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What Do You Think Is The BEST 20+ MB Mod?

The general place to discuss MOD''ing Freelancer!

Post Sun Jul 20, 2003 5:52 am

What Do You Think Is The BEST 20+ MB Mod?

Which big mod do you use?


And have you found any of the large 20+ MB mods to be compatible with each other?



I was thinking of using "The Next Generation" because I like the added features... but I'm not sure.

I'd like the mod with the following:

-LOTS of Added Weapons and Ships
-Everything destroyable. (Well, except for planets of course.)
-Added Ship Equipment like Engines, Armor, Scanners, etc.
-Added random missions with stations and capital ships for enemies.
-Added systems, planets, etc.


Anyone have a favorite mod that has these?

Thanks!

Edited by - Archangel_Brian on 20-07-2003 20:10:54

Post Sun Jul 20, 2003 4:57 pm

Well? Anybody know anything on this?

Post Sun Jul 20, 2003 5:23 pm

Most big mods are meant to be used on their own, the only way I could see ya doing it is if you were to take one and it's files, see how many files it has in common with another and combine them by cutting and pasting data from one into the other.

May not work even then though.

Is it just me? Or does our good buddy Trent look every so slightly like a certain beloved.....Battlestar Galactica rouge.

Post Mon Jul 21, 2003 3:25 am

i have a buddy who is working on a star wars themed mod. i dont believe it's done yet, but theres a beta out. i would guess since they are redoing all the systems and ships, it could have a chance of being over 20 megs. i really think your setting your standerds too high, in all fairness the game is still recent, and the counterstrike-level mods are still in the works . the small time modders just work with the ini files and changing/adding small quantities of ships, and dont publish a lot of their work, but even if they did, it wouldnt be over 20 megs of changes.

Post Mon Jul 21, 2003 4:36 am

Most mods dont need to be anywhere near 20 meg. Most are simply because they have added every other mod to them or have forgotten to remove a lot of redundant files.

Ships do account for a lot of the space thats taken up though.

Giskard

Post Mon Jul 21, 2003 12:53 pm

Not most, just Massive Addon. Others are ship-collecting only
But this is the idea of Massive Addon to join mods together.
And all redundant files in FMA 1.1 cost less then 1% of that 27M, so this is not the case here. The reason why mods grow in megs are the new ship files. You can have the whole universe changed in less then 1MB. Try to exclude ships from any mod and see what is left.

Tygrys

Post Mon Jul 21, 2003 3:41 pm

If ship mods are just ship collections, what happens when you change the stats for everything else including weapons damage, rate of fire, shield strength (including npc shields), capitol ship shields, etc,etc. What are those called?

Post Mon Jul 21, 2003 9:22 pm

Opss,
I was not clear here. I mean that Massive Addon is a collection of different mods Giskard referred to, and other big mods adds ships stuff only from outside and manages rest by themselves to provide world consistency. The ship mods are a different story. Ship mod may be a new model(s), with new weapons, tractor, engine, shield you reffered to. Not mentioned by me (or Giskard) here.

Tygrys

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