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The content may be outdated and links may not be functional.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

Frontierspace ver1.0/1.1

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

Post Sat Jun 24, 2006 4:53 pm

hey hows it going i cahanged the new player ini file now all my players have starflyers is that suposed to happen or am my supposed to delete that file beacuse on fun fun fun i was able to pick my own ship.i am able to do it here but im talking about other players.

Post Sat Jun 24, 2006 5:52 pm

The choices of ship/start loaction/loadout/faction and money are supposed to be server side. I have posted a couple of quetions asking if people have had problems with joining servers( i did earlier).
Could you post up the changes that you made to new_char? I can't see why it would force players to have stafliers.

Post Sat Jun 24, 2006 6:26 pm

only because i have it set for starflyers it was my problem. my fault

Post Sun Jun 25, 2006 12:57 pm

Mace: If you, er, forgot where you bought a long range destruction mission and try to sell it at any base, will you get full credit? The description makes it seem like you won't. Is there any way of figuring out where you originally bought it from?

Edited by - Blank on 6/25/2006 1:58:44 PM

Post Sun Jun 25, 2006 2:13 pm

Assuming the base shows up on the best price list. You should be able to find it from there. It shouldn't be too hard. There are only a few places that actually give out missions for each faction.

Post Sun Jun 25, 2006 5:24 pm

Okay. 'Cause I blew up some bases in Wolf-359/356 whatever it is, and tractored in the LRD mission complete cargos. All the listed bases show it as selling for $10,000, so I guess I haven't visited the base that sells the mission. Ah, well, I'll keep looking.

@Moonhead/Bejaymac: How do I remove the background stars from a system? Moonhead mentioned there was a way to edit the background stars in GIMP to remove the ugly black triangles, but I think it would be easier just to delete them altogether. He also said that the unmodded game simply doesn't use background stars in most of the colored systems, so there has to be a way to disable them, right? I know almost nothing about modifying the game, so is there just one parameter that needs to be changed in the system ini files?

Post Sun Jun 25, 2006 5:35 pm

The destroy loot locations for wolf-359 are all in wolf-359. The bases are just easier versions of the other longer range missions. If you do the other ones, you'll find them guarded by some better equiped enemies.
The stars are a bit rubbish in some systems. To remove them, you need to know what system points to what.
Your best bet is to open up the Ioncross data files (that came with the v1.1) and find the system that you want to edit. The system data for New York (Li01), is in the Universe/systems/Li01/Li01.ini. Its the same format for the other ones too.
Open up the system file and look through for:
[Background<--removed cos of the forum
basic_stars = solar\starsphere\starsphere_stars_basic.cmp<--You can delete this if you want
complex_stars = solar\starsphere\starsphere_li01_stars.cmp<--Ditto
nebulae = solar\starsphere\starsphere_li01.cmp<--The background
.. save and its all done.
The triangles have been mentioned by a few people, i guess i could add it to the fixlist for the next version.

Edited by - Mace_166 on 6/26/2006 3:16:44 AM

Post Mon Jun 26, 2006 4:16 am

Hi Mace - thank you for this great mod !

Here's my list of bugs I found while enjoying your mod.
(I guess many have already been posted, but ...)
All bugs have been tested at least 3 times on a clean FL installation.

System: - Location: > Bug:

Manchester - Luton Shipyard > Crash on docking

Archenar - Shepard Ice Mining - Crash on docking

Miogre - Sanchez base > Crash on docking

Miola - Lalande jumpgate > Crash on docking/jumping

Epsilon Indi - Acckarack jumpgate > Crash on docking

Epsilon Indi - Watson Trading Post > Crash on undocking

Epsilon Indi - Tradelane from Ackarack Jumpgate to Watson Trading Post > not named

Epsilon Indi - Epsilon Indi to Lalande jumphole > Crash on docking/jumping

Epsilon Indi - Nesbitt Hideaway - Chrash on docking

(all in all I had several crashs in Epsilon Indi, even when just flying to
a marked point, specially on the right parth of the systemmap)

Alpha Canis Majoris - Griffiths Hydrocarbons > Crash on undoking

Banard's Star - All jumpholes & jumgates to/from this system seem to be buggy
(at least when you click at them in FL Data Storm you get an erromessage

Zaonce - Major Research Facility > Crash on opening shipdealermenu

Cygnus 11 - Roberts Depot > Crash on undocking

Ackarack - Ackarack to Epsilon Indi jumpgate > Crash on docking/jumping

Proxima Majoris - Fortress Williams > Crash on opening shipdealermenu

Chicago - Gupta Depot > goodsdealer has no head

Chicago - Sinclair Holdings - Crash on docking

Chicago - Harris Observation - Crash on opening barmenu

Chicago - Campbell Border Station > Crash on docking

Panama - Panama-Boston Jumphole > Crash on docking/jumping

New York - Wilkinson Stronghold > crash on opening shipdealer- & barmenu

Boston - Taylor Border Station > Crash on opening shipdealermenu

Boston - Davies Hideaway > Crash on docking

Ross 154 - Scirocco Station Y Crash on opening shipdealer- & barmenu

Hokkaido - Hokkaido to Essa jumhole > not named


Others things:

Nomad & Shadow ships don't drop weapons etc., just bats & bots

Nomad buildings don't drop anything

Wolfpack - Discription of this faction seems buggy


Suggestions/Whislist:

Anubis Custom - shouldn't there also be a version with 4 class 10 hardpoints
to be comparable to the Imperial Stormhammer ?

