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**Tutorial** - Capital Ship Encounters

Here you find the different tutorials on editing and MODing Freelancer

Post Tue Apr 29, 2003 5:06 am

Great work! I've got all sorts of wonderful ships floating about Manhattan, but I've got one of two things to state:

Using the FLrebalancemod.05c.zip (FL Rebalance mod) I cannot load into the Manhattan System (Or any other systems) If you want to see the source its on the Reactor page. Anyway, Doesn't really bother me as much as....

I cannot get the Capital ships to engage each other. I have their reps at -.65 apiece, and I set one faction (rh_n_grp) to unlawful with Liberty (li_n_grp) set to lawful. I've changed them both to unlawful, but I can't test as per reason #1. (I being a dummy didn't backup the .ini's.

Anyway, thought I'd heads up the board and see if I can get a response from you.

(My first post....Yeay.)

Post Tue Apr 29, 2003 12:48 pm

Colt,

It's comming along quite nicely actually. I'm doing a "Liberty vs Rhinland War" mod with the battleship code. If you wish, feel free to get another couple factions fighting. It's taking a bit longer than anticipated due to location problems such as ships not appearing where they should be (yes, I've checked the multiplyers) and battleships not using their full potential.

It isn't right when a Rhinland cruser and a Liberty cruser go at each other they are only using the bare minimum of weaponry. Two forward laser turrets. The Liberty crusers don't even attack with their "cannon" for cryin out loud. However, when I attack them, they go full out, which I find strange.

As you can see, a good many bugs to work out. I am in the beta testing phase and have a group working on it. I also have 2 other "ship" mods on the go (Lambda shuttle & B-Wing), that I have people yelling at me to finish, so the battleship mod might take a bit longer than normal. Hopefully it won't be much longer though.

~Jay~

I've just had the most disturbing encounter with a mad woman on the Holodeck. - Holographic Doc

Post Wed Apr 30, 2003 10:39 pm


for the guys with modding probs
a kinda this mod is now downloadable from www.station-network.de
its a german site with a german mod description. The mod is called BSE-MOD


Yeah, as a a matter of fact, that's MY mod...different title, IDENTICAL files and filenames! The author ("Vindicator" as he's known over on Station Network) copy-pasted the first four posts of this thread LITERALLY, WORD FOR WORD, then translated them all to german and posted the tutorial on SN's forum as if it were his OWN work, without giving me credit ANYWHERE.

Edited by - Nephilim on 01-05-2003 13:28:02

Post Thu May 01, 2003 5:07 pm

hmm well, seems that you're right.... :/

but i ve downloaded his mod and noticed some changes (like adding different ecounters and making ships dropping loot)

ive visited the site and i saw he wrote "Credit: Truga für sein tolles Nomad battleship tutorial und natürlich an Nephilim, der mich auf den richtigen Weg gebracht, und zu MOD inspiriert hat." So he a least gave you a credit.

Post Thu May 01, 2003 5:40 pm

He edited his post. That line wasn't there yesterday (it read "Credit: Truga für sein tolles Nomad battleship tutorial" originally). I'm fluent in German, so I know what he did and didn't write.

Post Thu May 01, 2003 5:44 pm

hey by the way another question: how can i add my own created ship as an ecounter

Post Fri May 02, 2003 12:01 am

Simple:

1) throw together a loadout for your ship if you haven't already done so (loadouts.ini)
2) create an NPCShipArch in npcships.ini that links to your ship's loadout and archetype (shiparch.ini)
3) place your ship under the authority of a faction of your choice (faction_prop.ini)
4) script an encounter involving that faction

Edited by - Nephilim on 02-05-2003 23:31:05

Post Fri May 02, 2003 1:23 pm

hey the own char is not definied in a faction, right?
so if you coul change this, i might be possible to add a kinda wingman, or is this too impossible...

