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**Tutorial** - How to Create Factions

Here you find the different tutorials on editing and MODing Freelancer

Post Wed Oct 29, 2003 5:50 pm

Hi guys, ive made some factions.. to take the new ships, but the problem is (in SP, havnt tried on MP), that i cant find my new faction anywhere...

oh and btw can you make a faction only appear in curtain systems??

Edited by - DarkDragon on 29-10-2003 17:51:47

Post Wed Oct 29, 2003 6:18 pm

just go online and load up your server and check it....

Thats what I do... well, sort of

Post Wed Oct 29, 2003 6:45 pm

yup im doing as i write this message , any ideas on making it so the faction only appears in SOME places??

Post Wed Oct 29, 2003 11:30 pm

Factions won't appear in every system when you create them, they will only appear in systems that you tell them to through encounters.

Post Thu Oct 30, 2003 11:52 am

that's right patrols and encounters dictate where they will be seen

Post Thu Oct 30, 2003 11:01 pm

Dark dragon, could you email me your faction mod? Mine doesn't work and you said your worked in SP. At least send me something, please!

Post Thu Nov 06, 2003 12:15 am

Ok, Ok, Ok.. you guys have just confused me!

I am trying to make a simple faction called EAC (Elite Admin Crew)
This faction is for MP admin only, NOT computer players of any kind.

I have tried running through both methods of your madness to create a faction, but its not showing up at all in MP.

Im no good with XML, and never seems to work when I try..

Could someone please either paste me the sections needed to be changed, alreay altered so I can just cut and paste and go or email me the altered files to my address below..

Im also looking to make it possible that only EAC can buy certian wepons from planet leeds for example.. if someone could give me an example how to set it so that only the selected faction can buy a perticular wepon, it would be mush apreciated, thanks

Edited by - ra5or on 06-11-2003 01:43:24

Post Fri Nov 07, 2003 4:23 am

Yes, it is pretty crazy front stuff, anyhow. You may not have seen the part where I say its creating a brand new faction but do not worry, if you want you can modify an existing one that players normally cannot get in the good books with...


This one has no current name etc etc...
If you want to make it so only the people in good with the faction IE admin you should have a base entry in the market_misc.ini like this but with the new base
[BaseGood <--- Remember to close the brackets...
base = Br01_01_base <---Change to your new base or find your new base's entry
MarketGood = br_gun01_mark01, 6, -1, 10, 10, 0, 1
MarketGood = br_gun01_mark02, 10, 0, 10, 10, 0, 1
MarketGood = br_gun02_mark01, 6, -1, 10, 10, 0, 1

When you fidn the spot change the marketgood line like so
MarketGood = br_gun02_mark01, 6, -1, 10, 10, 0, 1
to this
MarketGood = br_gun02_mark01, 6, 0.8, 10, 10, 0, 1
When the rep requirement is higher only those who are "in" with the faction can buy there...

You didn't say if you wanted the faction to have a sepcial name so i'm not going to do that either as you might not want to tinker with dlls...

OK, to make a new faction exist round 2: the way without xml script...

using Bini open up your file DATA\initialworld.ini
and jsut have a look at

nickname = fc_uk_grp
ids_name = 197510
ids_info = 1
ids_short_name = 197560

If you find those spots in the fled-ids program you can change those but continuing on because nothing needs to be cahgned here because this faction is completely neutral to everything that goes on... Except nomads but as long as this base ain't near them, no worries ...

Now open up the file DATA\MISSIONS\empathy.ini

seach for 'group = fc_uk_grp'

You will eventually reach this...

