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To make a ship carry more mssiles...

The general place to discuss MOD''ing Freelancer!

Post Sat Oct 06, 2007 5:02 am

To make a ship carry more mssiles...

Would I have to edit the missle launcher itself? I'm guessing the number of missiles something can carry is stored there rather than in the individual ships.

Post Sat Oct 06, 2007 7:57 am

I had the same problem recently but I decided it in another way. I edited weapon_equip.ini and found the sunslayer torpedo(I searched for "hull damage" ) which I wanted to edit. So use Freelancer ini editor. Edit the file which I mentioned. On page 5 called munition you will find a column called "requires_ammo". You must know the name of the missile you want to edit...

Edited by - asparuhov on 10/6/2007 8:57:53 AM

Post Sat Oct 06, 2007 9:09 am

The setting you will change is -

Units_per_container = 10 Change to 50 if you want

Its in the Equipment folder, Weaponsequip/ then the wep you want.

Post Sat Oct 06, 2007 9:21 am

I thought the easiest way to do this is to added the line:

MAX_PLAYER_AMMO = XXX to constants.ini

Where XXX is the number of missiles you want to be able carry per weapon?

Post Sat Oct 06, 2007 8:09 pm

For some honest realism, I would actually limit the number of missles & torpedoes an npc or player ship could carry. For instance, a max of maybe two missles per missle launcher attached to the ship, then one torpedo per torpedo launcher attached. This would effectively require pilots to break off and go re-arm at the nearest neutral or friendly base/planet unless they're using only guns.
This would also help effectively force "missle spammers" to a more realistic fighting level. (Not many people care for "missle spammers" )
For fighters that can mount all missle launchers (Freelancer ships have a max of 6 slots) that would mean a limit of 12 missles max load, 2 cruise disruptors and 1 torpedo. Or in the case of a "Torpedo Bomber" if so equipped..a max of 6 torpedoes. Imagine if your Sunslayers are set to a minimum damage of 25000 instead of the usual 10,000 and set for better tracking and angular veclocity.. WHOAH!
For Cap ships and gun/missle cruisers, a reasonable limit of say..100-160 missles for cap ships and 50-80 missles for gun/missle cruisers.

(with the exception of nomads who are supposed to be an advanced race)
I'd keep their weapons as not requiring ammo. Their torpedo would be made more powerful (like a sunslayer, but capable of tracking like a fire stalker)
Now, to balance this out, I reduce the armor (hit points) of the nomads so they're a little easier to kill.

Post Sun Oct 07, 2007 12:00 am

Nice idea, shame it won't work. The ammo per player is set in the constants.ini

MAX_PLAYER_AMMO = 10

Now this defines the number of torps or missiles you can carry. You will have 10 of everything, missiles, torps or cd's assuming they are ammo based. The only way i know round this is to make the ammo take up volume, so torps take up more cargo space than say missiles. Otherwise the ammo limit is set at whatever number you stick in the above line.

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Post Sun Oct 07, 2007 10:37 am

Heheheh...

Yep, it's as my bud Gibbon says.

Setting the volume for missiles and torps is very logical and would provide more realism, a fighter carrying 700 missiles is ridic.



Hey - I just like these smilies!! Here's a couple more...

8)



Heheheh.

'bye...

Post Sun Oct 07, 2007 11:54 am

I wanted to make a big slow ship for a mod that only carried torpedoes and missles capable of taking out a very strong destructable base. So I wanted to edit it just for that ship. v_v

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