Sun Mar 23, 2003 2:10 pm by Wanderer
1: Use the ini extractor downloadable from the lancerreactors website to extract the following files. They are shiparch.ini from the ships folder, engine_equip.ini, goods.ini, market_ships.ini, market_misc.ini, weapon_equip.ini, st_equip.ini, misc_equip.ini, st_good.ini and weapon_good.ini from the equipment folder. Note: this is all found in the data folder. Don’t forget the beam_effects.ini and effects.ini in the fx folder as well as the solararch.ini in the solar folder.
2: Rename all the extracted files from (original file name).txt.ini to just (original file name).ini
3: Place this line inside the shiparch.ini file:
[Ship
ids_name = 237032
ids_info = 66566
nickname = my_li_dreadnought_ship
LODranges = 0, 600, 800, 1000, 1500, 2000, 3000, 20000
msg_id_prefix = gcs_refer_shiparch_Libb
mission_property = can_use_med_moors
type = FREIGHTER
DA_archetype = ships\liberty\li_dreadnought\li_dreadnought.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 100000.000000
linear_drag = 1.000000
hold_size = 1000000
fuse = l_dreadnought_fuse, 0.500000, 1
fuse = li_dreadnought_burning_fuse03, 0.000000, 17325
hit_pts = 70000
explosion_arch = explosion_rh_battleship
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 140000000, 140000000, 140000000
angular_drag = 1400000000, 1400000000, 1400000000
rotation_inertia = 1600000000, 1600000000, 1600000000
nudge_force = 3000000.000000
strafe_force = 3000000
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
cockpit = cockpits\liberty\l_dreadnaught.ini
camera_offset = 80, 370
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
hp_type = hp_turret_special_10, HpTurret_L1_01
hp_type = hp_turret_special_10, HpTurret_L2_01
hp_type = hp_turret_special_9, HpTurret_L3_01
hp_type = hp_turret_special_8, HpTurret_L4_03
hp_type = hp_turret_special_8, HpTurret_L4_04
hp_type = hp_turret_special_7, HpTurret_L4_01
hp_type = hp_turret_special_7, HpTurret_L4_02
hp_type = hp_turret_special_7, HpTurret_L4_05
hp_type = hp_turret_special_7, HpTurret_L4_06
hp_type = hp_turret_special_7, HpTurret_L4_07
shield_link = l_freighter_shield01, HpMount, HpEngine01
hp_type = hp_freighter_shield_special_10, HpEngine01
hp_type = hp_freighter_shield_special_9, HpEngine01
hp_type = hp_freighter_shield_special_8, HpEngine01
hp_type = hp_freighter_shield_special_7, HpEngine01
hp_type = hp_freighter_shield_special_6, HpEngine01
hp_type = hp_freighter_shield_special_5, HpEngine01
hp_type = hp_freighter_shield_special_4, HpEngine01
hp_type = hp_freighter_shield_special_3, HpEngine01
hp_type = hp_freighter_shield_special_2, HpEngine01
hp_type = hp_freighter_shield_special_1, HpEngine01
4: Now open up the goods.ini and place this line:
[Good
nickname = my_li_dreadnought
category = shiphull
ship = my_li_dreadnought_ship
price = 25000000
ids_name = 12018
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3dba
[Good
nickname = my_li_dreadnought_package
category = ship
hull = my_li_dreadnought
addon = ge_s_scanner_02
addon = li_capital_power
addon = ge_s_tractor_01
addon = ge_li_bat_engine_01
addon = sfx_rumble_battleship
addon = li_my_battleship_turret01, HpTurret_L1_01
addon = li_my_battleship_turret01, HpTurret_L2_01
addon = li_my_battleship_missile_turret01, HpTurret_L3_01
addon = li_my_battleship_turret04, HpTurret_L4_01
addon = li_my_battleship_turret04, HpTurret_L4_02
addon = li_my_battleship_flak_turret01, HpTurret_L4_03
addon = li_my_battleship_flak_turret01, HpTurret_L4_04
addon = li_my_battleship_turret04, HpTurret_L4_05
addon = li_my_battleship_turret04, HpTurret_L4_06
addon = li_my_battleship_turret04, HpTurret_L4_07
addon = shield01_mark10_cap, HpEngine01
addon = armor_scale_0
addon = SlowLargeBlue, HpRunningLight15
addon = SlowLargeBlue, HpRunningLight17
addon = SlowLargeRed, HpRunningLight30
addon = SlowLargeRed, HpRunningLight31
addon = SlowLargeRed, HpRunningLight32
addon = SlowLargeRed, HpRunningLight33
addon = SlowLargeBlue, HpRunningLight09
addon = SlowLargeBlue, HpRunningLight11
