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Problem at Battleship Norfolk

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Post Tue Jul 20, 2004 7:25 pm

Problem at Battleship Norfolk

Problem at Battleship Norfolk

Game crashes to desktop when your ship is fired upon by the Battleship Norfolk in Cambridge.

I have 3 or 4 players on my server now who have this problem. I have to edit them out of the area before they can play again. Has anyone else run into this problem? If so were you able to figure out what the problem was and fix it?

Now before you ask, I DID search and found nothing on the site about this. My server is NOW modded with Nomads in all systems and House Capital Ship encounters, but this was a problem even before with I just had the ALL Jumphole/ Jumpgate access MOD running.

Post Wed Jul 21, 2004 1:00 am

Try deactivating the mod, then delete FL, reinstall, and do a char wipe. Then try again.

We had ALOT of people who tried evo who complained about crashes from silly things ranging from buying a commodity, to going through jumpgates. Simply put, once we pleaded with them to do as we flippin asked (delete FL, do a clean install, and then download the mod, delete all save games etc, install the SDK then activate the mod), they ALL came back saying the problem was solved...........

Meaning - sometimes stuff cocks up, and when a server hadn't done what we asked, it crashed alot for stupid reasons too. So i would seriously try that first - complete reinstall etc, and then see if it continues.

After that, did you change the loadouts of stations guns, or ships at all? It could also be a spawn issue which is triggered when the battleship is hostile (spawns often trigger when something happens - ie launch, exit/enter tradelanes/jumpgates etc. It maybe that you enter the zone around that battleship for encounters - of which one is bad. Check you have spelled everything in the loadouts right.

ALSO - have you checked you don't get issues with bretonian gunboat??

Try this - data/missions/encounters/area_gunboat.ini file - open that up, you see this:

[EncounterFormation
ship_by_class = 1, 1, sc_gunboats
pilot_job = assault_leader_job
make_class = wanderer
formation_by_class = gunboats
behavior = wander
arrival = all, -object_all
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite

[Creation
permutation = 0, 3

change the line that says sc_gunboats to sc_fighters instead.

[EncounterFormation
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = wanderer
formation_by_class = gunboats
behavior = wander
arrival = all, -object_all
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite

[Creation
permutation = 0, 3

Save and try that (actually - try this first). Having capships encounters seems to cock up this encounter for some bizzaa reason. Change that first and see what happens

Edited by - Chips on 7/21/2004 2:04:14 AM

Post Fri Jul 23, 2004 8:34 pm

Chips thanks for the reply

This problem started back when the ONLY thing edited was initworld.ini to open all the SP jumpholes and jumpgates, and set all reps to nutural. I dont run FLMM on the server, all of the MOD edits were done by hand. Non of the gunboats or battleships have this effect on the players just the the Battleship Nofolk base.

Now the delete and reinstall, is that for the server or the client? And are you including all the MP player account folders as well? If so that is going to make about 700 people VERY unhappy.

Edited by - {GrimAxe}Achilles on 7/23/2004 9:36:00 PM

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