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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!
The mod sounds, but it deosnt SEEM to be working for me. No other mods are enbled or installed nad im using a fresh install. I know it hasnt taken effect due to when i go to Cruise and then kill the enging after 7 minutes of cruise speed it counts down from 300, not 900. Any help to figure why it seems like im the only one this doesnt work for is greatly appreciated.
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Reynen Client / Server 2.0 BETA RELEASE
Download the flmod here ---------- Readme.txt
You can download a zip only version, here
There have been some major changes in version 2.0
- Turned down effect brightness
- Turned down collision damage drastically
- Due to SP mission problems, cruise is now 450
- Reduced battleship power regen. Way to powerful
- Reduced Thruster usage so it doesn't use so much
- Fixed problem with energy usage for all beam weapons
- Corrected the ships display with the right class of ship
- Reduced NPC ship speed. Dog fights should not last 20 min...
- 4 battleships have been added, for testing they all cost $1,000
- Shields have been dramitcally revamped, please see below for more info
- Roughly doubled the NPC damages. If you don't notice them hurting you please let me know
====================================================================
KNOWN BUGS / ISSUES in 2.0 BETA
- Some NPCs do not load corretly due to changed loadout. Looking into this
- Large groups of enemies tend to be VERY HARD
- If a station is destroyed with a player in it, the server will crash.
I've talked with a FL developer and there is no fix for this, yet.
Dockable bases were not meant to be destroyed with players in them.
- Some SP missions are effected by the cruise speed
- Battleships have real problems in asteroid fields
- The big rheinland battleship will be destroyed if it goes through a docking ring.
- The kusari battleship will take 75% damage going though a docking ring.
CURRENTLY THE LIBERTY & BRETONIA BATTLESHIP CAN USE CERTAIN PLANETS.
THE KUSARI & RHEINLAND BATTLESHIPS HAVE ONE HECK OF A TIME AT THE PLANETS, PLEASE BE CAREFUL!
====================================================================
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
Reynen Client / Server 2.0 BETA RELEASE
Download the flmod here ---------- Readme.txt
You can download a zip only version, here
There have been some major changes in version 2.0
- Turned down effect brightness
- Turned down collision damage drastically
- Due to SP mission problems, cruise is now 450
- Reduced battleship power regen. Way to powerful
- Reduced Thruster usage so it doesn't use so much
- Fixed problem with energy usage for all beam weapons
- Corrected the ships display with the right class of ship
- Reduced NPC ship speed. Dog fights should not last 20 min...
- 4 battleships have been added, for testing they all cost $1,000
- Shields have been dramitcally revamped, please see below for more info
- Roughly doubled the NPC damages. If you don't notice them hurting you please let me know
====================================================================
KNOWN BUGS / ISSUES in 2.0 BETA
- Some NPCs do not load corretly due to changed loadout. Looking into this
- Large groups of enemies tend to be VERY HARD
- If a station is destroyed with a player in it, the server will crash.
I've talked with a FL developer and there is no fix for this, yet.
Dockable bases were not meant to be destroyed with players in them.
- Some SP missions are effected by the cruise speed
- Battleships have real problems in asteroid fields
- The big rheinland battleship will be destroyed if it goes through a docking ring.
- The kusari battleship will take 75% damage going though a docking ring.
CURRENTLY THE LIBERTY & BRETONIA BATTLESHIP CAN USE CERTAIN PLANETS.
THE KUSARI & RHEINLAND BATTLESHIPS HAVE ONE HECK OF A TIME AT THE PLANETS, PLEASE BE CAREFUL!
====================================================================
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
Tried it, it doesnt work.
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
Actually in v1.6 you can win the race mission. I was using a dragon and all I did was afterburned till the end. Well, almost anyway. Had to go to normal speed for a little bit of course correction but in the end I won the race.
Well, it was cool when you got Sinclair. Simply because she had 5 starbeam turrets. And it was one heck of a light show! Imagine this, you have this enemy in your sights when suddenly a rain of beams come into the screen comepletely filling it up! Awesome!
Oh well, having different speeds for different classes of ships was appealing and realistic. It was one attractive feature. Shame that had to change though.
Now all I gotta do is download that beta 2.
PS: The armour of the weapon platforms are still the same as in vanilla FL. So it will be destroyed in a couple of shots. This was in v1.6, don't know if you have fixed it in beta2.
Edited by - RaDiAtIoN on 15-04-2003 06:59:28
Well, it was cool when you got Sinclair. Simply because she had 5 starbeam turrets. And it was one heck of a light show! Imagine this, you have this enemy in your sights when suddenly a rain of beams come into the screen comepletely filling it up! Awesome!
