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The content may be outdated and links may not be functional.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

game developing X has made a FL mod

Here you can announce your own Freelancer MOD and find information about the different available packages!

Post Sat Apr 19, 2003 4:17 am

I doubt if Chris Roberts would be much help, since he left quite some time ago. Unless he's got some of the code on him, that is...



" In Defeat, Malice; In Victory, Revenge[! "

Post Sat Apr 19, 2003 1:43 pm

does someone has a solotion for the cloaker or for the shipcarier if you wish i can sent you the dll's and ini's

Post Sat Apr 19, 2003 11:38 pm

I have a questions. If I finish importing ships before you finish other parts of mod could we make these ships firs part of mod you know make people happier before real stuff comes.


May strong survive and weak perish

Post Sun Apr 20, 2003 7:01 am

hi all
i have seen the ships from leonhart and think they are great, when will the mod or at least the ships be released

Post Sun Apr 20, 2003 9:01 am

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.

Post Mon Apr 21, 2003 6:49 pm

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

Post Mon Apr 21, 2003 6:57 pm

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

Post Mon Apr 21, 2003 10:49 pm

When will your website be fixed,when will I be able to get those programs,when is that person coming back from holiday...god I just cant wait to start working on those ships of mine.


May strong survive and weak perish

Post Tue Apr 22, 2003 9:19 pm

Cloaking

Not sure if this will help but in \Freelancer\DATA\INTERFACE there are files keymap.ini and keylist.ini and it seems you can add key.May be here cloak and decloak key could be added.

May strong survive and weak perish

Post Wed Apr 23, 2003 6:12 am

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

Post Wed Apr 23, 2003 6:58 am

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.

Post Wed Apr 23, 2003 2:01 pm

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

Post Wed Apr 23, 2003 6:39 pm

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

Post Wed Apr 23, 2003 10:42 pm

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.

Post Thu Apr 24, 2003 10:34 am

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)

Return to Freelancer MOD Announcement Forum