****NEWBIE QUESTIONS?? - look no further2!!****

  • Oh out of interest for people out there. DLL numbers that are available in your dll´s For Equipment resources - like your equipment (guns etc etc) numbers from 320001 to approx 327000 are free. Remember it goes like this 320001 and 321001 in the fashion of the actual files though. Just to let you know - so then 320002 and 321002 okay? Keep on going - when you add 1000 weapons - move onto 322001 and 323001instead - but only if you keep it in the same tradition as the game though - otherwise - just use 320001 and 320002 For name resources - like naming jumpholes, stations, planets, ships etc etc Numbers from 261795 to 262143 are free - that is approx 348 numbers for you to use. So far i have several systems, ships, commodities and 100 named characters in my mod - so 348 is enough to do substantial amounts of modding! Now - for ids info numbers for the name resources.......... From approx 66619 or so they are free in space to be used up to approx 99000 or so i think - that is alot of info numbers free as far as i can see. Now just to make sure punch in random numbers or even go up consecutively from approx 66650 to 66700 or somethign to make sure that they aren´t just blank ones on purpose - but honestly i haven´t found anything in them yet. I am just shocked that there are so many empty ones is all!

  • tried your info on gumpgates didnt work trying to track down hiddin files to unlock them if you found them let me no vise versa for me still trying out some battle ship encounters but they all crash might have to go threw system list n mark all encounters in there think that might be the prob some kind of conflicted in the encouter there ill let you no if that solve the problem n any outer mods you have for server side let me no want to put all into the files then post them so others out there looking just have to install them see you n have a nice day

  • Are you trying on your own comp or the server for the gates? Also - if on your own - is it after story that you have them still locked? I ask for many reasons <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> However, i managed to get mine working, but then again i also fiddled with the systems files too though. But i didn´t do anything radical. BTW - if you are trying to use the alaska gate it won´t work regardless- and for the encounters, try Nelphilms thread in the tutorials help forum about that. He will help ya out

  • no on the server no one can use them still says there locked tried on comp that runs server still say locked n ill get you a list of cap ships n gun boats in all systems propley in a week of all systems that r in the original files befor i start to fiddle with them n any other encounter not listed in the encounter files thank u n have a nice day

  • Well - here is my NY -&gt; Magellan entry in my files that does work [Object nickname = Li01_to_Iw03 ids_name = 260910 pos = -16055, 0, 85125 rotate = 0, -30, 0 Archetype = jumpgate msg_id_prefix = gcs_refer_system_Iw03 ids_info = 66145 jump_effect = jump_effect_bretonia reputation = li_n_grp difficulty_level = 3 goto = Iw03, Iw03_to_Li01, gate_tunnel_bretonia loadout = jumpgate_li_01 pilot = pilot_solar_hard ;visit = 0 And here is a normal one: [Object nickname = Li01_to_Li02 ids_name = 260911 pos = -83176, 0, 44831 rotate = 0, -70, 0 Archetype = jumpgate msg_id_prefix = gcs_refer_system_Li02 ids_info = 66145 jump_effect = jump_effect_elite3 reputation = li_p_grp behavior = NOTHING difficulty_level = 1 goto = Li02, Li02_to_Li01, gate_tunnel_elite3 loadout = jumpgate_li_01 pilot = pilot_solar_easiest voice = atc_leg_f01a space_costume = 0, robot_body_A I now remember what i did for every jumpgate and hole in the game......lol I looked at the entries, counted up the lines between a noraml one, and then one where it was locked, and then ammended the files to match the thing. Please note, that in this case there is a visit line that i have commented out here - and i assume that in IW04.in there is a similar entry too - do the same. But i am sure that this has very little to do with it, but give it a go anyway - see what happens! LOL. Its worth a shot eh? Specially since mine work, and i changed all this AFTER the storyline (in sp it needs to be done before last mission so it takes effect i heard from someone!)

