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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 Fri Apr 04, 2003 4:36 pm

I don't think that shield batteries should change very much for the battleships. To repair they would have to dock, other wise if there was a huge firefight, and after 5-10 minutes of a huge battle, the bship is almost dead, but then all it has to do is use a few of those huge batteries, and then it is completely better, I thinkthat it would make the bshipsto strong.
email me for beta testing: [email protected]

Bret

Post Fri Apr 04, 2003 7:16 pm

The batteries are not that big. They only heal 10K per.

Lets look at some comparisons.

Titan Fighter - 75 nano and Shield
Shield - 100,000, Armor 200,000

Rhineland Battleship - 100 nano and Shield
Shield 500,000, Armor 800,000

Titan fighter full recharge uses
Shield = 7.5x, Hull = 3.75x

Rhineland Battleship full recharge
Shield = 2x, Hull = 1.2x

A fighter gets alot more complete recharges then the battleship does and they are FAR more manuverable.

The Battleships are not going to be as uber as your think. They will be big, slow, and have alot of firepower.

Personally I doubt I will ever use one because I prefer speed to guns. Using the Valkyrie I created I could take down the rhienland battleship in about 90 seconds easy considering it does 400K per torpedo run ( 8 x 50K ), plus whatever gun and other missle damage I do. I didn't call it cap killer for nothing

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

Edited by - Reynen on 04-04-2003 20:17:29

Post Sat Apr 05, 2003 12:54 am

I've already created several station explosions for my mod. Different stations get different effects.

Here's a pic of the explosion I made after I blow up newark station



There is a much bigger explosion and the screen fades to yellow for a second.

Yes destroying a base will effect your reputation as you will find out the minute you kill it I've been planning this for my mod for awhile now.

Each base has around 5,000,000 hp and the battleships have 2,500,000 hp.

It will not be an easy task to take one out at all. I have more less made these group encounters. A full 50 torpedos will only do 2.5 mill at max. If the bases don't shoot then down :p hehe.

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

Post Sat Apr 05, 2003 10:59 am

amazing work so far! cant wait for final v1.0 release.

<End Transmission>

Post Sun Apr 06, 2003 3:45 am

HEY SOUNDS LIKE A GREAT MOD!
NICE WORK!
What server is using this mod?

Post Sun Apr 06, 2003 4:19 am

Reynen Server Mod --- My server

Nice thing is this works for both SP and MP. You can run a server with this and the person connecting to you does not need this mod installed.

This also works very nice in SP and on a LAN game.

I just updated the download to vs. 1.1

My server is off and on as I fix bugs and upload new versions.

It will be on until midnight my time unless something comes up. Right now it is 8:14pm as I write this.

------------------------------------------
Stinger: Is it ok if I do the heading like that?
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Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Edited by - Reynen on 06-04-2003 06:07:20

Post Sun Apr 06, 2003 6:43 am

Only suggestion I would have is to drop the explosive range on the Sunstalker
Torperdo. The setting of 1000 is awesome, but I altered most of my allegiances
with one shot!! I took out 6+ freighters and no clue how many fighters with one
shot!! Talk about walking up the neighbors!! That one shot was heard all over
the galaxy!! DAMN!!! Just my observation!!

Post Sun Apr 06, 2003 6:48 am

I tried it by starting a new game, and was kinda dissapointed. In the starflier with its two guns, it's nearlly impossible to take out any ships! Your two guns do very little damage, and the AI's shields regenerate too quickly. It will take about a full minute of constant hits to take something out! Therefore I can't complete any missions unless I take a VERY long time doing it, even lvl 1 missions! The fighters need to be less durable, as it takes way to long to take out the shields. After 15 secs of constant fire on an enemy, i half his shields. While he goes out of view after the head on, his shields regenerate, and by the time I can start firing again, his shileds are nearing full strength again! Another thing, the enemy with it's unmodded guns do like no damage to ur super shileds.

I hope these issues will be resolved quickly, as it's rather lame not being able to take out anything...

Post Sun Apr 06, 2003 7:50 am

OK both issues have been addressed.

Torpedo radius has been reduced. PLease remember this is used to take out cap ships and stations. It needs to take out stuff WITH the station in order to destroy it. That requires a large radius. I would not use this to take out fighters :p

I have changed the starflier ship and weapons. It will be much much easier to kill enemies. I have the starflier near inf energy because the Justice weapons suck energy like you would not believe Let me know if this improves your gaiming exp

Please remember to play on my server so I can see how things are going and get feedback in-game

Goto Reynen's Mod Server


Thanks in advance

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

Edited by - Reynen on 06-04-2003 08:54:13

Post Sun Apr 06, 2003 9:53 am

Hey Reynen; I d/l'ed your mod and installed it in ModLauncher. Everything checked out fine (ModLauncher's check). I activated your mod and started FL in MP mode. I play on my own server in lan mode. I started a new game and none of the changes listed in your .txt file were in evidence. Did I do something wrong?

The Fangman

Post Sun Apr 06, 2003 10:28 am

Great job. Played with it some time. Noticed that on the valkyrie some guns stick out in space. So there are loose cannons lol. Blowing up a space station is awesome (nice work) although it took me quite some time. funny thing also is that when u buy a new ship some guns ,mines stay on the new ship even though it can't be there. e.g. onyx and diamondbacks on guns elite 1 slot. Driller mine on torpedo/cruise disruptor slot. Dunno if its intended but just mentioning it. But overall great work even the bounties got regens to use they much harder to kill now. Way to go Reynen.

Post Sun Apr 06, 2003 1:40 pm

PLEASE add this to your mod:

I want to fight against battleships, and cruisers!!!!

Post Sun Apr 06, 2003 2:49 pm

Awesome, I can now blow up enemies in the starflier, but I kinda see a problem though... you just made the starting guns the best there is, excluding turrets. The gun with the highest damage output does the same damage per shot, but at a much lower refire rate! There would be no real reason to upgrade the guns! And I noticed that when fighting the rouges, once the shields were down, it took just one or two hits to the hull to take them out. Were their hull's upgraded with the rest of the ships?

edit=Couldn't find the server. I guess it was down at the time I looked.

Edited by - Hole in Head on 06-04-2003 15:51:23

Post Sun Apr 06, 2003 4:45 pm

OK I hav'nt yet seen difference exsept ship weapon changes don'nt thake this as a bad thing but I'm stuck in the stupid starting point Omicron Major how do I get out?

Post Sun Apr 06, 2003 4:48 pm

Valkyrie has a bad hardpoint 3 or 4. It shows up blank at Pits and when you click it, crash.

Good work on the mods. I have the shield regen installed still and man it makes it hard since the heavy ships turn like a freighter hehe.



DeputyDog
!Nevesummer Pirate Spacemod 24/7

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