Important MessageYou are browsing the archived Lancers Reactor forums. You cannot register or login. |
game developing X has made a FL mod
Here you can announce your own Freelancer MOD and find information about the different available packages!
Anybody capture a nomad?? Maybe we can make him talk and tell us the secrets
of cloaking. Other than that, I've been looking through the SP mission INI files to
find "commands" for (de)cloaking. Haven't tried it yet but I'm thinking a HP can be created for any ship and HPconnecting the cloaking device. The device could even be treated like a thruster and sold on the markets.
GAME-X, this might be a workaround for your ship carrier problem. The "carried" or inside ship could be cloaked, so as not to be seen or damaged.
Hope this helps.
of cloaking. Other than that, I've been looking through the SP mission INI files to
find "commands" for (de)cloaking. Haven't tried it yet but I'm thinking a HP can be created for any ship and HPconnecting the cloaking device. The device could even be treated like a thruster and sold on the markets.
GAME-X, this might be a workaround for your ship carrier problem. The "carried" or inside ship could be cloaked, so as not to be seen or damaged.
Hope this helps.
it's a great idea
but WHY WON'T IT WORK
if got so far to make a button to cloak but if a try to uncloak then my thruster kick's in perhaps a bad link or just another dead end
if i figgur it out i will scream it of the roofs
a hard point is already made for the cloaker/jammer is hp nr99 / 98 on EVERY SHIP and to sell it somewhere doesn't help because it has no grapic's if you try to add a image you can buy it but it DOESN'T work
i hope to realase the first beta mod on 24 of april but we won't make it
because our internet is broke ( cable that is)
ps leonhart i cann't email you back cause the person from hom the email is on a holiday
but WHY WON'T IT WORK
if got so far to make a button to cloak but if a try to uncloak then my thruster kick's in perhaps a bad link or just another dead end
if i figgur it out i will scream it of the roofs
a hard point is already made for the cloaker/jammer is hp nr99 / 98 on EVERY SHIP and to sell it somewhere doesn't help because it has no grapic's if you try to add a image you can buy it but it DOESN'T work
i hope to realase the first beta mod on 24 of april but we won't make it
because our internet is broke ( cable that is)
ps leonhart i cann't email you back cause the person from hom the email is on a holiday
i added a new class the scouts they are two ships with
4 weapons and a torpedo ( no mines/no countermeasure)
weapon level goes to 5 and with the other one to 10
shield 7 and12
they have huge scanning range ( X 5 and X10 as large as normal)
if found this multiplyer when i was ceckung some dll and we made 2 ships for it
( was only 12 hours of work for 5 persons)
ps.
gmguns you can hit cloaked ship's ( try it with a mission)
so the ship carier problem is not solved
Edited by - game"x" on 21-04-2003 19:58:40
4 weapons and a torpedo ( no mines/no countermeasure)
weapon level goes to 5 and with the other one to 10
shield 7 and12
they have huge scanning range ( X 5 and X10 as large as normal)
if found this multiplyer when i was ceckung some dll and we made 2 ships for it
( was only 12 hours of work for 5 persons)
ps.
gmguns you can hit cloaked ship's ( try it with a mission)
so the ship carier problem is not solved
Edited by - game"x" on 21-04-2003 19:58:40
for the cloaking if u can bind keys for the cloak why dont u set the power useage really high so it drains like the basic thruster and runs out quickly that should make the decloak work right? if it doesnt have the power it cant work and the better the cloak the longer it lasts
"I came, I saw, I conquerd[!"
Edited by - triggerfinger on 23-04-2003 07:17:05
"I came, I saw, I conquerd[!"
