Actually, I think it's the "diff" setting you should change to reduce the level requirement. I think the first number in "mission_type" relates to the lowest level job offered and the second is the highest level (the third is the percentage of jobs this faction offers).
Posts by adoxa
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That's related to the USER_WARP key, which, as they say, does not work. There's also a "Teleport to?" string that would show up on the Nav Map. I'll have a closer look and see if there's anything to it.
I was maybe a little hasty in suggesting patching Freelancer. Of course, that won't work if you have the original protected exe, which is why I patch in memory. However, I might be able to go the same route as FL Hook and inject a DLL. Or since you want it for FL Hook, I'll do nothing and let them take care of it...
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I shall add this to my update to your patch (which I guess I have to ask for permission, now that you're here ). There's also two messages I wasn't going to fix: "dock_granted" and "FreeFlight" for "NNVoice" (don't have the actual messages to hand). There is an "nnv_free_flight" message, but I wasn't going to worry about renaming/renumbering it (and I'd rather not include nnvoice.utf in the patch).
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If you all want is more money, open up DATA\RANDOMMISSIONS\diff2money.ini and go wild. A more legitimate method is to use FL Hack's higher-paying jobs option (of course, they also have higher difficulty).
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FL Hack allows you to have two players on one machine. Can't really help you with the rest, though.
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I guess I could add an option to actually patch the files themselves, rather than doing it in memory. Or DIY same.
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It works by intercepting the cruise charging display and detecting if control is held down (so if you don't define a secondary cruise key with control you won't be able to use it; and if you don't want it, don't use that key). The jump is done by intercepting the ship position update. I've been through the debris fields and badlands of New York without incident, but I wouldn't rule out the possibility of a collision (although I did happen to jump into the middle of Trenton without any apparent worries). Suns and planets are another matter, though - don't get too close!
FL Hack modifies the binaries, not the data, so it will work with any and all mods. However, it will override mods that modify the binaries themselves (for example, Discovery 4.84 uses the "almost solid" option of FL Hack by default, which you must explicitly enable in FL Hack, otherwise the normal default will be used).
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Okay, now that I've had a closer look (and you've clarified what you want) I can give you a bit more information. The designation itself is hardcoded into Content.dll, so you're going to need a hex editor (I guess if there's enough interest I could add it to FL Hack, but only for single player). The offsets provided below are in hex, for version 1.1; the 1.0 offset is in brackets.
First off, the faction. Go to 11633E (11533E) and you'll see "player" (as part of "gcs_refer_faction_player"); change that to the nickname of the faction you want to be called (see the list at the end of this message). For example, to become a bounty hunter, overwrite "playe" with "gd_bh" and replace the final "r" with 00.
Next is the "formation", which is pretty similar. Go to 11753D (11653D) and you'll see "01" (as part of "gcs_refer_formationdesig_01"). The formations are listed after the factions.
Now the first number. This is a little trickier. Go to 4B49B (4BBFB) and you should see the sequence B9 14 00 00 00 F7 F1 42. Replace that sequence with BA <number> 00 00 00 90 90 90. Number is the number you want, 00 to 14 (twenty); any other number will be silence.
The dash can be silenced by going to 116314 (115314) and replacing 67 ("gcs_refer_dash") with 00.
Finally, the second number. Go to 4B524 (4BC84) and you should see 01. Change that to the number you want; same rules as above apply. If you only want one number, silence the first and use the second.
With a bit more mucking about it would be possible to make the system and base names available, or any of the other messages (have a look at the AUDIO\voices_space_*.ini files).
Factions
co_vr Ageira
co_alg ALG
fc_fa Alliance
br_n Armed Forces
br_m BMM
gd_bh Bounty Hunters
co_be Bowex
br_p Bretonia Police
fc_b Bundschuh
fc_c Corsairs
co_hsp Cryer
co_khc Daumann
fc_bd Dragons
co_me DSE
player Freelancer
fc_g Gaians
co_nws Gateway
fc_gc GC
gd_gm GMG
fc_lh Hackers
fc_rh Hessians
fc_h Hogosha
gd_im IMG
co_ic Interspace
fc_j Junkers
co_kt Kishiro
rh_m Kruger
ku_p Kusari Police
li_p Liberty Police
li_lsf LSF
fc_lwb LWB
rh_n Military
fc_m Mollys
ku_n Naval Forces
li_n Navy
fc_or Order
fc_ou Outcasts
co_ti Planetform
co_rs Republican
rh_p Rheinland Police
fc_lr Rogues
co_shi Samura
co_os Spa and Cruise
co_ni Synth Foods
fc_u Unioners
co_ss Universal
fc_x Xenos
gd_z ZonersFormations
01 Alpha
02 Beta
03 Gamma
04 Delta
05 Epsilon
06 Zeta
07 Theta
08 Iota
09 Kappa
10 Lambda
11 Omicron
12 Sigma
13 Omega
14 Red
15 Blue
16 Gold
17 Green
18 Silver
19 Black
20 White
21 Yellow
22 Matsu
23 Sakura
24 Fuji
25 Botan
26 Hagi
27 Susuki
28 Kiku
29 Yanagi -
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Whilst I won't (possibly can't) do inter-system jumping, I've done the next best thing and added intra-system jumping. I've called it "hypercruise" and it's only available for single player. When cruise is activated with control held down (create a secondary key for cruise using control), it will charge the cruise engines as normal and then jump 25K; if you leave control held down, you can jump anywhere up to 50K (depending on when you release control; the display will indicate how far the jump will be). This provides an equivalent speed of 5000m/s, double that of the trade lane (assuming vanilla settings). Simple experiments have shown this could save as much as 2/3 of the travel time. You'll find it as an option in FL Hack.
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Not as simple as it sounds, since there's a message for every voice. Had a quick look and managed to find "Freelancer", but not the other bit. To change that would require editing each DATA\AUDIO\*.utf file that contains a "0xB967660B" entry. You'd have to use something like utf_edit to import a new .wav file. Not really sure it's worth it, particularly when it wouldn't match the rest of the voice (unless you've got great mimicking skills ).
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The actions themselves are already part of the game, I simply added the keys to the appropriate files so they show up on the Control screen. I have, however, modified resources.dll to add/correct the help strings, but I don't think mods use that file. Non-English users could complain, but none have so far...
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Gamefaqs has a walkthrough for completing the story using the Starflier. A few people have done it. I'm going to try one day...
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Another option is to use FL Hack, which has an option to remove the equipment/ship level requirements.
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I can't be sure, but perhaps the unofficial patch will fix it.
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Yes, that's my site. I had previously patched Hostile Universe V8.1, but when I ran out of room on Geocities and switched to 110mb, I contacted Giskard and got permission to incorporate the patch directly, hence V8.2.
As far as I'm aware (which isn't all that much ) the new keys were only available as part of a mod. Adding it to the patch makes it available to all mods.
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I've added a "Reverse status" option to FL Hack, in the Gauges group. With this option active, the bars start out empty and increase to full. i.e. Power will show how much energy is being used and shield & hull will show how much damage has been taken. I hope that's what you wanted for 4.
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I believe the order of equal factions in the reputation list is determined by the internal hash code (i.e. the nickname is converted to a 16-bit number and it's those numbers that get sorted). It would be possible to change the hash generator, but I'm not sure if it would affect anything else. I guess it would be possible to reverse the sort, too (so put friendly factions at top), but I didn't track that down at the time.
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FL Hack has an option to remove the level requirement for equipment and ships.