, i want to have that mod finished NOW!
so far, i *love* your idea, in general, i love all ideas of remaking privateer.
and Privateer Redux - i like that name!
about that credit-commodity.
if u die atm, ull loose your whole cargo. what about these credits then?
anyway, keep up your good work, i want to have that mod finished NOW!
I don't think the "commodity_credits" idea will work. Scanning is only done by neutral (or friendly) NPC's. If you're carrying cargo that a pirate wants, he'll become hostile if you don't give it to him. However, if you don't have anything he wants, the pirate won't demand anything, and he won't become hostile. It would be easier to just never buy commodity_credits.
Hooray, I found a way to balance the engine / powerplant problem I have been thinking about.
That is, having an extremely large engine and powerplant in a small fighter. The max speed I arranged for my engine varied from 70 odd to 106. The ships themselves had various speeds with the different sized engines due to their drag coefficient. This meant almost every craft has a slightly diffeent speed. I ran into a balance issue with this tho due to me being able to buy the biggest engine, and the biggest powerplant and fit them to a fighter and be just about unbeatable.
However, I balanced this, I hope, by changing the volume of the engine and also its power consumption. Now the little fighters cannot take both a big engine and a big powerplant. And as the engine draws a lot o power, the player has to balance whether he wants major speed but energy to bleed off exceptionally fast in a fight, as the engines, shields and lasers all use the same power source. Its a balance of speed versus power capability versus cargo carrying capability. The small engines only take up 2 units or so (as do the powerplant, scanner, tractor etc) so with smaller engines you have more cargo space. However, the biggest powerplant and engine are 40 each. There are six engines and six powerplants so far. Absolutley nothing UBER. I like a challenge. Oh, the big boys are worth 2mil each.
And joy of joys, I figured out those infocard thingies!
Probably been done, but hey, I am happy with the results. Now on to testing....
LURK, Lurk, lurk.......
That is, having an extremely large engine and powerplant in a small fighter. The max speed I arranged for my engine varied from 70 odd to 106. The ships themselves had various speeds with the different sized engines due to their drag coefficient. This meant almost every craft has a slightly diffeent speed. I ran into a balance issue with this tho due to me being able to buy the biggest engine, and the biggest powerplant and fit them to a fighter and be just about unbeatable.
However, I balanced this, I hope, by changing the volume of the engine and also its power consumption. Now the little fighters cannot take both a big engine and a big powerplant. And as the engine draws a lot o power, the player has to balance whether he wants major speed but energy to bleed off exceptionally fast in a fight, as the engines, shields and lasers all use the same power source. Its a balance of speed versus power capability versus cargo carrying capability. The small engines only take up 2 units or so (as do the powerplant, scanner, tractor etc) so with smaller engines you have more cargo space. However, the biggest powerplant and engine are 40 each. There are six engines and six powerplants so far. Absolutley nothing UBER. I like a challenge. Oh, the big boys are worth 2mil each.
And joy of joys, I figured out those infocard thingies!
Probably been done, but hey, I am happy with the results. Now on to testing....
LURK, Lurk, lurk.......
The names and places have been changed to protect the identities of the innocent
Privateer Everywhere
I'm starting to enjoy this
And shock horror I'm beggining to agree with sp00n... We really all should suss out a game plan for this immense undertaking...
outies
- All we see or seem, is but a dream within a dream. -
Privateer Everywhere
I'm starting to enjoy this
And shock horror I'm beggining to agree with sp00n... We really all should suss out a game plan for this immense undertaking...
outies
- All we see or seem, is but a dream within a dream. -
CW:
Yeah, I know....call it underspace drag, a term I read in a novel once. It affected ships in the same way. Anyway, do you think this game relates in ANYWAY to Newtonian Physics???? Well, it acheives the result I am looking for, with different engines having fixed characteristics, creating different speeds when fitted to different ships.
And on to the next question, Yes Guns, Missiles, Missile LAunchers etc all have the ability to take up cargo space. It is set by the volume = x line in the inis. A volume of 2 equates to 2 cargo space units. When you go to add engines and such the little cargo bar highlights yellow indicating how much space the item will take. It also gives a message that this item will not fit in the cargo bay. This is so OBVIOUSLY a feature that Microshaft decided in their infinite stupidity to remove.
Nuff said.... Now onto the other items that microweenie decided to remove. Incidentally, I am having more fun adding stuff into the game than actually playing it....Hmmmm, wierd........
LURK, Lurk, lurk.......
Addendum: Will try with missiles and such tonight I think.... I will also reduce there costs, as it is a weenie bit prohibitive at the moment. Now that I have missile launchers that can be fitted to the gun slots and the torpedo slots, I can keep my precious gun slots open, and load up with missiles. Since I have recharging shields on the AI the Eraser missiles are quite handy.
Anyone found that if you shoot a lane gate you can interupt the lane, the same as the hackers can. Happened to me once, and I havnt tried it again. Might only be with Energy weapons like the debilitator. Accidentally took three ships out of lane travel. Whoops..
Edited by - Slugworm on 03-04-2003 09:54:28
Yeah, I know....call it underspace drag, a term I read in a novel once. It affected ships in the same way. Anyway, do you think this game relates in ANYWAY to Newtonian Physics???? Well, it acheives the result I am looking for, with different engines having fixed characteristics, creating different speeds when fitted to different ships.
And on to the next question, Yes Guns, Missiles, Missile LAunchers etc all have the ability to take up cargo space. It is set by the volume = x line in the inis. A volume of 2 equates to 2 cargo space units. When you go to add engines and such the little cargo bar highlights yellow indicating how much space the item will take. It also gives a message that this item will not fit in the cargo bay. This is so OBVIOUSLY a feature that Microshaft decided in their infinite stupidity to remove.
Nuff said.... Now onto the other items that microweenie decided to remove. Incidentally, I am having more fun adding stuff into the game than actually playing it....Hmmmm, wierd........
LURK, Lurk, lurk.......
Addendum: Will try with missiles and such tonight I think.... I will also reduce there costs, as it is a weenie bit prohibitive at the moment. Now that I have missile launchers that can be fitted to the gun slots and the torpedo slots, I can keep my precious gun slots open, and load up with missiles. Since I have recharging shields on the AI the Eraser missiles are quite handy.
Anyone found that if you shoot a lane gate you can interupt the lane, the same as the hackers can. Happened to me once, and I havnt tried it again. Might only be with Energy weapons like the debilitator. Accidentally took three ships out of lane travel. Whoops..
Edited by - Slugworm on 03-04-2003 09:54:28
30 posts
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