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** MOD PACK ** Reynen''s Cleint / Server Ship & Equipmen

Here you can announce your own Freelancer MOD and find information about the different available packages!

Post Wed Apr 09, 2003 4:18 am

Ok hopefuly I fixed alot of peoples problem I jsut now uploaded a imrpvoed version. I will test it more.

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Savako:

Aye I read it, it was very informative and I will think about what you said.

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DNA-Groove:

I'm not sure what is gong on with Omnicron major / minor, I have never been there, hell I ahen't eve finished SP yet because all my time goes to this mod lol.

I'm glad it's working for you, please report any bugs.

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Macegroth:

Aye feel free to stick it on your site just make sure you point the download at my server so that everyone is getting the latest version.

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Post Wed Apr 09, 2003 4:30 am

Thanks Rey if you did this this would praticaly make it a mmorpg lol has it's nearly one already .

Post Wed Apr 09, 2003 4:42 am

Hey Reynen;

Listen, I don't want to get into a pissing contest with you about your mod. You've done what looks like a major work here and I commend you on it.

Being a programmer once myself, (a long time ago) I can well understand your dilema...you can't please everybody (damned if you do, damned if you don't). Do what you think is right, and let old farts like me take it or leave the result. You know; opinions are like a**holes, everyone has one and most of them stink.

Keep up the good work (fight?), but keep one thing in mind...Freelancer Game, with the operative word being "Game".

The Fangman

Post Wed Apr 09, 2003 5:31 am

Anyone know of any servers running this mod?
I'm actually not really clear on whether or not the server needs to run the mod or if only I do. I'd be greatfull if someone would let me know. Thanks

You may live today, but you will die tomorrow.

Post Wed Apr 09, 2003 5:40 am

MadWacker,ahem READ! THE OTHER PAGES! Rey doesn't or anyone else doesn't need to tell you.... people asked things that are already answered too MUCH.
sorry if this is being a bit mean but read! page 1 page 2 page 3 page 4 page 5 before you come here to page 6 it all explains it.

Edited by - Savako on 09-04-2003 06:41:24

Post Wed Apr 09, 2003 5:56 am

You tell em Reynen.

I build and manage a huge persistant world in Neverwinter Nights rpg. At least we have a big beefy editor for that. Hang in there your doing good work.

And do what you want dont let these guys pull ya in some misguided direction.



DeputyDog
[!Neversummer Pirate SpaceMod 24/7 Server

Post Wed Apr 09, 2003 6:05 am

Oh and to make battleships easier for ya I heard they can dock in shipyards if you set the point to dock in those docking rongs for trains and well battleships on shipyards. Docking rings you shld get a modeler to scale them I can do it if I knew where they were at the models for the game lol scaleing them would increase it's size so battleships can fit in the docking ring. As for stations make the docking point for all ships FARTHER out so cutscene happens in mid space an dbefore battleship or ship even gets near the docking door it blinks off like it normaly would and your in the station . Regular ships for shipyards dock at ring to lol would be funny to see but would work the ship should dissapear once docked on ring.

Post Wed Apr 09, 2003 6:09 am

I modeled in Half-life,and Renegade I know alot about modelin gbut so lazy gah
: 0 ----

Post Wed Apr 09, 2003 6:28 am

How realistic is this mod?

Try a fully tricked out Eagle against 4 Xenos and you'll find out.

The Eagle flew like a big heavy truck trying to move through something thick and gooy.

With all the firepower I had, I couldn't stay on a target long enough to do any meaningfull damage.

My hud was telling me I was doing 200. If I was then the other guy must have been doing 400.

I just hit cruise after messing with them for about 30 minutes.



The Fangman

Post Wed Apr 09, 2003 10:17 am

Thanks got the newer versing li02.ini

Hmmm a suggestion that is if you do not mind not taking this wrong way.

Use the KISS method. (Keep it simple stupid or Keep it simple system)

When updating your mod since I use FLMM it is a pain to have to extract every file, was wondering if you could only update using updated files or newer files? That way it will decrease the download time and make is easier to install updated/newer files in the freelancer/mods/reynenmod/ folder.