Oh well, having different speeds for different classes of ships was appealing and realistic. It was one attractive feature. Shame that had to change though.
Now all I gotta do is download that beta 2.
PS: The armour of the weapon platforms are still the same as in vanilla FL. So it will be destroyed in a couple of shots. This was in v1.6, don't know if you have fixed it in beta2.
Edited by - RaDiAtIoN on 15-04-2003 06:59:28
quick question , just curioius , will the npc ships use different shields also depending on how "tough" they are , and will there be any NPC battleships flying around(not stationary ones but random ones you could come across flying around their territory with maybe some fighters escorting it ) . Been playing it so far , just not 2.0 yet and its really fun , a bit tough for me to kill ships but thats my fault not yours hehe , a nice challenge compared to the normal game . also , are there any other 24/7 servers with this mod running? I made a character on yours but it seems to be down most of the times i look =( .
Hey Reynen, great work on getting the 2.0 beta out so fast. I've tried it out, and am currently looking for bugs. One thing I came across so far is the mooring ablility. I try to dock, it tells me I have permission to moor (very kool by the way), then the battleship moves it. Problem is, with every station I tried, nothing happened. The BS would move away from the station, then keep backing into it, without docking. I attempted this with the liberty and Rhienlad BS on Fort Bush, Battleship Missouri, and Norfolk.
Also, I have looked into the battleships burning up on exit of the planets. From what i can tell, the Liberty and Bretonia ones seem to clear the atomosphere in time, but the others don't. The main cause of this is size. Those two ships are somewhat smaller.
I don't know much about modding freelancer in particular, but perhaps a fix could be speeding the Battleships up some, so that the larger ones get through in time. Or, even better as I like the current speed, if there is a elevation above the planet to spawn the ship upon exit, it could be changed just enought so the large frames of these ships make it.
Like I said, I don't know much, but I will continue to look for bugs and such to help you out.
Also, I have looked into the battleships burning up on exit of the planets. From what i can tell, the Liberty and Bretonia ones seem to clear the atomosphere in time, but the others don't. The main cause of this is size. Those two ships are somewhat smaller.
I don't know much about modding freelancer in particular, but perhaps a fix could be speeding the Battleships up some, so that the larger ones get through in time. Or, even better as I like the current speed, if there is a elevation above the planet to spawn the ship upon exit, it could be changed just enought so the large frames of these ships make it.
Like I said, I don't know much, but I will continue to look for bugs and such to help you out.
Well found out the BS are not very usable in MP. They can dock, but they get stuck in the cinematic. If anyone knows how to disable the MP cinematic when docking with a base this will work very well. In SP we can just ESC, but no go in MP.
I've tried everything else I can think of. The cinematic is the problem. Get rid of the cinematic and peopel can dock wth their BS.
As far as the NPC's are concerned they ahve varying shields as well. I am not so sure about using NPC battleships yet. That could get real messy.
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
I've tried everything else I can think of. The cinematic is the problem. Get rid of the cinematic and peopel can dock wth their BS.
As far as the NPC's are concerned they ahve varying shields as well. I am not so sure about using NPC battleships yet. That could get real messy.
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
Hey hey! I've been playing the 2.0 BETA and this is what came to mind:
1) When I un-docked from a battleship after purchasing a battleship, my battleship was stuck inside the other battleship because they were spawned too close together. It was a mess trying to back out of the battleship, because they were in each other... I did not try docking with any other stations or battleships, I will try later.
2) Dog fights just seem to take a long time; it takes about 5-10 minutes to take out a single ship... And it doesn't really matter what kind of ship your fighting, it still seems to take the same amount of time... How about decrease the shields and armour on all ships, and increase the effectiveness of nanobots and shield batteries so that you will use the batteries/nanobots more often (to counteract the decrease in shields/armour) - then you can kill multiple targets a little faster and more realistically... I hate to say it, but it can become tedious when your on the same guy for over 5 minutes, especially when you find out there are 5-8 more ships you need to kill... Actually hitting them isn't a problem... I don't want it to be like 3 hit kills, just maybe make the dogfight time per ship 40% shorter somehow...? This may automatically be fixed when you make the shield classes, and have NPC's start with smaller sized shields (according to their ship) instead of full 100,000 every time. I am still a level 4 with the dagger, so I don't know if it changes any later in the game...
- EDIT - Just noticed it says you revamped the shields... hrm... I'm not sure, it may just be my 'weak' weapons... I also lost my missles in a freak accident, and I'm way to poor to purchase more missles, so I have been going into these dogfights without missles (is this my entire problem?)... I would think my 6 guns would be a little more effective however.. maybe not... I DUNNO...
