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RTS and Com mods

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Post Mon Sep 25, 2006 6:58 pm

RTS and Com mods

I have been reading thread's on these Board's. I have also been playing, and modding the game since I got the Hard Copy in 2002. I have came up with some mods that are just as good as storyline extensions with cutscenes, and voiceovers in my opinion.

Before I present them take note that I'm well aware of what's possible in FL without reverse engineering machine code. Even though anyone who has studied compiler design and/or done tokenizer programming knows you could* alter the hard coded part's of FL I don't believe it will be required here. I also won't teach people who ignorantly doughts it's possible how compilers work in this thread.

Ok..My first Idea is inspired by a abandoned mod that was taken too litely by this community. It was the real time ecomomy/stock mod . Real Time for the forgetful means dynamic event's, and statistics.

Real Time statistics would literally revolutionise FL beyond what the modders comprehend; evidentally . For instance it would be possible in SL, and MP to kill off all librety rogues until a NPC, or player started the clan back. Then FL would start spawning more NPC fighters based on percentage's etc..

Dynamic game play useing real time statistics is the key to the castle in the evolution of video games. I don't have million's of dollar's, or even decent hardware, so FL is a starting point.

My next idea's are long past do! They involve working with trade lanes, jump gates, and com channels.

Here is a summary of implementation's:

1. Rare mountable technology with the ability to shut down a row of trade lanes. It would require a significant pilot level.

2. Rare mountable technology to monitor remote trade lane traffic based on the same concept as idea 1.

3. Rare mountable technology to tap, and monitor "Secure Channel" communications in MP based on the 1, and 2 concept's. I found the in game news on lane hackers intriguing thus I was inspired.

I've done this on a LAN with spike proxy, but there is also a way to do it based on a vulnerability in the way FL handles packets that I first discovered in some MMORPG game engine's that had PM. They're still vulnerable too.

4. Mines that paralyze ships rendering them short circuited for a breef moment(lvl10 with lvl37 prerequisit.)

Those are my idea's..If anyone is interested in assisting in any way I'm currently working on idea 1 on a T3 test server.

Edited by - li01_lane-engineer_grp on 9/25/2006 8:16:18 PM

Post Tue Sep 26, 2006 1:14 am

ok sounds good so far...
plz add me to msn ([email protected])

Post Tue Sep 26, 2006 2:27 pm

OK..I'll do that sometime tonight.

I figured out that the best way to do all these mods are put them in a dynamic DLL, and load them with FL. It'll be mostly number harvesting via File I/O, and comparing the numbers with whole's.

It looks like you're the only one interested...Hope this thing is actually used if we put the inititive into finishing it. Is it normally this dead here, or is it that no one is intrigued by this?

Edited by - li01_lane-engineer_grp on 9/26/2006 3:27:44 PM

Post Wed Sep 27, 2006 9:00 am

im always interested in new ideas and supporting them if they have the potential to make the game better

so we can work on this together

Post Thu Sep 28, 2006 8:36 pm

bump

Post Fri Sep 29, 2006 6:25 pm

Sign me up!

devinemanATmsnDOTcom

True Intelligence is the ability to admit you know nothing

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