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Greetings from an old modder, new to Freelancer.

The general place to discuss MOD''ing Freelancer!

Post Sun Jun 10, 2007 8:54 pm

Greetings from an old modder, new to Freelancer.

Thanx to your handy site, I've learned to mod Freelancer in just 6 hours. I've owned the game for a year, but did not get into modding it until just earlier today. So far, I've added the Discovery mod, been using the IONCROSS save game editor with it successfully for testing purposes, and have tweaked my own Dromedary ship (kinda like a Freelancer version of the Millineum Falcon, "I made a lot of special modifications myself, she may not look like much, but she's got it where it counts.", lol). I thank you all for your hard work, and offer my services as an old modder (I've modded games like the Starfleet Command series, Homeworld Cataclysm, Warcraft 3 and various others over the years that I can't remember at the moment). I will make a point of coming here on a weekly basis to help you modders in anyway I can.

Cheers!

The world is a ship of fools, welcome aboard!

Post Mon Jun 11, 2007 3:37 am

hey welcome aboard have fun.

Post Mon Jun 11, 2007 5:12 am

Welcome, new blood into the modding community is always welcome.

Requiem: A Total FL Conversion Mod .

Post Mon Jun 11, 2007 7:33 am

This is a good place to share ideas. It gives me inspiration.

Post Mon Jun 11, 2007 11:57 am

*waves* Hello there

Post Mon Jun 11, 2007 12:58 pm

Thanx for the warm welcome, its appreciated.

My thoughts on the Discovery mod so far:

Its big, that's for sure, with a lot of interesting things to see and explore, but be warned, its kinda buggy, as a lot of mods tend to be.

Though being able to pilot and command a capital ship is a neat idea, I don't believe making them available to players in this game is a good idea, as docking problems keep cropping up, though I do think wandering NPC capital ships is a good idea, keeps players on their toes, especially smugglers & pirates.

I'll keep sharing my thoughts here, and probably at the Discovery forums as well.

Back to playing............

The world is a ship of fools, welcome aboard!

Post Mon Jun 11, 2007 1:14 pm

Now that I think of it.....

Which mods for Freelancer DO NOT have capital ships pilotable and are good mods to check out?

Any suggestions?

The world is a ship of fools, welcome aboard!

Post Mon Jun 11, 2007 6:10 pm

Besides "Vanilla" Freelancer...there are a few mods out there. Just have a look around.
Capital ships should be limited to docking with major shipyard frameworks or planetary mooring fixtures.
If nothing else, it should be a matter of common sense for a pilot to avoid attempting to dock in places that in reality would be impossible to dock at.

Post Mon Jun 11, 2007 6:38 pm

Actually, I've decided to mod Freelancer from scratch. One of the things I was known for when modding the Starfleet Command series was my attention to balancing things out. I had a TNG mod for Starfleet Command 1 that was wildly popular for awhile, as well as a rebalance mod for Starfleet Command 3. I'm a huge stickler for balanced games that present the players with a moderate challenge while still being fun to play. So far, I've modded the Dromedary to be more of a borderworlds freighter (can defend itself from other borderworld ships relatively well, without being more powerful than other bw ships), made the stalker series of missiles just that, "stalkers", and mines are more useful now. Will continue my modding and tweaking to see what I come up with. Anyone have any balance issues with Freelancer that you think should be addressed? I'm open to suggestions, actually, I would love to hear them.

The world is a ship of fools, welcome aboard!

Post Mon Jun 11, 2007 7:06 pm

Hope I'm not becoming a nuisance here. I realize most you guys have been modding Freelancer for awhile and I tend to babble.

Question.....

I have changed the starting ship, yes, nice, good, BUT.......

How do I change the ship Juni gives you that you SEE in the cutscene? I'm a big fan of plausibility, and want to see the ship I receive in the cutscene as well. I was looking over the mission files, but no luck.

The world is a ship of fools, welcome aboard!

Post Mon Jun 11, 2007 7:24 pm

Too late, found the file for the cutscene.

I was able to make the ship in the cutscene dissappear, now to find a way to get the Dromedary to appear in there......

The world is a ship of fools, welcome aboard!

Post Mon Jun 11, 2007 8:05 pm

check out my mod the order mod i have battleships but you cant fly them.

Post Tue Jun 12, 2007 12:13 am

ENE Has What Might be Called Semi-Capships. Just Gunboats, Destroyers and Cruisers. They're Also at a Major Disadvantage. They can Only Dock at Moors. So Few People Use Them.

Post Tue Jun 12, 2007 1:56 pm

I like Freelancer the way it is, my only gripe with it is the way ships and weapons are balanced, so I'm tweaking those. It may be months before I grind something out as summer is approaching, kids will be out of school, and I have a high school reunion to go to plus vacation at the same time. Only things I've modded so far are missiles, mines, cruise disruptors, torpedoes, and the Dromedary (can you tell its my fav Freelancer ship? ).

I'm thinking of balancing things out so that heavy fighters in....lets say....Liberty could hold their own against heavy fighters from other areas in Sirius. Even footing for all factions, with the only real edge anyone having will be in the type of weapons/shields/equipment they use.

I would also be interested in expanding some other areas as well, such as encounters, ship encounter types (gunboats, cruisers, battleships for NPCs), etc.

Once I've gotten my mod skills for Freelancer down-pat, I'll start a new thread with my ideas and recruit some of you modders for a good, balanced mod for SP and MP.

The main premise of my mod will be that players will choose what faction they want to be a part of based soley on their playing preference, not what faction can offer the best equipment.

Ideas and thoughts are always welcome.

The world is a ship of fools, welcome aboard!

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