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New_Australis

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Post Tue Nov 18, 2003 5:58 am

New_Australis

ok, boys and gals, im making an Australian system Cluster, called New_Australis
i would vry much like to have new factions for it,

Australis Navy
Australis Police

Crims:
********
Australis Magpies
Bushrangers

i am using FLE to make the systems, and would vry much like some1 to make the factions for me, if at all possible

i would also like this to work in sgl plr and multiplr

with the plr starting as Enemies with the Bushrangers, but neutral with the magpies.

and the magpies and bushrangers friendly with each other

not sure on ships for them yet but was thinking of the following

Magpies
Light Fighter: Dagger
Hvy Fighter: Stiletto
Vry Hvy Fighter: Sabre

Bushrangers:
Light Fighter: Legionarri *spelling*
Hvy Fighter: Centurian
Vry Hvy Fighter: Eagle


need any more info, just ask

Cheers
Adjudicator

Post Wed Nov 19, 2003 1:27 am

Is this different from the australia systems already available? if so could you please make it compatable w/ other mods? trying to run the others w/ hostile or massive caused 'em to crash.
like the idea w/ new factions. hope there's different missions too.
I'd like to help, but I am soooo new at this you'd be waiting a long time.
hope to see it soon.

Juni's got back! and I wanna wear it as a hat!

Post Wed Nov 19, 2003 12:21 pm

All text below is from a thread entitled "How to create factions" by downwind_thief:

My first tutorial. Wakko. Thanks to all whom I've spoken to on this topic but I had an epiphany. This tute does need FLMM 1.2 or better. You do not need a great understanding in MOd-ing only how to edit ini files to do this...

It is written here is a short sumamry of what will happen...

-setting DYNAMIC IDS-Names and info so there is no DLL editing needed(Huzzar!)
-Open DATA\initialworld.ini and add your factions reputation block so the world knows who they like/dislike etc
-Goto DATA\MISSIONS\empathy.ini and add the nessessary block of rep-change data who to kill to make them happy etc
-Fill out a faction block in DATA\MISSIONS\faction_prop.ini
-edit EXE\mpnewcharacter.fl to add the faction start rep
-edit \DATA\EQUIPMENT\commodities_per_faction.ini to dictate what the factions NPC's carry
-also will be setting loots for the faction when concerning missions DATA\RANDOMMISSIONS\RMLootInfo.ini

Generally speaking in this tuorial negative numbers means dislike action, positive means they like that action or faction...

--------------------------------------------------------------------------
Tools needed:
FLSaveEditor (found in downloads)
BiniQDU or similar (also in downloads here)
Notepad for xml editing or dreamweaver etc
--------------------------------------------------------------------------

That was the intro, now for the proper stuff:

-------------------------------------------------------------------------
HERE IT IS THE TUTORIAL: How to Create a Faction...

Step 1: Dynamic idsnames etc.
Ok, when using FLMM 1.2 i found some scripting stuff available to get FLMM to create custom dll files for all your names etc so here is what you use to make them. Usually they look like this ids_name = 123456 etc. But FLMM can make them for you like so:

ids_name = 0 ;GENERATESTRRES("Weapon or Faction name " )

ids_info = 0 ;GENERATEXMLRES("<xml>description stuff, look at other mods to see how this can be set out </xml> " )

Step 2: Setting initial faction reps
Ok i did most of this in a xml script so I can give easy examples...
open DATA\initalworld.ini and put rep = 0, <Your faction nickname eg fc_pi_grp> after every block for each faction modifying like you see done with other factions to dictate how they like each other.

If you don't want to make an xml file ignore the script bits and just copy and paste the stuff between the <source> </source> tags and paste at bottom of file....

<data file="DATA\initialworld.ini" method="append">
<source>
[Group
nickname = <Your faction>
ids_name = <DLL name entry or generated as above>
ids_info = <DLL description entry or generated as above>
ids_short_name = <DLL short name entry>
rep = 0, li_n_grp
rep = 0, li_lsf_grp
rep = 0, li_p_grp
rep = 0, br_n_grp
rep = 0, br_p_grp
rep = 0, ku_n_grp
rep = 0, ku_p_grp
rep = 0, rh_n_grp
rep = 0, rh_p_grp
rep = 0, co_alg_grp
rep = 0, co_be_grp
rep = 0, br_m_grp
rep = 0, co_nws_grp
rep = 0, co_hsp_grp
rep = 0, co_ic_grp
rep = 0, co_khc_grp
rep = 0, co_kt_grp
rep = 0, rh_m_grp
rep = 0, co_me_grp
rep = 0, co_ni_grp
rep = 0, co_os_grp
rep = 0, co_rs_grp
rep = 0, co_shi_grp
rep = 0, co_ss_grp
rep = 0, co_ti_grp
rep = 0, co_vr_grp
rep = 0, fc_bd_grp
rep = 0, fc_b_grp
rep = 0, fc_c_grp
rep = 0, fc_fa_grp
rep = 0, fc_g_grp
rep = 0, fc_gc_grp
rep = 0, fc_h_grp
rep = 0, fc_j_grp
rep = 0, fc_lh_grp
rep = 0, fc_lr_grp
rep = 0, fc_lwb_grp
rep = 0, fc_m_grp
rep = 0, fc_ou_grp
rep = 0, fc_rh_grp
rep = 0, fc_or_grp
rep = 0, fc_u_grp
rep = 0, fc_x_grp
rep = 0, gd_gm_grp
rep = 0, fc_uk_grp
rep = 0, fc_n_grp
rep = 0, fc_ln_grp
rep = 0, fc_kn_grp
rep = 0, fc_rn_grp
rep = 0, fc_ouk_grp
rep = 0, fc_q_grp
rep = 0, fc_f_grp
rep = 0, gd_im_grp
rep = 0, gd_z_grp
rep = 0, gd_bh_grp
rep = 0.91, <Your faction>
</source></data>

Step 3: Modify empathy.ini to make rep-change possible for faction
Open DATA\MISSIONS\empathy.ini and add empathy_rate = <Your faction>, 0 to the bottom of every faction in the list. Modify to decide how they like dislike actions against other clan and against or for them.

Next if your scripting copy this, if not just copy from inside the <source> tags...

<data file="DATA\MISSIONS\empathy.ini" method="append">
<source>
[RepChangeEffects
group = <Your faction nickname>
event = object_destruction, -0.030000
event = random_mission_success, 0.119500
event = random_mission_failure, -0.045000
event = random_mission_abortion, -0.067500
empathy_rate = li_n_grp, 0.300000
empathy_rate = li_lsf_grp, 0.300000
empathy_rate = li_p_grp, 0.300000
empathy_rate = br_n_grp, 0.300000
empathy_rate = br_p_grp, 0.300000
empathy_rate = ku_n_grp, 0.300000
empathy_rate = ku_p_grp, 0.300000
empathy_rate = rh_n_grp, 0.300000
empathy_rate = rh_p_grp, 0.300000
empathy_rate = co_shi_grp, 0.150000
empathy_rate = co_khc_grp, 0.150000
empathy_rate = co_kt_grp, 0.150000
empathy_rate = br_m_grp, 0.150000
empathy_rate = co_me_grp, 0.150000
empathy_rate = co_be_grp, 0.150000
empathy_rate = co_rs_grp, 0.150000
empathy_rate = co_vr_grp, 0.150000
empathy_rate = co_ni_grp, 0.150000
empathy_rate = rh_m_grp, 0.150000
empathy_rate = co_ti_grp, 0.150000
empathy_rate = co_ic_grp, 0.150000
empathy_rate = co_hsp_grp, 0.150000
empathy_rate = co_alg_grp, 0.150000
empathy_rate = co_os_grp, 0.150000
empathy_rate = co_nws_grp, 0.150000
empathy_rate = fc_c_grp, -0.050000
empathy_rate = fc_ou_grp, -0.150000
empathy_rate = fc_rh_grp, -0.050000
empathy_rate = fc_bd_grp, 0
empathy_rate = fc_j_grp, 0
empathy_rate = fc_h_grp, 0
empathy_rate = fc_m_grp, -0.050000
empathy_rate = fc_x_grp, -0.200000
empathy_rate = fc_b_grp, 0
empathy_rate = fc_g_grp, 0
empathy_rate = fc_lh_grp, -0.300000
empathy_rate = fc_u_grp, -0.050000
empathy_rate = fc_gc_grp, 0
empathy_rate = fc_lwb_grp, -0.050000
empathy_rate = fc_fa_grp, -0.100000
empathy_rate = fc_lr_grp, -0.250000
empathy_rate = fc_or_grp, 0
empathy_rate = gd_gm_grp, 0
empathy_rate = fc_uk_grp, 0
empathy_rate = fc_n_grp, 0
empathy_rate = fc_ln_grp, 0
empathy_rate = fc_kn_grp, 0
empathy_rate = fc_rn_grp, 0
empathy_rate = fc_ouk_grp, 0
empathy_rate = fc_q_grp, 0
empathy_rate = fc_f_grp, 0
empathy_rate = gd_im_grp, 0
empathy_rate = gd_z_grp, 0.300000
empathy_rate = gd_bh_grp, 0
</source></data>

Step 4: Detail to your faction
This step sort of gives flavour and detail to your faction dictating what pilots, voices etc This can also be added by xml or copying out of the source tags. This is based off the zoners

<data file="DATA\MISSIONS\faction_prop.ini" method="append">
<source>
[FactionProps
affiliation = <Your faction>
legality = lawful
nickname_plurality = singular
jump_preference = jumpgate
npc_ship = gd_z_ge_fighter2_d1-6
npc_ship = gd_z_ge_fighter2_d7
npc_ship = gd_z_ge_fighter4_d8
npc_ship = gd_z_ge_fighter4_d9
npc_ship = gd_z_ge_fighter4_d10
npc_ship = gd_z_ge_fighter4_d11
voice = pilot_f_ill_m01
voice = pilot_f_ill_m02
mc_costume = mc_gd
space_costume = pl_male3_head_hat, pl_male1_peasant_body, comm_br_darcy
space_costume = pl_male5_head, pl_male1_peasant_body, comm_br_elite
space_costume = pl_male8_head_hat, pl_male1_peasant_body, comm_br_darcy
space_costume = ge_male3_head, pl_male1_peasant_body, comm_br_elite
space_costume = ge_male6_head, pl_male1_peasant_body, comm_br_darcy
space_costume = sc_scientist2_head_hat, pl_male1_peasant_body, comm_br_elite
firstname_male = 226608, 226741
lastname = 227008, 227307
rank_desig = 197140, 197140, 197140, 10, 14
formation_desig = 197821, 197828
formation = fighters, fighter_guild
formation = freighters, freighter_guild
formation = freighters2, freighter2_guild
</source>
</data>
Ok, explaination of what these mean so you can change them.
-affliliation is your faction
-legality can be lawful or unlawful
-nickname plural tells the game to ad an s to the end when saying their names s is added if "singular" is selected, if "plural" is there it does not... eg Zoner = singular.... Xenos = plural
-jump pref can be jumpgate or jumphole
-npc ship has something to do with their ships
-voice, costume and space costume can be chosen from the existing factions to dictate look and sound....
-firstname is the dll with like of first names
-lastname is sam as first
-no idea about the rest, copy from other factions

Step 5: Modify EXE\mpnewcahracter.fl
Open that file with the editor that was mentioned.
Add house = 0, <Your faction> to the list and save the file...

It will only appear in MP so DONT TEST IN SP... or crashola!

Now, save your script and you should be done...

Email or post questions, I or someone else will answer where we can.

Load up and enjoy

Cheers,
Simmo


One of the many lists above that contain things like "li_n_grp" are defined below:


li_n_grp = Liberty Navy
li_lsf_grp = Liberty Security Force
li_p_grp = Liberty Police, Inc.
br_n_grp = Bretonia Armed Forces
br_p_grp = Bretonia Police
ku_n_grp, fc_kn_grp = Kusari Naval Forces
ku_p_grp = Kusari State Police
rh_n_grp, fc_rn_grp = Rheinland Military
rh_p_grp = Rheinland Police
co_shi_grp = Samura Industries
co_khc_grp = Daumann Heavy Construction
co_kt_grp = Kishiro Technologies
br_m_grp = BMM
co_me_grp = Deep Space Engineering
co_be_grp = Border World Exports
co_rs_grp = Republican Shipping
co_vr_grp = Ageira Technologies
co_ni_grp = Synth Foods, Inc.
rh_m_grp = Kruger Minerals
co_ti_grp = Planetform, Inc.
co_ic_grp = Interspace Commerce
co_ss_grp = Universal Shipping
co_hsp_grp = Cryer Pharmaceuticals
co_alg_grp = ALG Waste Disposal
co_os_grp = Orbital Spa and Cruise
co_nws_grp = Gateway Shipping
fc_c_grp = Corsairs
fc_ou_grp = Outcasts
fc_rh_grp = Red Hessians
fc_bd_grp = Blood Dragons
fc_j_grp = Junkers
fc_h_grp = Hogosha
fc_m_grp = Mollys
fc_x_grp = Xenos
fc_b_grp = Bundschuh
fc_g_grp = Gaians
fc_lh_grp = Lane Hackers
fc_u_grp = Unioners
fc_gc_grp = Golden Crysanthemums
fc_lwb_grp = LWB
fc_fa_grp = Farmers Alliance
fc_lr_grp = Liberty Rogues
fc_or_grp = The Order
gd_gm_grp = Gas Miners Guild
fc_n_grp = Nomads
gd_im_grp = Independent Miners Guild
gd_z_grp = Zoners
gd_bh_grp = Bounty Hunters Guild

The list just above this text was from a thread entitled "Compilation of ALL IDS names, Mod Info, Tutorials, INI explination -- Read first!" by Reynen!

Hope this helps you!

-/-/-/-/-/-/-/-

Pueblo Station: "We expected them to come from the Silverton Asteroid Field, but they came from the Copperton Field and completely surprised us! The Liberty patrols were shot down like flies"

Williard Research Station: "Two more torpedoes have hit the Harmony, and our fighters are being shot down like flies!"

I wish Trent would say: "Flies are an intelligent animal with the shortest lifespan of any winged creature, they are very difficult to shoot down, and cannot breathe in space!"

http://www.cardamine.net/

Post Wed Nov 19, 2003 12:59 pm

that makes things look a lot easier, i did intially see that thread about factions, but got lost reading it, lol

only problem i see is that i want this mod to work 100% in both Sgl plr and Multiplr

and going by that thread the factions wont work in sgl plr

so for the first release of the mod, i might use the liberty police/navy and Xenos/outcasts/lanehackers and 1 other Crim Faction.

at least that way i can start work on the systems.

oh btw, anyone know how to make an area clear of astroids in a astroid field? ie i have a TradeLane going in there, but when i enter astroids floating around inside tradelane lol
i think it is done via an Exclusion Zone or Trade Lane Access Zone, tho im not sure

also, how exactly would i add BattleShip Encounters into the frey, ie like the Andromada Server, (they had a Outcasts Battleship spawn outside manhatten)

i have only recently started playing again, so i missed a lot lol
im using FLE to create the systems, (Great lil proggy)

and yes this a Diff Australian Mod than that is about. im yet to see 1 with this many new systems (8 in total) and l8r on maybe 4-6 new factions

Cheers
Adjudicator

Post Wed Nov 19, 2003 2:49 pm

Its an exclusion zone. IT needs to be declared in the asteroids or whatever ini file for the zone in question, where you state in that ini file that an exclusion zone called so and so exists. Then - you make a box like zone, about 500 by 750 or somethign, angle it the same as the asteroids, and make it referenced to the asteroids ini file that contains your exclusion zone - much like the asteroids themselves are referenced.