addon = SlowLargeGreen, HpRunningLight34
addon = SlowLargeGreen, HpRunningLight01
addon = SlowLargeGreen, HpRunningLight02
addon = SlowLargeBlue, HpRunningLight03
addon = SlowLargeBlue, HpRunningLight04
addon = SlowLargeBlue, HpRunningLight05
addon = SlowLargeBlue, HpRunningLight06
addon = SlowLargeBlue, HpRunningLight13
addon = SlowLargeBlue, HpRunningLight14
addon = SlowLargeGreen, HpRunningLight18
addon = SlowLargeGreen, HpRunningLight19
5: Go to the engine_equip.ini and place this line in:
[Engine
nickname = ge_li_bat_engine_01
ids_name = 263889
ids_info = 264889
volume = 400.000000
mass = 10
max_force = 3000000
linear_drag = 100000
reverse_fraction = 0.500000
flame_effect = gf_li_largeengine03
trail_effect = gf_br_transport_engine01_trail
cruise_charge_time = 5
cruise_power_usage = 20
rumble_sound = rumble_battleship
character_start_sound = engine_bw_freighter_start
character_loop_sound = engine_bw_freighter_loop
character_pitch_range = -50, 25
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
engine_kill_sound = engine_bw_freighter_kill
cruise_start_sound = engine_bw_cruise_start
cruise_loop_sound = engine_bw_cruise_loop
cruise_stop_sound = engine_bw_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270
6: Now open up the weapon_good.ini and place this line
[Good
nickname = li_my_battleship_turret01
equipment = li_my_battleship_turret01
category = equipment
price = 5000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263379
ids_info = 264379
shop_archetype = equipment\models\turret\li_turret01.cmp
material_library = equipment\models\li_turret.mat
[Good
nickname = li_my_battleship_turret04
equipment = li_my_battleship_turret04
category = equipment
price = 800000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263382
ids_info = 264382
shop_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat
[Good
nickname = li_my_battleship_beam_turret04
equipment = li_my_battleship_beam_turret04
category = equipment
price = 4000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263383
ids_info = 264383
shop_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat
[Good
nickname = li_my_battleship_missile_turret01
equipment = li_my_battleship_missile_turret01
category = equipment
price = 500000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263384
ids_info = 264384
shop_archetype = equipment\models\turret\li_turret04b.cmp
material_library = equipment\models\li_turret.mat
[Good
nickname = li_my_battleship_missile_turret02
equipment = li_my_battleship_missile_turret02
category = equipment
price = 1000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263384
ids_info = 264384
shop_archetype = equipment\models\turret\li_turret04b.cmp
material_library = equipment\models\li_turret.mat
[Good
nickname = li_my_battleship_missile_turret03
equipment = li_my_battleship_missile_turret03
category = equipment
price = 3000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263384
ids_info = 264384
shop_archetype = equipment\models\turret\li_turret04b.cmp
material_library = equipment\models\li_turret.mat
[Good
nickname = li_my_battleship_flak_turret01
equipment = li_my_battleship_flak_turret01
category = equipment
price = 800000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263384
ids_info = 264384
shop_archetype = equipment\models\turret\li_turret04b.cmp
material_library = equipment\models\li_turret.mat
7: After that go to the weapon_equip.ini and place this line:
[Munition
nickname = li_my_battleship_turret01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 30000
energy_damage = 15000
one_shot_sound = fire_capship_forward_gun
munition_hit_effect = li_capgun_01_impact
const_effect = li_cruiser_maingun
lifetime = 1
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = li_my_battleship_turret01
ids_name = 263379
ids_info = 264379
DA_archetype = equipment\models\turret\li_turret01.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_huge
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
hp_gun_type = hp_turret_special_10
