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The general place to discuss MOD''ing Freelancer!

Post Mon Dec 08, 2003 2:36 pm

I have added jump gates to a mad im making but when i try to go into any it has an error and dosent work
Any help??
Ps. I used Freelancer Explorer to do this!!
Thanks

-Trail-

[email protected]

Post Tue Dec 09, 2003 2:49 pm

Any one help me with this please. I've lost all the pilot meshes in the game. Any thoughts on how I can fix it ?
Great forum.

s

Post Wed Dec 10, 2003 2:42 pm

Re-Install

Post Thu Dec 11, 2003 6:17 pm

Hello Chips,

I am interested to make military patrols more lethal, I mean for example that Liberty cruisers appear with fighter escort near Manhattan. Some capship patrol with fighter escort would be nice with an increased number (14 fighters and 1 Battleship or Cruiser or Gunboat)

My second question is if you are able to make the strenght of the encounter dependant on your reputation level?
If you are hated by the Liberty Navy very much and you repel the spawned fighters some heavier squadron with capships would arrive.

You mentioned earlier in this topic how to raise the spawn rate of the ships, but I don`t know which file should I look into for it.
Plz give me a hint, because I am completely noob in modding, having some ideas tough but I am not able to make them real.

Thanks

Post Thu Dec 11, 2003 11:51 pm

hi
im wondering
do u no where u can get the admin mod??
because im wondering if u can tell me
if u can the will be very nice of u
thx


Anotherone
Dain Rautenstrauch
North Amarica,Canada,Alberta,Peace Regon,Grande Praire,Crystal Hights

Post Fri Dec 12, 2003 12:59 pm

@Trail
There's actually a post somewhere in this forum about debugging mods that contains some info about the errors you can run into and how to fix them. From what I can remember...

If you can fly around inside the system for random amounts of time (sometimes not at all) then it's most likely a problem with the patrols you've set, or an area where two zones overlap. You see, everything is broken into two pieces, encounters, and factions. When you make a zone, you set up the encounters (like scavenger, cap ships, defend, attack, etc...). You can set as many different encounters as you want, but the total probability of all encounters for the zone cannot be greater than 100%. The same goes for the factions doing these actions (a subset of the encounter). Here's an example:

You set a zone to have libery navy and police defending, and rogues attacking. You also want cap ships around. You have to balance the probability three ways in this example. For equal probability, you'd shoot for 33%. If you want the cap ships and navy/police to be there more often, the rogues have to attack less... Once you have that set up, you have to balance the two defending groups as well, also not exceeding 100%.

If you have multiple zones at overlap, the engine will combine the probabilities in that area, meaning you probably will have 200% instead of 100% in those areas. This will cause a lockup. Also, with patrols, the same thing happens if the patrol path goes inside a zone you've set up. This probably isn't your specific problem if you can't even see your system, but I figured I should cover it anyway.


Now for the more probable of your problem... I ran into this with my mod early on, and found that some of the nebulas/asteroids you can choose in Freelancer Explorer don't actually work. The only way I've found to fix this problem once it exists is to delete the nebula/asteroid field, manually find the ini files and delete them as well, then re-add them. I'm not positive why this happens (it only happened a few times), but I know that from what I've read it has something to do with the zones inside the nebulas/asteroid fields. I also noticed that some of them will not cause a crash, but rather just be invisible. Kinda wierd, especially since the effects of the area remain true (sensor efficiency, radiation, and the like). I would say to manually enter your systems.ini file, and comment out any nebulas/asteroid fields you have (comment out by placing a ";" at the beginning of the line), then try entering the system. If this lets you in, then you know the problem is with at least one of those entries. Sorry I can't just pinpoint the problem for you, but I'm sure you can get it with a little direction. Good luck, let me know if there's anything further I can do.

Post Fri Dec 12, 2003 11:38 pm

ive been reading the fourms lately and as far as i can tell, no one has said how to put in capship encounters for singleplayer. I was reading neph's tutorial but his said to not test in singleplayer. If you could put this on here that would be awesome!

Note: I didn't take the time to read through all 13 or so pages of this thread, so if i missed it could you tell me what page its on? Thanks.

Post Sat Dec 13, 2003 2:04 am

I am pretty sure it was nephilms capship encounter mod i used for SP capship encounters, MP mods should work with SP for the most part.

Post Sat Dec 13, 2003 9:31 am

Hi i'm making my first mod and nearly everything is fine so far. But I have one problem. I made a new faction with encounters in the bottom unknown system. Everything is fine (I can see my rep. with the faction in my neural Net and the encounters fly around) except of that the encounters are only flying around, but don't attack the Nomads. I have made the new faction hostile to the Nomads in the emphaty.ini and in the initialworld.ini, but they don't attack the Nomads and the Nomads do not attack them! How do I make the new faction attack the nomads???
Please Help, I can't find that anything is wrong!!!!!!!!!!!!

Edited by - Black Eagle on 13-12-2003 12:48:05

Post Sat Dec 13, 2003 9:33 am

Well, if you want to pick the places for cap ships (not just random encounters everywhere), then you just need to change the difficulty of the zone/patrol you want them in. 23 is about where they show up. You can also make encounters in areas by adding the "area_gunboats" encounter to a zone. This will cause a factions gunship to appear. This works for MP as well as SP. Not 100% how to just add random encounters everywhere, but who REALLY wants that. It'd be like making all the areas have nomads (well, not really like that, but the idea of just wiping the whole game with random encounters is just as unbelievable). Cap ships should only appear near strongholds that particular faction has created, unless they are mounting a massive assault.