3) The battleship's shields seem to drop faster than if I was in my little dagger... but this is probably because the battleship was so large, and it just took everything coming its way. I'm too poor to buy all those turrets
Keep up the great work, it sounds wonderful, and I will be keeping track of things
I will be looking forward to the new systems and the new goodies. Personally, I would be on the bugs/issues/balancing first before adding new stuff, but you have it under control
Things to think about if possible:
- Economy dynamics, make it randomize the prices just a bit... like drug wars!
- Random mission types (kill stations/battleships) - Imagine getting a mission to kill another battleship with your battleship!! Sweeeeet, battleship wars! It would make a whole new reason to have a battleship
- Mix up the weapon purchasing a little bit among the weak weapons just to add a little variety? I understand if this would allow for bad purchases and your trying to avoid this...
Edited by - Phr00t on 15-04-2003 08:18:16
1) When I un-docked from a battleship after purchasing a battleship, my battleship was stuck inside the other battleship because they were spawned too close together. It was a mess trying to back out of the battleship, because they were in each other... I did not try docking with any other stations or battleships, I will try later.
2) Dog fights just seem to take a long time; it takes about 5-10 minutes to take out a single ship... And it doesn't really matter what kind of ship your fighting, it still seems to take the same amount of time... How about decrease the shields and armour on all ships, and increase the effectiveness of nanobots and shield batteries so that you will use the batteries/nanobots more often (to counteract the decrease in shields/armour) - then you can kill multiple targets a little faster and more realistically... I hate to say it, but it can become tedious when your on the same guy for over 5 minutes, especially when you find out there are 5-8 more ships you need to kill... Actually hitting them isn't a problem... I don't want it to be like 3 hit kills, just maybe make the dogfight time per ship 40% shorter somehow...? This may automatically be fixed when you make the shield classes, and have NPC's start with smaller sized shields (according to their ship) instead of full 100,000 every time. I am still a level 4 with the dagger, so I don't know if it changes any later in the game...
- EDIT - Just noticed it says you revamped the shields... hrm... I'm not sure, it may just be my 'weak' weapons... I also lost my missles in a freak accident, and I'm way to poor to purchase more missles, so I have been going into these dogfights without missles (is this my entire problem?)... I would think my 6 guns would be a little more effective however.. maybe not... I DUNNO...
3) The battleship's shields seem to drop faster than if I was in my little dagger... but this is probably because the battleship was so large, and it just took everything coming its way. I'm too poor to buy all those turrets
Keep up the great work, it sounds wonderful, and I will be keeping track of things
I will be looking forward to the new systems and the new goodies. Personally, I would be on the bugs/issues/balancing first before adding new stuff, but you have it under control
Things to think about if possible:
- Economy dynamics, make it randomize the prices just a bit... like drug wars!
- Random mission types (kill stations/battleships) - Imagine getting a mission to kill another battleship with your battleship!! Sweeeeet, battleship wars! It would make a whole new reason to have a battleship
- Mix up the weapon purchasing a little bit among the weak weapons just to add a little variety? I understand if this would allow for bad purchases and your trying to avoid this...
Edited by - Phr00t on 15-04-2003 08:18:16
Umm I downloaded beta2 twice already and when I double click it to install it says it can't coz its corrupt. I downloaded the flmod version.
UPDATE: 4 time already and its the same. I have already deleted the previous versions before installing the latest ones.
Edited by - RaDiAtIoN on 15-04-2003 08:39:04
UPDATE: 4 time already and its the same. I have already deleted the previous versions before installing the latest ones.
Edited by - RaDiAtIoN on 15-04-2003 08:39:04
Hmmm, I tried running 1.6 last night on my own server. The only problem was that prices for ships and equipment were way off what the read me stated. The dagger was a few hundred thousand! Also, the starbeams were unchanged from the stock version (no beam effect), and some of the other weaps (like the Avenger) were classed as class 3 etc, not class 10. Is the 1.6 readme wrong? Is anybody else having these problems?
As some suggestions
1. Consider adding more weapons (like more affordable, weaker ones =).
2. Especially consider adding intermediate missiles.
3. Maybe only sell house specific ships in their respective territory. Gives people more of a reason to go there.
Just downloaded the 2.0 beta, so I'll give that a shot.
Other than those issues, great work!! Keep it up!
As some suggestions
1. Consider adding more weapons (like more affordable, weaker ones =).
2. Especially consider adding intermediate missiles.
3. Maybe only sell house specific ships in their respective territory. Gives people more of a reason to go there.
Just downloaded the 2.0 beta, so I'll give that a shot.
Other than those issues, great work!! Keep it up!
