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****NEWBIE QUESTIONS?? - look no further2!!****
The general place to discuss MOD''ing Freelancer!
@battlefleet: I had the same problem. I wanted to work on a new base design, but kept having to restart the game.
What I did was this: I picked a place to work in. I worked in the Colorado system. I disabled the patroling baddies so they wouldn't blast me or the base. ( I used the charatcer editor by making them all friendly) I then created a simple box station with just the deck to launch from. (Like an on site construction office... )I saved the game with a Test Me name.
I then started work on constructing the base I wanted. This was located well within visual range of the temp box base. With a bit of math and general rule of eye ranging...that's the easiest way. After the base was constructed, I deleted the box from the system. (But not the files...I used it in other systems...kinda like my roving construction company )
With this Test Me save idea, you don't need to "re-land" on the station to exit the game, simply F1 out to exit.
What I did was this: I picked a place to work in. I worked in the Colorado system. I disabled the patroling baddies so they wouldn't blast me or the base. ( I used the charatcer editor by making them all friendly) I then created a simple box station with just the deck to launch from. (Like an on site construction office... )I saved the game with a Test Me name.
I then started work on constructing the base I wanted. This was located well within visual range of the temp box base. With a bit of math and general rule of eye ranging...that's the easiest way. After the base was constructed, I deleted the box from the system. (But not the files...I used it in other systems...kinda like my roving construction company )
With this Test Me save idea, you don't need to "re-land" on the station to exit the game, simply F1 out to exit.
Ok, I've looked and looked, and my eyes are weary. SO I'll just ask...
factions, planets, bases, whatever - I've added a new faction (using Alaska to hold new planets, bases, etc). I've got it to work except for two things:
1. How can i get characters, bases, whatever to say they work for the new faction or you are leaving base so and so?
2. How can I get the bases to offer missions for the new faction? I've got them to offer missions for other factions, but not the new one....
Can you add a new voice file? my original idea for the new faction was to copy one of the others, like rvp101, and then give it a new name, like rvp601, then record over the wavs in that utf file. well that would work to a point, but there seems to be a node in there for every faction separately and the nodes have some weird numbering scheme. kind of like that base owner id in universe.ini...anyone figure that out yet?
guess i could just take the order and turn it into the new faction...anyway thanks to anyone who can help!
factions, planets, bases, whatever - I've added a new faction (using Alaska to hold new planets, bases, etc). I've got it to work except for two things:
1. How can i get characters, bases, whatever to say they work for the new faction or you are leaving base so and so?
2. How can I get the bases to offer missions for the new faction? I've got them to offer missions for other factions, but not the new one....
Can you add a new voice file? my original idea for the new faction was to copy one of the others, like rvp101, and then give it a new name, like rvp601, then record over the wavs in that utf file. well that would work to a point, but there seems to be a node in there for every faction separately and the nodes have some weird numbering scheme. kind of like that base owner id in universe.ini...anyone figure that out yet?
guess i could just take the order and turn it into the new faction...anyway thanks to anyone who can help!
Fraid i don't make new factions, i know how to do everything for factions once in the game, but not for brand new ones. All i can suggest are:
They need to be enemies with the ones you offer missions against. Best example, liberty police aren't enemies of the corsairs, so if you put those two in the same system, you will get no missions available at the base.
Make sure that all the initial world and the empathy etc has your faction in it correctly, and set up right.
Have you got them in enouncters in your system? Best way is to make an ambient population, then put them in an encounter for the system - and for thier enemies faction too - so make sure they are available (so they can have missions against them)
The base needs to be set to that faction. Make sure their base belongs too in the mbases.ini is for your new faction.
Next - the code in universe is for the same thign - whom runs the base. You won't have one, so pick one that is closley matching your faction i assume, like if they are similar to bounty hunters - then choose bounty hunters.
Make sure you have a mbases entry, and that it is offering missions! Simple taht one - also, make sure your mbases file isn't corrupted. DL the SDK from EOA players consortium. That way you will get a fixed mbases.ini file (it takes about 2 hours to fix it manually if you do it by hand -i did, trust me, download the pack!).
Next - make a character for your faction in the bar, that is the easiest way to do it, make them an 'offers missions = true and mission_type as destroy.
Now - make sure your system has plenty of vignette zones - a bit like this:
[zone
nickname = zone_A01_destroy_vignette_3
pos = 2943, 0, -17552
shape = SPHERE
size = 10000
mission_type = unlawful, lawful
sort = 99.500000
vignette_type = open
[zone
nickname = zone_A01_destroy_vignette_4
pos = -4861, 0, 30674
shape = SPHERE
size = 10000
sort = 99.500000
mission_type = unlawful, lawful
vignette_type = open
Notice they are unlawful, lawful - so both can use it, and open type. Spread them round - lots of (they can overlap) and then make sure they are covering other encounters zones - like zones around the base or something. This gives you missions.
