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Capital Vessels

The general place to discuss MOD''ing Freelancer!

Post Sat Oct 06, 2007 12:14 pm

Capital Vessels

Currently our modteam encountered massive problems to get thier capitalships working under a 1.1 Server, what in general result in a "possible cheating".

Is anything known about stricter limitations under 1.1 eviroment, cause 1.0 runs smoth with the same modifications to the ships, do we need to add somthig speacial to get ships working with a decent number of turrets/guns and multiple shields, or is there anything else that can cause this behavior?

Edited by - Holzbein on 10/6/2007 2:19:33 PM

Post Sat Oct 06, 2007 2:41 pm

do your capships have goods entries? hardpoint classes? etc? you have to have these to give players capships with guns with 1.1 i recall

Post Sun Oct 07, 2007 10:27 am

It's usually that the ship has equipment mounted which is of a higher class than the mount it is put onto, or maybe they have more cargo than the capacity of the cargo hold. V1.0 didn't check for that.

You can normally see if you buy the ship then immediately check the equipment, look if anything is higher class than its mount.

The other thing that causes a kick is if you buy the same ship twice. Some people do that to get more guns for example. If the weapon which is mounted on the ship is not sold on that base as well, then the cheat-detect thinks you are cheating and kicks you off.

Roleplay: - the art of self-deceipt!

Post Mon Oct 08, 2007 1:34 am

thx alot, it was for the most part the weaponclass thing

that "double buy" thing is intresting too, we like to make most of the bigger caps unmodifyable, they will have that many stuff on them that u barly miss somthing anyway, and its a balance question on the other side ... any chance to aoid itemtransfer of fixed equipment to the next ship???

Post Mon Oct 08, 2007 6:22 am

just ensure that certain types of equipment are not "transferable" from Caps
to smaller ships and visa/versa.
This may require some basic modification of the Class Types of weapons
as well as minimum/maximum class useable on specific ships.
Say, limit weapons to a max class of 9 on fighters.
Then limit the minimum class weapons for Caps to 10 only.
For certain odd weapon classes, they would have to be reclassified to ensure
they are mounted correctly on their respective ships.

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