group = fc_uk_grp
event = object_destruction, -0.030000
event = random_mission_success, 0.136300
event = random_mission_failure, -0.045000
event = random_mission_abortion, -0.067500
empathy_rate = li_n_grp, 0
empathy_rate = li_lsf_grp, 0
empathy_rate = li_p_grp, 0
empathy_rate = br_n_grp, 0
empathy_rate = br_p_grp, 0
empathy_rate = ku_n_grp, 0
empathy_rate = ku_p_grp, 0
empathy_rate = rh_n_grp, 0
empathy_rate = rh_p_grp, 0
empathy_rate = co_shi_grp, 0
empathy_rate = co_khc_grp, 0
empathy_rate = co_kt_grp, 0
empathy_rate = br_m_grp, 0
empathy_rate = co_me_grp, 0
empathy_rate = co_be_grp, 0
empathy_rate = co_rs_grp, 0
empathy_rate = co_vr_grp, 0
empathy_rate = co_ni_grp, 0
empathy_rate = rh_m_grp, 0
empathy_rate = co_ti_grp, 0
empathy_rate = co_ic_grp, 0
empathy_rate = co_ss_grp, 0
empathy_rate = co_hsp_grp, 0
empathy_rate = co_alg_grp, 0
empathy_rate = co_os_grp, 0
empathy_rate = co_nws_grp, 0
empathy_rate = fc_c_grp, 0
empathy_rate = fc_ou_grp, 0
empathy_rate = fc_rh_grp, 0
empathy_rate = fc_bd_grp, 0
empathy_rate = fc_j_grp, 0
empathy_rate = fc_h_grp, 0
empathy_rate = fc_m_grp, 0
empathy_rate = fc_x_grp, 0
empathy_rate = fc_b_grp, 0
empathy_rate = fc_g_grp, 0
empathy_rate = fc_lh_grp, 0
empathy_rate = fc_u_grp, 0
empathy_rate = fc_gc_grp, 0
empathy_rate = fc_lwb_grp, 0
empathy_rate = fc_fa_grp, 0
empathy_rate = fc_lr_grp, 0
empathy_rate = fc_or_grp, 0
empathy_rate = gd_gm_grp, 0
empathy_rate = fc_n_grp, 0
empathy_rate = fc_ln_grp, 0
empathy_rate = fc_kn_grp, 0
empathy_rate = fc_rn_grp, 0
empathy_rate = fc_ouk_grp, 0
empathy_rate = fc_q_grp, 0
empathy_rate = fc_f_grp, 0
empathy_rate = gd_im_grp, 0
empathy_rate = gd_z_grp, 0.100000
empathy_rate = gd_bh_grp, 0

Now as you can see, this faction is not completely neutral but we can make it so, for some reason it loves zoners?? modify the above sections like the following...

event = object_destruction, 0
event = random_mission_success, 0
event = random_mission_failure, 0
event = random_mission_abortion, 0

empathy_rate = gd_z_grp, 0

This makes sure that no matter what you do, the faction doesn't care that way admins don't lose their standing in this faction...

Essentially, you are done now, BUT you have to now set the game to make you have a great rep with this faction or it was all for nothing...

So checkout the tutorial on how to make eveeryone like you except xenos...
Just up the number on the faction we just edited, get the admins to make their chars and then change it back so other players dont get the same privelege

Hope that helps...

Post Sat Nov 08, 2003 2:39 pm

believe it or not, i found the problem was the id no..
it seemed the information was not being created, so i went back to the old fasioned dll editing, and added my new faction in there and its working fine
thanks for help and information!

Post Tue Nov 18, 2003 5:55 pm

Hey people, came across something interesting the other day when i was playing... all you haev to do to add factions the really basic way is to only put in their entry in the intialworld.ini file...

They exist as in they can own planets but thats about it i think...

anyway, later...

Post Wed Nov 19, 2003 12:44 am

Ok, I created a new faction in sp...and it sort of seems to work. I modified the Alaska system to have a planet, shipyard, and a battleship (as in base). All copied from existing things already in the game. However, when I go there theres no one in the bars, no missions available, no vendors (although all the vendors work if you press the little person button. The goods are there, including the ships, just no npcs.

I just noticed the little thing about newcharacter so I might give that a shot, but I did also see that in universer.ini there is a column for who owns the base and it has these really weird ids that start with a W....any idea where that came from?

Post Wed Nov 19, 2003 2:32 am

You have to remember to Populate your base when you make one...
FLE usually steals it from other bases as templates. But if you made it from scratch then you have to populate the base.

Giskards newest system making tutorial tells you how.
I think Lordfjords uber system tute does too...

Post Wed Nov 19, 2003 4:27 am

hmmmm....interesting....actually the planet is based on create, the battleship on the missouri, and the shipyard on one of those shipyards in new york....thanks I'll check out the other tutorials and see whats up

Post Fri Dec 19, 2003 10:21 am

this should be sticky!


Mexican food, that's an oxymoron! - should be up and running after Christmas!

Logical Jump Holes MOD - It's um . . . LOGICAL!

Post Sat Dec 20, 2003 8:20 pm

erm - there is also an indepth 'making bases populated and also give missions' in my threads for newbie questions.

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