Do you see your faction flying round? Do you see their names - cos i don't know whatcha done, i cannot help out anymore than that. Sorry i didn't give examples for each part - but i woulda been typing all day
Make sure your object (base) is also set as your faction in rep. How do other supposed 'enemy' factinos respond to yours (do they react to you at all?).
Anyways - good luck, i have also heard about probs with factions in SP - but till i make one (gotta try it soon i suppose) i won't know more.
Chips
They need to be enemies with the ones you offer missions against. Best example, liberty police aren't enemies of the corsairs, so if you put those two in the same system, you will get no missions available at the base.
Make sure that all the initial world and the empathy etc has your faction in it correctly, and set up right.
Have you got them in enouncters in your system? Best way is to make an ambient population, then put them in an encounter for the system - and for thier enemies faction too - so make sure they are available (so they can have missions against them)
The base needs to be set to that faction. Make sure their base belongs too in the mbases.ini is for your new faction.
Next - the code in universe is for the same thign - whom runs the base. You won't have one, so pick one that is closley matching your faction i assume, like if they are similar to bounty hunters - then choose bounty hunters.
Make sure you have a mbases entry, and that it is offering missions! Simple taht one - also, make sure your mbases file isn't corrupted. DL the SDK from EOA players consortium. That way you will get a fixed mbases.ini file (it takes about 2 hours to fix it manually if you do it by hand -i did, trust me, download the pack!).
Next - make a character for your faction in the bar, that is the easiest way to do it, make them an 'offers missions = true and mission_type as destroy.
Now - make sure your system has plenty of vignette zones - a bit like this:
[zone
nickname = zone_A01_destroy_vignette_3
pos = 2943, 0, -17552
shape = SPHERE
size = 10000
mission_type = unlawful, lawful
sort = 99.500000
vignette_type = open
[zone
nickname = zone_A01_destroy_vignette_4
pos = -4861, 0, 30674
shape = SPHERE
size = 10000
sort = 99.500000
mission_type = unlawful, lawful
vignette_type = open
Notice they are unlawful, lawful - so both can use it, and open type. Spread them round - lots of (they can overlap) and then make sure they are covering other encounters zones - like zones around the base or something. This gives you missions.
Do you see your faction flying round? Do you see their names - cos i don't know whatcha done, i cannot help out anymore than that. Sorry i didn't give examples for each part - but i woulda been typing all day
Make sure your object (base) is also set as your faction in rep. How do other supposed 'enemy' factinos respond to yours (do they react to you at all?).
Anyways - good luck, i have also heard about probs with factions in SP - but till i make one (gotta try it soon i suppose) i won't know more.
Chips
oh - bout recordings, since they don't have your base name stored in the game, they won't say anything. They will say 'we are going to........(silience) we have one more waypoint to go.
Or they hail the base,etc, but no base name. It doesn't matter too much really - and i havent looked into recording the voices over a cursory look.
Chips
Or they hail the base,etc, but no base name. It doesn't matter too much really - and i havent looked into recording the voices over a cursory look.
Chips
Funnily enough - last time i made patrol paths i crashed the game. Not sure if they show up on the map or not. You can make a 'square' encounters parameter, that is only about 100 wide/tall but about 10k long. After that, put your patrolp encounter (patrol path) in there for the type of faction, then place it into teh ini files. Now - make sure it isn't overlapping other zones, or if it is, that the combined encounter percentage comes in at less than 1.0
See below for an example of bounty hunters from Li01
[zone
nickname = Zone_Li01_path_bounty9_7
pos = 32716, 0, 59364
rotate = -90, -39, 0
shape = CYLINDER
size = 750, 31091
sort = 99
toughness = 3
density = 3
repop_time = 90
max_battle_size = 4
pop_type = attack_patrol
relief_time = 30
path_label = bounty9, 7
usage = patrol
mission_eligible = True
faction_weight = gd_bh_grp, 10
density_restriction = 1, patroller
density_restriction = 1, police_patroller
density_restriction = 1, pirate_patroller
density_restriction = 4, lawfuls
density_restriction = 4, unlawfuls
encounter = patrolp_bh_assault, 3, 0.400000
faction = gd_bh_grp, 1.000000
Okay - the game uses cylinders, but they always seem to crash, so i put in squares. now i haven't actually made any of these in the past four months - i just used to try and have game crash - so not sure if it will work (now that i know more about the game - suppose i should try, but it would be lots of work to make patrol paths across the map). One thing you can do is make an ambient population instead, then wack in yourpatrol paths.
Note: Its population type is an attack patrol. Its useage is as patrol - am sure that is what comes up on the map for the path marking. The enounter is important - patrolp means patrol path for bounty hunter assault - am sure that contributes to the marking out of the patrol path. Next - make sure you have an empty system with no encounters to test that this works in, that is the best way to try it out. Then make your patrol path. See if you crash the game when they appear, or are they there (as in you can see them- means aint crashed) cause then it should *should* be working. Mission eligable is simply just so that you don't have to put vignettes in the system, that patrol can be used for missions.
