Thanks guys, you taught me a lot I will make sure its properly balanced
CommanderArgelo
Posts
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Hi guys, me again
Could changing equip = infinite_power on NPC load-outs to a normal player ship reactor cause some issues? Would there be some CTD because NPC ships could suddenly have not enough power to shoot if they go all crazy? Will AI count with “limited power = spare some shots” ?
The same goes for NPC shields. If I change all NPCs to use normal shields like a player, is there some hidden problem that could occur? Why would vanilla have NPC shield equipment anyway?
Thank you!!
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Thank you Caenen, I will try this!
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Hi guys,
I just finished my work on load-outs for Ageira, and I would like to try some random missions against them. However, I couldn’t find any mission on any station belonging to Ageira’s enemies.
Could you please tell me how to find such missions?
OR
How to set a random mission against them
Lets say from Xenos Ouray Base against Ageira in Colorado. -
@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.
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@Aingar Wow, thats something my brain is not ready for Me and Coding… hmm nope Seems like I lost this battle. Maybe the Shield-less capitals are better options than breaking physics of this universe to making shields working
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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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@Timmy51m Wow, I am gonna definitely try that. I’ve been to Adoxa’s webpage many times but those 2 plugins somehow missed my eye. Thanks, buddy!!
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Hello fellow modders,
I tried to implement battleship encounters and through many tutorials and battleship encounter mod, I was able to fully make it working.
Except for shields… Yes I know, known issue
I am using FL HD latest version, and I used ADOXA’s
server.dll 00960C 0C->00 = fix explosion damage not causing full damage (or no damage) on large ships ~M0tah
But no matter what, Vanilla capital ships still do not register missile weapons against their shields.
When shields are down, missiles and torpedoes work as they should but hitting a shield does no DMG.
I tried to increase the radius of the explosion for torpedoes to 250m which helped only against cruisers but not battleships. Plus it’s very bad temporary solution.The only thing I didn’t try is to create a custom shield bubble 3db and .sur.
Are those the only things that must be there and actually work or is there something else I could do? -
@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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@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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@IrateRedKite Sounds good, I will be looking forward to it creating currently my very first mod so I am learning every stuff out there. Quite tricky with the old Starport being gone and most of the URLs are not working
But thanks for your reply Irate!
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@IrateRedKite Yeah, it’s very tricky. What I found out is that [PhantomLoot] is like a drop for everyone, everywhere, sort of like a Global drop. I tested it out and am 99% sure that if you put a 100% chance to drop, then every ship you destroy will drop that item, which is awesome but won’t help in my case.
In the end, I had to switch from Escape Pods to classic “pilot” commodities in everyone’s loadout and set mLootProps to 50% so the pilot is dropped in 1 out of 2 destructions (more or less )
Maybe it would be possible with some FL Hook, but I am totally stupid when it comes to codding -
Hi modders.
Is it possible to change the value of Player level that the story mission asks you to have?
I would like to have more levels between story missions. Lets say that as soon as you get your level 2 you will have more time to play and free roam. Until let’s say 5, then the Ashcroft Story Mission would start… etc
Is this possible? Tried to search through forums but couldn’t find anything
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Hi Guys,
Is it possible to set some good, to be dropped from every NPC with some percentage? Both in Random mission and free flight.
I know that IF I put this commodity to all loadouts (enemies) that I want to drop this loot, they will drop it after they die, but I want it to be invisible to players during scanning (phantomloot).
The reason for this is. I’ve created an escape pod commodity, all BUY/SALE is properly set but now I want an NPC faction to have a chance to drop this (no matter whether it’s during free roam or from a random mission) but it has to be invisible.
IT doesnt make sense for a player to scan a pirate and see an escape pod in his cargo
THANKS!
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Wow, could I miss something like this?
Thank you both for your quick response! -
Hi Guys, can you help me with the issue with my shields?
I am modding the game and I tweaked all shields and ships etc. Everything was okay until I realized that when I selected any NPC ship, the shield value on its right was not the value that its shield actually had.For example, the default LVL1 shield NPCs have a shield capacity set to 1000, but in-game I see the value 850.
Is there something like “armor” that scales down NPC shields?
NPC Loadout - Shields and Reactors
NPC Loadout - Shields and Reactors
Missions against Ageira
Missions against Ageira
Story Mission level requirement
Capital ships shield collision detection
Story Mission level requirement
Story Mission level requirement
Capital ships shield collision detection
Story Mission level requirement
Story Mission level requirement
Dropping a phantomloot cargo from an NPC
Dropping a phantomloot cargo from an NPC
Story Mission level requirement
Dropping a phantomloot cargo from an NPC
Incorrect Shield Value on HUD
Incorrect Shield Value on HUD