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**Tutorial** - Editing Ship Data/Values/Stats

Here you find the different tutorials on editing and MODing Freelancer

Post Sat Mar 08, 2003 9:32 pm

**Tutorial** - Editing Ship Data/Values/Stats

I created this thread to organized the detailed information modders have already found regarding the editing of ship stats and such.

I have personally bookmarked a number of existing threads, but I think if we got everything organized in one thread, perhaps we could work towards having a good TUTORIAL on the issue that can then be put in the Freelancer Editing Files section.


Edited by - Chips on 10/31/2004 8:07:55 AM

Post Sun Mar 09, 2003 9:37 am

'Okay, here's whats going on'

The examples are both for the 'Dromedary' Border Worlds Freighter

Shiparch.ini
[Ship
ids_name = 237014; IDs. Better don't alter
ids_info = 66524
ids_info1 = 66525
ids_info2 = 66608
ids_info3 = 66526
ship_class = 2 ;Shpi class but seems to be overwritten by the market_ships.ini
nickname = bw_freighter ;the Nickname of the ship. Change only in other existing Nicks
LODranges = 0, 75, 150, 300, 1200 ;Something about the model. Don't really know
msg_id_prefix = gcs_refer_shiparch_borf ;"
mission_property = can_use_berths ;"
type = FREIGHTER ;The ship type
DA_archetype = Ships\border_world\bw_freighter\bw_freighter.cmp ;The model of the ship
material_library = ships\border_world\bw_ships.mat ;?
material_library = fx\envmapbasic.mat ;?
envmap_material = envmapbasic ;Something with the Enviroment Mapping
cockpit = cockpits\corsair\bw_freighter.ini ;The cockpit settings
pilot_mesh = generic_pilot ;The pilot mesh. Used by all ships
nanobot_limit = 23 ;Limit of nanobots (doh )
shield_battery_limit = 23 ;" " shieldbatteries
mass = 300.000000 ;the mass of the ship. Altering semms to improve speed, but it is better to refer to the engine_equip for changing ship speeds
linear_drag = 1.000000 ;?
hold_size = 275 ;The max cargospace of the ship
fuse = intermed_damage_smallship01, 0.000000, 900 ;?
fuse = intermed_damage_smallship02, 0.000000, 450 ;?
fuse = intermed_damage_smallship03, 0.000000, 300 ;?
max_bank_angle = 15 ;?
camera_offset = 10, 49 ;camera settings
camera_angular_acceleration = 0.035000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 3600 ;the max hull health (NOT shield)
explosion_arch = explosion_li_freighter ;the explosion effect
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03 ;don't know, seems to be an effect, when an object hits the ship hull
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
nudge_force = 30000.000000 ;?
strafe_force = 20000 ;the strafing speed
strafe_power_usage = 2 ;used power amount to strafe (?)
bay_door_anim = Sc_open baydoor ; the open anim when you jettison something
bay_doors_open_snd = cargo_doors_open ;the sound
bay_doors_close_snd = cargo_doors_close ;the close anim
HP_bay_surface = HpBayDoor01 ;the door closed
HP_bay_external = HpBayDoor02 ;?
HP_tractor_source = HpTractor_Source ;the source of the tractor effect
num_exhaust_nozzles = 3 ;the exhaust flame number
shield_link = bw_freighter_shield01, HpMount, HpShield01 ;gives you the Bw_freighter_shield01 at purchase and mounts it to the hardpoint HpShield01
;this is the weapons & co settings 1st is the integer, snd the class (hp_gun_special1 means class 1, ...special10 means class 10) 3rd is the weapons hardpoint (you can add more. The weapons will be mounted at the turret offsets)
hp_type = hp_gun_special_6, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03
;shield data. Same as the weapons, but for shields
hp_type = hp_freighter_shield_special_6, HpShield01
hp_type = hp_freighter_shield_special_5, HpShield01
hp_type = hp_freighter_shield_special_4, HpShield01
hp_type = hp_freighter_shield_special_3, HpShield01
hp_type = hp_freighter_shield_special_2, HpShield01
hp_type = hp_freighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01 ; same as weapons
hp_type = hp_mine_dropper, HpMine01 ;"
hp_type = hp_countermeasure_dropper, HpCM01 ;"
hp_type = hp_turret_special_6, HpTurret02, HpTurret03, HpTurret05 ;"
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
;here you can add
;hp_type = hp_torpedo_special_1, HpTorpedo01
;hp_type = hp_torpedo_special_2, HpTorpedo01
;which means the torpedo/disruptor hardpoints (the hardpoint is shared for both!)

