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Prob with stations

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Post Wed Mar 21, 2007 3:03 pm

Prob with stations

Hi everybody, I have a little prob with my stations in mod I'm building for myself, but there's no way I can fix it, if anybody could help that would be great

Here's the problem: I created a new faction, set the reps in the initialworld.ini as well as the empathy and the field in the factionprops.ini, but still the stations belonging to this faction are not attacking those damn Xenos (who they hate though). I checked the loadouts (maybe a scanner or powerplant missing but no), the solar pilot, and tried to change the Xenos encounter from area_scout to area_assault but there no way. The station keeps asking kindly the Xenos to send their ID and tell their destination, though their rep is -0.91 (at each other).

If anybody can figure out what and where the problem could be, that would help a lot.
Thanks

Post Wed Mar 21, 2007 11:16 pm

Have you added reps with other factions in initialworld.ini?
Cuz if you didnt then your new faction is neutral to everyone.

Post Thu Mar 22, 2007 2:48 am

Chek out your base reputation in yoursystem.ini

[Object
nickname = St01_01_Base
ids_name = 196842
pos = -589, 0, -2712
Archetype = planet_icemntcld_2000
ids_info = 65809
spin = 0, 0, 0
atmosphere_range = 2150
burn_color = 255, 222, 160
Base = St01_01_Base
reputation = fc_or2_grp <<<<<------ this line.

Hope this helps.

Post Thu Mar 22, 2007 3:33 am

Yes these 2 things have I done already. thanks for taking some of your time, but it looks like the problem solved itself alone (?) lol
Must've been a bad ini interpretation or so... moding is amazing lol

But a prob remains: my station is a compound, and the parts other than the main station won't fire a single shot (2 domes and a mplatform) though they do have a loadout, the rep 'n so 'n so... they also have the main base as parent...
do the compounds need a pilot as well?

Thanks

Post Thu Mar 22, 2007 12:43 pm

I think they do.
Everything that shoots needs a pilot I guess.

Post Thu Mar 22, 2007 3:08 pm

Just for the record: whenever you change ANYTHING (namely, reputations) in the InitialWorld.ini, you MUST delete your restart.fl in your saved games folder and start a new game for them to take effect. The same goes for newplayer.fl in you EXE folder.

MK

Post Thu Mar 22, 2007 3:29 pm

like MK wrote already delete the restart.fl and start a new game

at the first start of the FL singleplayer it takes the data from the initialworld and some other files and creates a first savegame called restart.fl
all other savegames are based on it then

if you start FL singleplayer a 2nd time FL does search for the restart.fl which was already created at the first time you started the singleplay and it still has the old reputation data from the original initialworlds.ini

so delete the restart.fl... so FL will read out the modded initialworlds.ini to create a new (modded) restart.fl

Post Fri Mar 23, 2007 3:33 am

Well I'll try to remove these files, this should work.
Thanks alot for your help

edit: it works perfectly! Thanks again ^^

Edited by - Nono on 3/23/2007 3:16:51 PM

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