Story Mission level requirement
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storylvl plugin by adoxa
http://adoxa.altervista.org/freelancer/plugins.html
“Allows customization of the money required to advance level during the story. See storylvl.cpp for usage.” -
@SWAT_OP-R8R Hi SWAT, thanks for reply
Yes I know about that plugin, actually gonna use it definitely (all praise Adoxa ) But I just was curious if its possible to set it even like this.I was trying to offer player diff range of missions on stations from easy ones for default 3k to a more diff ones for lets say 50k (without changes to player level). Wasnt sure if its possible as I know that game looks at the current level of the player in that big equation. So I thought that enabling player to have those “between story” levels would increase the variety of difficulties for him.
Its one of those things I missed in default Freelancer that even though I was good enough to hop onto a tougher missions, I could not as the game still considered me a newbie
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@CommanderArgelo Rankdiff.ini and mbases.ini in the missions folder.
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@Timmy51m I was doing some “experiments” with mbases and rankdiff but I am doing something wrong.
I tried to have missions with different difficulties and rewards in Missouri, but I managed to have only the higher ranks there.
I used Planet Crete as the template and used its Destroy mission at Missouri but let the min rank default one.
mbases.ini
[BaseFaction]
faction = li_n_grp
weight = 100
mission_type = DestroyMission, 0.112387, 53.365, 100
npc = li0103_lnavy_001_m
npc = li0103_lnavy_002_f
npc = li0103_lnavy_003_mI tried it with Starflier save game, no change. So I moved to rankdiff.ini and changed the values to higher ones but I only managed to achieve a higher diff mission on BS Missouri but there weren’t any lower ones
(yes the NPCs that are sitting there occasionally were offering missions around 3,5k while the main job missions were offering the highest ones )I was checking other posts where Adoxa was showing some galactic equations but I grew 2nd head from it
I know I am doing something wrong, just need some help with it please
From what I understand, I cannot expect 300k missions against Liberty Rogues as they dont have any high diff pilots/load-outs (yet) but I know that the highest missions against them are around 70k. I would love to learn how to be able to set min and max missions on all stations but right now I am just stupid…
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@CommanderArgelo Adoxa made a few cool mods for me, they’re on his site, they’re called matchjob, matchplayer, and post story diff, get them and read the usage files. They can do a lot of the heavy lifting for you.
I asked for them because when you finish the story and return to New York it’s no challenge at all, you have to fly to Rheinland to take a mission worth doing. Guy’s a legendary wizard, don’t know what we’d have done without his help for all these years.
You have an awful lot of work to do if you want to try and go deep with manual editing of mission files, it’s a spiders web, and while we have all been down that road at some point, these days we’re not really around to walk people through it.
You’re still going to need to edit equipment files for each base, plus some npc loadouts for police if you want to make a system like New York suitable for a little more difficulty, but with a few little changes like that you can make it more like Kusari space.
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Guys, just to let you know, I’ve found a way to offer an “all-difficulty” mission to the player (no matter his rank)
right now, I’ve got a starting Starflier (finished the 1st mission and the base offers missions against all difficulties with corresponding rewards.
What I changed is this:
RankDiff.ini
-Changed all values to 100 so there is no limit for a player on how difficulty mission he can receive.
[RankDiffDB]
rank_diff = Base_0_Rank, 100
rank_diff = FreeTime_01_02, 100
rank_diff = FreeTime_02_03, 100
rank_diff = FreeTime_03_04, 100
rank_diff = FreeTime_04_05, 100
rank_diff = FreeTime_05_06, 100
rank_diff = FreeTime_07_08, 100
rank_diff = FreeTime_08_09, 100
rank_diff = Mission_End, 100MBases.ini
Here I provided all levels for all difficulties to BaseFaction sections so the Faction that runs the station offers them all.