Anubis LSF Prototype should be able to carry class 5 shields
(I know that it can carry these class 9 military shields )

Phantom Interceptor/Raven Claw Superiority - shouldn't there be a custom
version with 4 class 10 hardpoints be to comparable to the Imperial Stormhammer ?

Also these ships (Phantom/Raven Claw) where created with 2 thrusters, and it just don't like very nice if they only fly with 1 thruster

I'd like to have that Assault Freighter "Thoth" from the Monkey's Universe mod
in your mod - just a really nice ship

Andromeda Explorer - shipdiscription shows more hardpoints than are actually
mountable

All jumpholes from the original single player mission should be marked and
named, for example jumphole from Leeds to Magellan etc.

Zoners: it should be possible to bribe them or to give them some certain enemies, because it is almost ipossible to get them friendly again when you
messed up with them.

All these Religious Factions should be possible to be bribed - I got no clue how to get them friendly


Thanks again for your good work - this is actually this most sophisticated mod a had the pleasure to play yet.

Yours

Kuvacz





Edited by - kuvacz on 6/26/2006 5:24:40 AM

Post Mon Jun 26, 2006 5:33 am

Cheers for the list ( .. so many), i'll be sorting through these for the next version. Can i just say that this is the sort of report that is very helpful for the mod makers. It helps me know exactly where the problems are.
With the Ravenclaw and Phantom, its a bit tricky. I want them to be very good and to be as good as the other top level ships available throughout sirius. But, they have 8 weapon hardpoints and up to 2 thrusters. I've tried pretty hard to balance out the ships. Aiming at there being no king of the hill (though the rheinland cruiser and alien ships come pretty close).
If i was to give the phantom and ravenclaw 4xclass 10's i would need to reduce the abilities of the other mounts. Thr ravenclaw should have superior weapons to the phantom anyway as its a superiority and the phantom an intercepter. There is a bomber version of the ravenclaw available with 4 torpedo slots and 6 weapons. Maybe i'll add a custom version of the two ships and limit what engines can be bought there.
The LSF Anubis is a nice ship, but i don't want players sitting in Liberty getting a ship that is of a same level as the edgeworld ships. I might allow an old class 9 shield, the new class 5.
The religious groups (amongst others) are a part of the quest. You can buy your way into the groups to gain access to unique items and ships. I'm not going to give any hints or tips for the quest at the moment. It starts outside of core space, thats all.
The alien ships don't drop weapons and thats intentional. The cost of some of those weapons is pretty horrific meaning that the trade in value would upset the balance between combat and trade. You would literally be getting 100k for each weapon you trade in.
Cheers for the feedback.

Post Mon Jun 26, 2006 7:33 am

Mace: Ah, very helpful. I just wasn't sure which entry was the troublesome one. You mentioned earlier that the triangles were a low priority, I think they should stay as one. If it bugs people so much, they can edit them out on their own.

Also, it seems I might have found a glitch involving the purchase of the Ind. Gas prospector (the Bretonia cruiser, or is it the mauler? I forget). My reputation with them was maxed out, but it still said I needed a higher reputation to buy it and its cheaper little brother. After poking around in market_ships.ini, I found this:

marketgood = PLAYER_indgas_gunboat_package, 1, 7.500000, 1, 1, 0, 1, 1
marketgood = PLAYER_indgas_destroyer_package, 1, 8.500000, 1, 1, 0, 1, 1

I assumed, from looking at the other ships, that the third entry is the required reputation. Did you mean to put 0.75 and 0.85? When I changed them to this:

marketgood = PLAYER_indgas_gunboat_package, 1, 0.500000, 1, 1, 0, 1, 1
marketgood = PLAYER_indgas_destroyer_package, 1, 0.500000, 1, 1, 0, 1, 1

I could purchase it. A simple fix. Hooray.

Post Mon Jun 26, 2006 7:52 am

Yeah, that is right it should be 0.75-85 instead. Its the same for the kusari ships too. To fix, open up equipment/market_ships.ini and choose edit>replace from the top menu.
Replace ", 1, 8.500000, 1, 1, 0, 1, 1"
with ", 1, 0.850000, 1, 1, 0, 1, 1"
replace all

and
Replace ", 1, 7.500000, 1, 1, 0, 1, 1"
with ", 1, 0.750000, 1, 1, 0, 1, 1"
replace all
save.
It is only about two entries of each anyway. You'll find that the larger ships are pretty weak if you don't ive them decent upgrades and armaments. Even with the maximum weapons and shielding you still need to be carefull with the route you take.
If you think i'll just slip into a federal battlecruiser and head to Wolf-359 to give the imperials some hassle, its more likely to end in a very brief, but painfull death.

Post Mon Jun 26, 2006 8:29 am

Hey Mace

I'm still experiencing the 'losing equipment' problem when I sell loot on a base. Last time it was my shields on Fortress Scott in Proxima Minor. Made the mistake of leaving the base without checking. I was space dust in about 5 seconds when I was ambushed by Nomads before I had the chance to re-dock

I have to go to another base or a different system to get around that bug

Post Mon Jun 26, 2006 1:41 pm

Hi there,

For all those players that are unexperienced in modding, I've done a small
patch that includes all the fixes handled in this thread until now.
You can get it at http://m.1asphost.com/gonz/FS11_patch_2 ... .zip.flmod

Simply activate the patch via FLMM (the error message can be ignored)

Thanks to Blank for the "All posted bug fixes"-List and thanks to Mace for this great MOD

Post Mon Jun 26, 2006 2:25 pm

blue screen thanks for the patch it works great

Post Mon Jun 26, 2006 2:46 pm

Mace: Coolness.
Ripper: Sweet! I feel so... useful!

Return to Freelancer MOD Announcement Forum