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AI Modding

Do you want to start editing Freelancer, but have no clue where to begin? This is the place for you to find things and talk about getting started on Freelancer Modding

Post Thu Nov 04, 2004 4:13 am

AI Modding

I'm very new to modding, and i have a couple of questions.

Is it possible to mod the AI of the game so that you can own more than one ship, so that you can own a couple of cargo ships and some escort fighters and have them running trade routes whilst you go and do missions, or provide better escort for them for example.

And would it also be possible to edit the shipyards so that you can buy your own fleet of ships, like cruisers, transports, miners etc.

Post Thu Nov 04, 2004 5:10 am

you can't own more then one ship , though you can change the ai of the fighters to make them harder.
And selling the ships you want and where is very posible.

with the cruisers, transports, miners, you have to chane the entrys in the shiparch.ini to get them flying, and add the goods.ini, and market_ships.ini.

Post Thu Nov 04, 2004 5:23 am

but is it possible to change the game in any wat to make it possible to own more than one ship and have them flying on AI autopilot, like in X2.

And can you get a train to pay the goods profit into your account?

Post Thu Nov 04, 2004 5:23 am

The biggest question that I haven't seen an answer to yet is... why hasn't anybody written an escort mission yet? I've seen missions that force the player to a given location (pretty much teleportation) and other manipulations, but no random escort missions. Heck, I don't even care if the escort missions have a common starting place and ending places (in fact, that makes things more realistic, you wouldn't escort trade goods to nowhere).

When I get done working on the stuff I'm doing now (among other things, I'm working with Fuses to see whether I can get a propeller to spin), I'm going to take a good long look at this. Right now, I'm so new to modding this game that I'm going to be lucky to get Factions, Encounters and Rumors set up for my TC... but by the time I'm done, I intend to tackle the escort-mission-less nature of FL.

Post Thu Nov 04, 2004 5:32 am

The answer to both your questions, as of right now... is no.

There isn't any way to own more than one ship, period- even in multiplayer, you can't trade ships. Lame, but true. As for the second thing... there's no way to get an NPC to pay you anything directly. All payouts are part of mission structures, and are really paid by whatever part of the code watches for certain booleans to be set ("mission accomplished", etc.).

It would've been awesome if DA had finished ripping off Escape Velocity (which is very clearly what the game's design is based on, if you've ever played it), where you can help people in distress and get rewarded, run escort missions, and eventually build fleets with which you can conquer worlds... and make money from taxes, whilst avoiding assasination by the Bounty Hunters

But no, DA ran out of money and MS ran out of patience, and Freelancer was shoved out the door with many features incomplete. It's still a great game, with an awesome engine, but no... you can't do what you want.

In my mod I'm working on... one of the big deals in multiplayer will be that making serious money will require cooperation between players, not just playing lone wolf. So in my game, you should see a lot of "escort my freighter, and I'll cut you in for 50%" stuff going on. That'll help people really get into the game, I hope, and create that "Privateer feeling" that the original game never quite reached...

Edited by - Argh on 11/4/2004 5:33:12 AM

Post Thu Nov 04, 2004 6:07 am

Sounds good. almost enough to get me playing online.

Post Tue Nov 30, 2004 6:52 am

To answer the original question...
Mission info is stored in the "Content.dll" in the DLLS folder.
If you can hack it, you could add several mission types, probably to include escort missions.
It's my understanding it's one complicated file, so no one's done it, yet.
In fact, the only known hack of the file is the one in Xerx's OpenSP v1.01 mod.
(and it only bypasses the storyline's missions)

Watch your 6!

Post Wed Dec 08, 2004 4:21 am

Well, I THINK that all action in a mission must occur within the bounds of the vinette area that activates the mission.

An escort mission as you suggest, I ASSUME, would involve travel from one area to another and that travel would be a great distance, presumable even from one system to another.

I don't think even hacking the dll would do this.

Just my guess.

Glock36
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