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New Mod in progress

The general place to discuss MOD''ing Freelancer!

Post Tue May 27, 2003 3:52 am

New Mod in progress

I don't know about everyone else, but I've been getting tired of only being able to have one torpedo launcher at a time and only one mine dropper at a time... So I'm changing all the VHFs in the game so that they are able to use all of their gun slots for guns, mines, cruise disruptors or torpedoes...
Now who wouldn't want to be able to have 7 sunslayer mounts? or use those useless level 9 slots for something useful like an extra pair of ripper mine launchers?
Also I will be changing a few of the light fighters (the weaker ones like the Patriot and Starflier) to have better weapons available to them... The heavy fighters will be left pretty much alone.

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Post Tue May 27, 2003 4:08 am

I don't use torpedos at all, in fact. And after I change the mine refire rate I can drop mines pretty quick.

Post Tue May 27, 2003 6:04 am

But I like to go Battleship hunting, and only being able to fire 1 sunslayer at a time is an enormous hindrance... (the battleships I hunt have 500,000 armor, and the cruisers have about 150,000...) Rearming will become extremely expensive, but who cares when you have $50,000,000 (I kept killing cargo trains outside one of the Freeports... Short, fun and VERY profitable, and the loot stays for a while too allowing you to collect everything)
Also, I am making the freighters instead of the VHFs have the multiple mine droppers, because it would be good for them while they're trying to get away from a chase... Also, you will now be able to buy the Paralyzer and Cannonball missile launchers at Manhattan, New Berlin, New London, New Tokyo, as well as Crete and Malta, and some of the codename weapons at pirate bases, and nomad weapons on Primus and Gammu
I will also be tweaking the speeds, cargo hold sizes and max nanobots/shield bats for better balancing...

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Post Wed May 28, 2003 3:16 am

Update on the VHFs
You can mount an extra thruster instead of a turret to get extra speed. But it drains VERY quickly.

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Post Wed May 28, 2003 6:52 pm

An alternative is to make the torpedo's better missiles and use them in the normal slot. I changed sunslayers to be 5,000 damage, 400 speed and 10 turn rate - works like a great homing missile. With increased firing rate to 1 per second too. I can't believe this far in the future when they have space ships they still have crap missiles, so I never used them before.

First time I changed the normal missiles - but then everyone killed me really quick because npc's carry them too. D'uh!

Post Wed May 28, 2003 8:52 pm

The only difficulty I can see with your plan is that you can only carry 50 of any of these items.

Five launchers wont help if you only have ten torps each

If you can change the max number carried then you have something going.

Just a thaught for you, Let the flaming proceed

Post Thu May 29, 2003 5:44 am

Actually, I am going to change how many you can carry... The value is in the constants.ini file.
Also, I'm going to be making a few changes here and there to different level thrusters so that the better ones go faster...
And I don't need to mod the sunslayer itself, because I also carry cannonballs, and they work fine for moving targets... I reserve torps for slow movers like battleships, cruisers and stations.

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Post Fri May 30, 2003 3:37 am

If you like little wuss torpedoes then why not just change them so they mount on a gun HP,

hp_type= hp_special_gun_1

or something like that

Post Fri May 30, 2003 3:38 am

For your ammo problem, just change the line of text for the torpedo

requires_ammo=true

-change to

requires_ammo=false

Post Fri May 30, 2003 3:40 am

how about change the torp speed to mach 3000kp/s so then you can own people who use the speed mod to run away like pussies.

Heretic

Post Fri May 30, 2003 3:46 am

Actually, now that I think about it, I will add in a modded version of the sunslayer, along with the original one, and it will only be available on Primus so you have to fight the nomads just to get it. It will be faster, more powerful, and just plain better....

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Post Fri May 30, 2003 3:52 am

good bye noobs going at 3000kp/s



actually you should put it in other locations to buy it, just make it really really expensive.

Heretic

Post Fri May 30, 2003 6:07 am

Like 25,000,000 expensive?
ok.
I've already got the paralyzers and Cannonballs available on all the capital planets. Most of the ship editing is finished... Will make a few more changes... Expect a release in a week or so after I've thoroughly tested everything...

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Post Fri May 30, 2003 9:20 pm

I think it would be cool if you could drop stationary mines that are fuseable/remotely triggered after placing them. Like dinamite on a mountain. You could make them triggered by anything that damages them as a remote way of triggering them.

The use would be to quietly sabotage something big. Maybe if they get the cloak mod to work it could be used to destroy bases during missions. Or you could spread them outside of a planet docking ring, so when people come out they get blown up. Ha Ha. Just to reak havock and torment.

Do these mods work on servers for Multi-Player? I figure everyone has to have the same mod for it to work on MP. I will continue reading the postings to figure it out.

Post Sat May 31, 2003 4:17 pm

Just change the amount of energy the thruster uses, mine uses no energy and can go 990 k/h

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