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**Tutorial** - Adding Factions

Here you find the different tutorials on editing and MODing Freelancer

Post Wed May 05, 2004 2:44 am

**Tutorial** - Adding Factions

Key phrases for Search Function: factions, adding factions, how to add factions, custom factions

NB LightRogue promised to proof-read and test this . Until further notic, this tutorial is to be cosnidered a Beta-version.

Begin Edit: -=-=-=-=-=-=-=-=-=

LightROgue has sent me a list with corrections, most of them spelling erros, several grammar errors, and some thing which aren't clear right now (my excuse: English is not my native language ) So please take note that you will encounter these errors.

He also proposed to re-write the tutorial into html, which might be a good idea.

This will of course take some time. No idea how long, but I estimate at least a week.

O, btw, I often use the abbreviation NB . This stands for Nota Bene which is latin for "take good notice". As it is latin, I assumed it was part of the international vocabulary -- but LightRogue says he doesn't know the expression, so I guess my assumption was wrong. So, where I use NB , you should read Please Note.

End Edit: -=-=-=-=-=-=-=-=-=

Of course, people other than LightRogue are free to proof-read this as well.

Please also report typo's and lay-out/make-up errors. This forum lacks a preview function and I have a type-overload now, so I'll probably overlook any error at this moment.


0. DISCLAIMER / MY PERSPECTIVE / REQUIRED KNOWLEDGE

As far as I know, I found out most of the things about how to make a faction by just studying the info-files. But also read a lot on this forum, so obviously I owe a lot to other people. When reading the forum and looking at mods, adding custom factions seems to be a general thing. This tutorial certainly does not pretend to be the authority on adding factions. It's just my attempt to explain how I've done it, to people who apppreciate to read that. There are more tutorials out there that cover this subject, so pick the one that makes most sense to you.


I am building my mod over Xerxes' OpenSP mod. In the proces, I found out, thanks to Nephilim, that custom factions are 100% neutral towards anything in the game - you have to play the mod in MP to actually have them actively participating in combat. You can do this by setting up your own LAn server and log in to that, and then play.

The discovery that custom factions are always neutral in OpenSP, poses the question whether it is necessary at all to build a mod based on OpenSP: because the mod has to be played in MP anyway, I guess it might not be necessary to bypass all of the SP stuff (what OpenSP basically is all about). But because I only know how to do it this way, I can't tell exactly how to create custom factions when not building a mod over OpenSP So, if you don't build your mod over OpenSP, you might want to study that excellent mod and implement it in your mod, or else try to convert this turorial to your own mod.


I can't say anything about SP, have never played that, neither modded nor unmodded. When a friend tipped FreeLancer as the game, we started to play in MP, and that's how I like it: just fly around, trade some stuff, fight some guys, and explore the universe. So I really can't tell how a custom faction will behave in SP.


Please let me know if there's anything incorrect, or missing (preferably with the correction and addition - not just "hey you didn't tell how to ..."


Now, I assume that the reader does know how to build a mod in IGx89's FLMM (which is one of the Holy Tools of Modding!). So any reference to a file that needs to be modded, will actually take place in a copy of that file, in your mod folder.

I also assume the reader knows about ids_name and ids_info values, and how to implement them.

Furthermore, I assume that the reader knows that this forum does not display the closing bracket (the mirrored version of [ , but that it of course needs to be there at the end of any tag that opened with it a [ .



=-=-=-=-=-=-=


Edited by - moonhead on 5/5/2004 4:24:57 AM

Edited by - moonhead on 5/5/2004 2:47:06 PM

Edited by - Chips on 10/31/2004 7:24:40 AM

Edited by - Chips on 10/31/2004 8:04:53 AM

Post Wed May 05, 2004 2:44 am

1. Files to mod

I'll explain details later. I will now just mention the files that need to be modded.