Thanks

Post Wed Apr 09, 2003 2:06 pm

About 30 minutes ago I installed your mod, I read all the instructions for installing it and also read what you had put in there so thought this would be a good change for the game. Upon completeion of the installation I ran the server and tried to log in to it, I want to add that no other mods were running just yours,The message I got was cannot connect to server the connection had failed so I closed down freelanceer then freelancer server crashed. I turned off my firewall incesa that had something to do with it but still it would not connect. I rebooted the computer and tried again still no luck.
I then uninstalled your mod and found that I can no longer play multiplayer on any server.
Next I completely uninstalled freelancer and reinstalled it hopeing this would fix it but it didnt .
What pisses me off most is that there was a game I was playing on my own server that had been going for over 200 hours and I can no longer play on my own server because the mod affected the computer some way.
Any help you could give in resolving this problem would be appreciated as I enjoy playing this game and havent had this much fun on a game in a long time.
I was also wondering if this has happened to anybody else or am I the only person in the world that this has happened to.

Post Wed Apr 09, 2003 2:44 pm

Ok for one it probably doesn't have a thing to do with this game.. it's most likely your connection if you reinstalled it.. try unistalling it the WHOLE THING even the folder completely then installing it over again.

Post Wed Apr 09, 2003 3:46 pm

To Reynen: I've installed the mod 3 days ago and did not post any reply because I eas busy testing it. Some sugestions:
-the shields should not have all 100000 because that combined with the light fighters extreme maneuvrability and though hull makes them very hard to kill. I spent half an hour to bring Cosmo van Ostrom from mission 2 to 1/2 hull strength(because the shield was so huge an each time i took it out an began working on the hull it came back online after 20 secs or less). And I also observed that the patriot had 100000 hull!!! the light fighters like the patriot, starflier and bloodhound should have 25000. The shield power it's also better to be scaled like 25000 for lvl1 shield, and 111 regen, 50000 for lvl 2 and 166-188 regen, 75000 for lvl3 and 233 regen, and 100000 for the class 4, with 333 regen. This can go on from 25000 to 25000 up to lvl 10. This will make people more interested in upgrading their shields, rather than keep their lvl 1 shield for the entire game.
Same goes for guns, each house should have their own modified guns, with increasily more firepower as one progresses trough the game, and is able to purchase better equipment, shields and more. I was playing the mission were u escape from Liberty with Juni and met the Bounty Hunters...than the Lane Hackers droped in to help me but they could not do anything against the BH ships...and I got killed!!!
Therefore I upgraded the firepower of each house and faction gun in game, accoring to their firing rate and faction carateristics, also modifing the power consumption accordingly. Than I tested on some ships like the Dagger, Dragon, Titan, Eagle, Centurion, and Wolfhound, in that order, and generally works ok, the power of 10000 u gave to each ship seems ok for let's say 8 to 12 guns, at levels from 3 to 6...I did'nt go further yet.
One more thing, when u're adding guns to a ship do not use the HpPilot or Cockpit or Headlight, but go instead for the running lights, docking lights and contrails...as these are better placed, or use the UTF editor to efectively add new weapons to that ship...those act naturally,
The cruise speed is set too high at 750, because in that mission in dublin when U have to race Hovis trough a series of rings it's impossible to go at that speed...550 is maximum ONLY if u are very good...othwerwise 400 is max.
I know time is a issue and lots of people have been pressing u a lot, but...the results should be much better with a little patience. Here are some examples of the guns sets I made for some factions:
Xenos: - Scorpion(class 2) : hull_damage = 673.400002, power usage = 85
- ScorpionMkII(class3): hull_damage = 789.599998, power usage = 128
