FL\SO which is easier to mod?

My understanding is that it is significantly easier to import new ships in Freelancer.

Wing Commander games were not designed at all to be modded -- they all existed before the concept was hip. What the Standoff team has done with Secret Ops is nothing short of amazing, all things considered.
 
Ship models are among the hardest things to edit into SO, since there's a lot of restrictions for what you can have on your model, and the procedure itself requires you to go through 2 or 3 different apps (none of which are too user-friendly) and perform a lot of annoying little steps.

(Makes mission coding seem like a breeze, even. All the coders need is WCPPas and knowledge about each of the functions, then just hit F9 and you're done. :p)
 
Freelancer is definitely the easiest to MOD. If anybody has ever played the Evolutions MOD, then congratulations you're playing something slightly inspired by Wing Commander. Here's the story -

Long long ago... I had created a Wing Commander RPG group called The Elite. Eventually we dissolved. Later, I created a Freelancer "clan", also called The Elite. There's a huge story in there, too... but it's for another time. In any case, we began a project called "TEMP" - The Elite's MOD Project. Eventually the entire gig was shifted to one of our members, who named it "Freelancer: Evolutions". By this time The Elite had disbanded and I've just sort of watched the Freelancer community from a distance.
 
Hehe, I remember the Evolutions mod. One of the nicer projects on the block.

Freelancer is definitely the easiest space game to mod I've ever encountered, at least as far as ships and equipment are concerned. If you want to create new missions, or a new single player campaign, though, you're pretty much screwed. Basically, everything that can be modded is simple, and everything that can't impossible. Fair tradeoff, in my opinion
 
Bob McDob said:
Freelancer is definitely the easiest space game to mod I've ever encountered, at least as far as ships and equipment are concerned. If you want to create new missions, or a new single player campaign, though, you're pretty much screwed. Basically, everything that can be modded is simple, and everything that can't impossible. Fair tradeoff, in my opinion
Hmm... personally, I'd rather have everything moddable, even if it's all harder. But then again, I suspect the impossible-to-mod parts of FL aren't as impossible as they seem. After all, with SO we're now modding things that were just recently thought impossible... so the FL mod community just needs to keep at it, researching the impossible-to-mod bits.
 
Quarto said:
After all, with SO we're now modding things that were just recently thought impossible... so the FL mod community just needs to keep at it, researching the impossible-to-mod bits.

I'm not sure they are as persistant as the wc community though. :(
 
Yeah, Freelancer modding is, like anything, slow and laborious, and most of the updates are evolutionary, rather than revolutionary (i.e., easier ways of editing hardpoints, etc.) The last really great leap forward was customizable cockpits. That was six months ago.
 
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