Mining is also another way of creating an income however it is not the most efficient the player will have to go to a marked mining field on the navmap and shoot at debris floating by the ship. Therefore it is in the players best interest to shop around before buying or selling goods. The price of an item in on one planet may be higher on another. ![]() The markets are always steady and can not fluctuate because of the player's actions. Trading is also available as an option for earning credits through the universe's markets, although the economic system in Freelancer is very basic. ships and with more enemies will provide a better payout. Missions that provide less assistance from other A.I. The player gathers credits by completing missions given by NPCs. Each ship has different attributes which may or may not be useful to the player.įreelancer's flight mechanics were made to be novice-friendly and thus controls over the facing of the ship are controlled by the cursor while engine direction outputs are controlled by the typical W-S-A-D keyboard layout however joystick control is also supported. The player may also purchase more advanced ships as the game progresses. Every mission, regardless of type, takes place in space. Different jobs are accepted by conversing with NPCs or checking out the job board at planetary bars. One can be a fighter pilot for hire, a space pirate, a bounty hunter or the captain of a cargo vessel. The player has several options in regards to how he or she builds wealth and power in the Freelancer galaxy. Trent quickly discovers that all of the survivors from the station begin to vanish or are found dead and has to do what ever is necessary to make sure he does not meet the same fate. The main story involves Trent discovering a conspiracy and a cover up concerning what really happened on Freeport 7 and why it was destroyed. His contact in the LSF is Commander Jun'ko Zane, who provides him with a small basic starfighter. Trent takes up employment with the Liberty Security Force while waiting for associate to wake up from a coma in the hospital. The player assumes control of one of the survivors, Edison Trent, who is now without money or a ship on the planet Manhattan. The opening scene when starting the single-player mode shows the destruction of space station Freeport 7 by unknown forces. To prevent the player from amassing too much wealth and equipment on the side and making the key missions too easy, the current key mission must be completed before the player is allowed to advance a level. There are no time limits to complete these missions, and the player can ignore and "pause" the story to take on side missions instead. I would suggest you try to create a working modified copy of a vanilla ship's entries first to get used to what stuff you need for a working ship.Freelancer's story, shown in two hours worth of in-game cut scenes, only exists in single-player mode.The story is linear without any branches and can only be advanced when the player takes on key missions one at a time. I don't have Freelancer installed currently so I can't check whether that is all. _equip.ini files, usually misc_equip.ini and engine_equip.ini some of this equipment stuff might also have/need a entry from one of the. ![]() ![]() ![]() You will also need the referenced model (cmp), textures (mat) and collision box (sur) files.Īlso copy the referenced hud icon model file (3db).ĭepending on whether custom ones are used, you will also need the equipment stuff referenced in the package, usually a power and an engine, you will find those in the. , optionally multiple, if present directly below, and the referenced entrys You will need the following parts and files: When I want to add a ship from an existing mod, what files do I need to copy and where do I need to put them? Good luck in your useless intention, feel free to ask anything. And last thing you need is to make ship selling somewhere, try using something like Freelancer Explorer for this purpose. Copypaste all of this to your mod and edit as you want. "Ship" in game contains section in ships/shiparch.ini, 3 files of model itself (cmp, mat, sur), and 2 entries in equipment/goods.ini.īy the logic, you have to use HardCMP to be able to view CMPs (3d model files) (it is also a program to add/edit hardpoints), find your model, copy filename, use search in shiparch.ini for this string, then get a ship nickname, then search for it in goods.ini for 2 entries left. And, as I mentioned, changing the hardpoints.Īnother thing. Like for example I want to add a ship from Discovery mod to my SP game (in such case I will ask the owners of the ship itself). I'm more into just adding ships in the game.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |