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Is there a better Battleship Encounter mod?

The general place to discuss MOD''ing Freelancer!

Post Sun Dec 28, 2003 6:16 am

Is there a better Battleship Encounter mod?

Hey all,

My first post here, and I've just gotten started playing around with some mods for this game after finally getting a maxed out ship and thinking to myself "now what?" Anyway, one of the mods I downloaded was ultra_64's battleship encounter mod. I like it and I hate it at the same time. I like the concept, but it doesn't work very well. The only battleships in the mod are owned by the major houses; Liberty in particular. This is bad because I want to have battles with the battleships, not just look at them and admire their imposing presence. The fact that they are house-owned means attacking them (or too many of them, rather) means that I will soon be running out of planets and space stations to dock at, esp. if they are near a station or planet that they would then radio to attack me, which means I can't then dock there again without fixing my rep with the owners of that base... and they're always near a station or base, never just in open area. Also, they never go anywhere, they just kinda stay put and try to move but can't because they don't know where to go.

So basically what I'm wondering is if anyone has ever seen a battleship encounter mod with ships from criminal factions (outcasts, corsairs, etc) that have waypoints so they can go places and dock with tradelanes/engage cruise engines to move from base to base? (Xeno/Molly/Bundschuh battleships would be cool since they have bases in the major house systems that they could launch from..just put a shipyard construction bay on the side of a base and you fix the question of "where'd those battleships come from?" ) It'd be cool to exit a jump gate to find myself in the middle of a battle between two battleships and their support fighters

Anyway, has anyone seen anything like this, or would it be difficult to make?

Post Sun Dec 28, 2003 5:31 pm

Shouldn't be too difficult to do, not at all. Capital ships work just like any other ship, and so they can be told to do all the same things. At least, I THINK so - I'm not sure if they can go into trade-lanes or not. That isn't really a problem though - they have really fast cruise-engines and kick-ass weapons so they don't need the lanes to travel. =)

Any of the Factions can be given any ship you want. You could have Liberty Police flying in Nomad Gunships, if you wanted! =D Adding capital ships to Factions is pretty simple.

It would be pretty time-consuming work to add them in to all the systems though. If you fancy having a bash at it yourself there's a good tutorial in the tutorial forum, made by Nephilim. It's a little complex, but doesn't take too long to get to grips with. The real work is adding them as encounters to all the zones in a system, which is long slogging graft that needs care and attention as well as time. Cap-ships aren't suitable for some locations, either - like in asteroid fields. (Makes you wonder where factions like the Bundschuh would actually hide 'em, eh? I guess there are plenty of nebulae around for that.)





"Corona surfing - fun, but foolish."

Post Sun Dec 28, 2003 7:33 pm

No, I don't wonder where they would hide them.. they would just build them in the asteroid field and when they wanted to go on a mission they would just blast a path through the asteroids with those huge guns

On a side note, I almost burst out laughing yesterday after I posted this and played a little bit more... When I came out of Manhattan, a Liberty battleship and it's escorts had just come out of cruise, and did so WAY too close to the planet..within 10 seconds all of the fighters on one side of the battleship had been destroyed and the battleship blew up shortly after, with screams coming over the radio. I could swear I heard one of them yell "AARRRRGGGG if only we had waypoints..." Boom.
:p

Ugh, I was hoping I wasn't going to have to do this myself. Oh well, I'll have a look at it. Perhaps there's some way to have the engine generate battleships in with the standard fighter random events? [Edit Also, could you link me to the tutorial you're speaking of? I couldn't find it. Thx. [/Edit

Edited by - m16.TROGDOR!!! on 28-12-2003 19:39:30

Post Sun Dec 28, 2003 10:10 pm

There is a mod that gives other factions battleships... cant remember the name of the mod, as I have uninstalles FLMM...
It has a system called the Nexus... and the jumphole in NY is a black hole... and in this system... Xenos have battleships... and Zoners.






Mmmmmm... SPAM... yummy

Post Sun Dec 28, 2003 10:57 pm

Uhm...

There is a "Black Hole" mod that comes with FLMM and according to it "puts a black hole in the center of the new york system," but there is no indication that it leads anywhere. Clicking on the link to the mod's homepage brings you back to this forum to a different topic which mentions that a hole like this kills you if you get within 30k...Is this what you're talking about?

Post Sun Dec 28, 2003 11:46 pm

No... that isnt it... there is a jumphole thing in front of it, and the hole doesnt't kill you (unless you go really slow...). Ill check the downloads.






Mmmmmm... SPAM... yummy

Post Sun Dec 28, 2003 11:49 pm

I think it is the Equalizer mod... Im not certain... I should reinstall Freelancer... so I can play again...






Mmmmmm... SPAM... yummy

Post Mon Dec 29, 2003 12:11 am

I looked at the specs of the Equalizer Mk II mod (even the detailed list of it's stats) and it doesn't say anything about a black hole anywhere, nor any new system, nor any new battleships...Are you referring to the original one? If so, where can I find it?

Post Mon Dec 29, 2003 3:29 am

The mod with the black hole ur thinking of is the Freelancer: The next generation 1.70 final release mod . its on the downloads page it s sick

Post Mon Dec 29, 2003 4:54 am

Lol, I loaded the black hole mod that comes with FLMM just before. It's total crap. It'd look good if 1. it was in the center of NY where it's supposed to be, 2. The black part lined up with the whirlpool, and 3. if the whirlpool wasn't 1/3 the size of the entire system. :p

But I'll check that other mod, thanks.

Btw, here's a hint for some easy, quick cash I just found:

1. Go to omega 3 and make sure you don't need to be liked by the zoners any time soon (They have no allies or enemies so blowing them up doesn't affect anything else I don't think...over time you might see small decreases in popularity with the corsairs and bounty hunters, but that's it).

2. Fly in close to the base, making sure no zoner fighters are nearby, and locate their supply barrels off to the side.

3. go to that side of the base and look at the docking bay nearest you. The two turrets on it are the only ones the base has that can shoot you while you're looting. Lay into the turrets, and after a couple thousand damage they will fall off and blow up.

4. Once they're gone, go to the storage barrels and blow them up, one group at a time. One set of barrels holds 64 H-fuel (It's the one closest to you on the left, gray cylinders) Fill up on that, then if you still have storage space blow open the orange boxes to your right, they contain food rations. Both get very good sell prices at the nearby Douglas station, owned by BMM. You make a little over $30,000 per raid on the zoner base, and it's only about 80? km away, with only 12 km or so of it through an asteroid field. 20 runs x $30,000 per run means $600,000 without being shot at except by those two base turrets and the occasional fighter patrol. That's almost enough for a Titan right there

Post Tue Dec 30, 2003 2:56 am

Arg.

Problem: I've been using the Firebase ship mod. Now, if it's deactivated FL won't run. I've tried reinstalling, I've tried restoring backups, it seems like the mod has become integral to FL. 1. Is there a way to deactivate the mod and have FL run without deleting it? 2. Will the ship I got from the mod in my savegame still work if I deactivate it?

The reason I'm wondering is that the Firebase mod and this FL: The next Gen mod are incompatible and FL crashes if I try to use them at the same time/use FL: TNG by itself. I'd like to be able to keep my Firebase ship and use it in the FL: TNG areas. Some help would be nice.

Post Tue Dec 30, 2003 4:43 pm

You may have to reinstall FL...
Ships from mods dont work when mod is deactivated...

Post Tue Dec 30, 2003 9:05 pm

I've tried reinstalling FL, no effect. Still needs that mod activated.

Post Wed Dec 31, 2003 12:58 am

It's because of your saved games. Just move them to an other folder and everything should work fine. Anyway, when you desactivate a mod with FLMM it automaticaly replace the moded files by backups so the problem must come from the saves (even if flmm moves saves before you activate a mod, but peraps you don't have the version that is able to do this).

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