;these seems to be agility data.
steering_torque = 54000.000000, 54000.000000, 54000.000000
angular_drag = 60000.000000, 60000.000000, 60000.000000
rotation_inertia = 16800.000000, 16800.000000, 16800.000000

Engine_Equip.ini
[Engine
nickname = ge_bwfr_engine_01 ;the nickname of the engine
ids_name = 263680 ;IDs
ids_info = 264680
volume = 0.000000 ;The volume (?)
mass = 10 ;The mass when dropped
max_force = 48000 ;the Basic speed (/600 and you get the speed in m/s. 48000 are 80 m/s)
linear_drag = 599 ;?
power_usage = 0 ;The power the engine uses
reverse_fraction = 0.200000 ;The multiplier to the normal speed when flying backwards
flame_effect = gf_li_smallengine01_fire ;the exhaust flame (i think)
trail_effect = gf_li_smallengine01_trail ;the trail effect
trail_effect_player = gf_li_smallengine01_playtrail ;seems to be another trail
cruise_charge_time = 5 ;the charge time of the cruise engine (in seconds, i believe)
cruise_power_usage = 20 ;cruise power usage. I never noticed that cruising uses energy
character_start_sound = engine_bw_freighter_start ;the starting sound of the engine
character_loop_sound = engine_bw_freighter_loop ;the looping sound
character_pitch_range = -50, 25 ;?
rumble_sound = rumble_bw_freighter ;the rumble sound
rumble_atten_range = -5, 0 ;?
rumble_pitch_range = -25, 25 ;?
engine_kill_sound = engine_bw_freighter_kill ;the sound played when player kills engines
cruise_start_sound = engine_bw_cruise_start ;the cruise charge sound
cruise_loop_sound = engine_bw_cruise_loop ;the loop sound
cruise_stop_sound = engine_bw_cruise_stop ;the stop sound
cruise_disrupt_sound = cruise_disrupt ;the sound played when cruising is disrupted by a wasp/hornet
cruise_backfire_sound = cruise_backfire ;?
indestructible = false ;is the engine indestructible?
outside_cone_attenuation = -3 ;?
inside_sound_cone = 60 ;radius where the sounds are louder
outside_sound_cone = 180 ;" sound are quieter

That's not much but it is better than nothing, so don't flame me

Post Wed Mar 12, 2003 9:37 am

I found the power of the ship it was in misc_ecuip.ini if you can find your ship you can change the value of the power for the weapons and the power for the thrusters.

Post Sat Mar 15, 2003 2:29 am

The LOD values is a Level of Detail value. Basically the larger ships have more LOD's because well, they're larger. I don't see it as being exceptionally useful except that the computer will attempt to generate the ships from a larger distance.

Take into note the following info from shiparch.ini:

[Ship
ids_name =237034
ids_info =66570
ids_info1 =66571
ids_info2 =66608
ids_info3 =66572
ship_class =0
nickname = li_fighter
LODranges =0, 40, 60, 140, 300, 1000

this means that a Liberty Fighter Ship listed here, can be seen as far as 1000m away. (is it supposed to be metres, or miles? i've always assumed miles.)


