Modding discussion, support and showcasing.

6 Topics 27 Posts
  • Vanilla Freelancer weapon stats patterns

    1 Votes
    10 Posts


    I’m going to have another project taking up some time for the next week or two. I’ve confirmed that six vanilla extended weapons work, and have basic infocards done. There are no bases selling at the moment.

    Added appropriate bases for weapons, with rep and level consistent with standard Freelancer. Since no level 10 weapons are sold in-game, I set those to 0.7 rep and level 34.
    The one thing I have misgivings about is that the level 10 Corsair weapons wind up being a bit uberish for unmodded enemies - damage is in code weapon range, but with 4 refire and high efficiency.

    Zipped script.xml version

    I’m a fan of Creative Commons type licenses, but rather than add a license that’s longer than the mod:
    Feel free to reuse, modify, fold, spindle, or mutilate the data to your heart’s content. It’s pretty basic. If anyone wants to do a vanilla feel overhaul, what’s most useful is the information it’s based on.

    Automating weapons generation was overkill for this. When I’m free again, per IrateRedKite’s suggestion, I may put together some code to automate creating complete vanilla-based weapons lines (and in Python, yes - I’ll leave my preferred PowerShell toys at home, even if they do work great for blowing through data streams :} ).

    A major caveat is that as-is, it may not be useful for many people since using the level-based hardpoints isn’t as much of a thing. Other issues:

    major overlap in weapons families means the effect is minor. there are max about 4 levels of effect for each family of weapon, which means, depending on weapon, 3-4 levels will share the same effect. (This could be mitigated by rearranging the weapon effects a bit, so every faction’s neutron weapon effects look alike, for example?). and the biggest impediment: the weapons should get reasonable in-game presence: names, infocards, possible rumors and wreck distribution, etc. That’s the real significant issue. Creating the weapons lines is pretty mechanical, but making them into interesting game elements is where the real effort is.

    EDIT EDIT: I’ve changed naming scheme to make names more rational for what may be a somewhat sparse matrix of new weapons: the names are simply family-name_ level_ nn where nn is 2-digit level number.

  • 1 Votes
    7 Posts

    @Gold_Sear Damn, I did browse through the knowledge base but I must have skipped this entirely. Apologies.
    Many thanks to you and BC46 who also pointed it out to me and included the original thread, with adoxa finding it

  • Gold_Sear's To Do List

    2 Votes
    2 Posts

    It looks like @Venemon has recently solved #4 - at least the formation part - Thanks a lot!
    Also, I forgot to add a few items to the list, now added in post #1.

  • BMOD: Screenshot Showcase

    1 Votes
    1 Posts
    No one has replied
  • 3rd-person camera issue

    1 Votes
    6 Posts

    I actually played around with this offset a few years back while trying to reduce the symptoms of Ship Shaking but never posted it. Anyway credits go to you:

    Freelancer.exe 1186F0 0.05f = multiplier for third person view inertia ~Venemon

    EDIT: added pull request for the 101 list.

  • Modding Wiki Contributions

    0 Votes
    1 Posts
    No one has replied