So, no one has time or interest for this quick test? Come onā¦
You just need to add (temporarily) 3 lines of code to any *bar.ini
[Hotspot]
name = IDS_HOTSPOT_LAUNCH
behavior = Launch
So, no one has time or interest for this quick test? Come onā¦
You just need to add (temporarily) 3 lines of code to any *bar.ini
[Hotspot]
name = IDS_HOTSPOT_LAUNCH
behavior = Launch
Well, I wish to share my recent discovery
and I have one question too
So, you know, the base rooms are optional, and of course we need at least one, but the persistence of landing room (landscape or deck) really bugged me, especially the deck. For instance, if I have only Bar, I was forced to add and Deck room, else no āLaunch to Spaceā button, BUT finally I found the cure. I append this code to my BASES\ROOMS**__bar.ini:
[Hotspot]
name = IDS_HOTSPOT_LAUNCH
behavior = Launch
```Actually, you never will see this [Hotspot] in use in any ini file, and I really wonder what value to add for "behavior" param. By chance or not, "Launch" was my first guess and it **works** :D so I not tested other values. Screenshot below show my first (and successful) test.
![](http://img194.imageshack.us/img194/9864/t6ww.jpg)
Ok, I'll glad if someone else test this, just to confirm that it works not just for me.
The next test I made was with base that have separate rooms for Trader and Equipment, so there no need of an empty Deck room, and I remove that room, plus append IDS_HOTSPOT_LAUNCH to the rest. This way I find one limitation. Trader room is fine, but see the Equipment.
![](http://img844.imageshack.us/img844/3408/jt3b.jpg)
![](http://img703.imageshack.us/img703/5002/q0at.jpg)
The "Launch to Space" button fly away, and maybe on other screen resolution that location been ever worst, overlaped with other button. Perhaps there is some sort of "menu_width" or "icon_count" limit somewhere. Can we bypass this limit?
Yes, I can just hide/remove arrow-buttons that change camera view for my Equipment to fit this limit, but if this can be fixed w'd be awesome.
Ah, and there is something else that bother me too :) The "behavior" of Repair button. We can append this button to any room with:
[Hotspot]
name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair
Maybe I sād not bother this old thread but somehow canāt resist
Make this ship purchaseable is easy, but take in account all the limitations before you spend your credits:
Battlestar II
Quite enough (to me) to live it in a museum.
robocop wrote:
duhā¦ I completely brain-farted and overlooked the fact that if the volume is so large it canāt even be put into a hold, thereās no point in having it at all.sorry for my worthless suggestion.
Donāt worry, neither I thought of that
robocop wrote:
you could always make its volume bigger than the largest cargo hold on the serverā¦
Yes, thanks, that will work for sure, it just not pass well to my scenario. Well, lets append a few more words what Iām after.
I have various pilot commodities for different factions. They appear in the npc ships cargo, 1 unit in a fighters and more in capital ships, depends on the ship size. But for the scenario, I have one (underground) faction, that make special security efforts to protect their secrets, so they remove escape pods from all of their ships to be sure that no one will capture their members alive.
Well, I have some āplan Bā versions in mind, like to set decay_per_second = 1 and with hit_pts = 1 will make those pilots ādieā for a second, or simply add description that say something like āpilot dead bodyā, but the player will wander why they ever have escape pods then. In other words, this āplan Bā versions are weird.
Maybe the drop_cargo_fuse has to do with it ???
Where this setting located?
Thaddeus wrote:
are you sure? because every time I havenāt assigned drop_properties in lootprops.ini they donāt dropthis is why vanilla npc only items donāt drop i.e. npc_shields - no drop_properties
some npcās carry armor, guess what ~no drop_properties~ = no loot
power plants, wow āIāve just shot 150 ships why arenāt I surrounded by power plantsā oh yes ~no drop_properties~ well, damnneed I go on? or have I totally misread your question?
You talk about equipment, but for commodity?
Here is one copy/paste entry from select_equip.ini :
[Commodity]
nickname = commodity_prisoners
ids_name = 261646
ids_info = 500441
units_per_container = 500
pod_appearance = cargopod_green
loot_appearance = lootcrate_escape_pod
decay_per_second = 0
volume = 1
hit_pts = 1000
```I thought that all the settings here required by design. If by chance the player has non-lootable commodity in his cargo then shouldn't be able to use Eject button. This is not the case for me, just my thought of course on how the game thread this items.