[Ship
ids_name =237043
ids_info =66584
nickname = or_osiris
LODranges =0, 600, 800, 1000, 1500, 2000, 3000, 20000
msg_id_prefix = gcs_refer_shiparch_Ordb

the Osiris. as you can see.. being a much larger ship... it adds 1500, 2000, 3000, and 20,000. so from 20K away. you should be generally able to see the Osiris from 20K away. I know you can see it at 3000 away.

changing this value, i would assume, would allow you theoretically to target/see items from a much longer distance. you could target jumpgates from 20-30k/away. hehe.

Post Sat Mar 15, 2003 5:08 am

Hi,

I think many people have done a wonderful job in this forum. I have set up two ships using the information provided.

The Anubis and the Oris Freighter. Somehow I am not satisfy with both ships, but is unable to find neccessary information on changing both of the ship to the way I want them to be.

Here is my wish and i hope someone can help me out. Thank you! Here it goes.

I would like to reduce the size of Oris Freighter to the same size as Anubis as i find it too hard to handle. Other ships keep crashing into it and when I am in an asteriod field I have alot of problems handling it. Which .ini file or section of .ini that I can edit this information?

Or how to make Anubis has all the weapons of Oris Freighter. I want to put Wanderer's Oris battleship guns into Anubis, can it be done?

All the available weapons should come with the ships as well, as I do not want to edit too much files and waste time to purchase them.

For afterburner I wish it can go up to 1200 rather than 300. Where to edit this information?

How to edit missile weapons so that they have unlimited ammo?

I can see 20 guns/missile weapons on my Anubis or Oris but only 11 are functional, how to make use of all the weapons?

When I am on a planet, where to locate such planet in the .ini file so i can make certain ships available on a certain planet when i want it to appear.

Ok it is a rather long wish list, but what i really want is just a super fighter from the start of the game. I want a fast easy to handle ship with all the goodies but are only available to me cos i do not want the AI to have it as well. I rather have a ship like Anubis to have all the super weapons than a Oris freighter cos it is 100000 times easier to handle a Anubis than a Oris.

Please help me out. Thanks again.

Post Sat Mar 15, 2003 6:33 am

Reducing the size of a ship would be difficult. It would be much easier to simply edit the Anubis.

the files you want to modify are shiparch.ini, st_equip.ini and weapon_equip.ini

both of these contain all the neccesary actions you're looking for

just look around, and you'll find the info. it's pretty easy, actually.

for example, with the thruster, simply figuring out which thruster you have, and deciding how much linear drag you have (Speed = Max_force/linear_drag) you can easily edit the speed to 1080.30m/s (the max i can seem to get it before it resets.)

Post Sat Mar 15, 2003 10:53 am

Hi Tyran

Thanks. Finally figure most of stuff out after spending hours on it. I can now just get whatever ship i want in whichever location or planet i am on now. And i also figure out how to change the weapon stats and its price already. The only thing have not figure out is how to bring a level 22 weapon down to level 1 so i can buy them without getting my level up to 22 to buy it. But since i can change my weapon stat, i can simply change a level 7 weapon with more impact now. And thanks again for the help.

Post Sat Mar 15, 2003 6:06 pm

I added 20 guns/missiles/turrets to my seth, which is the successor of the sabre and still in prototype phase. Below you can see, on which Hardpoints I mounted these. But there's one catch. I've mounted a nomad turret, which is actually invisible, when mounted on my seth. Once I mounted this nomad turret on a nomad fighter and it was visible and looked like one half of a sphere, having the same texture/surface like those nomad ships. I could image that mounted on a nomad battleship it looks quite harmonic.