Post Sun Dec 14, 2003 12:55 am

Ok, I solved the problem with my encounters not shooting. But I have still another problem. Everytime I fight my Nomad battleship encounters they crash the game after 5 to 10 minutes. I don't know what is wrong, but i think that other mods have problems with the Nomad battleship encounters too. So is there everyone who knows how to make them not crashing the game? Please Help!!!

Post Sun Dec 14, 2003 3:15 am

if u wanna get that fixed get Evolutions Mod Patch Update it works
i use it 2 in andromedia
the Evolutions Mod Patch Update is made by Chips
he is the best mod maker ever!!!!
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Post Sun Dec 14, 2003 6:26 am

so i redid all of my stuff for neph's capship encounter mod and the game keeps crashing on me. this is my code:
[zone
nickname = Zone_Li01_001_Planet_Li01_01
pos = -33020, 0, -27925
rotate = 0, 104, 0
shape = SPHERE
size = 7000
comment = Manhattan
sort = 1
toughness = 24
density = 30
repop_time = 10
max_battle_size = 8
pop_type = li_p_grp, base_cluster_law
relief_time = 10
density_restriction = 4, unlawfuls
encounter = area_defend, 1, 0.070000
faction = li_p_grp, 1.000000
encounter = area_bh_defend, 1, 0.030000
faction = gd_bh_grp, 1.000000
encounter = area_armored_prisoner, 1, 0.020000
faction = li_p_grp, 1.000000
encounter = area_trade_freighter, 1, 0.090000
faction = co_hsp_grp, 0.260000
faction = co_me_grp, 0.260000
faction = co_ss_grp, 0.260000
faction = co_vr_grp, 0.210000
encounter = area_trade_transport, 1, 0.120000
faction = co_be_grp, 0.100000
faction = co_hsp_grp, 0.100000
faction = co_kt_grp, 0.100000
faction = co_me_grp, 0.100000
faction = co_nws_grp, 0.100000
faction = co_ni_grp, 0.100000
faction = co_rs_grp, 0.100000
faction = co_shi_grp, 0.100000
faction = co_ss_grp, 0.100000
faction = co_vr_grp, 0.080000
encounter = area_trade_armored, 1, 0.020000
faction = co_os_grp, 1.000000
encounter = area_lifter, 1, 0.030000
faction = co_me_grp, 0.500000
faction = co_ss_grp, 0.500000
encounter = area_repair, 1, 0.030000
faction = co_me_grp, 0.500000
faction = co_ss_grp, 0.500000
encounter = capitalships_Liberty, 19, 1.000000
faction = li_n_grp, 3.000000
encounter = capitalships_Escorts, 19, 1.000000
faction = li_n_grp, 3.000000

[EncounterParameters
nickname = capitalships_Liberty
filename = missions\encounters\capitalships_Liberty.ini

[EncounterParameters
nickname = capitalships_Escorts
filename = missions\encounters\capitalships_Escorts.ini

obviously i removed stuff from the middle, but the game crashes on me when im loading into manhattan space. please help

Post Sun Dec 14, 2003 4:39 pm

encounter = capitalships_Liberty, 19, 1.000000
faction = li_n_grp, 3.000000
encounter = capitalships_Escorts, 19, 1.000000
faction = li_n_grp, 3.000000


Shuold look like:

encounter = capitalships_Liberty, 19, 0.100000
faction = li_n_grp, 1.000000
encounter = capitalships_Escorts, 19, 0.100000
faction = li_n_grp, 1.000000


Lets explain. there can only be 100% chance of an encounter in the zone. However, each zone has MANY encounters. So they ahve to add up to 100% or to 1.000 okay?? That is that part at the end of enctouner line:
encounter = capitalships_Liberty, 19, 0.100000

So ALL of those in one zone must NOT go above 1 okay - now you can see why i lowered them. However, it does seemto work with them above 1, but other poeples encounters crash, mine don't - so i stick to that.

Next - the faction line is approx the same. You can have different factions for the same enounter. So guess what the number at the end of that line means??

encounter = capitalships_Escorts, 19, 0.100000
faction = li_n_grp, 1.000000

Yup - you giuessed it, percentage of that faction for one encounter. So if you had TWO factions in capitalships_escorts, you would need to add their percentages together to come out at 1 as well....

ie

encounter = capitalships_Escorts, 19, 0.100000
faction = li_n_grp, 0.500000
faction = br_n_grp, 0.500000

Next - if using those scripts, please note you can have ALL factions involved in capship_escorts in the same part okay? SO that could read the rheinland and bretonian ones.

For the rest of you, I am rather busy sorry, either that or the answers are in the two threads already..........sorry I am not being much help., but 6months doing this .............lol

Post Sun Dec 14, 2003 9:01 pm

Great topic to all, it has been very helpful. I have a quick question (I have searched old topics, etc. But havent been able to find it). Here goes: How do I unlock all the jumpgates? (as in, open all areas to exploration from the beggining). A n00b question, Im sure, but any help would be appreciated. Thanks.

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