Here is an example from Buffalo Base[BaseFaction]
faction = fc_ou_grp
weight = 50
mission_type = DestroyMission, 0, 0.0821
mission_type = DestroyMission, 0.0821, 0.11238
mission_type = DestroyMission, 0.11238, 0.20513
mission_type = DestroyMission, 0.20513, 0.351
mission_type = DestroyMission, 0.351, 0.48049
mission_type = DestroyMission, 0.48049, 0.65774
mission_type = DestroyMission, 0.65774, 0.90038
mission_type = DestroyMission, 0.90038, 1.23253
mission_type = DestroyMission, 1.23253, 1.6872
mission_type = DestroyMission, 1.6872, 2.30961
mission_type = DestroyMission, 2.30961, 3.16163
mission_type = DestroyMission, 3.16163, 4.32796
mission_type = DestroyMission, 4.32796, 5.92454
mission_type = DestroyMission, 5.92454, 8.1101
mission_type = DestroyMission, 8.1101, 11.1019
mission_type = DestroyMission, 11.1019, 15.1974
mission_type = DestroyMission, 15.1974, 20.8037
mission_type = DestroyMission, 20.8037, 28.4782
mission_type = DestroyMission, 28.4782, 38.9839
mission_type = DestroyMission, 38.9839, 53.365
mission_type = DestroyMission, 53.365, 73.0514
mission_type = DestroyMission, 73.0514, 100
npc = li0112_outcasts_001_m
npc = li0112_outcasts_002_f[BaseFaction]
faction = fc_lr_grp
weight = 50
mission_type = DestroyMission, 0, 0.0821
mission_type = DestroyMission, 0.0821, 0.11238
mission_type = DestroyMission, 0.11238, 0.20513
mission_type = DestroyMission, 0.20513, 0.351
mission_type = DestroyMission, 0.351, 0.48049
mission_type = DestroyMission, 0.48049, 0.65774
mission_type = DestroyMission, 0.65774, 0.90038
mission_type = DestroyMission, 0.90038, 1.23253
mission_type = DestroyMission, 1.23253, 1.6872
mission_type = DestroyMission, 1.6872, 2.30961
mission_type = DestroyMission, 2.30961, 3.16163
mission_type = DestroyMission, 3.16163, 4.32796
mission_type = DestroyMission, 4.32796, 5.92454
mission_type = DestroyMission, 5.92454, 8.1101
mission_type = DestroyMission, 8.1101, 11.1019
mission_type = DestroyMission, 11.1019, 15.1974
mission_type = DestroyMission, 15.1974, 20.8037
mission_type = DestroyMission, 20.8037, 28.4782
mission_type = DestroyMission, 28.4782, 38.9839
mission_type = DestroyMission, 38.9839, 53.365
mission_type = DestroyMission, 53.365, 73.0514
mission_type = DestroyMission, 73.0514, 100
npc = li0112_rogues_001_m
npc = li0112_rogues_002_m
npc = li0112_rogues_003_m
npc = li0112_rogues_004_mSo right now, there is a ±50% chance that Outcasts or Liberty Rogues will offer the mission, and the mission that will be offered to a player can be of all difficulties.
Numbers after “DestroyMission” are values taken from Diff2Money
I changed also the number of offered mission to 10-20 but still you have to count on RNG.
This method doesnt guarantee you will always have 250k+ missions there, BUT it guarantees you that they CAN spawn thereIf this is known fact, my apologies, I am just happy it works
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@CommanderArgelo Well done, it always feels nice when you start understanding which files relate to others. You just have to remember to keep testing as you go so you don’t do a lot of work that you don’t like afterwards.
I guess you know that placing ; before any line means the line won’t be read, so comment out all those destroy missions except the hardest and then see what happens when you take it. If it turns out that the hardest difficulty against liberty police that only have a single level 1 ship loadout isn’t what you hoped it would be then you’re going to have to fix the problem you just created for yourself.
How would you fix that, by creating more difficult npc ship loadouts for them, but then how do you make them spawn, by increasing the difficulty of in system encounter zones, if you do that what happens when you start a new game and you’re confronted by ships of a much higher level than you are in your starflier.
Missions might spawn several waves of lower difficulty npc’s, or they might just throw a single wave of 2 high level npc’s at you, it’s math based. You might find that a powerful support wing turns up that wipes out your inferior opponent, or vice versa. Weapon platforms could spawn you can’t deal with.
Outcasts and corsairs in particular have the potential to spawn in as very powerful ships that hardly anything in the settled systems can contend with.
I did go some ways down this chain of thought myself a long time ago and then asked Adoxa to help me out because it just didn’t work in single player storyline play. I resorted to waiting until the storyline was finished and then having the changes kick in, the post story difficulty file he made is great for that.
Test, test, test. Backup what works before you make too many changes. Some ideas seem great at the beginning, but at some point we’ve all gone off on a mad editing spree that we later regret. Hope you have fun creating your own version of Freelancer, it’s a really great game to mod.
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@Timmy51m Thanks Timmy, you are absolutely right. I am working in the game industry as a QA Engineer so it is literally my job to test everything
It took me already weeks to test things that Ive managed to get into my modded game and I am still not even in half. But slowly its moving forward.
Just a quick question, is Freelancer restart always needed to see changes in ini files? I’ve been doing that for the last 2 months but maybe I am doing it wrong.