Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

New Upgrades engine, scanners, tractor, hull in Bribes Offer

The general place to discuss MOD''ing Freelancer!

Post Tue Apr 01, 2003 7:51 am

In line with scanners and travel passes, how about a special alloy 'box' that scanners could not penetrate? Of course they would be small and very expensive...

Post Tue Apr 01, 2003 12:06 pm

Hmm, seems we are doing the same thing.

Myself, albeit rather slowly. So far have played with:

Scanners, Tractors, Speeds, Weapons, Armour, Missiles, Mines, Ship default loadouts, and shields. Adding in buyable Engines, Powerplants, Scanners and Tractors.

I did not like the space shhot-em-up that freelancer was, and have stated this before, so I have spent 3 times as long editing as I have playing.

Hmmm, now if I could just figure out those infocards.....

LURK, Lurk, lurk.......

Post Tue Apr 01, 2003 1:56 pm

u should team up with the other guys trying to make a privateer mod, that would increase your chance to actually finish this project greatly.

so far, i *love* your idea, in general, i love all ideas of remaking privateer.

and Privateer Redux - i like that name!

about that credit-commodity.
if u die atm, ull loose your whole cargo. what about these credits then?


anyway, keep up your good work, i want to have that mod finished NOW!

Post Tue Apr 01, 2003 2:38 pm

I don't think the "commodity_credits" idea will work. Scanning is only done by neutral (or friendly) NPC's. If you're carrying cargo that a pirate wants, he'll become hostile if you don't give it to him. However, if you don't have anything he wants, the pirate won't demand anything, and he won't become hostile. It would be easier to just never buy commodity_credits.

Post Wed Apr 02, 2003 3:40 am

Hey, I'm all for you talented guys getting together and working on something like Privateer Redux -- that would really put a bunch of new life into this game!

Post Wed Apr 02, 2003 9:00 am

Hi Xerx,

Great ideas you have there! Is there any possibility of retaining a main storyline which is less obtrusive in the original Freelancer? Sometimes the storyline or a big bad villian to trash up could give extra motivation to get more money and better equipments

Just my suggestions.

Post Wed Apr 02, 2003 1:42 pm

Hooray, I found a way to balance the engine / powerplant problem I have been thinking about.

That is, having an extremely large engine and powerplant in a small fighter. The max speed I arranged for my engine varied from 70 odd to 106. The ships themselves had various speeds with the different sized engines due to their drag coefficient. This meant almost every craft has a slightly diffeent speed. I ran into a balance issue with this tho due to me being able to buy the biggest engine, and the biggest powerplant and fit them to a fighter and be just about unbeatable.

However, I balanced this, I hope, by changing the volume of the engine and also its power consumption. Now the little fighters cannot take both a big engine and a big powerplant. And as the engine draws a lot o power, the player has to balance whether he wants major speed but energy to bleed off exceptionally fast in a fight, as the engines, shields and lasers all use the same power source. Its a balance of speed versus power capability versus cargo carrying capability. The small engines only take up 2 units or so (as do the powerplant, scanner, tractor etc) so with smaller engines you have more cargo space. However, the biggest powerplant and engine are 40 each. There are six engines and six powerplants so far. Absolutley nothing UBER. I like a challenge. Oh, the big boys are worth 2mil each.

And joy of joys, I figured out those infocard thingies!

Probably been done, but hey, I am happy with the results. Now on to testing....

LURK, Lurk, lurk.......

Post Wed Apr 02, 2003 2:17 pm

The names and places have been changed to protect the identities of the innocent

Privateer Everywhere
I'm starting to enjoy this

And shock horror I'm beggining to agree with sp00n... We really all should suss out a game plan for this immense undertaking...

outies

- All we see or seem, is but a dream within a dream. -

Post Wed Apr 02, 2003 4:01 pm

@Slugworm

That is a good idea using the volume to keep the small fighters from fitting the big uber engines.

CW

Post Wed Apr 02, 2003 7:12 pm


The ships themselves had various speeds with the different sized engines due to their drag coefficient.


DRAG coefficient?? In SPACE?!?

-----------------------------------------------------------
War does not decide who is right, only who is left.

Post Thu Apr 03, 2003 5:02 am

CW :

HAHAHAHAHAHAHA... Remember Microsoft had a hand in this

Post Thu Apr 03, 2003 5:18 am

> The small engines only take up 2 units

How can you make equipment take up cargo space? Can guns take up cargo space too? How about ammo? *excitement*

Post Thu Apr 03, 2003 8:45 am

CW:

Yeah, I know....call it underspace drag, a term I read in a novel once. It affected ships in the same way. Anyway, do you think this game relates in ANYWAY to Newtonian Physics???? Well, it acheives the result I am looking for, with different engines having fixed characteristics, creating different speeds when fitted to different ships.

And on to the next question, Yes Guns, Missiles, Missile LAunchers etc all have the ability to take up cargo space. It is set by the volume = x line in the inis. A volume of 2 equates to 2 cargo space units. When you go to add engines and such the little cargo bar highlights yellow indicating how much space the item will take. It also gives a message that this item will not fit in the cargo bay. This is so OBVIOUSLY a feature that Microshaft decided in their infinite stupidity to remove.

Nuff said.... Now onto the other items that microweenie decided to remove. Incidentally, I am having more fun adding stuff into the game than actually playing it....Hmmmm, wierd........

LURK, Lurk, lurk.......

Addendum: Will try with missiles and such tonight I think.... I will also reduce there costs, as it is a weenie bit prohibitive at the moment. Now that I have missile launchers that can be fitted to the gun slots and the torpedo slots, I can keep my precious gun slots open, and load up with missiles. Since I have recharging shields on the AI the Eraser missiles are quite handy.

Anyone found that if you shoot a lane gate you can interupt the lane, the same as the hackers can. Happened to me once, and I havnt tried it again. Might only be with Energy weapons like the debilitator. Accidentally took three ships out of lane travel. Whoops..

Edited by - Slugworm on 03-04-2003 09:54:28

Post Thu May 08, 2003 6:29 am

Sounds good... its been awhile is this a dead thread now?

Post Sat Jul 12, 2003 6:28 pm

bump

Return to Freelancer General Editing Forum