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The content may be outdated and links may not be functional.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

** 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 Mon Apr 14, 2003 9:08 am

Uh oh I have found a bug of the mod in SP. It is threatening that it won't let you progress the mission. It is the mission right after you capture Ashcroft.The one where you and Juni are escorting some trains to uncover a spy. The trouble occurs when you and the trains are going for the first waypoint which is a buoy. They are in cruise mode and I think because of the speed increase they won't turn in time to get to it. So what happens is they overshoot and ends up in the debris/ice(?) field. Anyway, they will try again and again to reach the buoy but to no avail untill the trains/Juni or you actually gets destroyed from hitting one of those debris/ice things. Its easier for the trains to hit something since they have no shields and they can't turn fast enough for the autopilot to properly evade those debris. I don't know what to suggest since its only a bug in SP.

UPDATE: There is a fix for this. There is an autosave right before the party goes to the first buoy. So, load that one and automatically the trains are already looking at the direction of the buoy which is straight ahead.

Edited by - RaDiAtIoN on 14-04-2003 12:55:25

Post Mon Apr 14, 2003 11:55 am

Does this mod work in multiplayer, I read in the readme that it does but when i tell Flmm to activate it, it says it does, start server, start game, no changes? am i doing something wrong, any help would be appreciated... thanks in advance Viper

Post Mon Apr 14, 2003 2:53 pm

is 2.0 beta going to be out today? sorry just after ask

Post Mon Apr 14, 2003 3:04 pm

Every one is a critic with their own opinion, for me, I always try to appreciate the hard work and time it takes to be creative. This mod is completely changing the game, and I think that is great to get a new perspective on an already great game. I can't find anything to complain about with this mod, it provides a good challenge for those who already played the game 100 times. I had to laugh when I was escorting the transports to Pittsburg and had to fight the rogues, took them a out after a 20 min dogfight in the debris field, then re-enter formation with the transport and collide with it and die, hahaha. Personally, I just love this game, haven't got tired of it or the new twists people are adding to it. This mod deserves it's own forum , this thread will eventually crash the board if it gets too long I mod my own a bit for fun, I sure wish I knew how to mod as well as you, I would try to help you out with what I could.

Edited by - cappo on 14-04-2003 16:05:00

Post Mon Apr 14, 2003 3:10 pm

Motto: "Damn it Bretonian, even my Grandmother is faster than you!" Hovis.


I''l get to the motto later. First I have to say that i'm glad that the weapons of the npc's have been upgraded, their maneuvrability now sucks, which is very cool , there are much more and varied weapons in the game and i'm also glad that you are not giving up modding. Ignore the little buggers, they're not worth even wasting a breath on them...the mod is great and there are stil a lot to be done...everybody should appreciate your work and the ideas.
There are still things to be done for the mod to be perfect, but good and very entertaining has already become. It certainly remodelates the playing experience and feeling. Probably the colision damage is a little too high because when it is combined with that 900 cruise speed, that the AI navigational computer does'nt seem to handle at all, it will get u killed in 2 bumps...i can no longer go drink a coffee while flying trough a debris or asteroid field!) Reducing it at least in half will do fine. I think...it will still keep thing more realistic and increase your life span considerably in an asteroid field fight or "pleasure" cruise navigation.
I have to agree to the others than shields shouldn't start at 100000, an I've already told u so that it should be better than the lvl1 shield should have 25000 the next 50000 and so on...untl 200000 at lvl 6. This must be done for both npc and player shields and will solve two issues: first the player ship will take more damage from npc guns, just like in the normal game, having a lower class shield, than the npc's like rogues, outcasts and line hackers who fly faster, more nimble ships, will be easier to kill. And above all it will make the players interested in raising funds and buying new equipment, not only new ships. And perhaps the ships available in Liberty are a little too powerful? I will like to see more light and medium fighters in Liberty, heavy fighters in Bretonia and VHF's in Kusari and at the Blood Dragons base because from there on they are going to be needed badly. And there are some ships u did'nt mod like the Banshee, and it's a pitty since it looks real cool with 8 weapons and a turret, or the Centurion and the Falcon, they look very nice too with more weapons mounted on them.
Be warned that are some errors in the ini files. At Manhattan it is suposed to find a Valkyrie, Eagle and Rhino and in fact are a Sabre, Titan and Anubis. And at Los Angeles is viceversa. In fact the Li01_01 is switched with Li02_01 in marketships.ini file. Other fact is that the Junkers did not receive the new weapons, they still have the Barragers with puny damage.
And to get to the motto, the present cruising speed will make impossible for anybody to win the mission 6 race with Hovis since u must go at cruising speed in order to win. The only way will probably be to get an order thruster and go at burner speed for the entire race but then u'll have about 500 speed and Hovis will get 900, so that's when he'll spell the phrase in the motto at U!
The idea to put better weapons on pirates it's a very keen one, since everybody will want to kill those pirates and get the "good" stuff. U should extent this one to all pirate weaponry, from the Rogues Drails to Corsairs Angelito's and especially Blood Dragon Wakizashi's which are my favorite . I'll keep testing and I hope these feedbacks helped.

