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stations...

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Post Sat Apr 19, 2003 12:56 am

stations...

I was woundering if it was possible to desroy stations and bases? If so then I was also woundering how many Starkiller Torpedos it would take to destroy one. I am woundering because I am sick and tired of the Heshians and I am going to destroy one of there bases in Omega-5. They are defending there base well but they'll soon learn not to mess with me. I can already take on five of there ships on my own.

Post Sat Apr 19, 2003 1:16 am

Yes, it is possible to destroy bases, but this requires you to modify solararch.ini. As for how many Starkillers, that depends what you set the station's hit points to :\

Post Sat Apr 19, 2003 1:30 am

What exactly do I change in the file. I've checked within the file and I don't want to try to screw with the wrong part. What should I add, change, or remove. what should the exact change to the solararch.ini file?

Post Sat Apr 19, 2003 2:15 am

Well, since you want to destroy Ronneburg base (Hessian base in Omega 5):

In solararch.ini search for miningbase_small_ice (this is the archetype of Ronneburg base). You should find this:

[Solar
nickname = miningbase_small_ice
ids_name = 1
ids_info = 1
type = STATION
DA_archetype = solar\dockable\miningbase_small_ice.cmp
material_library = solar\asteroid_dock.mat
material_library = solar\ast_ice.mat
LODranges = 0, 7000
mass = 10000.000000
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = berth, HpDockMountA, 2.500000, Sc_open dockA
docking_sphere = berth, HpDockMountB, 2.500000, Sc_open dockB
docking_sphere = moor_medium, HpDockMountC, 200.000000
docking_sphere = moor_large, HpDockMountD, 200.000000
docking_camera = 0
solar_radius = 500
shape_name = NNM_SM_DEPOT
explosion_arch = explosion_pirate_depot2
fuse = miningbase_small_ice_burning_fuse, 0, 0

Add these two lines to the end of the section:

destructable = true
hit_pts = whatever number suits your fancy

The end result should look like this:

[Solar
nickname = miningbase_small_ice
ids_name = 1
ids_info = 1
type = STATION
DA_archetype = solar\dockable\miningbase_small_ice.cmp
material_library = solar\asteroid_dock.mat
material_library = solar\ast_ice.mat
LODranges = 0, 7000
mass = 10000.000000
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = berth, HpDockMountA, 2.500000, Sc_open dockA
docking_sphere = berth, HpDockMountB, 2.500000, Sc_open dockB
docking_sphere = moor_medium, HpDockMountC, 200.000000
docking_sphere = moor_large, HpDockMountD, 200.000000
docking_camera = 0
solar_radius = 500
shape_name = NNM_SM_DEPOT
hit_pts = 3000000
destructible = true
explosion_arch = explosion_pirate_depot2
fuse = miningbase_small_ice_burning_fuse, 0, 0
destructable = true
hit_pts = whatever

Happy hunting

Post Sat Apr 19, 2003 5:28 am

Yeah, I tried to do the same thing - attack Ronneburg in Omega 5. Funny thing was that with a decked out Sabre, I had no problems taking out all the patrols and the Weapons Platform, but unfortunately, the base was indestructible. In fact, I destroyed all but one turret on the base - that turret proved indestructible too.
Too bad you can't destroy bases unless you edit the ini files. It would be interesting to see the shift of power of regions if you were to affect them by destroying bases. Of course, they'd have to kill the Red Hessain spawns in Omega 5... or at least reduce them (until you destroy the other Hessain base in Omega 11), when you destroy Ronneburg. I guess they may not want players to be able to affect political control since the result could be ridiculous or bizarre. I mean you could potentially destroy everything and have no where to land. Heh.

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