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Save game file information

If you are stuck in a mission and do not know how to continue, this is the place to ask for help. Missing that elusive Level 10 Shield? Don''t know where to find the lost Ohtori ship? This is the only place where spoilers are allowed!

Post Fri Aug 01, 2003 6:45 am

Save game file information

flcodec.exe and a text editor who recognizes UNIX's end-of-line character (Line Feed, ASCII code 0A hexadecimal) reveal interesting things from the save game (*.fl) files. I try to share some of my findings here.

Player section

description is what you type/see in the "Load Game" list. The letters/symbols are represented as UNICODE characters in 2 hexadecimal digits e.g.
00 41 = A
00 62 = b
00 20 = space character
00 37 = 7
etc.
In story missions, the description is replaced by descrip_strid that's assigned specific identifier which translates to specific mission's title.

tstamp is assigned 2 numbers seperated by a comma. The first one represents date and the latter is time . By default they are the same as the last modification date/time of the file but you can change them into any specific ones of your choice.
Example of dates:
29530000 = November 29, 2002
29531000 = December 4, 2002
29532000 = December 9, 2002

In single player mode, name is normally assigned with the word 'Trent' in UNICODE characters, i.e. '005400720065006e0074'.

rank represents the "current" level. It is very closely related with delta_worth variable, located further down in the file.
1. For mission's level (e.g. 1, 3, 5, ..., 13, 15, 17) the delta_worth is -1.000000
The same also goes when you are at level 38 with no 'Next Level Requirement' anymore.
2. For other levels, the delta_worth states how much your current worth must be in order to get into the next level.

Following is the factions list. In the *.fl file they are represented as <pre><font size=1 face=Courier>house = <reputation>, <faction identifier> </font></pre> Your reputation value ranges from -1 (worst enemy) to 1 (best friend) with 0 being neutral. They start hating you when it is -0.6 and become your friend at 0.6
You can edit each value to choose your allies/enemies. For example, a line such as <pre><font size=1 face=Courier>house = 0.72, fc_c_grp </font></pre> means that you are a good friend to the Corsairs.

<pre><font size=1 face=Courier>ID Faction
------------ ------------
li_n_grp Liberty Navy
li_lsf_grp Liberty Security Force (LSF)
li_p_grp Liberty Police, Inc.
br_n_grp Bretonia Armed Forces
br_p_grp Bretonia Police
ku_n_grp Kusari Naval Forces
ku_p_grp Kusari State Police
rh_n_grp Rheinland Military
rh_p_grp Rheinland Police
co_alg_grp ALG Waste Disposal
co_be_grp Border World Exports
br_m_grp Bretonia Mining and Metals (BMM)
co_nws_grp Gateway Shipping
co_hsp_grp Cryer Pharmaceuticals
co_ic_grp Interspace Commerce
co_khc_grp Daumann Heavy Construction
co_kt_grp Kishiro Technologies
rh_m_grp Kruger Minerals
co_me_grp Deep Space Engineering
co_ni_grp Synth Foods, Inc.
co_os_grp Orbital Spa and Cruise
co_rs_grp Republican Shipping
co_shi_grp Samura Industries
co_ss_grp Universal Shipping
co_ti_grp Planetform, Inc.
co_vr_grp Ageira Technologies
fc_bd_grp Blood Dragons
fc_b_grp Bundschuh
fc_c_grp Corsairs
fc_fa_grp Farmers Alliance
fc_g_grp Gaians
fc_gc_grp Golden Chrysantemums
fc_h_grp Hogosha
fc_j_grp Junkers
fc_lh_grp Lane Hackers
fc_lr_grp Liberty Rogues
fc_lwb_grp LWB
fc_m_grp Mollys
fc_ou_grp Outcasts
fc_rh_grp Red Hessians
fc_or_grp The Order
fc_u_grp Unioners
fc_x_grp Xenos
gd_gm_grp Gas Miners Guild
fc_uk_grp <unknown>
fc_n_grp Nomads
fc_ln_grp Liberty Navy *
fc_kn_grp Kusari Naval Forces *
fc_rn_grp Rheinland Military *
fc_ouk_grp Kress's Men
fc_q_grp Quintaine's Men
fc_f_grp Fugitive
gd_im_grp Independent Miners Guild
gd_z_grp Zoners
gd_bh_grp Bounty Hunters Guild </font></pre>
Notes:
* : 'Alternate' group with slightly different emphaty characteristics from the 'official' one.
I guess Monkeys and Robots aren't listed in the *.fl files.