[Ship ;Seth
ids_name = 237012
ids_info = 66515
ids_info1 = 66516
ids_info2 = 66608
ids_info3 = 66517
ship_class = 10
nickname = bw_elite3
LODranges = 0, 75, 125, 1000
msg_id_prefix = gcs_refer_shiparch_borhf
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\border_world\bw_vheavy_fighter\bw_vheavy_fighter.cmp
material_library = ships\border_world\bw_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\corsair\bw_elite2.ini
pilot_mesh = generic_pilot
nanobot_limit = 200
shield_battery_limit = 200
mass = 70.000000
hold_size = 5
linear_drag = 0.900000
fuse = intermed_damage_smallship01, 0.000000, 2700
fuse = intermed_damage_smallship02, 0.000000, 1350
fuse = intermed_damage_smallship03, 0.000000, 900
max_bank_angle = 35
camera_offset = 9, 33
camera_angular_acceleration = 0.060000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 10
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 10000000
explosion_arch = explosion_li_elite
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 = 18000.000000, 18000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 50000
strafe_power_usage = 0
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
shield_link = bw_vheavy_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_gun_special_10, HpMine01
hp_type = hp_gun_special_10, HpCM01
hp_type = hp_gun_special_10, HpTorpedo01
hp_type = hp_turret_special_10, HpEngine01
hp_type = hp_turret_special_10, HpEngine02
hp_type = hp_turret_special_10, HpCloak01
hp_type = hp_turret_special_10, HpTractor_Source
hp_type = hp_turret_special_10, HpBayDoor01
hp_type = hp_turret_special_10, HpBayDoor02
hp_type = hp_turret_special_10, HpDocklight01
hp_type = hp_turret_special_10, HpDocklight02
hp_type = hp_turret_special_10, HpTurret01
hp_type = hp_turret_special_9, HpTurret01
hp_type = hp_turret_special_8, HpTurret01
hp_type = hp_turret_special_7, HpTurret01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01

here's my nomad turret

[Munition
nickname = nomad_turret01_mark02_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 1500 ;697
energy_damage = 0
one_shot_sound = fire_no_capship
munition_hit_effect = no_capgun01_impact
const_effect = no_capgun01_proj
lifetime = 2.500000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun ;my_nomad_turret
nickname = nomad_turret01_mark02
ids_name = 263528
ids_info = 264528
DA_archetype = equipment\models\turret\no_gunship_turret.cmp
material_library = ships\nomad\nomad_fx.txm
HP_child = HPConnect
hit_pts = 5000 ;2632
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 0
refire_delay = 0.125000
muzzle_velocity = 1500
toughness = 30.000000 ;7.000000
flash_particle_name = no_gun01_rank01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = nomad_turret01_mark01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
LODranges = 0, 2000

Edited by - Jack on 17-03-2003 15:36:31

Post Sun Mar 16, 2003 6:11 pm

What do you use to open the .cmp file? I can't seem to find anything that works.

Post Sun Mar 16, 2003 9:36 pm

To answer both the "how do i buy a ship at a lower level" and "how do i buy a level xx gun at a lower level".. you need to edit \data\equipment\market_misc.ini and \data\equipment\market_ships.ini

marketships.ini will look like this:
[BaseGood
base = Li01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf4_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 0, -1, 0, 0, 1, 1, 1
etc.

these are:
base = Li01_01_base = Liberty system (hence Li) base 01,01. might be manhattan. an easy way to find out is through the jump-gate files.
marketgood = gf1_package,0,-1,0,0,1,1,1.
the gf1_package is the ship nickname, found in shiparch.ini. the first 0 is the *level required to buy the ship* changing this to 0 will let you buy it right off.
-1 is your "relationship" with the planet. it denotes the lowest value you can have and still buy this. 0,0,1,1,1 means the ship is not available. to make it available, change this to 1,1,0,1,1. you can only have three ships in a base at a time, so pick your ships wisely.

For gun, the same rules apply, it's just in market_misc.ini.

For a Quick Tutorial, we'll use the Sabre as the example.

