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There are currently 35 users playing Freelancer on 39 servers.
December. 16, 2019

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Matching NPC toughness to Player
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I was asked in a PM (hi Timmy!) if it would be possible to increase the difficulty of random encounters in zones, since after you level up, a system like New York presents no challenge. Here's a preliminary version - look at MatchPlayer.cpp for notes and how to install.

Attach file:


zip MatchPlayer.zip Size: 4.16 KB; Hits: 330

Posted on: 2011/5/26 4:09
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Re: Matching NPC toughness to Player
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Thanks for taking the time to look at this Adoxa. It doesn't work for me though, if I try and add it to my mod it just CTD's on game launch. The game does launch if I add it to vanilla patched to 1.1 with opensp, but doesn't change anything, outcasts are still flying daggers and bounty hunters are still flying piranhas in new york at level 38. Did you test it and did it work okay for you?

Posted on: 2011/5/26 23:00
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Re: Matching NPC toughness to Player
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Just created a version for 1.0 (knew I should have done it) and swapped it for 1.1 (so I'm using 1.0 content.dll, with 1.1 everything else). Loaded my standard test save game (from AllNomad, since, at the time, that was the only non-mission save in space and I've just stuck with it) where I saw DSE flying Hawks; jump to Buffalo, Outcasts are flying Sabres; jump to Fort Bush, Bounty Hunters are flying Hammerheads.

Attach file:


zip MatchPlayer.zip Size: 4.22 KB; Hits: 309

Posted on: 2011/5/27 3:55
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Re: Matching NPC toughness to Player
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Many thanks Adoxa, it does exactly what it says on the tin! Makes a refreshing change seeing sabres and hammerheads in New York when you're maxed out. Works perfectly well with vanilla FL, now I have to work out why the hell it won't work with my mods...

Posted on: 2011/5/27 22:32
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Re: Matching NPC toughness to Player
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The problem I seem to be having is related to FLMM I think. If I apply the changes directly to the vanilla freelancer folder, no problems, works fine. If I try to activate it as a mod via FLMM v1.3 then the game will CTD on splash. Is that to be expected?

Posted on: 2011/5/27 23:45
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Re: Matching NPC toughness to Player
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Yes, since FLMM v1 will add all *.dll files to the [Resources] section of Freelancer.ini. I think the common trick is to store it as *.dat, then use renamefile (but just pointing to the .dat file should work too; they don't have to be .dll). V2 fixes it (only adding what's in the main folder), if I can ever stop myself getting distracted long enough to finish it...

Posted on: 2011/5/28 6:26
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Re: Matching NPC toughness to Player
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You need to clone yourself Great job and many thanks Adoxa.

Posted on: 2011/5/28 11:42
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Re: Matching NPC toughness to Player
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YES. This has more uses than you can imagine. Thanks Adoxa!

Posted on: 2011/6/24 18:37
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Re: Matching NPC toughness to Player
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weird stuff. what is it based on? does it read out the faction's stronger loadouts? that would make sense since so the user can code more factions all behaving like named corsairs and bounty hunters.

Posted on: 2011/6/24 18:56
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Re: Matching NPC toughness to Player
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Brrr

DLL = MatchPlayer.DLL, , NORMAL

or simply

DLL = MatchPlayer.DLL

?

Posted on: 2011/6/24 22:40
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Re: Matching NPC toughness to Player
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Trying to run server-side:

crash at content.dll; 1.0.1254.11; 000592f6 :/

Posted on: 2011/6/24 23:34
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Re: Matching NPC toughness to Player
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rename the file to MatchPlayer.dat and then
use DLL = MatchPlayer.dat

Problems solved!

Posted on: 2011/6/24 23:43
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Re: Matching NPC toughness to Player
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@Gisteron: The encounter toughness is changed when the system is read.

@Helloween: That's a weird place for an error, since it just writes to it a couple of instructions back. Since it doesn't really work in MP anyway, I'm not bothered.

Posted on: 2011/6/25 6:37
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Re: Matching NPC toughness to Player
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heres a question where to you put the files ?

Posted on: 2011/6/26 20:35
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Re: Matching NPC toughness to Player
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Quote:

adoxa wrote:
look at MatchPlayer.cpp for notes and how to install.

Posted on: 2011/6/27 1:55
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