Next on my to-do list is the ships and their weapon/cargo.

Edited by - JohnSteve on 06-08-2003 13:47:30

Post Fri Aug 01, 2003 8:15 am

...Continued

Of course, money states how much credits you currently have (or want to ).

system , base , and location determine where you are in Sirius.
However, base and location may be replaced by pos and rotate .

Example:
<pre><font size=1 face=Courier>system base location place
------ ---------- ---------- ----------
Li01 Li01_01_Base 3165509837 Manhattan, New York
Li01 Li01_08_Base 2784225858 Newark Station, New York
Li02 Li02_01_Base 2778807107 Los Angeles, California
Li03 Li03_01_Base 3080055047 Planet Denver, Colorado
Li04 Li04_01_Base 2684772303 Planet Houston, Texas
Br01 Br01_01_Base 2246152769 Planet New London, New London
Br05 Br05_04_Base 2761356236 Battleship Essex, Dublin
Ku01 Ku01_01_Base 2341122442 Planet New Tokyo, New Tokyo
Ku04 Ku04_01_Base 2347365446 Planet Honshu, Honshu
Ku06 Ku06_01_Base 2788817158 Kyoto Base, Chugoku
Rh01 Rh01_01_Base 2162121092 Planet New Berlin, New Berlin
Rh05 Rh05_04_Base 2392911563 Vogtland Base, Dresden
Ew01 Ew01_01_Base 2506669259 Freeport 10, Tau-37
Ew04 Ew04_01_Base 2437391943 Freeport 9, Omicron Theta
Hi01 Hi01_01_Base 2922731596 Planet Malta, Omicron Alpha
Hi02 Hi02_01_Base 3005229578 Planet Crete, Omicron Gamma
Ew06 Ew06_01_Base 3150752198 Planet Primus, Unknown System
Ew06 Ew06_02_Base 2182734089 Planet Gammu, Unknown System
Li05 Li05_01_Base 2407243788 Prison Mitchell, Alaska
St01 St01_01_Base 2276303041 Planet Toledo, Omicron Minor
Li04 Li04_06_Base 2717825551 Battleship Osiris, Texas

system pos rotate place
------ ---------- ---------- ----------
St02c 0,0,1375 0,0,0 inside Nomad Lair, Omicron Major (c)
St03b -25000,0,0 180,0,180 near Nomad City, Omicron Major (b) </font></pre> Tip: Actually, neither location nor rotate variable is mandatory. Therefore, you can omit them from the *.fl file.
This is especially useful if you don't know the exact code (i.e. hash number) for the location; just delete the
<pre><font size=1 face=Courier>location = <10-digit hash number > </font></pre> line.

Edited by - JohnSteve on 21-08-2003 08:25:39

Post Fri Aug 01, 2003 8:23 am

This is incredible!

Post Fri Aug 01, 2003 9:46 am

Before describing the ships themselves, here is the information regarding the equipment, shield, and weaponry.
<pre><font size=1 face=Courier>equip = nnnnnnnnnn, HpShield01, 1 </font></pre> means the ship's shield.

