Q-Place new base into a system
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Maybe im not using the right key words for searches.
unable to find infoIm looking for the files or file paths that will allow me to place a new base into a system
I am also looking for the folders that will allow me to add ship dealers to bases
PLUS information to actually impliment
am unable to gleen enough info from what ive got.
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To be more clear. As a test i added a ship to detriot munitions and it shows it sells it but there is no ship dealer.
So i attempted to create one with the ini in universe/systems
what i would like to do is create a base of in a corner some where that sells items unique to the system so when you are locked into liberty space you can outfit your self
with good stuff prior to leaving the system. Along with the Anubis and juni’s defender -
Hi,
I think it would be more easy to add a new base with the right dealers than adding a shipdealer to an existing base.
For that you’ll need the Freelancer Explorer tool. It is graphical and very easy to play with for this kind of stuff.Add a new base to the system and choose an existing base template where the shipdealer is present.
Then, add everything you want to the base. FLexplorer can do that for you, but personnaly I prefer doing it at hand. You seem to know how to do that part.Good luck with your mini-mod !
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thank you cold fire
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Are there other ways to get a base into the game other than FLexplorer .
Most of my changes are direct ini modifications
FLexplorer seems to be more for flmmI dont currently have mod manager installed
and im confussed as to where it is trying to edit files from
i dont want to change anything without making a backup
and there is nothing to indicate its information source. -
Try FL Mod Studio it works on the game directly not as a mod requiring activation, remember the FL file that’s being edited needs to be changed from read only to read/write.
http://code.google.com/p/freelancermodstudio/downloads/list?can=3
You can copy and paste a base from another system then edit it but that base has to appear in the Universe ini,
If you’re just staring out I’d recommend you read Giskards section on system building see the link below
http://www.gamefaqs.com/pc/913966-freelancer/faqs/25096
scroll down (about 40%) to find
“System Building from scratch by giskard”
This will cover the basics of what you’re wanting to do.
I’d agree with Coldfire add a ship to a base that already sells them it’s far easier than adding a shipdealer room to an existing base.
Are you trying to add an existing ship to a different base or a new ship to the game? it looks like both.
The Anubis is a buyable ship in the unmodded game but I don’t think Juni’s Defender is, remember bases can only sell up to 3 ships and those ships have to have their own “package” to be sell-able.
Have a read over Giskards guide and ask more questions we’re here to help
CK256
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Thanks for the info
my only thought with adding a ship dealer was to get a bigger supply of ships into the system with a variety of different types of bases some of which i’m currently building
as far as selling the Anubis in new york it seems to me there should to be at least one place in the verse you can buy it.
seems ridiculous that you have only one chance to buy it.
I supose i could start the game with juni’s defender and flyers choice loses it.
but in the end my bases and my ships are what’s important to me.
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Adding a ship dealer room by hand to a base that has none at default is quite a bit of work - have a look at the files where the station interiors are saved. You would have to add the shipdealer hotspot (the button) to every other room, and add a file for the dealer itself.
If you speak of the person: This you have to do inside mbases.ini. You could simply copy a shipdealer (and his fixture line) from a base that has one to your new base and edit the nickname. -
Thanks for the reply Quarks
chances are in the end i will attempt it if for no other reason than to learn from the experience.but i will eventually need to get my bases working to so…
no pain no gain right.
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On mBase ini.
it’s hard to tell where one starts and ends
any hint’s.first and last lines could be helpfull.
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The only thing I can tell you about mBases.ini :
A base start with [Base] and ends just before the next [Base]
When I want to remove old bases leftovers, I just search for the base ID to remove (ie : NE01_01_base) and remove everything between [Base] and the next [Base]Other than that, I cannot help you about mBases.ini as I usually don’t mess with it (except correcting errors / removing old bases)
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Ok, I will explain a litttle bit.
As ColdFire said, an entry for a base starts with a [base] block. There the nickname, faction it belongs to and how npcs call it are defined.After that is a [MVendor] block, which defines how many jobs there are on the board (only for SP).
Then there are some [BaseFaction] blocks, one for every faction present on that base, it controls wether the given faction gives missions, which npc (defined below in a multitude of [GF_NPC] blocks) belong to them and their weight relative to the others theyhave on that base.
The [GF_NPC] contain the info for the individual npcs (body parts, voice, name, rumors they tell, if you can bribe them sometimes, wether they know some wrecks and bases they can sell the info of and so on. The Vendors are also defined, but usually don’t have any voice and rumors and so on.
There is one [MRoom] block for every room you can enter on that base, traders and the baarkeeper have to be set as fixtures here to be always there, not only sometimes like the other npcs.
And then follows the next base starting with the [base] block and so on.
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thanks for the responses
if there are any other thoughts please feel free to spill them
sounds like there is a lot to know to make this work.
at the very least i need to learn how to get new bases working
you have given lots of good leads and info so far.
thanks you