Let me know if it works, as like i said i never managed to make it work without crashing four months ago, and now i just aint tried it since then!! Let me know though!.
p.s. I stress testing it in a empty system so that you know it aint overlapping zones and over encounter percentage chance causing the crashes. Also - check the system first to make sure it works, then position the patrol somewhere that you should see it rather soon! Good luck
See below for an example of bounty hunters from Li01
[zone
nickname = Zone_Li01_path_bounty9_7
pos = 32716, 0, 59364
rotate = -90, -39, 0
shape = CYLINDER
size = 750, 31091
sort = 99
toughness = 3
density = 3
repop_time = 90
max_battle_size = 4
pop_type = attack_patrol
relief_time = 30
path_label = bounty9, 7
usage = patrol
mission_eligible = True
faction_weight = gd_bh_grp, 10
density_restriction = 1, patroller
density_restriction = 1, police_patroller
density_restriction = 1, pirate_patroller
density_restriction = 4, lawfuls
density_restriction = 4, unlawfuls
encounter = patrolp_bh_assault, 3, 0.400000
faction = gd_bh_grp, 1.000000
Okay - the game uses cylinders, but they always seem to crash, so i put in squares. now i haven't actually made any of these in the past four months - i just used to try and have game crash - so not sure if it will work (now that i know more about the game - suppose i should try, but it would be lots of work to make patrol paths across the map). One thing you can do is make an ambient population instead, then wack in yourpatrol paths.
Note: Its population type is an attack patrol. Its useage is as patrol - am sure that is what comes up on the map for the path marking. The enounter is important - patrolp means patrol path for bounty hunter assault - am sure that contributes to the marking out of the patrol path. Next - make sure you have an empty system with no encounters to test that this works in, that is the best way to try it out. Then make your patrol path. See if you crash the game when they appear, or are they there (as in you can see them- means aint crashed) cause then it should *should* be working. Mission eligable is simply just so that you don't have to put vignettes in the system, that patrol can be used for missions.
Let me know if it works, as like i said i never managed to make it work without crashing four months ago, and now i just aint tried it since then!! Let me know though!.
p.s. I stress testing it in a empty system so that you know it aint overlapping zones and over encounter percentage chance causing the crashes. Also - check the system first to make sure it works, then position the patrol somewhere that you should see it rather soon! Good luck
I've made a few patrol paths, and for some reason they are very very picky about where you place them. If they overlap another patrol path, a base, or anything else, crashola! I've made trade zones around my bases and jumpgates and just stick in an area_defend encounter and those seem to work just fine. I don't seem that much difference in them, but the game must.
Hey guys,
I need some explainations, if someone was kind enough to give them.
At first I'd like to know, what the line below does.
marketgood = blooddragon_package, 0, -1, 1, 1, 0, 1, 1
I already know that it tells the game about the good to buy on the base this line refers to. But what actually do the numbers mean? what are they standing for? My Mod didnt work right just because one of them was wrong....
And the second thing is: I'd like to create Ship-InfoCards. If i buy my new ship then all i read is "IDS?" and "Heavy Fighter". How can i change that?
Would be grateful for help...
Edited by - nightKIN on 26-11-2003 17:42:47
Edited by - nightKIN on 26-11-2003 17:53:05
I need some explainations, if someone was kind enough to give them.
At first I'd like to know, what the line below does.
marketgood = blooddragon_package, 0, -1, 1, 1, 0, 1, 1
I already know that it tells the game about the good to buy on the base this line refers to. But what actually do the numbers mean? what are they standing for? My Mod didnt work right just because one of them was wrong....
And the second thing is: I'd like to create Ship-InfoCards. If i buy my new ship then all i read is "IDS?" and "Heavy Fighter". How can i change that?
Would be grateful for help...
Edited by - nightKIN on 26-11-2003 17:42:47
Edited by - nightKIN on 26-11-2003 17:53:05
I've made a few new factions, but when I load up the game and run into them, they start as dead neutral. Two of them should be slightly green, and the other extremely hostile. I've set up (and triple checked) the entries in initalworld.ini and empathy.ini... One thing I noticed is that after creating the character, if I load up the character in Ioncross Character Editor and click the file view tab, there's no entries for any of the three factions I created. They also don't show up in the factions area of the character editor (on the same page as the current location stuff), and yes, I have added them to the faction.txt file for the character editor to recognize them. Once I've gotten the two slightly green ones to go solid green, and the enemy to go red (which takes way too long for the area to be a threat when you first go in), then they start showing up in character editor (both in the faction area, and entries in the file view). Any ideas how to make them anything other than dead neutral from the beginning? Perhaps another files I'm overlooking that freelancer uses to determine what to save in the character files? Any info would be great.
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