The following three files set up the starting values of the factions, how they interact with each other. These files are where adding a new faction begins. There is no particular order, but treat them as a trinity: if you add a faction to one of them, it should also be in the other two. Errors within and between these files, will render desktop crashes even when you just start up the game (You'll probably won't even make it to the starting menu).


# DATA\initialworld.ini

# DATA\MISSIONS\Empathy.ini

# DATA\MISSIONS\M13 <-- this is an OpenSP file that is considerable different from the original file


The following two files need an entry for the new faction too, but they don't trigger a crash if you forgot them. I only discovered them recently, when my new factions where already fying around in Sirius without any apparent problems. Nevertheless, for completeness sake, you need to mod them too:

# EXE\newplayer.fl

# EXE\mpnewcharacter.fl

Note that these are files with the extension .fl You need the FL Save editor to edit newplayer.fl , but, strangely enough, mpnewcharacter.fl needs simply to be editted with notepad.


Now, the above files lay the foundation for a new faction, but to actually set them up, you need to mod:

# DATA\MISSIONS\faction_prop.ini


Each faction uses NPC-ships; in a way this is outside the scope of this -basic- tutorial, but nevertheless I will address this shortly. The NPC-ships are arranged in:


# DATA\MISSIONS\npcships.ini


To arrange what goods they carry around you need to mod:

# DATA\EQUIPMENT\commodities_per_faction.ini


I would almost forget:

# DATA\RANDOMMISSIONS\VignetteParams.ini

Which seems, among other things, to arrange what factions offer which kind of mssions.


In the next chapters I'll elaborate on each of the files mentioned.




=-=-=-=-=-=-=


Edited by - moonhead on 5/5/2004 4:51:15 AM

Post Wed May 05, 2004 2:45 am

2. modding DATA\initialworld.ini

Initialworld.ini starts with an entry [locked_gates which is of no concern for us now.

This file arrange how the factions like each other - and themselves! - at the beginning of the game.

The entry for the Liberty Navy is:


[Group
nickname = li_n_grp
ids_name = 196846
ids_info = 66200
ids_short_name = 196895
rep = 0.91, li_n_grp
rep = 0.91, li_lsf_grp
rep = 0.91, li_p_grp
rep = 0.65, br_n_grp
rep = 0.65, br_p_grp
rep = 0.65, ku_n_grp
rep = 0, ku_p_grp
rep = 0.65, rh_n_grp
rep = 0, rh_p_grp
rep = 0.65, co_alg_grp
rep = 0.65, co_be_grp
rep = 0.65, br_m_grp
rep = 0.65, co_nws_grp
rep = 0.91, co_hsp_grp
rep = 0.91, co_ic_grp
rep = 0, co_khc_grp
rep = 0.65, co_kt_grp
rep = 0, rh_m_grp
rep = 0.91, co_me_grp
rep = 0.91, co_ni_grp
rep = 0.91, co_os_grp
rep = 0.65, co_rs_grp
rep = 0.65, co_shi_grp
rep = 0.91, co_ss_grp
rep = 0.65, co_ti_grp
rep = 0.91, co_vr_grp
rep = 0, fc_bd_grp
rep = 0, fc_b_grp
rep = -0.65, fc_c_grp
rep = 0, fc_fa_grp
rep = 0, fc_g_grp
rep = 0, fc_gc_grp
rep = 0, fc_h_grp
rep = 0, fc_j_grp
rep = -0.65, fc_lh_grp
rep = -0.65, fc_lr_grp
rep = 0, fc_lwb_grp
rep = 0, fc_m_grp
rep = -0.65, fc_ou_grp
rep = 0, fc_rh_grp
rep = 0, fc_or_grp
rep = -0.65, fc_u_grp
rep = -0.65, fc_x_grp
rep = 0, gd_gm_grp
rep = 0, fc_uk_grp
rep = -0.65, fc_n_grp
rep = 0.91, fc_ln_grp
rep = 0.65, fc_kn_grp
rep = 0.65, fc_rn_grp
rep = 0, fc_ouk_grp
rep = 0, fc_q_grp
rep = 0, fc_f_grp
rep = 0, gd_im_grp
rep = 0, gd_z_grp
rep = 0, gd_bh_grp



There are some notable things here:

The game uses obly 5 values, and after some crashes, I decided to stick to these, which is my advide to you (but please let us know if you've successfully used another value in this file). They are:

0.91
0.65
0
-0.3
-0.65

and they express how much the faction likes the other factions.

Note that this value should cross-correspond! So it the Libert Navy (li_n_grp) has a line

rep = 0.65, co_alg_grp

ALG Waste Disposal (co_alg_grp) will have the line:

rep = 0.65, li_n_grp



Note that the faction like itself the best possible: 0.91 .


Note that the order in which the faction-reps are displayed at each faction entry, is always the same. It corresponds to the order of the faction entries themselves. Actually I don't think
that it will matter if you reverse things, but I see no reason to try that out.

Now, what you must do when uyou add a new faction, is

a) create a new entry for your faction, with all the reps of the other factions,

and

b) put an empathy rate for this new faction at all the other factions' entries.

This is a lot of work, and because incorrect entries can trigger a crash, I stronhly advise you to just use a value of 0 for any new entry. Implement your faction as a totally neutral one; you can always change the rep-values afterwards. (But of course, I say this from my own perspective, and I suffer from a tendency to behave disorganized )

Another tip is: if you want to add a couple of factions, do them at the same time. If you add, say, 3 factions at the same time, you will only have to go through initialworld.ini once. But it might not be wise to do this on your first time.

Anyway adding a faction to initialworld.ini will look like this:

Allow me to introduce you to the Vereenigde Omega Compagnie , the reincarnation of the Vereenigde Oost-Indische Compagnie a Dutch trading company from the 17th century which was the first multinational ever (inluding an imperialist, racist attitude towards the locals in the colonies, but wir haben daß nie gewust ). Btw, did you know the Dutch settled New York (called Nieuw Amsterdam) and discovered Tasmania (named after the Dutch explorer Abel Tasman, who himself called this island Van Diemen's land, after his boss). It was only after the British came to the international scene when the world started to become really messy Just kidding of course, the world has always been messy.

Anyway, in my mod the VOC is chartering the unknown Omega systems, and they have the nickname
nf_voc_grp :


[Group
nickname = nf_voc_grp
ids_name = 196902
*
ids_info = 464752 *
ids_short_name = 206902 *
rep = 0, li_n_grp
rep = 0, li_lsf_grp
rep = 0, li_p_grp
rep = 0, br_n_grp
rep = 0, br_p_grp
rep = 0, ku_n_grp
rep = 0, ku_p_grp
rep = 0, rh_n_grp
rep = 0, rh_p_grp
rep = 0, co_alg_grp
rep = 0, co_be_grp
rep = 0, br_m_grp
rep = 0, co_nws_grp
rep = 0, co_hsp_grp
rep = 0, co_ic_grp
rep = 0, co_khc_grp
rep = 0, co_kt_grp
rep = 0, rh_m_grp
rep = 0, co_me_grp
rep = 0, co_ni_grp
rep = 0, co_os_grp
rep = 0, co_rs_grp
rep = 0, co_shi_grp
rep = 0, co_ss_grp
rep = 0, co_ti_grp
rep = 0, co_vr_grp
rep = 0, fc_bd_grp
rep = 0, fc_b_grp
rep = 0, fc_c_grp
rep = 0, fc_fa_grp
rep = 0, fc_g_grp
rep = 0, fc_gc_grp
rep = 0, fc_h_grp
rep = 0, fc_j_grp
rep = 0, fc_lh_grp
rep = 0, fc_lr_grp
rep = 0, fc_lwb_grp
rep = 0, fc_m_grp
rep = 0, fc_ou_grp
rep = 0, fc_rh_grp
rep = 0, fc_or_grp
rep = 0, fc_u_grp
rep = 0, fc_x_grp
rep = 0, gd_gm_grp
rep = 0, fc_uk_grp
rep = 0, fc_n_grp
rep = 0, fc_ln_grp
rep = 0, fc_kn_grp
rep = 0, fc_rn_grp
rep = 0, fc_ouk_grp
rep = 0, fc_q_grp
rep = 0, fc_f_grp
rep = 0, gd_im_grp
rep = 0, gd_z_grp
rep = 0, gd_bh_grp
rep = 0.91, nf_voc_grp
<-- The faction likes itself!



And, to any other faction entry, the line


rep = 0, nf_voc_grp


should be added.


* NB Chips recently showed how to re-arrange the faction's short names, so that there could be created place within the original NameResource.dll. so that custom factions' names can be made to show up in bribes and missions - which would be much harder to do when using a custom dll, because there seems to some formula in the game where the names used in bribes and missions, is about 131834 higher than the factions' ids_names. I won't cover that in this version, as that post is still fresh on the forum. I might include it later, of course giving full credits to Chips.

There is also the matter of the Factions that don't show up on the rep_menu, which was fixed by Anton. I also won't address that matter now, as it's not a part of creating a new faction.




=-=-=-=-=-=


Edited by - moonhead on 5/5/2004 3:56:03 AM

Post Wed May 05, 2004 2:45 am

3. modding DATA\MISSIONS\Empathy.ini

In Empathy.ini it is arranged how factions have a concern for what happens to their riends and foes. If you make a habit of killing Ageira ships, Deep Space will start to dislike you because Ageira is their ally.

Now, Empathy.ini works much the same as initialworld.ini , as there is an entry for each faction, containing values for the other factions; in this case empathy_rate s.


[RepChangeEffects
group = li_n_grp
event = object_destruction, -0.030000
event = random_mission_success, 0.085900
event = random_mission_failure, -0.045000
event = random_mission_abortion, -0.067500
empathy_rate = li_lsf_grp, 0.400000
empathy_rate = li_p_grp, 0.350000
empathy_rate = br_n_grp, 0
empathy_rate = br_p_grp, 0
empathy_rate = ku_n_grp, 0
empathy_rate = ku_p_grp, 0
empathy_rate = rh_n_grp, 0
empathy_rate = rh_p_grp, 0
empathy_rate = co_shi_grp, 0.050000
empathy_rate = co_khc_grp, 0
empathy_rate = co_kt_grp, 0.050000
empathy_rate = br_m_grp, 0
empathy_rate = co_me_grp, 0.275000
empathy_rate = co_be_grp, 0.050000
empathy_rate = co_rs_grp, 0.050000
empathy_rate = co_vr_grp, 0.250000
empathy_rate = co_ni_grp, 0.300000
empathy_rate = rh_m_grp, 0
empathy_rate = co_ti_grp, 0.050000
empathy_rate = co_ic_grp, 0.250000
empathy_rate = co_ss_grp, 0.300000
empathy_rate = co_hsp_grp, 0.250000
empathy_rate = co_alg_grp, 0.050000
empathy_rate = co_os_grp, 0.200000
empathy_rate = co_nws_grp, 0.050000
empathy_rate = fc_c_grp, 0
empathy_rate = fc_ou_grp, -0.400000
empathy_rate = fc_rh_grp, 0
empathy_rate = fc_bd_grp, 0
empathy_rate = fc_j_grp, -0.050000
empathy_rate = fc_h_grp, 0
empathy_rate = fc_m_grp, 0
empathy_rate = fc_x_grp, -0.450000
empathy_rate = fc_b_grp, 0
empathy_rate = fc_g_grp, 0
empathy_rate = fc_lh_grp, -0.350000
empathy_rate = fc_u_grp, -0.025000
empathy_rate = fc_gc_grp, 0
empathy_rate = fc_lwb_grp, 0
empathy_rate = fc_fa_grp, 0
empathy_rate = fc_lr_grp, -0.250000
empathy_rate = fc_or_grp, 0
empathy_rate = gd_gm_grp, 0
empathy_rate = fc_uk_grp, 0
empathy_rate = fc_n_grp, 0
empathy_rate = fc_ln_grp, 0
empathy_rate = fc_kn_grp, 0
empathy_rate = fc_rn_grp, 0
empathy_rate = fc_ouk_grp, 0
empathy_rate = fc_q_grp, 0
empathy_rate = fc_f_grp, 0
empathy_rate = gd_im_grp, 0
empathy_rate = gd_z_grp, 0
empathy_rate = gd_bh_grp, 0.050000