- Tarantula(class 5) : hull_damage = 945.399994, power usage = 247
firing rate 4/s
Roguesrail(class 3): hull_damage = 599.90, power usage = 79
Raphael(class 4): hull_damage = 799.90, power usage = 111.85
Usiel(class 5): hull_damage = 988.500, power usage = 175.76
and a firing rate of 9,88/s(0.1012)
Outcasts: Dragoon type 1(class 4): hull_damage=926.400,power_usage = 241.60
Dragoon type 2(class 5):hull_damage = 1191.6, power_usage = 377.40
Dragoon type 3(class 6):hull_damage = 1391.6, power_usage = 492.77
Pyros type 1(class 4):hull_damage = 1013.8, power_usage = 233.65
Pyros type 2(class 5):hull_damage = 1245.8, power_usage = 380.33
Pyros type 3(class 6):hull_damage = 1399.8, power_usage = 599.33
firing rate 4/s
Bounty Hunters:
Gunslinger MkI(class 2): hull_damage = 320.40, power_usage = 47.65
Gunslinger MkII(class 4): hull_damage = 491.6, power_usage = 71.85
Winchester MkI(class 6): hull_damage = 652.71, power_usage = 129.760
Winchester MkII(class 6):hull_damage = 869.697, power_usage = 186.130
firing rate same as Rogues, 9.88/s = 0.1012 in weaponequip
Lane Hackers:
Hellflurry mkI(class 4): hull_damage = 890, power_usage = 233.66
Hellflurry mkII(class 5): hull_damage = 1071, power_usage = 311.33
fire rate same as 4/s
Molly's:
Dublin Duster MkI(class5): hull_damage = 1601, power_usage = 200.201
Dublin Duster MkII(class6): hull_damage = 1991, power_usage = 333.661
Dublin Duster MkIII(class7):hull_damage = 2674.30, power_usage = 634.848
fire rate same as 4/s
Corsairs:
Angelito MkI(class 5): hull_damage = 1821.197, power_usage = 224.240000
Angelito MkII(class 6): hull_damage = 2298.1006, power_usage = 391.620001
Angelito MkIII(class 7): hull_damage = 2979.106, power_usage = 641.820000
Salamanca mkI(class 8): hull_damage = 4818, power_usage = 863.599998
Salamanca mkII(class 9): hull_damage = 6889, power_usage = 997.800003
(i know this is a lot but the Corsairs guns are supposed to do a lot of damage...lets those brave enough to take a Titan head on...)
anyway the firing rate is quite low - 4/s, and range sukcs, so...is not as badass as it looks.
Gaians:
Gaia's Savior mkI(class 4): hull_damage = 1152.70, power_usage = 252.64
Gaia's Savior mkII(class 5):hull_damage = 1467.303, power_usage = 416.16000
Gaia's Savior mkIII(class 7):hull_damage = 2287.803, power_usage = 621.08000
fire rate 5.33/s
Blood Dragons:
Tanto(class 5): hull_damage = 400.400002, power_usage = 62.620000
Wakizashi(class 6): hull_damage = 592.700001, power_usage = 96.469999
Katana(class 7): hull_damage = 769.699997, power_usage = 121.780001
Gendaito(class 8:hull_damage = 976.7998, power_usage = 173.119999
These values are orientative and only for demonstraion purposes. they can vary a lot of course, but this is the best balance I could find.
I have the entire weaponequip.ini files for all the factions, including houses, and I can send this to u once I get my mail back on...i can't upload files into it yet
Also i got some CMP's with added weapons Hp's for Eagle, Titan, Dragon, Sabre and Centurion. This weapons do not have 360 degree as the ones added trough other hardpoints(like running lights), being made with the UTF editor.

Hope this helpes, in other words great ideas and good mod overall.

Post Wed Apr 09, 2003 7:19 pm

Ya, that was my problem too. I started a new character, bought the patriot, got some guns, and took a mission. Never hurt them at all almost. So I tried scrapping that char and sticking with the first ship and the Uber guns it has. Still, I can't take out the shields of a single ship, nor keep it down effectively. As soon is I make a pass, it's allready regened.

P/-/3@R D@ D@\/\/G F00lZ

Post Wed Apr 09, 2003 10:25 pm

I've found it to be a little easier to just sit in one spot and fire on the enemies as they pass by. If they get too far away I just use the thruster to get closer.

One thing I'm wondering is, how we ever supposed to buy any other ship when they are soooooooo expensive? I mean, at that price, you wouldn't be able to buy a new ship pretty much until you finish the game. I'm also wondering, did you change any prices for the cargo? It will be much simpler to trade if you didn't, as then I can use fldata and the cargo computer to find good routes.

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