Post Fri May 02, 2003 9:13 pm

Damn it. I've tried everything. I've looked over the thread twice and I don't see my answer anywhere. So, I'm posting this hoping someone can help me out. For some reason, I can't get Rheinland and Liberty to fight outside Manhattan. I've followed the instructions exactly. Rheinland and Liberty show up, but they don't fight eachother. And when I fire on a Rheinland ship, everyone gets PO'd and tries to kill me. I've added Rheinland appropriately to the Manhattan area:

encounter = capitalships_Liberty, 19, 1.000000
faction = li_n_grp, 1.000000
encounter = capitalships_Rheinland, 19, 1.000000
faction = rh_n_grp, 1.000000

[EncounterParameters
nickname = capitalships_Liberty
filename = missions\encounters\capitalships_Liberty.ini

[EncounterParameters
nickname = capitalships_Rheinland
filename = missions\encounters\capitalships_Rheinland.ini

I've gone in initialworlds.ini and changed the li_lsf, li_n, and li_p reps for fc_rh_grp, rh_n, rh_p, and rh_n to -0.65, and vise-versa for rh to liberty. I've also set the rh battleships, gunboats, and cruisers to unlawful in npcships.ini along with the entire rh faction to unlawful in faction_prop.ini. It's still had the same effect. What am I doing wrong? I'll greatly appreciate any assistance. Thanks.

Edited by - Dragoon22 on 02-05-2003 22:14:35

Post Fri May 02, 2003 10:48 pm

Number one: lower your factions' encounter probability by 20% or so
Number two: restore said factions' legality settings (ships too)
Number three: don't test in singleplayer mode, run your own LAN server instead

Minor tangent: even if two factions are duking it out amongst themselves, you won't gain sympathy points by interfering. You'll only further enrage the side you don't pick to be on.

Edited by - Nephilim on 02-05-2003 23:48:17

Post Mon May 05, 2003 9:02 pm

Hi

i tried out, to equipt npc ships (the caps too) with nanobots and shielbatts.

For trying this i took this one from loadouts.ini:

[Loadout
nickname = co_li_freighter_loadout01
archetype = li_freighter
equip = ge_lfr_engine_01
equip = npc_shield01_mark03, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = armor_scale_2
equip = co_gun01_mark03, HpWeapon01
equip = co_gun01_mark03, HpWeapon02
equip = co_turret01_mark02, HpTurret01
equip = co_turret01_mark02, HpTurret02
equip = co_turret01_mark02, HpTurret03
equip = co_turret01_mark02, HpTurret04
equip = co_turret01_mark02, HpTurret05
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallBlue, HpRunningLight01
equip = SlowSmallBlue, HpRunningLight02
equip = SlowSmallBlue, HpRunningLight03
equip = SlowSmallBlue, HpRunningLight04
equip = SlowSmallBlue, HpRunningLight05
equip = SlowSmallBlue, HpRunningLight06
equip = SlowSmallBlue, HpRunningLight07
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 30 <--------- add this
cargo = ge_s_repair_01, 30 <--------- add this too

this in the entry for the liberty rhino NPC (here equipted with 30 batts and bots)

the rhino uses his batts and botts very well, but for example a xeno starflier just ignores them....

what is wrong there ?!

Post Wed May 07, 2003 1:43 am

You guys may have figured this out by now, but NEVER EVER EVER set an encounter to anything with path in it.... this includes patrolp, yes that's patrol with a "p", it's looking for a predefined path and if it can't finds it, it crashes. I dunno how to add paths. Also, I don't know how to add in missions either. I thougt it was the mission_eligible = true field, but it isnt.... maybe it not only has to be referenced there, but also in mbases.ini. mbases.ini controlls the populations of planets and stations... and also the missions and rumors, and purchaseable info and bribes you can get fro the people in the bars and stuff...... interesting file.... lots of possibilities...

P/-/3@R D@ D@\/\/G F00lZ

Check out what I'm doing for Reynen's Mod @ my website[!

Post Wed May 07, 2003 5:41 am

I found that the faction_weight = li_n_grp, 10 lines means the encounter is always active. Anything less than 10 reduces the likely hood of it happening.

Giskard

Edited by - giskard on 07-05-2003 06:45:28

Post Wed May 07, 2003 5:09 pm

hey nephillim!

are you THAT Nephilim who wrote start.exe???

lol

Edited by - Berserkir on 08-05-2003 17:10:09

Post Tue May 13, 2003 12:06 am

Is there a simple way in SP to make the capital ships fight?

I have tried everything suggested here and they just glide past one another.

I also tried setting up a Kusari-Rheinland-Corsair battle at Crete - no success.

Is there anyway to make the fighters better at killing cap ships and vice versa?

Thx in advance

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