power_usage = 30000
refire_delay = 10
muzzle_velocity = 3000
toughness = 1.600000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_my_battleship_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[LOD
obj = Root
LODranges = 0, 1200
[LOD
obj = barrel
LODranges = 0, 1000
[Munition
nickname = li_my_battleship_turret04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 1000
energy_damage = 0
one_shot_sound = fire_tachyon5
munition_hit_effect = sp_bloodhound_01_impact
const_effect = sp_bloodhound_01_proj
lifetime = 1
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = li_my_battleship_turret04
ids_name = 263382
ids_info = 264382
DA_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
hp_gun_type = hp_turret_special_7
power_usage = 200
refire_delay = 1
muzzle_velocity = 1500
toughness = 0.800000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_my_battleship_turret04_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[LOD
obj = Root
LODranges = 0, 450
[LOD
obj = barrel
LODranges = 0, 500
[Motor
nickname = li_my_battleship_missile_turret01_motor
lifetime = 5
accel = 200
delay = 0
[Explosion
nickname = li_my_battleship_missile_turret01_explosion
effect = li_missile02_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 1000
radius = 16
hull_damage = 20
energy_damage = 20
impulse = 0
[Munition
nickname = li_my_battleship_missile_turret01_ammo
explosion_arch = li_my_battleship_missile_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 20
Motor = li_my_battleship_missile_turret01_motor
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1500
seeker_fov_deg = 270
max_angular_velocity = 30
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100
[Gun
nickname = li_my_battleship_missile_turret01
ids_name = 263384
ids_info = 264384
DA_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
hp_gun_type = hp_turret_special_9
power_usage = 100
refire_delay = 1
muzzle_velocity = 100
toughness = 1.600000
light_anim = l_gun01_flash
projectile_archetype = li_my_battleship_missile_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[LOD
obj = Root
LODranges = 0, 450
[LOD
obj = barrel
LODranges = 0, 500
[Motor
nickname = li_my_battleship_missile_turret02_motor
lifetime = 3
accel = 100
delay = 0
[Explosion
nickname = li_my_battleship_missile_turret02_explosion
effect = ku_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 1000
radius = 100
hull_damage = 1500
energy_damage = 1500
impulse = 0
[Munition
nickname = li_my_battleship_missile_turret02_ammo
explosion_arch = li_my_battleship_missile_turret02_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
munition_hit_effect = rtc_nomadtorpedo_impact
detonation_dist = 4
lifetime = 10
Motor = li_my_battleship_missile_turret02_motor
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1500
seeker_fov_deg = 90
max_angular_velocity = 15
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100
[Gun
nickname = li_my_battleship_missile_turret02
ids_name = 263384
ids_info = 264384
DA_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
hp_gun_type = hp_turret_special_9
power_usage = 500
refire_delay = 5
muzzle_velocity = 100
toughness = 1.600000
light_anim = l_gun01_flash
projectile_archetype = li_my_battleship_missile_turret02_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[LOD
obj = Root
LODranges = 0, 450
[LOD
obj = barrel
LODranges = 0, 500
[Motor
nickname = li_my_battleship_missile_turret03_motor
lifetime = 5
accel = 50
delay = 2
[Explosion
nickname = li_my_battleship_missile_turret03_explosion
effect = ku_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 1000
radius = 1000
hull_damage = 8000
energy_damage = 8000
impulse = 0
[Munition
nickname = li_my_battleship_missile_turret03_ammo
explosion_arch = li_my_battleship_missile_turret03_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
munition_hit_effect = rtc_nomadtorpedo_impact
detonation_dist = 4
lifetime = 10
Motor = li_my_battleship_missile_turret03_motor
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 6000