  • <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> :p Thats what i am here for, to help out! <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Why? Cause look at the start of the first thread - Newbie Questions 1 - that was my first ever post here, and if it wasn´t for accushot i would never have got anywhere - so ´in return´, or more likely - i hate it when you cannot work somethign out and no-one will help as they cannot be arsed, i spend time helping people. Hell - i acutally enjoy it sometimes, and other times - i don´t know how to do what they want to know, but that means there is something for me to work out - so I get right on it! LOL By the way..... Will be gone from Friday afternoon GMT till Sunday Night/monday morning - so if on Friday you ask questions, can everyone try to answer each others if they can? Tar muchly <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> (that is Friday oct 17th, which just happens to be my 24th Birthday as well - LOL - shameless self plug!)

  • hello chip have some questions 1) in sytem incounters what is the archetype for n can they be altered server side 2) u no of any server side battle ship encounters that work n dont crash all the time 3)you lost me on the jump gate info you gave on other stuff you changed still cant get them to unlock 4)can you change all the weapons on all ai/npc if you want n can you do it to shields n engines??? 5) any info you have on any server side stuff can you email me if you can at ksgrinde@telus.net or term0shad@hotmail.com have list of all encounters from systems if you want can post your call thank you n have a nice day

  • Chips, or anyone....How would I go about making the Cheyenne Asteroid Field in Colorado Space be Minable? I´d like it to be minable for Uranium. And is it possible to make it minable for more than one item? Edited by - Ricardius on 20-10-2003 18:13:32

    It Started With Ceasar III and I`ve been citybuilding ever since...

  • add this to the bottom of the Cheyene asteroid field file in solar asteroids folder [LootableZone asteroid_loot_container = lootcrate_ast_loot_silver asteroid_loot_commodity = commodity_silver dynamic_loot_container = lootcrate_ast_loot_silver dynamic_loot_commodity = commodity_silver asteroid_loot_count = 0, 0 dynamic_loot_count = 1, 1 asteroid_loot_difficulty = 95 dynamic_loot_difficulty = 15 add pracet after zone this makes it mineable for silver change commodity to change the loot

    Demouser: I have no wish to join the play, but rather to see it enacted. My only concern is to avoid having the lands of Microsoftia bare down on myself. If you can`t read this you are a retard

  • hi chips!! l`ve seen patrols go from one system to the next in game without using the gates(l have to use the gate). do you know were l can find this information, it would help for a mod l have thanks !!

  • How do I get the cargo holds on my ship to be bigger? Also how do I change the class of weapon I can use. And how many? Oh and one more thing, how about amount of nanobots/shield batts a ship can hold. (Yes I did read the origanal newbie thred and did what it said (in tinyfish FL .ini editor) and it did not work why?) I don´t care to belong to a club that accepts people like me as members.

  • Post the code of the Ini file you edited and I´ll see what I can do <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

    Demouser: I have no wish to join the play, but rather to see it enacted. My only concern is to avoid having the lands of Microsoftia bare down on myself. If you can`t read this you are a retard

  • (I did back up the origanal so i´m in no danger) It was the shiparch.ini, and I was editing the first line (nickname = li_fighter) and I was trying to edit the &quot;nanobot_limit&quot; the &quot;shield_battery_limit&quot; the &quot;num_exhaust_nosles&quot; and &quot;hold_size&quot;. And I thought it went fine but when I opened the game nothing was different. Why is this? I did everything &quot;Accu(&gt;o&lt<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>shot&quot; said to do in his/her post! Thanks (Dang why does it do that with the smilies!!! Oh well I guess I´ll have to say it like this: &quot;Accuoshot&quot;. Sorry (It doesnt matter what I do nothing changes in the game!!! AHH. Sorry I´m frusterated. I´ve seen It work fine for other people and I did the exact same thing and nothing happens. Why Is this happening?) I don´t care to belong to a club that accepts people like me as members. Edited by - karatekid88 on 23-10-2003 23:44:29

  • Oh and another thing if anyone knows what people mean when they say they have cloak in freelancer please tell me because I like the idea. (but please answer the other question first if you can because I´m in a little bit of a hurry) Thanks I don´t care to belong to a club that accepts people like me as members.