First, use FLini to decompress all the ini files. I've found Freelancer loads even with all the files uncompressed, so for ease of use, i just leave them uncompressed. then edit \data\ships\shiparch.ini
On TLR here, you can see the Sabre has 10800 shield points. search shiparch.ini for 10800 reveals IDS: 237019, which is the sabre. As we can see here, it's nickname is ge_fighter6. looking through the data\universe\systems\li01 directory, we see indeed that li01_01 is "planet_earthgrncld_4000" which means it's Planet Manhattan. So, by changing market_ships.ini we change under
[BaseGood
base = Li01_01_base
marketgood = gf6_package, 0, -1, 0, 0, 1, 1, 1
to
marketgood = gf6_package, 0, -1, 1, 1, 0, 1, 1
save and close everything, and you'll find now that Planet Manhattan will sell a Sabre to anyone.

Want to make it even easier?
open \data\equipment\goods.ini
you will see
[Good
nickname = gf6_hull
category = shiphull
ship = ge_fighter6
price =1000
ids_name =12015
item_icon = Equipment\models\commodities\nn_icons\cv_heavy.3db
change the price to 500 if you like, but 1,000 is the minimum i think.
this makes it uber-cheap to buy. 1 mission and you're ready to go with a Sabre. heck, you can even edit your starting money if you'd like.

Post Sun Mar 16, 2003 10:35 pm

To DarkJackal: I use Notepad to open the *.cmp files. The hardpoints are fortunately in ASCII.

And now for something completely different. Could anybodyy tell me who is working on modifying the encounters in FL or in which thread/turtorial is the best place for posting? I mean encounters in general, whether from random mission or by "luck" on a patrol path. Take for example the file area_nomad.ini
from ..\data\missions\encounters\.

Here it is.

[EncounterFormation
ship_by_class = 1, 1, fighters <- the first "1" indicates the number fighters with the following pilot_job and make_class.
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 3, 3, fighters <- accordingly 3 more fighters because of the first "3"
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite

[Creation
permutation = 0, 3

Therefore the nomad fighter waves in Omicron Alpha and Omicron Gamma have always four fighters. Does anybody more on editing the encounters?

Edited by - Jack on 16-03-2003 22:44:44

Edited by - Jack on 16-03-2003 22:55:20

Post Mon Mar 17, 2003 12:46 am

could someone tell me what each number means in th market_ships.ini
ex
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 0, 0, 1, 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 = lf_package, 1, -1, 0, 0, 1, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 0, 0, 1, 1, 1
marketgood = bf_package, 6, -1, 1, 1, 0, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 1, 1, 0, 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, 1, 1, 0, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1

I also wanted to know where to change the price of a ship. I tried to change the price for the egale in the goods.ini but when I whent to my new system to buy it the price is always around 50,000 when i moded the file to 0 or 100. i also tried 0.0001 because I thought there might be a multiplyer some where but that didn't work eather. help me please :-)

...and there was freelancer

Post Mon Mar 17, 2003 1:00 am

The first number is the level required to but the item, the second is hostility factor: if it's -1 it will sell to you even if you're hostile. the follwoing three means that the base is selling the item if they are 1, 1, 0; not selling if they're 0, 0, 1. As for the last two, I do not know what they do

Post Mon Mar 17, 2003 1:06 am

I changed the price of my ship in the goods.ini like this

[Good
nickname = bwe3_hull
category = shiphull
ship = bw_elite3 <- this is a modded ship, not standard
price = 50000000 <- that's seems to be the new price
ids_name = 12017
item_icon = Equipment\models\commodities\nn_icons\bw_heavy.3db

the eagle should be this entry

[Good
nickname = gf6_hull
category = shiphull
ship = ge_fighter6
price = 505000 <- change this?
ids_name = 12015
item_icon = Equipment\models\commodities\nn_icons\cv_heavy.3db

isn't it?

Post Mon Mar 17, 2003 5:42 am

what I thought was weired was that when I tried to mod the price it did change but it still stayed around the 50,000.
Thanks for you help.
I'm in the middle of creating a new system and I am useing this forum as guide to make modded ships for my system to sell exclusively.

...and there was freelancer

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