Most annoying things about FL you wish you could change?

  • 1. hardcoded level-based mission triggering 2. inability to define "... SPACE" for each system individually 3. sur-, ale- and anm-files not being moddable right now

  • I´d have to say the commodity market. All it would really take is a script that changes the goods basic value in goods.ini randomly over a period of time. You could even have several goods files, one for each house, one for borderworld and one for edgeworld and apply the script to each differently. That would make the game far more complete in my opinion, than going to the same base and buying the same commodity thats always the same price..

  • Accushot - Good quote <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> 1. The game wasn´t finished before being pushed into shops (remember First Encounters anyone? So many bugs you couldnt actually finish the story). 2.

  • Only a few for me: 1) scanner range of only 5k (10k when teamed up) 2) giving a player /u ability (&quot;admin&quot; inside the players character directory) needs server restart 3) disallowing new accounts to be created on a server needs restart of the server

  • Jumpgates, why can u use them when ur red with them? Should be if ur red, then ur barred from using them, would force players to find appropiate jumpholes

  • Just though of another one. Is it possible to add a new behavior? In the base side file there is the &quot;behavior - shipdealer&quot; thing. Would it be possible to add extra ship rooms to bases or take away the only 3 ship resriction?

  • By editing the thn-script of the room, you are able to create an additional place for a ship to stand. In theory, you might be able to have four ships and more in one room, as long as they are defined in the script. Has anybody tested this?

  • Manhattan_Guy / MACE Using a new THN and making a second room has been tried but no it does not work like you are suggesting Manhattan_Guy. When a new THN is used, yes a second room can be made and it can even be made to have a different look since it i

  • What I was refering to was the second part of MACE´s question. By editing the script used by the ship dealer already existing and adding another place for a ship to be sold, it might be possible to have more than three ships in ONE ship dealer room. BTW: Alcander, do you know anything about how the systems are defined as part of a certain colony (e.g. NEW YORK SYSTEM, *LIBERTY SPACE*)? Maybe even how to add new systems to new colonies and rearrange the old systems into other colonies? Edited by - Manhattan_Guy on 8/7/2005 6:19:09 AM

  • @Above: Tides of War fixed this. Just make(for planets, anyways) multiple docking rings, leading to different cities, with completely different sets of rooms:bar, shipdealer, equip/goods room. TO FIX: 1) Complete the game the way it was supposed

  • Manhattan_Guy No, I´m afraid this won´t work. The game is hard-coded to use only 3 ship location pads. I´ve played with getting more than 3 ships to simply display in the list - so the 3 ships on the pads are buyable but so are other additional ones bey