Edited by - triggerfinger on 23-04-2003 07:17:05
How do you get a base to sell over 3 ships, I REALLY want to know how to do this, please let me know which files I need to edit
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
binding a key doesn't work
the program thinks it's decloaking but nothing happens because well don't know if i just figgured that out
power drain doesn't work because after the power has been drained it try's to decloak ( you can figgur the rest out on your own)
24 of april mark comes back than you get a email back ( i promise)
I made the ship sell progress a litle different
now you can buy ships just like weapons and comodeties
just delete all link to ships in ship buy ini ( you can figur that out donn't you)
than make ship a "sort of "comoditie and BAM just add new links
our beta releas date will be changed to 30 of april
the program thinks it's decloaking but nothing happens because well don't know if i just figgured that out
power drain doesn't work because after the power has been drained it try's to decloak ( you can figgur the rest out on your own)
24 of april mark comes back than you get a email back ( i promise)
I made the ship sell progress a litle different
now you can buy ships just like weapons and comodeties
just delete all link to ships in ship buy ini ( you can figur that out donn't you)
than make ship a "sort of "comoditie and BAM just add new links
our beta releas date will be changed to 30 of april
finally our battlefield realistic combat mod has been released
so now 25 persons are working on this FL mod because 6 pleople can't do the same we will try and inplant some idea's from the hiring mod. if that person likes to we can do it to to getter
we will make ( in mp only) the possiblity to own a certain terratory ( cloud or field with a NEW base ) and place a weapons platforms in the cloud ( how further away from the base the more expansive)
we are still waiting for the conformation from Catalyst so if we have that we will start working
any more sugestions ( a weapon platfor is weak so perhaps torpedo launcers, mines. a trade lane to you hq
we to are making to commodities prices float
if you just delivert a large amount of food, the price drops ( this will take a lot of work ) if you are willing to help us or just have a idea please post it
so now 25 persons are working on this FL mod because 6 pleople can't do the same we will try and inplant some idea's from the hiring mod. if that person likes to we can do it to to getter
we will make ( in mp only) the possiblity to own a certain terratory ( cloud or field with a NEW base ) and place a weapons platforms in the cloud ( how further away from the base the more expansive)
we are still waiting for the conformation from Catalyst so if we have that we will start working
any more sugestions ( a weapon platfor is weak so perhaps torpedo launcers, mines. a trade lane to you hq
we to are making to commodities prices float
if you just delivert a large amount of food, the price drops ( this will take a lot of work ) if you are willing to help us or just have a idea please post it
Game X:
I can tell you from personal experience trying to make a dynamic economy will be EXTREMELY difficult.
You will need to tie it in with the following things that all work together to figure a price.
1: Length of route
2: Faction of base (Bases often have multiple factions)
3: How base factions effect player faction rate and sell / buy rate.
4: Value of supply and demand at the stations
There are also other factors also but as you can see there is alot involved. Also since you have about 30 factions you must times that by 100 which is 3,000 then you must multiply that by another 30 (90,000) to get the number of possible faction cominations based on 1-100%.
Then you have time tie in each with the other factors. I would save this as a last thing to do as it will take come incredible time to do all the math assosicated with a the economics & statistics of supply and demand.
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
I can tell you from personal experience trying to make a dynamic economy will be EXTREMELY difficult.
You will need to tie it in with the following things that all work together to figure a price.
1: Length of route
2: Faction of base (Bases often have multiple factions)
3: How base factions effect player faction rate and sell / buy rate.
4: Value of supply and demand at the stations
There are also other factors also but as you can see there is alot involved. Also since you have about 30 factions you must times that by 100 which is 3,000 then you must multiply that by another 30 (90,000) to get the number of possible faction cominations based on 1-100%.
Then you have time tie in each with the other factors. I would save this as a last thing to do as it will take come incredible time to do all the math assosicated with a the economics & statistics of supply and demand.
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
Reynen
you're right it will take a lot of work but you donn't have to use the lenght of the road ( but prices change with each system) if you use the lenght of the road than people will do very very very long trade runs. the trade profit will be decreased plus u don't know if you make a profit ( prices change)
you're right it will take a lot of work but you donn't have to use the lenght of the road ( but prices change with each system) if you use the lenght of the road than people will do very very very long trade runs. the trade profit will be decreased plus u don't know if you make a profit ( prices change)
Return to Freelancer MOD Announcement Forum