  • [Ship ids_name = 237034 ids_info = 66570 ids_info1 = 66571 ids_info2 = 66608 ids_info3 = 66572 ship_class = 0 nickname = li_fighter LODranges = 0, 40, 60, 140, 300, 1000 msg_id_prefix = gcs_refer_shiparch_Liblf mission_property = can_use_berths type = FIGHTER mass = 100.000000 hold_size = 2000 linear_drag = 1.000000 fuse = li_fighter_gas01, 0.000000, -1 fuse = li_fighter_smoke01, 0.000000, -1 fuse = intermed_damage_smallship02, 0.000000, 400 fuse = intermed_damage_smallship03, 0.000000, 200 max_bank_angle = 35 camera_offset = 6, 22 camera_angular_acceleration = 0.050000 camera_horizontal_turn_angle = 23 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 30 camera_turn_look_ahead_slerp_amount = 1.000000 nanobot_limit = 40 shield_battery_limit = 40 hit_pts = 1300 DA_archetype = shipslibertyli_fighterli_fighter.cmp material_library = shipslibertyli_playerships.mat material_library = fxenvmapbasic.mat envmap_material = envmapbasic cockpit = cockpitslibertyl_fighter.ini pilot_mesh = generic_pilot explosion_arch = explosion_li_fighter surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03 surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03 surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03 steering_torque = 24000.000000, 24000.000000, 58000.000000 angular_drag = 15000.000000, 15000.000000, 35000.000000 rotation_inertia = 2800.000000, 2800.000000, 1000.000000 nudge_force = 30000.000000 strafe_force = 20000 strafe_power_usage = 2 bay_door_anim = Sc_open baydoor bay_doors_open_snd = cargo_doors_open bay_doors_close_snd = cargo_doors_close HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 num_exhaust_nozzles = 1 HP_tractor_source = HpTractor_Source shield_link = l_fighter_shield01, HpMount, HpShield01 hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_fighter_shield_special_3, HpShield01 hp_type = hp_fighter_shield_special_2, HpShield01 hp_type = hp_fighter_shield_special_1, HpShield01 hp_type = hp_thruster, HpThruster01 hp_type = hp_mine_dropper, HpMine01 hp_type = hp_countermeasure_dropper, HpCM01 hp_type = hp_torpedo_special_2, HpTorpedo01 This is the patriot with 40 max nano and shields and 2000 cargo you have to change info cards to make that show up when you buy the ship you need to add a bracket after ship

    Demouser: I have no wish to join the play, but rather to see it enacted. My only concern is to avoid having the lands of Microsoftia bare down on myself. If you can`t read this you are a retard

  • Only Mp cloaks are avalible and make other users very mad at u

    Demouser: I have no wish to join the play, but rather to see it enacted. My only concern is to avoid having the lands of Microsoftia bare down on myself. If you can`t read this you are a retard

  • Thanks. Now how do I: add custom info cards, add gun mounts, and change gun/sheild max class I don´t care to belong to a club that accepts people like me as members.

