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The Maxium amount of systems?

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Post Sun Feb 18, 2007 4:32 am

The Maxium amount of systems?

Is their a maxium amount of systems?
If so what is it?
Just curious to know. :-)

Post Sun Feb 18, 2007 7:25 am

to my knowledge, you can have a infinite number aslong as they are in cords etc and coded in etc, should b infinite

www.mod.pff-clan.us

Openlancer

Post Mon Feb 19, 2007 11:08 am

That's right, because you can not only use e.g. 1;1 3;10 for a system's placement, but also e.g. 1,164;1,1. But you can cahange this only by editing system's ini files. Freelancer Explorer can do 1;1 3;10 coordinates, bu it can't do 1,164;1,1 3,14;10,9 coordinates

Edited by - magnet14 on 2/19/2007 11:08:04 AM

Post Sun Feb 25, 2007 7:27 am

There are about 50 systems with no mods. It should be infinite, unless of course the game crashed before you could find out.

Hull Breach!!! - themilkman

Post Sun Feb 25, 2007 6:19 pm

infinite possiblities.
Even if you could fill up the nav map with white dots...
you can still "stack" them. It's just that the nav map would probably go nuts and you might end up with a crash...unless you could find a way to layer the nav map and then create a 3 dimensional nav map.

Post Mon Feb 26, 2007 4:21 pm

3d representation... interesting. while it probably couldn't be implemented into the game (not enough dll know-how) you could make a representation as a bunch of nodes , each having an infocard (crossfire map system).
can you put pictures on system infocards? make the pictures of each layer of the map so that you only need to click on the i in the circle to the right to see a representation? a handy *You are here*?

food for thought...

Post Tue Feb 27, 2007 7:08 am

OK, lets be real about this. IN the mod I am working on, I have over 100 systems so far. The systems at the moment are all on the same plain.

Now, with over 100 systems, I am not even close to fillingup the nav map screen with white dots. So, how many systems would you really and truly need or want in your mod? From what I have, it would take well over 500 systems to even come close to filling up the nav map.

Even if you were to put some higher or lower on the maion plane, you can still offset them enough so they would not be stacked.

I have so many as I want to be abel to expand in the future without player wipes due to new jumpholes or jumpgates.

And yes, these are all programmed in our mod, but I will not reveal how they are made inaccessible.

Requiem: A Total FL Conversion Mod .
http://mod.pff-clan.us

Post Tue Feb 27, 2007 7:16 am

Ok, while it's nice to have a whole load of new systems in game, some people are forgetting a fundamental point here, Freelancer is not EVE, a server can only have a maximum of 128 players and that's with a T1 connection. So if you build 500 systems, hardly anybody will see another player if they're all spread out through the new systems.

Post Sun Mar 11, 2007 3:28 am

its a question how big each system is ... i play with the idear of splitting systems into 'points of intrests' so a fl-system may be just the orbit of a planet, while the planets surface covers one side of the system map ... this is the basic idear

the rest of the system will be out of the map as scenery only objects flying in thier direction u will find the jump to the next fl-system ... the next intresting location.

rewards: u don't encounter the backdraws of largescale systems, like calculating problems of the rengine during flight at large offsets from the systemcenter, but u can use realy large planets.

backdraws: alot of systems ...

another point is that players might find each other faster observing the chatwindow cause the players will more often change the systems.

Edited by - Holzbein on 3/11/2007 3:29:25 AM

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