Anyway, in prop_equip.ini we have only [Power] sections, and there I see staffs like this:
[Power]
nickname = food_1
DA_archetype = Equipment\models\commodities\crates\cargo_food.3db
hit_pts = 40
mass = 10
volume = 3
capacity = 1
charge_rate = 1
[Power]
nickname = food_2
DA_archetype = Equipment\models\commodities\crates\cargo_food.3db
hit_pts = 40
mass = 10
volume = 3
capacity = 1
charge_rate = 1
[Power]
nickname = Food_3
DA_archetype = Equipment\models\commodities\crates\cargo_food.3db
hit_pts = 40
mass = 10
volume = 3
capacity = 1
charge_rate = 1
Thanks to both, unfortunately none of this works.
I ever set hit_pts = 1 with the hope it will explode easy, but still track them, other idea?
Can we make non-lootable commodity?
Looking into DATA\EQUIPMENT\Goods.ini if I create new [Good] with category = commodity it become lootable.
Also in DATA\EQUIPMENT\select_equip.ini I see lootable = true/false but for category = equipment only, like [Armor] for example.
What I wish to achieve is my commodity to appear into npc ships cargo, but to break the chance to track it when you destroy them. Can I do this somehow?
sumanuti wrote:
Use adoxaās Tini to convert .inis to readable text format. Just drop the file on it and magic happens 8-)
Beside this you can find rest of the tools that might help in future modding.
Good luck!
Sumanuti, many thanks for the link!
I found FLIX (FreelancerIniExplorer) but by some reason it not work for me, only eat my cpu. Anyway, there is a BINI.exe in this package that do the job, but reading the notes looks like TINI is more robust.
Iām back here with some useful, I hope, info.
As I mention, a lot of years gones from my last active moding, some things I remember quickly, other not.
All we know that repo value of -0.65 in InitialWorld.ini make factions hostile to each other. Now I remember that value -0.3 make factions neutral but also enable missions between them.
Let me know if am wrong, but many things in the game proof this. Take for example Junkers, they have -0.3 with all Liberties (navy, polis, companies (IC, DSE, Ageira, ā¦)), and I have missions from them against Junkers and vice versa. That also explain the behaviour between Dragons and Outcasts, and etc. Now I see sense even in my Omicron Mu system, where I have missions from The Order vs BH.
What I still not remember, about this settings, is the reflection of positive repo values. For sure +0.65 make factions allies and they can ask for help each other in space. Also they never demand cargo form allies, maybe they not do that even on value +0.3 (?), but not sure.
Ok, I hope this is useful info
Now back to the subject.
Maybe enabling nomads missions is not so cool idea. They need to have only 1 mission type (ākill shipsā), and the proper setup for this looks complicated to me as there about 20 entries in VignetteParams.ini that I need to edit, but I have no idea which of them to dissable (for now all are active for Nomads).
Shortly, I thought to delay this task for now. But I still need a bit of help. I see a lot of useful tools youāre using here, but is difficult to find working download links Most needed tool for me (at the moment) is the editor (not remember it name) that you using to reassemble encrypted INI files.
Can someone share links? Thanks in advance!
Thanks to both for the reply.
Just to clarify about mission zones, theyāre fine, else Iāll have not missions at all vs other factions.
Well, to be honest, this is so large subject so I not see how to reply short and correct at the same time. In other words, I hope you have the patience to read my large post
Need to say that my last moding was more than 6 years ago. Even when I start to work on existing mod mostly becouse I hasnāt an idea how to encrypt those INI files, and still have no idea how to do that Iāll appreciate help in that direction. So, for now, I start (recently) to modify existing mod (Discovery) by editing only INI files (for now). This mode required a big rewriting to make it useful for SP.
Ok, back to the subject. There is many ācloningā factions in this mod called āguardā (The Order Guard, Bounty Hunter Guard, IMG Guard, ā¦) so and Nomad Guard. Shortly, a new nomads factions already added. Iām not sure is it properly configured for random missions. I think not, because not see this new faction (fc_n_guardian) in VignetteParams.ini. But as I see the old Nomads (fc_n_grp) are configured. I presume that theyāre prepared for missions even in vanilla FL, but at some moment in the dev-process the creators of the game decide to dissable that feature.
