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Evolutions gameplay questions (may contain Spoilers of what

Here you can find news, get help and comment about all the Mods for Freelancer created by Pathfinder Studios, such as the ?Evolutions Mod?

Post Tue Mar 09, 2004 7:26 am

Evolutions gameplay questions (may contain Spoilers of what

To Chips,

I have a few questions about how you've done your game.

1. Tobacco as a commodity is apparently illegal and can be scanned ( I haven't shipped any yet, just saw it on Corsairs base). But the only places to really sell it and make some money are other Pirate factions. I understand that these lawless factions would desire something like that, but wouldn't it be a higher price on the bigger planets where the stuff is banned outright?

2. Is Leeds not supposed to be able to buy Pirate Pilots? I noticed this planet and 1 other (in the list so far) I can't remember off-hand which one, didn't allow the selling of Pirate Pilots to the commoditites dealer. Was this a choice to do it that way?

3. Did you alter the settings on the friendliness you need with a faction to buy from them? It sometimes seems a bit excessive, or maybe because you've added so many new items to the game that the list of what I can't buy is so much longer. However, the commodities rarely work for me to buy them if I am only neutral and that doesn't seem right.

4. I forget what system this jump was off of, but there is an "Unknown Jumphole" with a lot of ship carcasses around it that has a Nomad attack zone around it. My question is, having seen the beautiful system on the other side, is there any place to go and dock or is just for a peek?

5. Since when do Nomads have Cruise disruptors (the main impediment for me searching that system)?

6. When you make flight patterns in your new systems, are they separate coding from what appears as flight patterns on a normal FL map? Because it is really hard to find anything without them.

7. What posessed you to come up with Cardamined Pets?

That's all for now, maybe I'll have more.



Sir Spectre

Post Fri Mar 12, 2004 12:29 pm

1. Tobacco as a commodity is apparently illegal and can be scanned ( I haven't shipped any yet, just saw it on Corsairs base). But the only places to really sell it and make some money are other Pirate factions. I understand that these lawless factions would desire something like that, but wouldn't it be a higher price on the bigger planets where the stuff is banned outright?

it seems like the pirates are adicted to tobaco but the tobaco is outlawed on the planets

2. Is Leeds not supposed to be able to buy Pirate Pilots? I noticed this planet and 1 other (in the list so far) I can't remember off-hand which one, didn't allow the selling of Pirate Pilots to the commoditites dealer. Was this a choice to do it that way?

leeds is home of the biggest moron in the game TRENT nuff said

3. Did you alter the settings on the friendliness you need with a faction to buy from them? It sometimes seems a bit excessive, or maybe because you've added so many new items to the game that the list of what I can't buy is so much longer. However, the commodities rarely work for me to buy them if I am only neutral and that doesn't seem right.

he made it so that trading is not so easy anymore

4. I forget what system this jump was off of, but there is an "Unknown Jumphole" with a lot of ship carcasses around it that has a Nomad attack zone around it. My question is, having seen the beautiful system on the other side, is there any place to go and dock or is just for a peek?

you went to 1 of the 2 nomad systems [SPOILER {WARNING MASSIVE SPOILER} the one in theta i think lead to an system with 2 planets gammu and primus you can dock but i doubt you can find anything good there.

5. Since when do Nomads have Cruise disruptors (the main impediment for me searching that system)?

they have them beacause chips made the Ai smarter but i havent found any of it they still flash like a crhistmas tree

6. When you make flight patterns in your new systems, are they separate coding from what appears as flight patterns on a normal FL map? Because it is really hard to find anything without them.

seems like those lines are hardcoded.

7. What posessed you to come up with Cardamined Pets?

his bro lives on the caribian and puts cardi in his body and his folks always call him doggy

Post Fri Mar 12, 2004 2:25 pm

@Tylium


it seems like the pirates are adicted to tobaco but the tobaco is outlawed on the planets

I realise that, but wouldn't the place they are banned have the highest value to those who can't get it otherwise?

leeds is home of the biggest moron in the game TRENT nuff said

Point taken.

he made it so that trading is not so easy anymore
Okay, it works. I think it is a good idea for game play, but from a market supply & demand background it's bad business technique for bases not to sell to certain people, just because they weren't drinking buddies. The prices on the commodities could have been lowered instead of limiting the friendly selection.

you went to 1 of the 2 nomad systems [SPOILER {WARNING MASSIVE SPOILER} the one in theta i think lead to an system with 2 planets gammu and primus you can dock but i doubt you can find anything good there.
Oh, I never found that in original FL (I did know about it though), I thought Chips had added it, because he added the planet docking ring to that planet in the radiation cloud north of the hole.

they have them beacause chips made the Ai smarter but i havent found any of it they still flash like a crhistmas tree
Maybe it's because through game story I was always forced to stay and fight, but I just don't think they ever fired a missile at me. I thought because of the design of their ships that they were all energy based, thus only had guns.

seems like those lines are hardcoded.
I guess, I'll just have to join up formation with a patrol or two.