Best way to learn, is look at Zone 21 in NY. That is where i figured out what and how to do these things. its clear, its easy and there is only one zone to look at (less confusing). the mines are in teh asteroids i think - not sure - check it with teh [asteroid or [nebula boxes at top of ini file for Li01.

Post Wed Nov 19, 2003 5:08 pm

k thx, i had a look at the new york system and its zone layout, which did help a fair bit, tho i have 1 question..

y is it crashing every time i take the tradelane from 1 of my bases to a aplanet, i did some work, by removing the exclusion zone, then the lane traffic, but same problem, and its getting annoying lol

oh and 1 more thing, when im in the base "Queenstown Mining Base" i look outside the window from the bar, and its showing badlands any idea on how i can get it to show the proper outside, as in the background of its location?

Cheers
Adjudicator

Post Wed Nov 19, 2003 5:49 pm

It is set as a background in the bases files of script i think it was. Tradelane crashes can be many many things. I have a thread in the tutorials forum - it has all crashes and fixes for systems that i am awaare of!

Post Fri Nov 21, 2003 2:17 am

add nz sytems for me please mail me it if cant release it widely.




/F ~~~~O Blood



(\::::::::::::::::::::::::$%$$^
>():::::::::::::::::::::::#$*%&
(/::::::::::::::::::::::::!#$%*

EXPLTION

Post Fri Nov 21, 2003 2:22 am

(\::::::::::::::::::::::::$%$$^
====>()::::::::::::::::::::::#$*%&
(/::::::::::::::::::::::::&#$%*

REDO



HA HA HA HA U DEAD

NOMADS

THEY ARE COMING


BUT WHO CARES FOR US A BACK WATER PLANET


????????????????????????????????????????????????????????????????????????????????
COPY RIGHT ?

Post Fri Nov 21, 2003 1:11 pm

Im also creating a mod which will have an nz system.

Sob: Good luck! The crashes are caused by Fle usually... it has some rather annoying bugs. I suggest you learn how to make systems manually aswell, especially patrols, missions and characters.. and fle doesnt seem to be able to do these well.

Post Fri Nov 21, 2003 4:26 pm

i wouldnt mind adding NZ but the only problem is i know nothing about nz except that we beat them in about any sport we play

jokes aside, i fixed the tradelane thing, and first system is almost done, just on a side note, dont try and reach the Xeno base in a Light Fighter, unless your neutral/friendly with them :p

i found that 2 of my patrols overlap, and both have 12 Xeno Hawk's .. muahaha

i also plan on having Battleship encounters at a latter date, but for now since im still learning i stick to what i know

1 more Question is there a tutorial on how i can enable the StarBlazer and Juni's Defender? i want the Liberty Navy/Police to have these available. also want them to be sold @ Liberty BattleShips

anyway, back to making the Tasmania System, almost done yay

Cheers
Adjudicator

ps, oh 1 more thing how do i change my Bar Tenders description? on Queenstown Mining Base(IMG) he shows as the Missori Bar Tender. not much of a problem just annoying

Post Fri Nov 21, 2003 4:50 pm

Starblazer - i copied the startracker shiparch.ini file, then i used UTF editor to open up the starblazer CMP file. Make some adjustments according to mounts taht it has, and also make sure it points to its CMP file.

Juni's defender. It already has a cockpit cam and all the other stuff ready. Make a package for it (copy the defenders one and rename it) and then set it too sell.

Post Sat Nov 22, 2003 3:12 am

well the capatals wellington theres auckland a big city then there christchurch a big city and dunedin.

Make wellington center planet auckland a nother planet and christchurch make that a planet and i no names for nz ships :karearea heavy fighter :the kiwi frighter :fantale light fighter.

make dunedin stathion and nz battle ships if u can find

Post Sat Nov 22, 2003 3:14 am

and the Kea bomber make with many torp hard points and suplie missales with load out

Post Sat Nov 22, 2003 3:30 am

LONG LIVE NZ










THEY ARE COMING


BUT WHO CARES FOR US A BACK WATER PLANET


????????????????????????????????????????????????????????????????????????????????
COPY RIGHT ?

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