Replace nnnnnnnnnn with
2953309256 for Adv. Champion L.F. shield (Class 10)
2962746376 for Adv. Champion H.F. shield (Class 10)
Note: The third parameter is the condition of the equipment, with 1 means no damage.
<pre><font size=1 face=Courier>equip = 2851656000, HpThruster01, 1 </font></pre> means you have an Advance Thruster installed.
<pre><font size=1 face=Courier>equip = 2736156677, HpCM01, 1 </font></pre> means you have an Adv. Countermeasure installed; remember to acquire the flares also.

Depending on the number of ship's hardpoint, you will have several <pre><font size=1 face=Courier>equip = nnnnnnnnnn, HpWeapon0#, 1 </font></pre> where # is the number of the hardpoint.
For light fighters, usually there are 4 HpWeapon0#s; for heavy fighters, usually there are 6.
Amazingly, you can "mount" any class of weapon into these hardpoints.
For example, <pre><font size=1 face=Courier>equip = 2639905100, HpWeapon02, 1 </font></pre> means that you have a Nomad Blaster (class 10) in good condition attached to the 2nd hardpoint of the ship.
Some of the known weapon:
<pre><font size=1 face=Courier>Code Class Name
---------- ----- ---------------
2639905100 10 Nomad Blaster
3176774988 10 Nomad Cannon
2315066307 10 DiamondBack
2314832841 10 WildFire
2314804169 10 Cerberus
2487711055 10 Paralyzer Missile Launcher
2611185986 9 Kraken Type 2
2296674511 9 Tizona del Cid
3024562509 9 Cannonball Missile Launcher
2487706958 9 Firestalker Missile Launcher </font></pre>
For turret, look for the line such as <pre><font size=1 face=Courier>equip = nnnnnnnnnn, HpTurret01, 1 </font></pre> Some of the known turrets:
<pre><font size=1 face=Courier>Code Class Name
---------- ----- ---------------
3088479183 9 Skyblast B
2329904071 9 Salamanca
2363366848 9 Buckshot
2617748622 3 Rowlett's Revenge (Level 5's easter egg) </font></pre>
For torpedo and cruise disruptor, look for the line such as <pre><font size=1 face=Courier>equip = nnnnnnnnnn, HpTorpedo01, 1 </font></pre>. My favourites for this are:
2424062339 for Sunslayer torpedo launcher
2575207942 for Hornet Cruise Disruptor missile launcher
Of course, it is normally one or the other which can be mounted.
<pre><font size=1 face=Courier>equip = nnnnnnnnnn, HpMine01, 1 </font></pre> means the currently mounted Mine launcher.

Replace nnnnnnnnnn with
2836941065 for Ripper mine
2300052746 for Screamer mine

Now for the ammos...
They are a part of the cargo, although they aren't acccounted for the cargo's capacity. Look for the line such as <pre><font size=1 face=Courier>cargo = nnnnnnnnnn, mm, , , 0 </font></pre> Another 'amazing' discovery is that you can set mm larger than the known limit in the game.
For example, you can load 71 nanobots for the Starflier light fighter who normally have a very small capacity.
As another example, <pre><font size=1 face=Courier>cargo = 3129914948, 70, , , 0 </font></pre> means that you can fire up to 70 Cannonball missiles, assuming that the launcher is currently mounted to the ship's hardpoint.
The must have:
<pre><font size=1 face=Courier>Code Name
---------- ---------------
2911012559 Nanobots
2596081674 Shield battery
2211307011 Adv. Countermeasure flares </font></pre>
My favourites:
<pre><font size=1 face=Courier>Code Name
---------- ---------------
2986645892 Sunslayer torpedos
2833349062 Hornet missiles
3148052166 Paralyzer missiles
2502891087 Ripper mines
2492716687 Screamer mines
3129914948 Cannonball missiles
3140646532 Firestalker missiles </font></pre>
Additional info:
<pre><font size=1 face=Courier>Code Name
---------- ---------------
2987088259 Starkiller torpedos
2834217409 Wasp missiles </font></pre>

Currently, I don't have information regarding the commodities, but I do have the code for diamonds . It is 2815770241 . Place it at the last item of the cargo, e.g. <pre><font size=1 face=Courier>cargo = 2815770241, 70, , , 0 </font></pre>

Hmm, now how about those ships...