I think there is something wrong with the namedresources.dll. First when I run the game I get an error message concerning it (not a valid Windows image or whatever) and then when I get into the game everything is missing its name. Trade lanes, planets, ships, bases...all of them don't have a name. When I restored the default namedresources.dll it all worked out.
Another thing, concerning battleships: I just had 15 or so minutes to fool around with them and I have to say, for the moment, I like 'em. I was laying siege to Fort Bush and Detroit and destroyed them satisfyingly quickly, the kinda time it should've taken a battleship. I also like the maneuverability, not overall great but enough to be able to get through trade lanes and such. One little suggestion I might like to add: what about adding in some of the battleship turrets? Like the flak turrets and the missile turrets. Right now with the default weapons it doesn't look like the battleship even has any! With the big turrets on board I just feel a little more powerful. Besides, battleship weapons should be more powerful than fighter weapons. Of course I realize this is just a beta you wanted to get out for testing so you may not have had time to implement these. Good work on the beta.
Another thing, concerning battleships: I just had 15 or so minutes to fool around with them and I have to say, for the moment, I like 'em. I was laying siege to Fort Bush and Detroit and destroyed them satisfyingly quickly, the kinda time it should've taken a battleship. I also like the maneuverability, not overall great but enough to be able to get through trade lanes and such. One little suggestion I might like to add: what about adding in some of the battleship turrets? Like the flak turrets and the missile turrets. Right now with the default weapons it doesn't look like the battleship even has any! With the big turrets on board I just feel a little more powerful. Besides, battleship weapons should be more powerful than fighter weapons. Of course I realize this is just a beta you wanted to get out for testing so you may not have had time to implement these. Good work on the beta.
I will look into the DLL problem. I am runnign the same version a your guys and I don't see any problems.
1: Make you compelte delete all the previous reynenmod.
2: Make sure the EXE dir is writeable and not read only, PLUS check the files and make sure they are NOT readonly.
3: Download the flmod or ZIP versin from MY server. I would #1 the download the zip file and then unzip it and THEN put it into the mods directory under FLMM.
4: Are you guys trying to "upgrade" and install over a previous version with FLMM? I said not to do that.
5: If you have problems email me and I will send you the file over the email.
6: Also due to mass request I am incorperating Bab5 mod into mine. THAT will take some work....
ALSO as a last resort, which I wonder if many of you have tried. REINSTALL, then run the mod. No doubt you have run other mods that have conflicted with mine and stuff is screwed up.
It works jsut fine on my end and for alot of other people. Pleae see the readme file for more troubleshooting.
One last thing. Nameresources.dll is ONLY in version 2.0 BETA. If you are using it with 1.6 it's no wonder the game is screwing up.
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
Edited by - Reynen on 15-04-2003 17:11:29
1: Make you compelte delete all the previous reynenmod.
2: Make sure the EXE dir is writeable and not read only, PLUS check the files and make sure they are NOT readonly.
3: Download the flmod or ZIP versin from MY server. I would #1 the download the zip file and then unzip it and THEN put it into the mods directory under FLMM.
4: Are you guys trying to "upgrade" and install over a previous version with FLMM? I said not to do that.
5: If you have problems email me and I will send you the file over the email.
6: Also due to mass request I am incorperating Bab5 mod into mine. THAT will take some work....
ALSO as a last resort, which I wonder if many of you have tried. REINSTALL, then run the mod. No doubt you have run other mods that have conflicted with mine and stuff is screwed up.
It works jsut fine on my end and for alot of other people. Pleae see the readme file for more troubleshooting.
One last thing. Nameresources.dll is ONLY in version 2.0 BETA. If you are using it with 1.6 it's no wonder the game is screwing up.
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
Edited by - Reynen on 15-04-2003 17:11:29
Ok it works now. I downloaded the zipped version. Tried the BS and its cool. Kinda quiet though. As in can't hear engines, weapons or cruising. Maybe because of its size and the camera is too far.
Well, its good news to hear you are combining with bab5. That mod rocks also although I haven't tried it. But then that means more work for you. But does that also mean you have another team of people?
tried 2 missions in SP so far and IMHO am kinda disappointed that the collision damage is back to norm(?). Maybe should have the one in v1.6 but toned down abit? Because now speed is not a killer anymore. . Just my suggestion.
Well, its good news to hear you are combining with bab5. That mod rocks also although I haven't tried it. But then that means more work for you. But does that also mean you have another team of people?
tried 2 missions in SP so far and IMHO am kinda disappointed that the collision damage is back to norm(?). Maybe should have the one in v1.6 but toned down abit? Because now speed is not a killer anymore. . Just my suggestion.
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