Now there are two notable differences in Empathy.ini from initialworld.ini :

1. In Empathy.ini a faction does not have an empathy_rate line for itself that looks like the empathy_rates for the other factions. Instead, the netry begins with:


event = object_destruction, -0.030000
event = random_mission_success, 0.085900
event = random_mission_failure, -0.045000
event = random_mission_abortion, -0.067500



which arranges how pissed they like you after finishing, or screwing up, a mission, or blowing up their stuff.

2. The values don't seem to be limited to only 5. It seems to be possible to have any value from -1.000000 to 1.000000. To keep it safe though, use values that the original game also uses. Negative ons for factions they don't like, and positive ones for factions they do like.

Please thinklogically, and rather simple. The game doesn't like ambivalent factions! meaning: a faction can;t be friends with his friend's enemy. That would pose a loyality conflict when those two other factions start killing each other!

It might be smart, just like with initialworld.ini , to set up a faction as being totally neutral in Empathy.ini as well.




=-=-=-=-=-=-=

Edited by - moonhead on 5/5/2004 3:59:13 AM

Post Wed May 05, 2004 2:45 am

4. modding DATA\MISSIONS\M13

As I said, this is an exlcusive OpenSp file. The original doesn't look like it, which to me proves Xerxes' genius. (Does he still come to this forum? Can't remember having read one post of him, but his mod saved from that horrible SP stroy line.)


Anyway, as far as I understand it, this file arranges how the player relates to each faction, using the format:


Act_SetRep = Player, li_n_grp, 0.150000


You should create such a line for your custom faction:


Act_SetRep = Player, nf_voc_grp, 0.250000



You can of course change the vallues of each original faction too.




=-=-=-=-=-=-=

Edited by - moonhead on 5/5/2004 3:59:57 AM

Post Wed May 05, 2004 2:46 am

7. modding DATA\MISSIONS\npcships.ini

My advise is to first set up your faction with npc-ships that already exist. But sooner or later you'll want to have your own. I won't go all the way, but give a short intro.

A typical entry in npcships.ini looks like:


[NPCShipArch
nickname = co_alg_ge_fighter_d1
<-- this nickname should correspon to the npc_ship = line in faction_prop.ini
level = d1
<-- this is the level evoked in encounters!
loadout = co_ge_fighter_loadout01
ship_archetype = ge_fighter
state_graph = FIGHTER
pilot = pilot_company_med <-- the pilot
npc_class = lawful, class_fighter, d1


Now, I won't address the npc_class, as I feel that it speaks itself. Study more entries.

Also, I will leave the ship_archetype and loadout for what they are. Of course you can mod these too.

But I consider the pilot an important facet of a faction. They live in DATA\MISSIONS\pilots_population.ini and in this file it seems thatalso their behaviour can be defined. But I'v never don that, as I'm content with the pilots that are already provided by the game as it is.

There are pilot types (e.g. company pilots, navy pilots, and pirate pilots) each of which seems to be divided in 4 classes of dexterity: easy, med, hard, ace. These characteristics can eaily be read from their nicknames.




=-=-=-=-=-=-=

Edited by - moonhead on 5/5/2004 4:03:18 AM

Post Wed May 05, 2004 2:46 am

5. modding EXE\newplayer.fl and EXE\mpnewcharacter.fl

As mentioned before, newplayer.fl should be editted with the FL Save Editor, and mpnewcharacter.fl with NotePad.