Post Mon Apr 14, 2003 3:40 pm

Wonderful to hear the weapons are very balanced

Don't worry about the scaling then...

I don't know how to change their classes either...

Well, feel free and take some time to try and release it as bug free as possible.

Did you say anything about random missions to kill battleships/gunships/stations etc? Is that possible?

How about the economy? Is that tweakable?

Do you plan on doing anything with the enemies aim in fight trying to hit you in motion?

How do you mount weapons you picked up onto your ship without selling it and then buying it back...?

Keep up the great work!

Post Mon Apr 14, 2003 4:41 pm

how do i get to toledo?

Post Mon Apr 14, 2003 5:37 pm

Man, you are simply amazing. That must have been a hell of a lot of work. I'm impressed. I like all the changes and expansions. But as the creator do you recommend restarting the game with this mod, or just continuing on after sp missions are over. I haven't tried any missions with this mod. Once again great job!

Post Mon Apr 14, 2003 5:41 pm

Keep up the good work man. Mod looks great. Props to you and your effort to improve the game. When can we expect 2.0 with Battleships to come out?

How do you activate the Battleships in 1.6? Are they already purchasable somewhere or do you have to edit the code to include them...curious...just didn't see them in the readme...

Congrats again man and I'm glad to hear your sticking with it.

Post Mon Apr 14, 2003 7:31 pm

HOW TO CHANGE SHIP CLASS:

in shiparch.ini:

[Ship
ids_name = 237034
ids_info = 66570
ids_info1 = 66571
ids_info2 = 66608
ids_info3 = 66572
ship_class = 0
nickname = li_fighter
LODranges = 0, 40, 60, 140, 300, 1000
msg_id_prefix = gcs_refer_shiparch_Liblf
mission_property = can_use_berths
type = FIGHTER
mass = 100.000000
hold_size = 25
...

The ship_class = 0 field tells it what class it is.
there is a post somewhere that says what each number represents, but I think it is:
0 = LightFighter
1 = HeavyFighte
2 = VeryHeavyFighter
3 = Freighter

may be more (for capships) but i dunno. just look thru shiparc.ini for examples.

type = FIGHTER

this field may represent the handling pysics, or maybe how people react to you. I know that they can be:
FIGHTER
FREIGHTER
CRUISER
etc.

I'm pretty sure the ship_type field is for the ship info display. See if that works.

Anyhow, great mod!

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

Edited by - BobTheDog on 16-04-2003 01:22:06

Post Mon Apr 14, 2003 8:25 pm

please release the battleships in the beta and please please give us it today ur mod is so so great tnx

Post Mon Apr 14, 2003 8:26 pm

King, he'll release it when he wants to, not when you want him to. Remember that. Reynen should take his time, not rush it just because some people want it immediately.

Post Mon Apr 14, 2003 8:28 pm

sorry

Post Mon Apr 14, 2003 8:48 pm

lol longer the wait th ebetter .

Post Mon Apr 14, 2003 8:51 pm

Is there any way to set the default respawn location of a ship inside a battleship or station that is destroyed to respawn at a default location such as Planet Manhattan or equivalent to solve the server/client crash problem ? Or a way to implement some kind of escape pod for each player in event of destruction within another object where your relative position no longer exists?

Return to Freelancer MOD Announcement Forum