Shortly, I wish to enable them, but I have no experience in hacking exe/dllās.
Adding new faction named āNomadsā looks to me will have some side effects, for example - āNomadsā entry will appear twice in my repo-list ( F8 ).
I remember one interesting example from the vanilla FL, Outcasts and Dragons are neutral and not engage each other. And not remember about the Outcasts, but Dragons for sure offer missions against them. Maybe FL developers planed something and abandon it in the process. Most interesting, logical conclusion, is that we can do such staffs (enable/dissable missions btw factions) by hacking exe/dll. Things like this make me fill that this is the right way to go. Enabling Nomads sād enable and backward missions, i.e. Nomads will able to offer missions as well, right?
About the Restart.fl, yes, I delete this and start new game a few days ago, and for now I focus on Nomads worlds. What I have so far is no missions against them. That not a weakness in vanilla FL where nomads are isolated, but in this modā¦ systems like Alaska where real war beginā¦ lack of missions is somehow unnatural.
This was just for example, I have other system like this. As about Alaska, Navy and LSF offer missions vs The Order, and vice versa, but none of this 3 factions care about Nomads.
And if you still not bored reading this large postā¦ I wish to append something strangeā¦ In Omicron Mu ( ST08 ) I have 3 Order bases and encounters: nomads + bounties all around. There also have missions but only vs BH, andā¦ in this mode The Order is hostile only to that new āguardā version (gd_bh_guardian), so logically, this missions sād be vs this BH-Guard, butā¦ there no encounters of this faction in this system, only ālegacyā BH (gd_bh_grp), WOW! How this is ever possible?ā¦ This blow out the whole logic we know.
First, thanks for the reply.
Well, I not agree with many thinkings in this tutorial, never mindā¦ I also read the whole topic and nothing from there helps at all.
Creating new faction not solve this issue, even worst, new factions not offer missions nor yet appear as target in mission vendor at their enemies.
So, I canāt guess where is the problem. You said that there are a couple of ways of doing this, please share another one, thanks.
What I should do to make this working?
I know requirements for random missions to work - destroy vignete, enemy encounters in the same system. Shortly, I have not problems with missions against other factions, only Nomads. Can I fix this somehow?
Ok, I hope its so easy as you said, thanks again. Iāll test this one day and post the result.
Meanwhile, I saw by chance that after renaming a faction (its ids_name and/or ids_short_name), this changes become active instantly on the next game load, and without deleting restart.fl or starting new game. That mean the game read from InitialWorlds.ini all the time.
[EDIT]
Itās working! Huge Thank You!
Somethingā¦ just curious, old Reastart.fl was 80 kb, the new one is 237 kb. Maybe the game copy some data inside from the rest saved *.fl files?
Well, now remain to find out why no one offer missions against Nomads but maybe is a good idea to post this as new question, right?
Many thanks for the rapid response!
Hmm, interesting, I dont know about restart.fl and looks like
Discovery mod creators miss that file too, as their InitialWorld.ini is never readed.
Well, if I get it, if I just delete restart.fl file but not start new game, the game will not use my new settings?
Hey to everyone!
My first post here, itās a question.
After search in the forum, I found related topic. And at the first look I thought that FLCharAdmin tool is the cure I looking for, but somehow not sure.
Well, lets said what Iām trying to do. I extend an existing mod, making it more interesting for SP (single player) and probably abs incompatible with MP (multi player). All this is mainly for my own pleasure. Probably will publish my mode some day, but thatās not interesting at the moment.
What I want to ask a help for in this topic is about the factions (not only new one) hostility. What I know (correct me if not true) is that we cannot configure factions enemies by editing INI files. Lets say (for ex.) to make Bretonian and Kusary navy fight each other, or Liberty vs Rheinland, and etc.
Also adding new faction(s) to the game make them neutral to all the rest factions. And I really wonder why massive mods (with a lots of people working on it) continue adding new and new factions with some fake info card about their enemies, as all of this new factions are Neutral to everyone (not mean the player, thatās changeable).
Ok, itās too much words for the fist post, thanks for reading So, I need some start point though. Thanks in advance.