In each file (their contents are much the same) there is a block:


house = 0, li_n_grp
house = 0, li_lsf_grp
house = 0, li_p_grp
house = 0,
etc.
etc.
etc.


You should add a similar line for your faction:


house = 0, nf_voc_grp





=-=-=-=-=-=-=

Edited by - moonhead on 5/5/2004 4:00:43 AM

Post Wed May 05, 2004 2:46 am

8. modding DATA\EQUIPMENT\commodities_per_faction.ini

This file entirely speaks for itself. I will only give two examples from the original game:


[FactionGood
faction = rh_p_grp

[FactionGood
faction = co_shi_grp
MarketGood = commodity_alien_organisms, 0, 0
MarketGood = commodity_basic_alloys, 0, 0
MarketGood = commodity_boron, 0, 0
MarketGood = commodity_construction_machinery, 0, 0
MarketGood = commodity_consumer_goods, 0, 0
MarketGood = commodity_diamonds, 0, 0
MarketGood = commodity_engine_components, 0, 0
MarketGood = commodity_fertilizers, 0, 0
MarketGood = commodity_food, 0, 0
MarketGood = commodity_gold, 0, 0
MarketGood = commodity_H_fuel, 0, 0
MarketGood = commodity_high_temp_alloys, 0, 0
MarketGood = commodity_hydrocarbons, 0, 0
MarketGood = commodity_luxury_consumer_goods, 0, 0
MarketGood = commodity_luxury_food, 0, 0
MarketGood = commodity_mining_machinery, 0, 0
MarketGood = commodity_mox_fuel, 0, 0
MarketGood = commodity_niobium, 0, 0
MarketGood = commodity_optical_chips, 0, 0
MarketGood = commodity_optronics, 0, 0
MarketGood = commodity_oxygen, 0, 0
MarketGood = commodity_pharm, 0, 0
MarketGood = commodity_polymers, 0, 0
MarketGood = commodity_scrap_metal, 0, 0
MarketGood = commodity_sidearms, 0, 0
MarketGood = commodity_silver, 0, 0
MarketGood = commodity_super_alloys, 0, 0
MarketGood = commodity_superconductors, 0, 0
MarketGood = commodity_toxic_waste, 0, 0
MarketGood = commodity_water, 0, 0



meaning: the Rheinland plice don't carry anything, while Samura ships can be seen carrying around the commodities mentioned.




=-=-=-=-=-=-=


Edited by - moonhead on 5/5/2004 4:25:31 AM

Post Wed May 05, 2004 2:46 am

6. modding DATA\MISSIONS\faction_prop.ini

Although there is a lot of important stuff in this file, I think most of it will speak for itself. This is the netry I made for the my VOC faction:


[FactionProps
affiliation = nf_voc_grp
legality = lawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_co_ss
jump_preference = jumpgate
npc_ship = co_alg_ge_fighter_d1
<-- refer to ships in DATA\MISSIONS\npcships.ini; #1
npc_ship = co_alg_ge_fighter_d2
npc_ship = co_alg_ge_fighter_d3
npc_ship = co_alg_ge_fighter2_d4
npc_ship = co_alg_ge_fighter2_d5
npc_ship = co_alg_ge_fighter2_d6
npc_ship = co_alg_ge_fighter2_d7
npc_ship = co_alg_ge_fighter4_d8
npc_ship = co_alg_ge_fighter4_d9
npc_ship = co_alg_ge_fighter4_d10
npc_ship = co_alg_ge_transport_d1
npc_ship = co_alg_ge_transport_d2
npc_ship = co_alg_ge_transport_d3
npc_ship = co_alg_ge_transport_d4
npc_ship = co_alg_ge_transport_d5
npc_ship = co_alg_ge_large_transport_d5
npc_ship = co_alg_ge_large_transport_d6
npc_ship = co_alg_ge_large_transport_d7
npc_ship = co_alg_ge_large_transport_d8
npc_ship = co_alg_ge_large_transport_d9
npc_ship = co_alg_ge_train_d9
npc_ship = co_alg_ge_train_d10
npc_ship = co_alg_ge_train_d11-19
npc_ship = gd_im_ge_large_train_d12
npc_ship = gd_im_ge_large_train_d13
npc_ship = gd_im_ge_large_train_d14-19
npc_ship = gd_im_ge_armored_d1-12
npc_ship = gd_im_ge_armored_d13-19
npc_ship = co_be_ge_fighter4_d11-19
npc_ship = co_hsp_li_freighter_d1
npc_ship = co_hsp_li_freighter_d2-19
npc_ship = co_me_ge_lifter_d1-19
npc_ship = co_me_ge_repair_d1-19
voice = pilot_f_leg_m01
voice = pilot_f_leg_f01
mc_costume = mc_co
space_costume = li_captain_head, voc_male_elite_body, comm_ge_generic2
space_costume = li_rockford_head, voc_male_elite_body, comm_li_hatcher
space_costume = li_sales_head_hat, voc_male_elite_body, comm_ge_generic2
space_costume = pl_male2_head, voc_male_elite_body, comm_li_hatcher
space_costume = pl_male5_head, voc_male_elite_body, comm_ge_generic2
space_costume = pl_male8_head_hat, voc_male_elite_body, comm_li_hatcher
space_costume = rh_newscaster_head_gen_hat, voc_female_elite_body, comm_ge_generic2_female
space_costume = rh_newscaster_head_gen_hat, voc_female_elite_body, comm_li_hatcher_female
space_costume = rh_newscaster_head_gen_hat, voc_female_elite_body, comm_ge_generic2_female
space_costume = pl_female2_head, voc_female_elite_body, comm_li_hatcher_female
space_costume = pl_female2_head, voc_female_elite_body, comm_ge_generic2_female
space_costume = pl_female2_head, voc_female_elite_body, comm_li_hatcher_female
firstname_male = 245184, 245243
<-- surnames for guys, randomly picked from between these values; #2
firstname_female = 245244, 245303
<-- surnames for girls, randomly picked from between these values; #2
lastname = 245303, 245399
<-- family names, randomly picked from between these values; #2
rank_desig = 197065, 197066, 197067, 4, 8/b <-- rank titles, lik Cpt. and Lt. ; #3[b
formation_desig = 197821, 197828
large_ship_desig = 196995
large_ship_names = 462000, 462016
<-- Names for battle ships and/or trains etc., randomly picked from between these values
formation = fighters, fighter_basic
<-- defined in DATA\MISSIONS\formations.ini; #4
formation = freighters, freighter_liberty
formation = freighters2, freighter2_liberty
formation = transports, transport_liberty
formation = transports2, transport2_liberty



Notes:

In general, you can of course modify all of these values. Just make sure that you know what you are doing



Some factions, but not all, have scan for lines:




The liberty Navy:

scan_for_cargo = commodity_alien_artifacts, 1
scan_for_cargo = commodity_cardamine, 2
scan_announce = true
scan_chance = 0.300000



The Outcasts:

scan_for_cargo = commodity_vips, 2
scan_for_cargo = commodity_troops, 2
scan_for_cargo = commodity_recruits, 2
scan_for_cargo = commodity_pow, 2
scan_for_cargo = commodity_prisoners, 2
scan_for_cargo = commodity_clenacid, 2
scan_for_cargo = commodity_syncard, 2
scan_for_cargo = commodity_alien_organisms, 2
scan_for_cargo = commodity_basic_alloys, 2
scan_for_cargo = commodity_construction_machinery, 2
scan_for_cargo = commodity_consumer_goods, 1
scan_for_cargo = commodity_engine_components, 2
scan_for_cargo = commodity_fertilizers, 2
scan_for_cargo = commodity_food, 0
scan_for_cargo = commodity_gold, 2
scan_for_cargo = commodity_H_fuel, 2
scan_for_cargo = commodity_luxury_consumer_goods, 2
scan_for_cargo = commodity_mox_fuel, 2
scan_for_cargo = commodity_optronics, 2
scan_for_cargo = commodity_oxygen, 0
scan_for_cargo = commodity_pharm, 0
scan_for_cargo = commodity_polymers, 2
scan_for_cargo = commodity_scrap_metal, 0
scan_for_cargo = commodity_ship_hull_panels, 2
scan_for_cargo = commodity_sidearms, 2
scan_for_cargo = commodity_water, 0
scan_announce = false
scan_chance = 0.300000



They scan for the commodities listed, and do or do not anounce that they are scanning. In both cases, there is a chance of 0.3 that they'll scan you. The number behind each commodity seems to be a priority number.



#1 When you first make a faction, use existing npc-ships, as defined in DATA\MISSIONS\npcships.ini

You can of course alter a ship's loadout, or a ships statistics, or even add an entirely new ship to the game and use that as an npc_ship, but that is beyond the scope of this tutorial.

Nevertheless, the NPC ships are what makes a faction unique. I won't elaborate on the ship archetypes or statistiscs, but one thing that i should mention, is that the npc_definition includes with a pilot (style, dexterity). See chappter 7 for more info.



#2 Not all factions use all kinds of names. study the various entries in faction_prop.ini



#3 I must admit I dont know where the 4, 8 stands for; probably the level where a higher rank starts.



#4 Eventually you can mod the formations as well, but in the beginning I advise to keep it simple, as anything you will need, will most probably be there.



Edited by - moonhead on 5/5/2004 4:02:07 AM

Post Wed May 05, 2004 2:47 am

9. modding DATA\RANDOMMISSIONS\VignetteParams.ini

This file seems to be dealing with random missions, of which I my knowledge is insufficient. But looking at the file, it seems that you can add your new faction's nickname to mission types, so that it will offer that type of missions.


=-=-=-=-=-=-=

Well, that's about it. I will use the edit-function to edit any errors and to add useful stuff people come up with.




=-=-=-=-=-=-=


Edited by - moonhead on 5/5/2004 4:53:48 AM

Post Wed May 05, 2004 8:28 am

For the vignette_params mission - its the types of missions that factions hand out. You can use FLED-IDS to find out which mission is what type (by the mission offer text) and then if you add your factions names, it will hand out that type of mission. I have used this in giving the order and LSF missions against the nomads - simply because it was VERY stupid to have "kill these nomads and tractor in the mutagen" missions - so i ONLY choose the "kill the ships" missions - for aesthetic purposes. So adding your factions name there is the type of mission they give out.

Post Wed May 05, 2004 1:38 pm

Chips, thanks for the explanation! (It sounds logical, although to me personnally, it's just over the horizon of my understanding at the moment. But that horizon will steadily increase )

LightRogue has sent me a list of things I should correct (mostly spelling errors, some grammar slips, some things which aren't clear), for which I'm very grateful. It will take some time to process these corrections though. I'll try to get your explanation in there too.

Post Mon Apr 04, 2005 10:09 pm

*nudge*

can't let this one fall off the face of the planet just yet.....

Post Fri Dec 30, 2005 3:06 am

Okay, here's what I need. Don't mean to sound demanding or anything, it's just that 'my' deadline for my latest mod is coming up, and I need new factions. I have copied the above posts as a start, I haven't really read it all just yet, and what else I need is as follows. If it's in the above text, then don't send me info regarding it. Thanks all

1) How to create the Factions Name (Do I need to edit a .dll?)
2) How to make them speak to you when scanning, etc (Unless its explained above.)
3)How to change starting ship in Cinematics (If possible)

Please send details to [email protected]

Thanks again

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