Endless there are soo many things wrong in what you just posted..
First and for foremost. NO Zoner Juggernaut OR Rogue Gunboat should be sold on a Xenos base. Eagle is what I say would fit, since they use Civilian ships. Other faction's capships should NEVER be used on another faction's guard base like that.
Also, if a faction doesn't have level 9s, you don't just take the level 9s from the closest ally. If they don't have a level 9, put there level 8 or the highest to DO have. You don't give them another faction's guns.
Also, if you have finished that many systems in this short amount of time, either you don't sleep, or they are not fully complete.
Personally, if the guard base that already exists doesn't have class 10 shields on it, the others should not have it either, but I guess that would be okay. Just, as Nightfall said, don't put Gravitons there. Lets keep that one confined to Unknown.
Nomad thruster and Discovery scanner should definitely NOT be put on the guard bases. They are unique equipment that are put only in Unknown by Igiss. I highly doubt he wants them to be easily accessible via guard bases.
Also, keep in mind. Guard factions are for GUARD systems. It shouldn't matter that RM guard and GMG guard do not shoot each other. THEY SHOULDN'T EVER SEE EACH OTHER. Normal systems should use patrols just like any other. Liberty systems should have generally weaker patrols and zone pops than a Rheinland system would. You should NOT be putting say, a Liberty guard in a Liberty system. It should have NORMAL patrols. It shouldn't even have high-level patrols. You shouldn't have to make new loadouts for patrols, as there shouldn't be ones that strong.
How would you like it if every system you went in had Guard-strength NPCs chewing away at you whenever your train disrupter hits a fleeing ship. How would you like it if you have a shipping organization just barely red and they end up bringing these guard-strength police ships after you when you in something weak like a fighter.
Jack Handey Wrote:I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it.
I agree on most stuff, I had to admit that some were way too off and imbalanced, ill have to wait to someone to make capships for those factions. I just gave those bases the best equip avaliable (by buying) but...
Quote:...Liberty systems should have generally weaker patrols and zone pops than a Rheinland system would. You should NOT be putting say, a Liberty guard in a Liberty system. It should have NORMAL patrols. It shouldn't even have high-level patrols. You shouldn't have to make new loadouts for patrols, as there shouldn't be ones that strong.
Something I thought first when I discovered most systems and bases, is that I noticed some factions lack a method to generate income thru high-paying bounty missions. For example, you want to join a faction early in the game, like the Xenos. You start doing missions, killing off everything that moves. The problem is that later in the game, you can't get higher paying missions because Xenos are located in a low level area of Sirius. Or, in case you want to join the Xenos latter in the game with nice equipment, you wont be able to get an economic source of income because of what I stated before. Same goes for many, many factions that needs to do the Storyline track to gather money thru missions (ex: Liberty -> Bretonnia -> Kusari -> Rheinland). That's why I've thought about making those systems. That's why increasing their loadouts. (I used the Guard factions because the normal ones were lacking high level loadouts)
The systems were easy to make with Freelancer Explorer. It was just a matter of testing on a closed LAN, and theres not much science doing them.
And thanks for the free flame commodore:)
Quote:How would you like it if every system you went in had Guard-strength NPCs chewing away at you whenever your train disrupter hits a fleeing ship. How would you like it if you have a shipping organization just barely red and they end up bringing these guard-strength police ships after you when you in something weak like a fighter.
Not every system dude, just one system accessible thru guard systems (means that you need to be friendly with them) . Most MMORPG's have area delimited zones, for example, Lineage, where the starter town have weak enemies and when you progress throught the game you get access to higher level and more rewarding areas. That's the concept of the new systems.
Quote:The systems were easy to make with Freelancer Explorer. It was just a matter of testing on a closed LAN, and theres not much science doing them.
The systems become hard to make when you are done with basic layout. What about infocards? What about making the system suit the submission rules (extracting parts of ini files that FL explorer modified)? And, no less important, tweaking the system itself (encounters, for example, or Z axis for objects that FL Explorer does not understand). Freelancer Explorer is just the beginning...
It all sounds very complacitaed... I Like a chalange:D. Where can i get the program to make a system:Di would like to try some magic:P
Elder Alexander Cross Wrote:Darkness is a friend, an ally. Darkness allows us to understand others, to see what they value when they believe no one else is looking. It allows us to be honest with ourselves, to express those values that we would disavow in the light. The light blinds us. It is only in the dark that we see clearly, and there is a great dark hidden among these worlds
I believe Igiss said somewhere, FLE is only 5-10% of the work, and I have to agree with him. Its been awhile and I've only finished really 2 guard systems, and 1/4 of a normal system. Sure, if I just placed stuff with FLE I'd have the entire nav map filled in a couple months. But they wouldn't be complete and like vanilla systems. Also, you have to make sure things fit, especially names. I've had to go and research what the naming conventions are for things to find out what to name new bases. Alot of editing is done in the .ini files of the Universe->(system name) files. You can't place things and expect to be even half done, even if you did the characters, commodities, equipment, and base layouts of it in FLE.
And get Freelancer Explorer Mrsns.. But please also download and read the tutorial completely..
I'm not trying to discourage anyone, but I did as Dab, two guard systems, adding some non-standard content, z-axis, infocards for everything and so on, including the Discovery role-play and making it fit every other server that may/will install the mod too, just takes a lot of time.
90% of the work is manual scripting in the ini files. The basic layout put together is less than an hour work if you know what you want. Making things work and fit is a whole lot more.
Bear in mind that this mod does go to other servers too.
If the stars should appear one night in a thousand years, how would men believe and adore and preserve for many generations the remembrance of the city of God? - from 'Nightfall' by I. Asimov The Outcasts consider Siniestre Nube a sacred place for several reasons. Early explorers discovered a jumphole within the depths of the cloud that leads to a strange world of ringed stars and strange craft. All ships in the burrial ground are placed facing that hole to honor the Alien Spirits. - An Outcast rumor
For my surprise, the Freelancer Version I used first was 1.xx something, I've got it thru lancer's reactor, it had tons of stuff missing like jump holes creation, etc.. I visited the creator's website and I've found that it was very outdated (2.x is the most recent). The .INI files that Freelancer Explorer makes are in a separated mod folder FE makes, by selecting an empty mod folder - I replaced Freelancer with Disco 4.83 Beta 2, and loaded the modifications im doing thru FLMM -. The commodities were taken from other system's INI files, as well as the asteroid density fields where edited in the Solar\Asteoirds dir. Everything on the system works fine: Missions, populations, trade lanes, solars... Only two things that I can't see are the InfoCards, dll creation doesn't works fine with my PC, but it's kinda ok since im doing stuff according to the system submission guidelines (ids_name and ids_info with their description and not the dll reference number for stuff thats not defined in the dlls), and fields such as nebulas / asteroid fields / mine fields shows up as debris field, I haven't found out what controls them.
PS: The systems doesn't have any stuff that's outside 0-z axis.