  • Hello thar....thankyou Spam <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Thanks for helping out mate! ;D okay - First things first - erm, where to begin? <b>Info cards </b> - okay this depends on what you are doing them for. (Nearly) Everything in the game has ids info numbers and ids names. This means that they: a) Have names when clicked up/seen on map. b) They can give information about what you are seeing. Now the info is done in many ways - like ships infocards are a different set out to the weapons, and commodities are different again! All this is down to commands used in xml script i think! This is bloody hard to work out and remember correctly - so,..............we cheat Well - not exactly - but we do shortcuts which SEVERELY cut down on time here (i have tried typing them out before, it took hours!!) First - the files used. These are called the dll files for freelancer, in the EXE folder. We use lots of these - Resources, Name Resouces, Infocards, Equipment resources etc etc Each of these files holds about 65500 individual entries in them. The first one is the resources.dll This holds the numbers 0 (or 1) to 65500 approx. Now many of these appear to be empty, but like number 124 is the ´loading´ message - so when someone made the mod of ´lagging´ instead of saying ´loading´ - it was THIS number he changed. Well - what that number said instead!. Likewise around the 800 mark are the boxes for the muliplayer screen etc etc - so instead of internet - you could have it saying netnasties etc. There are lots and lots of these. The next dll takes numbers 65501 to 132001 or so - you get the idea here? It then goes to approx 197000 then 259000 then 322000 okay? Now - depending on what you are doing, most of these dll files have ´empty´ spots in them. Now - for weapons - they are in the equipment resources.dll - for ships names they are in name resources.dll (as are planets, stations, jumpgates etc) and for infocards on those - they are in the infocards.dll For equipmentresources.dll though - weapons, the info number is 1000 MORE than the name - ie, it uses the same dll for its info, UNLIKE the others. Not sure why - it just does okay!! LOL Now then. What to do. First - i have listed some of the empty numbers above in another post - which dll file etc. You will need a tool called FLED-IDS, when you get this open it, navigate to your freelancer folder (or the mod folder if making in FLMM) and start working. If making in FLMM by the way, you need to copy the freelancer.ini file and also the dll´s that you use over to an exe folder inside your mod. Now then, punch in the number of another weapon, ship etc etc etcc of likewise object of the SAME type you are making (ie - for weapons, make a note of a similar gun/missile ids numbers and then use that). Now - when it comes up with the speil for it - change the parts you recognise to what you want. This is done by recognition - it would take forever to tell you it all - but for example, ships when you see something like 30/30 in the infocard, that is the nanobot/bat limit, and 6/1 is the guns/turrets etc. Next - enter the free numbers and get to saving it! So, ie, you are making a gun - its ids name is (example) <b>Example: </b> nickname = br_gun01_mark01 ids_name = 263386 ids_info = 264386 Now - you punch in 263386 and press ´<i>Get ids name </i>´. It says something like <i>Bretonian </i> laser or whatever. You delete that and put in <b>your </b> name - like <i>Spud cannon </i>. Now delete the ids name number (<i>263386 </i>) and enter <b>your </b> new number - for example - the one i said - its 320001 yep? Now after that, hit the <i>Save ids name </i> button - or whatever it is next to the <i>get ids name </i> button! Now that is your new name there - when you put that number in for your new gun like this: <b>Example: </b> nickname = my_own_spud_cannon ids_name = 320001 ids_info = 264386 You will come out on purchase and see it saying <i>Spud cannon </i> in the market window! Next - it still says the old info, so you put in 264386 into the ids info square in FLED-IDS tool, and hit the <i>Get ids info </i> button. It will bring up alot of crap that you won´t recognise. However, in there you will see pieces! Here is a quick low down........... &lt;PARA/&gt; this makes it leave a line &lt;TEXT&gt; signifies the start of text to be shown &lt;/TEXT&gt; end of text shown Typically you will see it like this though: &lt;PARA/&gt;&lt;TEXT&gt;AP10 &quot;Spaminator&quot; arse kicking laser &lt;/TEXT&gt;&lt;PARA/&gt;&lt;TEXT&gt;This laser was developed by the bretonains to deal out whoop ass on anyone.......&lt;/TEXT&gt; I think you get the idea! Anything in between the TEXT and the /TEXT labels can be changed! So get changing. The stats are acutally taken by the game FROM the file in there - so you don´t need to add shot speed, hull damage etc etc - this is auto calculated by the game itself - hence the strange ids info numbers here i think........ okay - now you have filled it out to your hearts content with your spud cannon info -you then delete the ids info number you had in it (<i>264386 </i>) and enter YOUR number instead (<i>Remember that this is 1000 <b>more </b> than the name number </i>) which will be <i>321001 </i> okay? Then put it in for your gun oaky?! Now you should have this instead: <b>Example: </b> nickname = my_own_spud_cannon ids_name = 320001 ids_info = 321001 Keep on going for another 1000 or so numbers i think - cannot remember honestly! LOL For ships - they have several different things: They have FOUR ids info numbers - but ONE of them is always 66608 i think it is - this is a layout card, so make sure yours are identical to this one at all times. Next - for the other infos, remember that it is the inforcards.dll - and follow the above. The names use the nameresources.dll instead though - so use the empty numbers for that. It all follows the SAME structure of script though - with the stuff you change in between the &lt;TEXT&gt; and the &lt;/TEXT&gt; parts. Hope that helps you out a little - and doesn´t confuse you alot! Chips p.s - any others i will try to answer later on as i have only just got back, and have to spend time with me flatmate! <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> *edit* - arg - i hate getting brackets the wrong damned way round! LOL Edited by - chips on 25-10-2003 19:23:25

  • Okay, <b>@Shiyane </b><i>Sorry if i got nickname spelt wrong! </i> Erm - about patrols going from one system to another? They also use jumpgates as well - hang around them. However - if there is something along the lines of ´<i>I get Blue alpha 2 patrol in two systems </i>´ then it is down to the fact that each faction has a certain amount of random recordings it can use - which means they will repeat every now and then. Also - bear in mind that they are created by spawn commands in a zone. A patrol is merely another ZONE with all the same info as other encounter zones, so they only ´apear´ when you are near - they don´t fly on alone. it is to do with the recorded voices though! <b>@ Spam </b> You need to change the initial world.ini file - or initial whatever ini file. Here is the bounty hunter one - i have highlighted a line for you: [Group nickname = gd_bh_grp ids_name = 196894 ids_info = 66175 ids_short_name = 196942 rep = 0, li_n_grp rep = 0, li_lsf_grp rep = 0, li_p_grp rep = 0, br_n_grp rep = 0, br_p_grp rep = 0, ku_n_grp rep = 0, ku_p_grp rep = 0, rh_n_grp rep = 0, rh_p_grp rep = 0, co_alg_grp rep = 0, co_be_grp rep = 0, br_m_grp rep = 0, co_nws_grp rep = 0, co_hsp_grp rep = 0, co_ic_grp rep = 0, co_khc_grp rep = 0, co_kt_grp rep = 0, rh_m_grp rep = 0, co_me_grp rep = 0, co_ni_grp rep = 0, co_os_grp rep = 0, co_rs_grp rep = 0, co_shi_grp rep = 0, co_ss_grp rep = 0, co_ti_grp rep = 0, co_vr_grp rep = -0.65, fc_bd_grp rep = -0.65, fc_b_grp rep = -0.65, fc_c_grp rep = -0.3, fc_fa_grp rep = -0.65, fc_g_grp rep = -0.65, fc_gc_grp rep = -0.3, fc_h_grp rep = -0.3, fc_j_grp rep = -0.65, fc_lh_grp rep = -0.65, fc_lr_grp rep = -0.65, fc_lwb_grp rep = -0.65, fc_m_grp rep = -0.65, fc_ou_grp rep = -0.65, fc_rh_grp rep = 0, fc_or_grp rep = -0.65, fc_u_grp <i><b>rep = -0.65, fc_x_grp </b> </i> rep = 0, gd_gm_grp rep = 0, fc_uk_grp rep = -0.65, fc_n_grp rep = 0, fc_ln_grp rep = 0, fc_kn_grp rep = 0, fc_rn_grp rep = 0, fc_ouk_grp rep = 0, fc_q_grp rep = 0, fc_f_grp rep = 0, gd_im_grp rep = 0, gd_z_grp rep = 0.91, gd_bh_grp This means Xenos are negative with the bounty hunters. Now why this line thouhg? <b>rep = 0.91, gd_bh_grp </b> well - simply put - that is the rep of bounty hunters to each other. If that was negative they would kill each other............cut throat faction anyone? Make the same changes for the xenos thouhg! Also - the Empathy.ini - this is how reps change in respect to actions -ie, doing missions for lib navy makes rogues hate you, but police love you etc You can change that so that other groups like you /hate you as well for waring factions etc. Also - can make it so if you reject a mission (abort/fail) they will hate you as well - spice to the game! Hope that helps <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Chips