Post Fri Aug 01, 2003 10:01 am

Note for weapon/shield: Those who are not mounted become part of the cargo. For example, the line <pre><font size=1 face=Courier>cargo = 3176774988, 1, , , 0 </font></pre> means you have another Nomad Cannon rest in your cargo.

Post Fri Aug 01, 2003 10:32 am

I start with the Anubis, The Order's very heavy fighter. Look for lines such as below (or type one ).
<pre><font size=1 face=Courier>ship_archetype = 2793834180

equip = 3077351812, , 1
equip = 3166825668, , 1
equip = 2265531853, HpHeadlight, 1
equip = 2494027655, HpDockLight01, 1
equip = 2494027655, HpDockLight02, 1
equip = 2525110029, HpRunningLight01, 1
equip = 2525110029, HpRunningLight02, 1
equip = 2525110029, HpRunningLight03, 1
equip = 2525110029, HpRunningLight04, 1
equip = 2525110029, HpRunningLight05, 1
equip = 2525110029, HpRunningLight06, 1
equip = 2500775748, HpContrail02, 1
equip = 2500775748, HpContrail03, 1
equip = 2723858309, , 1
equip = 2799531210, , 1 </font></pre> ship_archetype is the one actually referring to the Anubis class of ship.

The first equipment is normally the power generator , needed to fire your weapon. However, it is not explicitly stated there, so be careful on editing the lines.
I have the habit for changing all ships' power with the one Titan has, i.e. 2514394563 .
Therefore, the <pre><font size=1 face=Courier>equip = 3077351812, , 1 </font></pre> line becomes <pre><font size=1 face=Courier>equip = 2514394563, , 1 </font></pre> This way I can fire my Nomad blaster/cannon and Kraken Type 2 gun without pausing to recharge my power. One thing that's still unknown to me is how to increase the ship's hull strength.

The second equipment usually is the cruise engine , i.e. 3166825668 . Without it, your ship can never launch.
The main differences between ship engines are their sound and flame colour. I tend to leave the engine data as it is.
Note: For Starfliers, the engine is put at the first line of equipment. This is the main discrepancy between the Starflier's data and other fighters I've found in the *.fl files.

For all the ships that I know of, the information for headlight and dock lights remain the same.
It is the running lights' color and the contrails' hardpoint(s) which vary form ship to ship.

The last two equipment <pre><font size=1 face=Courier>equip = 2723858309, , 1
equip = 2799531210, , 1 </font></pre> are scanner and tractor beam.
By default, they are present for all known ships.

Edited by - JohnSteve on 07-08-2003 07:46:40

Post Fri Aug 01, 2003 10:48 am

Titan , Corsairs' very heavy fighter <pre><font size=1 face=Courier>ship_archetype = 2806013121

equip = 2514394563, , 1
equip = 3147096135, , 1
...
equip = 2801007561, HpRunningLight01, 1
equip = 2801007561, HpRunningLight02, 1
equip = 2801007561, HpRunningLight03, 1
equip = 2500775748, HpContrail01, 1
equip = 2500775748, HpContrail02, 1 </font></pre>
Sabre , Border World's very heavy fighter <pre><font size=1 face=Courier>ship_archetype = 2805431751

equip = 2733166601, , 1
equip = 2750599047, , 1
...
equip = 2151659853, HpRunningLight01, 1
equip = 2151659853, HpRunningLight02, 1
equip = 2151659853, HpRunningLight03, 1
equip = 2151659853, HpRunningLight04, 1
equip = 2151659853, HpRunningLight05, 1
equip = 2151659853, HpRunningLight06, 1
equip = 2151659853, HpRunningLight07, 1
equip = 2151659853, HpRunningLight08, 1
equip = 2500775748, HpContrail01, 1
equip = 2500775748, HpContrail02, 1
equip = 2500775748, HpContrail03, 1
equip = 2500775748, HpContrail04, 1 </font></pre>
Eagle , Civilian very heavy fighter <pre><font size=1 face=Courier>ship_archetype = 2702011459

