Freelancer Dreamland
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@Gibbon:
Thx for the info, never too old to learn
On another topic, does anyone else here use graded radiation on suns? Just a pet thing of mine where you approach a sun and the radiation gets worse the closer you get. I find it a bit more realistic
I plan to use that idea on different occasions to achieve some better results. You just put tons of continuously smaller zones with increasingly higher radiation damage, right? I donāt even know if the damage stacks upā¦ Guess Iāll find out.
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@Torch:
On a lighter note:
I would like to see a freelancer nuke, you set it off, push button of course, and the whole system blows up and everyone in it.
That, and a pink eagle would make my day.
runs
all perfectly possible lol (no really)
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@Torch:
ā¦
That, and a pink eagle would make my day.
ā¦ā¦ like this
;D
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@ FriendlyFire
Yes. I use 5 extra zones around suns with ever increasing damage in each one so assuming you make it to the sun youāre pretty much toasted. A final death zone with ultra high damage guarantees a vapourizing effect on entry. You guys probably know that a lot of the suns in FL have very low damage, worth fixing if not done already
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ā¦ yea sorry
- itās the Falcon (but i didnāt find the Eagle staight away)
- and i m working on the brown cockpit glass, which realy doesnāt meet that style perfect
PS. 4 those who want it, need it + know how 2 use it: Torchās special civilian texture
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ā¦ and here a small 1st concept,
how 2 kill a whole system.1. put a destructible solar model āsolar coreā in the sun.
2. attach a nice death fuse 2 it, which does minimum 2 times very heavy damage in a wide area
3. create a ānova bombā kind of torp which survives the radiation and can blast your āsolar coreā
and also does some nice wide area damage.Of course the rest of the system has to be desructible 2.
possible problem: radiation might damage the āsolar coreā
(not sure - i think it will not atm without checking)And we also need a small flhook addition which deletes
every char docked in that system.
;D@OPR8R now THATs reason 2 worry
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@F!R:
Without āinterferenceā you ll get no drag.
Normal flight will be slower (also effecting npcs and projectils)
and cruise will be speeded up unpredictible.I Seem to remember Interferece is to do with Sensor Efficiency.Iāve never bothered with Drag Modifer Before.
One Thing Iād love to see would be a greater range of ship classes, like Logistics, Scout, Electronic Warfare, Etc. Rather than LF, HF, VHF and Freighter. Also, Scale and a lack of nomads would be nice. -
1. yes - interference has 2 do with sensor efficency
(and you still will need 2 set it atlrast a little, to get the drag modifier 2 work)2. You have 4 entries in āresources.dllā for the ship classes
In WTS we changed them a bit to
923, āFighterā
924, āVHF/Gunboatā
925, āFreighter/Transportā
926, āCruiser/Capitalā
Renaming is the only thing i can offer 4 that. -
On a side note to classes, at least regarding weapons, its certainly possible to make weapon classes for each individual ship class if youāre careful.
You can redo them. I redefined my weps so that as an example on say a light fighter, you can only mount that class of gun. Just make loads of weps for that class only. Same for all the others. That way itās impossible to mount freighter guns on a fighter, transport guns on a battleship and so on. To get them to display properly in game just needs some dll editing in the resources dll. Only thing i havenāt solved yet is getting rid of the class number but iām sure thereās a solution to that somewhere.
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I tried removing the Class Number for Weps on ENE. I found no strings that changed it in any of the DLLs, although I could change hardpoint names.
Can someone explain how I make new weapon classes like mentioned? -
ā¦ please 1st give a short idee on what mod your working
in not more then 50 words.;D
okok
same as above - find the proper entry in resources.dll
and change it to say1731, āEnergy Missile/Gunā (former āTurret-Class 1ā)
1732, āFighter Defense Turretā (former āTurret-Class 2ā)
1733, āTurret-Class 3ā
1734, āTurret-Class 4ā
1735, āTurret-Class 5ā
1736, āTurret-Class 6ā
1737, āTurret-Class 7ā
1738, āTurret-Class 8ā
1739, āTurret-Class 9ā
1740, āBattleship Turretā (former āTurret-Class 10ā)
1741, āTorpedo/Disruptorā
1742, āHeavy Torpedo/Disruptorāor to what ever you like.
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Yes, I know about strings, and iām doing an independant piece for Antares, the nature of which is being kept quiet. Anyway. Adding new ones, not renaming old ones.
New ones.Did I Mention I Knew how to change strings?
Jesusā¦ -
ā¦. the same than as with the ship classes.
No offer
- atleast not by me.
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ā¦ here some things i d love 2 see:
0. anti-cheat protection with clientside crc- and connection checks (ātrainerā)
1. the possibility to destroy a hp attachment of a ship, so it is lost similar to cargo
and doesnāt respawn together with the rest of the ship2. rep + level settings working with the ship dealer
3. more than 3 ships possible 4sale at one dealer4a.different types of radar jammers (maybe working like interference and/or time based 3 seconds on scanner, 3 seconds not)
4b.and scanner addons which compensate them full or partly5. a WingCommander like scanner/radar display
6. weapons which are able to damage specific equipment types / make them inoperable for a certain ammount of time
7. different cruise speeds
working and ready 4 Christmas.
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Sorry missed this post until it was bumped
I would like to see more unique base/landing scenes/ 'scapes.
More unique missionsā¦you just get bored after 3 or 4 on the trot, then have to do something else for a while.
Im sure theres other things, but these come to mind at the moment.