Tue May 17, 2005 5:36 am by AuGuR
I agree with Panther above. I'm amazed, but not suprized, that neither Microsoft nor Digital Anvil have not been more forthcoming with much needed info on adding content to their openly admitted mod-able game. Especially when dealing with adding ships (.sur). Blah-, blah-, blah..
Funny enough...
I've been playing X2 - The Threat while spending about 7-8 months in exile from the net, and just found out that you can mod it. Problem is that, unlike Freelancer's text/ini script-like setup, X2 has a crytic scripting style. I've read some of the tutorials, but noone seems to want to explain what changes what and why. Even adding custom ships is a pain as noone "wants" to build one from scratch and currently are using objects that are already part of the game.
( Reason why I brought up X2 is more of a comparison actually : I like the idea of a supply/demand economy rather than Freelancers trade-route/static economy. But combat in Freelancer is much more enjoyable than X2's. )
But the difference there is that the publishers/developers of X2 are actually trying to help out their modding community.
Just-another-pilot-with-no-spacebar...