equip = 2189918923, , 1
equip = 2482777999, , 1
...
equip = 2802020621, HpRunningLight01, 1
equip = 2802020621, HpRunningLight02, 1
equip = 2802020621, HpRunningLight03, 1
equip = 2802020621, HpRunningLight04, 1
equip = 2802020621, HpRunningLight05, 1
equip = 2802020621, HpRunningLight06, 1
equip = 2802020621, HpRunningLight07, 1
equip = 2802020621, HpRunningLight08, 1
equip = 2802020621, HpRunningLight09, 1
equip = 2802020621, HpRunningLight10, 1
equip = 2500775748, HpContrail01, 1
equip = 2500775748, HpContrail02, 1 </font></pre>

Edited by - JohnSteve on 05-08-2003 05:33:13

Post Fri Aug 01, 2003 11:01 am

... Continued

Bloodhound , Pirate's light fighter <pre><font size=1 face=Courier>ship_archetype = 2917601664

equip = 2864006792, , 1
equip = 3217975054, , 1
...
equip = 2801007561, HpRunningLight01, 1
equip = 2801007561, HpRunningLight02, 1
equip = 2801007561, HpRunningLight03, 1
equip = 2801007561, HpRunningLight04, 1
equip = 2801007561, HpRunningLight05, 1
equip = 2801007561, HpRunningLight06, 1
equip = 2801007561, HpRunningLight07, 1 </font></pre>
Dagger , Border World's light fighter <pre><font size=1 face=Courier>ship_archetype = 2248965056

equip = 2946888966, , 1
equip = 2232532170, , 1
...
equip = 2151659853, HpRunningLight01, 1
equip = 2151659853, HpRunningLight02, 1
equip = 2151659853, HpRunningLight03, 1
equip = 2151659853, HpRunningLight04, 1
equip = 2151659853, HpRunningLight05, 1
equip = 2151659853, HpRunningLight08, 1
equip = 2500775748, HpContrail01, 1
equip = 2500775748, HpContrail02, 1 </font></pre>
Legionnaire , Corsairs' light fighter <pre><font size=1 face=Courier>ship_archetype = 2435672448

equip = 2582876104, , 1
equip = 2240404109, , 1
...
equip = 2801007561, HpRunningLight01, 1
equip = 2801007561, HpRunningLight02, 1
equip = 2801007561, HpRunningLight03, 1
equip = 2500775748, HpContrail01, 1
equip = 2500775748, HpContrail02, 1 </font></pre>
Reminder: I always replace the ships' power (equipments' 1st line) with the more/most powerful one, e.g. Titan <pre><font size=1 face=Courier>equip = 2514394563, , 1 </font></pre> or <pre><font size=1 face=Courier>equip = infinite_power, , 1 </font></pre>

Edited by - JohnSteve on 05-08-2003 05:38:31

Post Fri Aug 01, 2003 11:15 am

Wolfhound , Pirate's heavy fighter <pre><font size=1 face=Courier>ship_archetype = 3072655695

equip = 2514394563, , 1
equip = 3147096135, , 1
...
equip = 2801007561, HpRunningLight01, 1
equip = 2801007561, HpRunningLight02, 1
equip = 2801007561, HpRunningLight03, 1
equip = 2801007561, HpRunningLight04, 1
equip = 2801007561, HpRunningLight05, 1
equip = 2801007561, HpRunningLight06, 1
equip = 2500775748, HpContrail01, 1
equip = 2500775748, HpContrail02, 1 </font></pre>
Hammerhead , Bounty Hunters' very heavy fighter <pre><font size=1 face=Courier>ship_archetype = 2270462412