Sir S

Post Fri Mar 12, 2004 3:50 pm

Yeah - sorry, patrol paths are a bugger sometimes (scuse the language) and although one was made to work by firebase, its near impossible to get the damned things to work, they cause crahes

The reps for trading is based around value usually (although some mistakes were made) - but for most stuff your rep needs to be 0 instead of -1 (ie perfectly neutral).

Cardmined pets - dunno - i was drunk i think, and thought how drugs were smuggled in real life, and semi resented the fact i was about to include such a poncy commodity as pets..........so my warped mind made "cardamine en fido".

Nomads have cruise disruptors cause they were always WAY to easy since they were supposed to be tough and scary. this is an attempt to improve that.

Gammu and other one - I have added somethign there now, it will be worth it


Tobacco should actually sell best to prison stations - where it can be sold for the most money...........crims in jail always pay

In next version i have tried to make "semi" patrol paths, but they won't appear on nav map. It will be for areas of space that have no tradelanes........you click on an NPC and click formation - and tehy will fly you the 30k or so to the jumphole

Post Fri Mar 12, 2004 4:29 pm

commodities wondering,
where can you buy the unstuffed pets to sell to the outcast for stuffing?
where can you buy the child slaves?
uranium, fissionable material, nomad energy cells, genetic material, etc,etc.
all the stuff the trade route calculator brings up. ?
and how much longer for the next release?

Post Fri Mar 12, 2004 5:22 pm

unstuffed pets on manhatten (long haul route) i think it was?

Child Slaves = omicron Alpha (outcasts).

All radioactive ones (deuterium etc) are MINEABLE ONLY - so you have to find minefields - no help

Trade route calculator sucks - half the point of trading is discovering all the best routes - not finding the most profitable and plugging that one only ...fly about - as some have been changed to yield better than you would expect

Length of time for next version - could be about a month or so? Not sure - it could be two weeks to a month ...............its getting thoroughly tested though - so even spelling mistakes are being picked up. Whilst we won't catch EVERYTHING - we will hopefully eliminate ANY troublesome stuff from happening

Edited by - Chips on 3/12/2004 5:23:36 PM

Post Fri Mar 12, 2004 8:32 pm

@Chips

Nomads have cruise disruptors cause they were always WAY to easy since they were supposed to be tough and scary. this is an attempt to improve that.
Give them torps and sunstalkers, don't give them Cruise disrupters when they appear every 2 kliks! But now they're removed right? No more nomads in your upcoming version because they were causing crashes?


Trade route calculator sucks - half the point of trading is discovering all the best routes - not finding the most profitable and plugging that one only ...fly about - as some have been changed to yield better than you would expect
I've been to every base and they're all listed (with the exception of bases you added - must a be hard code issue) when you click on the commodity itself. So the calculator is just a helpful aide, because honestly their listing thing sucks. If I had a better setup for printing and photo capturing, I might make a Freelancer's guidbook to all the systems made much like a multipage city map. This jump hole goes to page 32, that jump gate goes to page 41, that way I can just flip through it, instead of having to run alternate programs.

BTW, F12 button saves an image of what is on your screen right? But where is the file saved to?

Sir S

Edited by - Sir Spectre on 3/12/2004 11:31:45 PM

Post Sat Mar 13, 2004 5:04 am

lol - sorted the bug of bases not appearing - so in fact it will all work next time

The print screen function saves the image on screen (screenshot), and its saved to my documents/my pictures/freelancer shots.

Post Sat Mar 13, 2004 7:19 am

chips can you remove the misions Vs rh battelships as fighters in Alpha it took them 2 hours to apear

Post Sat Mar 13, 2004 8:16 pm

@Chips, good to hear about the commodities being listed. But I thought of a new question ... is it possible to limit the number of commodities that are sold at a particular base? Privateer did that and it was always random chance that you came across enough commodities to make a really great run. If it is possible I'd much prefer that as opposed to not being able to buy anything. Or even lowering all the prices would be preferable.

Also, as it is now, it seems like all the best runs are to the same 4 systems. Omicron Gamma, Tau 37, Omicron Alpha & Omega 41. A little evening out might be in order.

Sir S

Edited by - Sir Spectre on 3/13/2004 8:20:05 PM

Post Sat Mar 13, 2004 10:11 pm

Hey, chips, or anyone, just out of curiosity, WHERE DO YOU SELL VIP's??????
I can't find a place that makes a profit on them.

Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Post Sun Mar 14, 2004 7:23 am

Try planet gammu or something (unknown system) for those.

best trade routes this time are long haul around systems. We tried to remove some of the old ones (or well known ones) and increase some others as well. In next version there should be better trade routes.

For capships missions? Did you mean that the swines kept around 2k away - and then kept zipping round and round instead? Hopefully there will be a mix this time, as last time i don't think there was really.....

zim

Post Sun Mar 06, 2005 7:20 pm

where are the good mining areas?

Post Sun Mar 13, 2005 8:25 pm

Well you have both the silver and copper fields in Colorado that produce well...

As far as other areas its harder to say since most others are not a 1-1 drop. Basically all the mining zones in vanilla are still there, ya just have to travel a little to see if its value is good somewhere close by..

Post Sat Apr 02, 2005 11:15 am

will the next version necessitate player wipes?

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