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The general place to discuss MOD''ing Freelancer!

Post Tue Jan 04, 2005 10:02 am

Sorry if it's been asked before, but after breifly flicking through 44 pages of posts I actually didn't see it...

Im very interested to know what the numbers mean in the Market_#.ini files, like:

MarketGood = commodity_boron, 0, -1, 0, 0, 1, 5.500000

On my own (and looking through here) I found that the first number is the level required to buy, the second number, if im right, is the rep needed to buy. The next two numbers I don't have a clue, but set to 0 and the commodity wont be buyable. The next number I also don't know, and the last is the price modifier.

I also have a feeling that the numbers act differently depending on whether its Ships, Weapons/Equipment or commodities.

If you could please explain clearly what each of the numbers are (for ships, weapons/equipment AND commodities), it would be really useful. Thanks.

Post Wed Jan 05, 2005 5:29 pm

CoDeNaMe_X_EcUtIoNeR:

If you are making a simple mod, it can be easily adapted to MP. As long as the mpnewcharacter files and other MP files are intact, it should work in MP. There may be a way though, however, there is really no purpose to try.

Lethal Dosage:

I will have to look into your question more, though you are correct about the first number being a level requirement, second number being a rep requirement, and the last number being a price modifier. I'll have to do more studying on the other 3, though I speculate they have something to do with if the commodity is for sale, however, it differs in entries, and it isnt the same for even one type of commodity.

Post Thu Jan 06, 2005 1:58 pm

parabolix, i`m also interested in these numbers
cause whatever numbers i tried had no noticable effect, with the only exception 0 (zero)

please give it a try, thanks

Post Thu Jan 06, 2005 7:12 pm

alright

MarketGood = commodity_boron, 0, -1, 0, 0, 1 , 5.500000
< This isen't sold > < the main use of this is that you can set a custom price to the comodity but with out selling it >


MarketGood = commodity_boron, 0, -1, 150, 500, 0 , 5.500000
< This is sold >

Edited by - NightHound on 1/6/2005 7:12:33 PM

Post Thu Jan 06, 2005 7:30 pm

Ok I only have 1 question, and its a big newbie question I'm sure.

How do I change the level of the ship so instead of needed to be lvl 30 you can just buy it at lvl 10 or what ever?

Post Fri Jan 07, 2005 11:40 am

Im just doing this from memory, so It will be a bit vauge - Thelevel requirement for ships is the same idea as the level requirement for equipment/commodities as stated above.

Find the market_ships.ini in DATA\EQUIPMENT and find the specific ship you want on which base (it can be different for different bases as far as im aware).
It will look like the entries of MarketGood = commodity_boron above, exept it will be a ship instead of a commodity. The VERY FIRST number after the name is the level requirement. It's a flat value, so, say if you change it to 10, you must be level 10 to buy the ship.

If your still confused, reply and I will actually delve into the file and get exact intructions for you. Hope it helps,
L.D.

P.S. I already knew that the three numbers highlighted above were something determining the sale of the commodity, I just wasn't sure what they did. E.g. what if their set to 10 instead of 500 etc.?? Knowing exactly what they do is more useful than giving working examples of things we already know.
Sorry if the last bit sounds a little offensive at what you wrote, couldn't think of another way to put it.
L.D.

Post Fri Jan 07, 2005 12:03 pm

@Tephin:
this is an example of purchasable ship package:

marketgood = bhf_package, 4, -1, 1, 1, 0, 1, 1

as Lethal Dosage already said the first number (4) is the rank which is required to buy it ..

@NightHound:
yes that`s just what i figured out,

MarketGood = whatever, x, y, 0, 0, 1, z <--- not selling
MarketGood = whatever, x, y, 1, 1, 0, z <--- selling

the point is that 1 can be any number but change nothing -afaik and have tested ..

btw i just noticed that with ship packages there are 7 numbers, with commodities and equip there are 6 numbers .. well erm -whatever

Post Fri Jan 07, 2005 12:44 pm

ok about the numbers:

MarketGood = commodity_gold, 0, -1, 1, 1, 0, 1.080000

0, this number refers to the level you have to be on or above to purchase the commodity. In other words you have to be on level 1 or above if the number is 0.