equip = 3208063555, , 1
equip = 2893613511, , 1
...
equip = 2470059588, HpRunningLight01, 1
equip = 2470059588, HpRunningLight02, 1
equip = 2470059588, HpRunningLight03, 1
equip = 2470059588, HpRunningLight04, 1
equip = 2470059588, HpRunningLight05, 1
equip = 2470059588, HpRunningLight06, 1
equip = 2470059588, HpRunningLight07, 1
equip = 2470059588, HpRunningLight08, 1
equip = 2470059588, HpRunningLight09, 1
equip = 2470059588, HpRunningLight10, 1
equip = 2500775748, HpContrail02, 1 </font></pre>
Centurion , Corsairs' heavy fighter <pre><font size=1 face=Courier>ship_archetype = 2294760008

equip = 2403646734, , 1
equip = 2257181313, , 1
...
equip = 2801007561, HpRunningLight01, 1
equip = 2801007561, HpRunningLight02, 1
equip = 2801007561, HpRunningLight03, 1
equip = 2500775748, HpContrail01, 1
equip = 2500775748, HpContrail02, 1 </font></pre>
--------------------
Added on August 7, 2003: I've made a table that specify what's need to be in the *.fl file for each known fighters.
See them below, i.e. on page 2 .

Edited by - JohnSteve on 07-08-2003 09:19:40

Post Fri Aug 01, 2003 11:21 am

Oh, one more thing:
Find and remove all lines beginning with <pre><font size=1 face=Courier>locked_gate = </font></pre> This way all jump gates/holes you've found so far will be accessible. This may include jump holes to Tohoku and the jump gate to Alaska (in New York).

More information / list about jump holes, systems, and several bases can be seen on page 2 on this thread.

Edited by - JohnSteve on 14-08-2003 07:46:00

Post Fri Aug 01, 2003 5:27 pm

JohnSteve, why don't you just stop your random spewage until you have found something interesting and then post the condensed form of that information, preferrably in an appropriate forum?

The timestamp is a 64-bit integer (Win32 FILETIME format) given in two 32-bit halves with the high word first; according to the Microsoft KB this represents the number of 100-nanosecond intervals since 01.01.1601.

The longish numbers are hashes of the internal databases keys used by the Freelancer engine (nicknames). Have a look at the thread Decompiler for Savegame .FL files? in the Freelancer Editing Utilities forum for some information that might be of interest.

I have a couple of FoxPro tables with equipment/ship/base/system/market data extracted from the .ini files, so it is easy to generate a listing with hash+nickname+name for ships, equipment, bases or whatnot. If you think this could be helpful for your exploration then say what you want ... I only need to type an SQL query and then I can paste the result into a forum post.

BTW, if you want to experiment with changing savegames then you can type nicknames instead of hash numbers at least in some places. More convenient.

Here's a list of all ships and their hashes, sorted by hash. This can be useful for making sense of the shiptype_killed entries.