seeker_fov_deg = 45
max_angular_velocity = 5
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100
[Gun
nickname = li_my_battleship_missile_turret03
ids_name = 263384
ids_info = 264384
DA_archetype = equipment\models\turret\li_turret04b.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
hp_gun_type = hp_turret_special_9
power_usage = 5000
refire_delay = 60
muzzle_velocity = 100
toughness = 1.600000
light_anim = l_gun01_flash
projectile_archetype = li_my_battleship_missile_turret03_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[LOD
obj = Root
LODranges = 0, 450
[LOD
obj = barrel
LODranges = 0, 500
[Munition
nickname = li_my_battleship_beam_turret04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 100
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = li_capgun_01_impact
const_effect = li_ion_beam_01_proj
lifetime = 1500
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = li_my_battleship_beam_turret04
ids_name = 263383
ids_info = 264383
DA_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
hp_gun_type = hp_turret_special_8
power_usage = 25
refire_delay = 0.001000
muzzle_velocity = 1500
toughness = 0.800000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_my_battleship_beam_turret04_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[LOD
obj = Root
LODranges = 0, 450
[LOD
obj = barrel
LODranges = 0, 500
[Motor
nickname = li_ my_battleship_flak_turret01_motor
lifetime = 3
accel = 300
delay = 0
[Explosion
nickname = li_ my_battleship_flak_turret01_explosion
effect = li_flakcannon01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 200
hull_damage = 1500
energy_damage = 750
impulse = 0
[Munition
nickname = li_my_battleship_flak_turret01_ammo
explosion_arch = li_my_battleship_flak_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_capship
detonation_dist = 50
lifetime = 10
Motor = li_ my_battleship_flak_turret01_motor
force_gun_ori = false
const_effect = li_flakcannon01_proj
HP_trail_parent = HPExhaust
seeker = DUMB
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100
[Gun
nickname = li_my_battleship_flak_turret01
ids_name = 263383
ids_info = 264383
DA_archetype = equipment\models\turret\li_turret04b.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 500
refire_delay = 1
muzzle_velocity = 100
toughness = 1.600000
flash_particle_name = li_flakcannon01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_ my_battleship_flak_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[LOD
obj = Root
LODranges = 0, 450
[LOD
obj = barrel
LODranges = 0, 500
8: Now go to the cockpits\liberty\ folder and create a new .ini file or extract and rename an existing one to l_dreadnaught.ini and make sure that the insides only have this line:
[Cockpit
mesh = cockpits\liberty\models\li_freighter_cockpit.cmp
int_brightness = 0.500000
head_turn = 30, 10
[CockpitCamera
[TurretCamera
tether = 0.000000, 50, 400
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5
9: Open up the st_equip.ini and put this line in:
[ShieldGenerator
nickname = shield01_mark10_cap
ids_name = 263818
ids_info = 264818
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 6752
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
regeneration_rate = 5000
max_capacity = 50000
toughness = 2000
hp_type = hp_freighter_shield_special_10
offline_rebuild_time = 20
offline_threshold = 0.150000
constant_power_draw = 0
rebuild_power_draw = 10
shield_type = S_Graviton01
shield_collapse_sound = shield_offline
shield_rebuilt_sound = shield_rebuilt
shield_hit_effects = 0, gf_pi_shield01
shield_hit_effects = 100, gf_pi_shield02
shield_hit_effects = 500, gf_pi_shield03
separation_explosion = sever_debris
LODranges = 0, 20
lootable = true
10: Open up the misc_equip.ini and place this line in
[Power
nickname = li_capital_power
ids_name = 263704
ids_info = 264704
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 50000
charge_rate = 10000
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = false
11: Open up the st_good.ini and place this line in:
[Good
nickname = shield01_mark10_cap
equipment = shield01_mark10_cap
category = equipment
price = 8000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
combinable = false
ids_name = 263818
ids_info = 264818
shop_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
12: Now open up the market_misc.ini and place this line under the base description of Li01
MarketGood = li_my_battleship_turret01, 0, -1, 10, 10, 0, 1
MarketGood = li_my_battleship_turret04, 0, -1, 10, 10, 0, 1
MarketGood = li_my_battleship_beam_turret04, 0, -1, 10, 10, 0, 1
MarketGood = li_my_battleship_missile_turret01, 0, -1, 10, 10, 0, 1
MarketGood = li_my_battleship_missile_turret02, 0, -1, 10, 10, 0, 1
MarketGood = li_my_battleship_missile_turret03, 0, -1, 10, 10, 0, 1
MarketGood = li_my_battleship_flak_turret01, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark10_cap, 0, -1, 10, 10, 0, 1
13: Go the market_ships.ini and look for the line li01. Replace that entire header and the column directly under it. It should look like this:
[BaseGood
base = Li01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = my_li_dreadnought_package, 0, -1, 1, 1, 0, 1, 1
marketgood = lf_package, 1, -1, 0, 0, 1, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1
14: Open up the effects.ini and place this line in
[Effect
nickname = li_ion_beam_01_proj
effect_type = EFT_WEAPON_PROJ
vis_beam = li_ion_beam_01
15: Then go to the beam_effects.ini and place this line
[BeamSpear
nickname = li_ion_beam_01
tip_length = 9000
tail_length = 9000
head_width = 4
core_width = 3
tip_color = 46, 214, 250
core_color = 79, 251, 247
outter_color = 0, 0, 206
tail_color = 55, 55, 155
head_brightness = 0.8
trail_brightness = 1
head_texture = star
trail_texture = wide
flash_size = 4
16: Open up your solararch.ini and search for the word “station”. A basic sample looks like this:
[Solar
nickname = largestation1
ids_name = 60219
ids_info = 60220
type = STATION
DA_archetype = solar\dockable\station_large_b_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 2000, 3000, 4000, 7000, 40000
mass = 10000.000000
loadout = space_station
docking_sphere = berth, HpDockMountA, 5.000000, Sc_open dock1
docking_sphere = berth, HpDockMountB, 5.000000, Sc_open dock2
docking_sphere = berth, HpDockMountC, 5.000000, Sc_open dock3
docking_sphere = berth, HpDockMountD, 5.000000, Sc_open dock4
docking_sphere = moor_large, HpDockMountE, 10.000000
docking_sphere = moor_large, HpDockMountF, 10.000000
docking_sphere = moor_medium, HpDockMountG, 5.000000
docking_sphere = moor_medium, HpDockMountH, 5.000000
docking_sphere = moor_medium, HpDockMountI, 5.000000
docking_sphere = moor_medium, HpDockMountJ, 5.000000
docking_sphere = moor_medium, HpDockMountK, 5.000000
docking_sphere = moor_medium, HpDockMountL, 5.000000
docking_sphere = moor_medium, HpDockMountM, 5.000000
docking_sphere = moor_medium, HpDockMountN, 5.000000
docking_sphere = moor_medium, HpDockMountO, 5.000000
docking_sphere = moor_medium, HpDockMountP, 5.000000
docking_sphere = moor_medium, HpDockMountQ, 5.000000
docking_sphere = moor_medium, HpDockMountR, 5.000000
docking_camera = 0
solar_radius = 800
shape_name = NAV_largestation
hit_pts = 999999961690316250000000000000000000.000000
Replace all of the moor_medium numbers with ones ranging from 10 to 20
docking_sphere = moor_medium, HpDockMountJ, 5.000000
to
docking_sphere = moor_medium, HpDockMountJ, 10.000000
The only exception is the docking ring in which this is to replace this:
docking_sphere = ring, HpDockMountA, 40, Sc_open dock a
docking_sphere = ring, HpDockMountB, 40, Sc_open dock b
to this:
docking_sphere = jump, HpDockMountA, 40, Sc_open dock a
docking_sphere = jump, HpDockMountB, 40, Sc_open dock b
Don't forget to find the docking_ringx2_lod.sur file in the data\solar\dockable folder and rename it. That way you won't collide with it when leaving or docking.
Edited by - Wanderer on 26-03-2003 02:42:12
Edited by - Wanderer on 27-03-2003 05:53:49
Edited by - Wanderer on 28-03-2003 12:36:03