-1, this number refers to the reputation you have to be on or abover to purchase the commodity. In other words you have to be above -1 reputation. and since this is the absolute lowest you can achive in game its not that hard.

1, 1, these two numbers control whether or not the commodity is sold. Both of these numbers work together and are much like binary code. Anything below 0 is NOT SOLD; Anything above 0 is SOLD.

0, this number im afraid is the only one that baffels me. From what i can see it servers no purpose at all. In the market_commodities.ini it only appears at 1 when the commodity is not sold. (ie when the 3rd and 4th numbers are 0, 0) The intersting this is that when this number's value is above the number after its's value then the commodity loses its value altogher. In other words if this number is 2 and the last number is 1.3800000 then the commodity will be bought by the base for 0 credits - it has no price. So 0, -1, 1, 1, 0 <--- this number, must be lower than this number ---->1.080000 for the commodity to have a value.

1.080000 this number refers to the price. The global price is in Goods.ini and the number here how much above the value in Goods.ini the price in-game will be. In other words if the price of Gold in Goods.ini is [price = 425 then the price of gold at the base in-game will be 1.08 x 425; or 459.

On another note if the 3rd and 4th numbers are both 0, then the last number will determine the price that the commodity is bought for at the base. if the 3rd and 4th numbers are both 1 then the last number determines the price that the commodity is sold for at the base

Hope this clears some things up a bit as i saw a lot of people were asking about it.

Post Sun Jan 16, 2005 11:09 am

How can i change the starting money in Multiplayer

Post Sun Jan 23, 2005 4:53 am

Simple: Find your way to Freelancer\EXE\Mpnewcharacter.fl

Open it up, inside, right at the top you should see:

[Player
name = %%NAME%%
;initial_rep = %%FACTION%%
rank = 0

money = %%MONEY%% <-----------This is what we're after.
;voice = %%VOICE%%
;All must be Trent!
voice = trent_voice

Change the %%MONEY%% Value to whatever you want, from 0 upto 999,999,999 (Anything higher will cause strange things, like minus money).
You can leave the rank setting at 0, that will change automatically in game depending on how much money you set.
So, set the %%MONEY%% Value to 10,000 and you start with 10,000 in Mp...

Easy huh .

LD, I combined your two posts - Parabolix

Can anyone show me to a tut, or tell me, how to make your own commodity pictures? -- the picture that shows up next to the commodity. All I know is that their stored in .3db files or something...It's kind of annoying making loads of custom commodities and having to use items that don't really suit them...

Thanks,
L.D.

Edited by - Parabolix on 1/23/2005 5:37:54 AM

Post Sun Jan 23, 2005 5:34 am

Lethal Dosage,

Here is a tutorial about making ship icons. They work the same as commodity icons, so the only difference is you would have to set your commodity to use this icon by changing it in goods.ini.

Post Thu Jan 27, 2005 9:33 am

i created a custome ship it works fine except for the views i can onley see from the middel of my ship outwards to the front i cant see the back unless i change to the turret view and roatate the camera to the front of the ship

plzzzzzzzz help

Post Fri Jan 28, 2005 1:45 am

@st
Find the line "camera_offset = " in your entry in shiparch.ini. Increase the first number to move the camera back from the ship, and the second number to move the camera up and down.

Post Sat Jan 29, 2005 4:37 am

I'm quiet new to modding FL and im not sure if this has been asked before but what are the numbers for each ship you change in DATA\EQUITMENT\MARKET_SHIPS to make it sell a different ship i havent seen anything so far to help me

Post Sat Jan 29, 2005 1:53 pm

Can anyone tell me where the file is, that contains the stuff that tell FL to play what music where etc.? I know where the music files are, just need to know where FL knows to play what file -- so I can change the music all throughout the game .

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