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This is now about the Balistner (Was about wanting a big gun

The general place to discuss MOD''ing Freelancer!

Post Sat Jul 19, 2003 11:15 am

Well, Death Star is always the best vehicle money can buy...


Für Rheinland!

Post Sat Jul 19, 2003 2:26 pm

The Citadel looks nothing like the Death Star. I would like to think that i have more imagination than that.

Post Sat Jul 19, 2003 5:50 pm

Send me a model, when you'll be done with it, please. If it's smaller than 1 MB...

[email protected]


Für Rheinland!

Post Sat Jul 19, 2003 11:46 pm

please can i have the big gun too please ???
/-D
[email protected]

Post Sun Jul 20, 2003 3:50 am

Big gun or big ship? The stats for the big gun are listed above. The Balistner is another matter.

Post Sun Jul 20, 2003 5:41 am

Okay, I've got the ship, and I've tried putting it into the game, but uh... it crashes immediately. I'd like to think that this has something to do with the .dlls. Since I'm using Next Gen Mod, I was wondering, did you take that, and add your ids to that? Or did you make an entirely new .dll? In any case, I first tried renaming the mymod.dll to mymod2.dll and put that in my .ini file hoping it would load both. HOWEVER, it did not, and I resorted to using your mymod.dll instead of the one that came with Next Gen mod hoping that you just added your ids to that. It still crashed. And since it's crashing so immediately (less than one second after double clicking) I'm gathering that it has to do with the .dll conflict. Any ideas?

Post Sun Jul 20, 2003 6:35 am

Correction: It's not the dlls. It was the engine_good.ini that I replaced (but fortunately, had a backup of). I did something different with that one, and just replaced the new one, with the original. That seemed to work. My question is this, do I really need to buy the engine? Cuz, it does seem pretty slow. Slow to accelerate, slow to deccelerate, slow overall. Also, the handling is piggish, but I will fix this (I consider it a fix, you consider it realistic =D). And one last thing, and this is a biggie: It won't dock with anything. Says it's too big. I tried this at a planet, I tried this at a station. I don't know what the deal is. Stations shouldn't be a problem seeing as how it just automatically docks without a sequence. And it got out of the planetary docking ring smoothly (clipped through it, but did no damage). Any thoughts on this?

Post Sun Jul 20, 2003 5:28 pm

Okay, got it docking with things; I just needed to change something in the shiparch.ini to get it to work. Made it able to use all berths, not just large moors. This works if you can dock really far away from a station by using Sephiroth's method of altering the solararch.ini, though I'm not sure of the effect of exiting a station. It worked getting into and out of a planet. Also, I "fixed" the handling. I just can't stand a ship that doesn't fly right. I know it's realistic, but for the sake of gameplay, I believe realism can take a back seat to fun. All and all though, I love the ship. I downgraded it's hull to 400,000 (also for the sake of gameplay) because I felt that 4,000,000 hull is just ludicrous, and nothing would ever do that much damage. I don't want to be THAT invincible =. I think I'm going to toy with the guns now, possibly change the turn angles on the assassin missiles so they don't go so far out when they launch.
I still don't know about the engine. The engine_good.ini that I try to use won't work right. I'm not sure if it has something to do with the .dlls not having the right ids or what. I decrypted the engine_good.ini that came with the game to find it empty! I tested another encrypted .ini to make sure I was doing it right, and it came out fine. Any reason why the game shipped with an empty .ini?

Post Mon Jul 21, 2003 4:10 pm

Actually, the 4,000,000 hull has just had its strength doubled. The reason is due to the fact of what i'm listing below.

Liberty Cruiser Hull:
hit_pts = 1500000

Liberty Cruiser Shields:
regeneration_rate = 10000
max_capacity = 1000000
offline_rebuild_time = 40

Liberty Cruiser Forward Gun:
hull_damage = 1000000
energy_damage = 1000000
Range = 6km
Reload rate = 10 seconds

Liberty Battleship Shields:
regeneration_rate = 25000
max_capacity = 2500000
offline_rebuild_time = 50

Liberty Battleship Hull:
hit_pts = 3000000

Liberty Battleship Primary Turret:
hull_damage = 200000
energy_damage = 100000
Range = 3km
Reload Rate = 2.5 seconds

The rest of the ships have been equally pumped up. Defense turrets on stations spew out streams of high energy death and capitol ships dominate the battlefield but Longsword Torpedo bombers can make them say uncle. In short, i've balanced the game as far as i'm able to.

Post Mon Jul 21, 2003 4:56 pm

I got the engine working correctly. Part of the problem was that I jumped the mass up to one million. That's planet size mass, and not necessary like I thought it would be. Also, I upped the engines speed and actual thrust capabilities. Now it doesn't take so long to get up to speed. And up to speed it goes: 2000m/s! I couldn't get the warp crap to work, so I just made the normal engine go really fast if I want it to. I would PREFER to have the whole warp thing set up, but I don't know how, and I don't have the time at the moment. I'm busy playing with battleship encounters at the moment.

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