2151746432, ge_fighter, Starflier
2165116995, ge_fighter5, Falcon
2170806662, li_cruiser, Liberty Cruiser
2246075530, bh_fighter, Piranha
2247165066, rh_fighter, Banshee
2248965056, bw_fighter, Dagger
2257007305, br_elite, Crusader
2257092298, br_fighter, Cavalier
2270462412, bh_elite2, Hammerhead
2271974600, or_osiris, Osiris
2294760008, co_elite, Centurion
2298621889, RTC_Lifeboat,
2316709831, ge_prison, Prison Liner
2347390347, ku_destroyer, Kusari Destroyer
2358174656, br_destroyer, Bretonia Destroyer
2380525262, msn_playership, Starflier
2385054144, li_fighter_indestr, Patriot
2389009608, mission02_burning_transport, Transport
2410575040, ge_lifter, Heavy Lifter
2435672448, co_fighter, Legionnaire
2456439424, ge_armored, Armored Transport
2470853634, ku_gunboat, Kusari Gunboat
2480712260, li_fighter_King, Patriot
2485863490, no_gunboat, Nomad Gunboat
2511993871, ge_large_train, Large Train
2523484675, ge_miner, Mining Ship
2529638985, bw_elite, Stiletto
2563328266, ge_large_transport, Large Transport
2573757580, rh_cruiser, Rheinland Cruiser
2605017987, ku_dragon, Dragon
2645496772, ge_armored_nobay, Armored Transport
2650442112, li_fighter, Patriot
2657702723, ge_liner, Luxury Liner
2688203850, rh_freighter, Humpback
2693654604, large_transport_m03, Large Transport
2701984835, ge_fighter4, Hawk
2702011459, ge_fighter6, Eagle
2702048323, ge_fighter2, Startracker
2704647112, li_freighter, Rhino
2705036494, pi_freighter, Mule
2745310027, ge_train, Train
2767903560, rh_gunboat, Rheinland Gunboat
2773058880, debris_tosser_200, Patriot
2793834180, or_elite, Anubis
2796325837, li_elite2, Defender
2805431751, bw_elite2, Sabre
2806013121, co_elite2, Titan
2810421512, br_gunboat, Bretonia Gunboat
2820316814, ge_csv, CSV
2823125642, mission02_burning_l_elite, Defender
2913217602, or_elite_msn01, Order Ship
2917601664, pi_fighter, Bloodhound
2984310671, br_battleship, Bretonia Battleship
2986822601, bh_elite, Barracuda
2991449024, ku_fighter, Drake
2992982989, rh_elite, Valkyrie
3021923272, ge_transport, Transport
3038813056, no_fighter, Nomad Fighter
3042252942, ku_battleship, Kusari Battleship
3072655695, pi_elite, Wolfhound
3074863431, li_elite, Defender
3084736265, no_battleship, Nomad Battleship
3119119432, rh_battleship, Rheinland Battleship
3129997704, ge_repair, Repair Ship
3151149197, br_freighter, Clydesdale
3158711104, ku_elite, Dragon
3166047942, ku_freighter, Drone
3199383692, bw_freighter, Dromedary
3218218375, li_dreadnought, Liberty Dreadnought

Post Mon Aug 04, 2003 5:08 am

Thanks for your response, Sherlog .
Jor's flcodec and your hash function are what I've been looking for, all this time. I'd like to play the sp campaign without having to mod the game here and there.

My favourite configuration for a ship is:
a Dagger light fighter, equipped with
- Titan's power
- Cavalier's engine
- 2 Nomad blasters
- 1 Nomad cannon
- Kraken Type 2
- Skyblast B Turret
- Sunslayer torpedo with more than 50 torps
- Ripper mine (carrying > 50 mines)
- Adv. Champion (class 10) graviton L.F. shield
- lots of nanobots and shield batteries (more than 70 each)
- the usuals : Adv. Countermeasure, Adv. Thruster
- Diamonds (lots of them!) surpassing my cargo's capacity

I wrote those previous posts as a way to inform everyone in this particular forum that it is possible to fly such a configuration in the sp campaign, right from the beginning, i.e. after accepting the 1st mission from Juni, and without mod -ing.

Now, I wonder... would it be possible to show Leeds-Cambridge and Cambridge-Omega3 jump holes in the Nav-map by editing the *.fl file? Hmm... let's see what the above tools can do. Maybe the information provided by Hobbes or Buck Danny also can help.

Edited by - JohnSteve on 05-08-2003 05:55:03

Post Mon Aug 04, 2003 9:17 am

nicknames are indeed can be used instead of hash numbers for ship type and its equipment.

Thanks for flhash.exe, I found out that by inserting <pre><font size=1 face=Courier>visit = 2747303563, 1 </font></pre> at the appropriate place/line in the *.fl file, the jump hole from Leeds to Cambridge would show up in the Nav-map.
Also, by inserting <pre><font size=1 face=Courier>visit = 2919942795, 1 </font></pre> the jump hole from Cambridge to Omega-3 would be shown.
In the 'visit = ...' case we cannot use nicknames, e.g. "Br04_to_Br03_hole", "Br03_to_Bw01_hole" etc.

Edited by - JohnSteve on 04-08-2003 10:51:24

Post Mon Aug 04, 2003 12:31 pm

Here is my chosen ship and loadout as described above: <pre><font size=1 face=Courier>ship_archetype = bw_fighter

equip = infinite_power, , 1
equip = ge_bf_engine_01, , 1
equip = ge_s_scanner_01, , 1
equip = ge_s_tractor_01, , 1
equip = shield01_mark10_lf, HpShield01, 1
equip = ge_s_thruster_04, HpThruster01, 1
equip = special_nomad_gun01, HpWeapon01, 1
equip = special_nomad_gun01, HpWeapon02, 1
equip = special_nomad_gun02, HpWeapon03, 1
equip = fc_ou_gun02_mark05, HpWeapon04, 1
equip = gd_gm_turret01_mark03, HpTurret01, 1
equip = torpedo01_mark02, HpTorpedo01, 1
equip = mine02_mark05, HpMine01, 1
equip = ge_s_cm_03, HpCM01, 1
equip = LargeWhiteSpecial, HpHeadlight, 1
equip = DockingLightRedSmall, HpDockLight01, 1
equip = DockingLightRedSmall, HpDockLight02, 1
equip = SlowSmallWhite, HpRunningLight01, 1
equip = SlowSmallWhite, HpRunningLight02, 1
equip = SlowSmallWhite, HpRunningLight03, 1
equip = SlowSmallWhite, HpRunningLight04, 1
equip = SlowSmallWhite, HpRunningLight05, 1
equip = SlowSmallWhite, HpRunningLight08, 1
equip = contrail01, HpContrail01, 1
equip = contrail01, HpContrail02, 1
cargo = special_nomad_gun02, 1, , , 0
cargo = fc_ou_gun02_mark05, 1, , , 0
cargo = loot_turret01, 1, , , 0
cargo = missile01_mark05, 1, , , 0
cargo = missile02_mark05, 1, , , 0
cargo = missile03_mark04, 1, , , 0
cargo = cruise_disruptor01_mark02, 1, , , 0
cargo = mine01_mark05, 1, , , 0
cargo = ge_s_repair_01, 7000, , , 0
cargo = ge_s_battery_01, 700, , , 0
cargo = ge_s_cm_03_ammo, 700, , , 0
cargo = torpedo01_mark02_ammo, 700, , , 0
cargo = missile01_mark05_ammo, 300, , , 0
cargo = missile02_mark05_ammo, 300, , , 0
cargo = missile03_mark04_ammo, 500, , , 0
cargo = cruise_disruptor01_mark02_ammo, 500, , , 0
cargo = mine01_mark05_ammo, 300, , , 0
cargo = mine02_mark05_ammo, 700, , , 0
cargo = commodity_diamonds, 700, , , 0 </font></pre>

Post Mon Aug 04, 2003 11:48 pm

Hi !
Have You seen the strange values of reputation with these ID ?

fc_n_grp, fc_kn_grp, fc_ln_grp, fc_rn_grp are in good terms together (0.9)

fc_n_grp have -0.65 points with all human factions but the three others are various reputation with some human faction

fc_ouk_grp, fc_q_grp, fc_f_grp seem to have no contact with human factions (totally neutral) but no good relation with nomads.

It's very strange. What are this factions ??? Something with the storyline ?? Ghost ? I am afraid to find a hope and be disapointed again...LOL

I have tried to see if some value change when i shoot the nomads near planet gammu, but nothing change, just all supposed nomads ID return the -0.9 value.

If you have an idea ?

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