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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 Thu Apr 17, 2003 10:12 am

yeah Reynen i've been testing the v2 beta and i was just wondering, could you make it like the OpenSP mod because i really don't feel like playing the game through again...or restarting when you release new version.

short list (of what i think could improve it)

-make the battleships handle like bricks.
-fighters are colliding with me and knocking me about...increase the masses of the battleships.
-allow players to buy the large cargo ships (like the 1 u escort in mission1).
-make gunboats buyable.
-make an 'economy' class turret which is very cheap, not very powerful, but makes the cruiser look good.

thats about it i thought the rest of it was ok, now to play it again.
yeah i found a kinda bug (i think) i played un-modded until i was pritty far...and then i loaded your mod 1.5 and loaded my savegame and no enemy weapon can take down my shields (unless there's LOADS of enemys), i had the ability to stay static attack the reinland battleship and win...and take no damage.

Post Thu Apr 17, 2003 1:30 pm

Hey Reynen,

I have been wanting to post sooner but couldn't stop playin 1.6 long enough to do it.. EXCELLENT Improvement accross the board. Speed it still high and has become a factor in some of the SP missions but as for the dog fighting I can see big changes in the physics of the ship handling.. the way the dagger kind of rolls to the side when turning and the AI is much smarter than before.. they used to fly in circles or into planets.

I have run into a slight problem and thought I would see if anyone else has. I noticed mention of it earlier in the Escort mission with Juni. At first when going into Cruise mode the cargo ships made a huge circle then ended up running into each other and exploding. I seemed to be able to resolve this by joining formation at first then breaking off in free flight and just heading for each waypoint on my own. The cargo ships eventually cought up to me.

The problem is here when we are attacked at the storage facility that the NPC ships seem much more powerful and take out both ships right away. I can take out 3 mayb 4 ships but there are just too many of them and destroy the cargo ships. is there a way to beef up the sheilds for escort missions?

BTW... LOVE the collision factor.. as is it should be don't listen to them. One shouldn't attempt to cruise through an astroid feild although with the acception of the badlands, the ships nave computers did just fine and even had me covering my eyes a few times but made it through ok. some feilds are thick and well.. I love it.. its also a good way to ditch a large number of enemy ships as the AI doesnt yet seem to be able to factor that.. which is fine with me.

Love working for the money. don't let anyone talk you into making it easier to make money. I found a nice little run in NewYork system down in the badlands in the corner of the california and westpoint. wont give it away too much though.. just stay away from the law..

Cant wait to see 2.0 but might wait till some of the bugs are worked out I read about. besides... if I have to start over again I want to play this ship for a bit.. just got the Tie Interceptor and lovin it..

Just one request. I see that the white star was incorporated into the babylon5 mod and was hoping to be able to see it here..?????

But other that the issue with the missions... I have ABSOLUTLY ZERO complaints about the changes in 1.6. cant wait to see 2.0 )

BB

Post Thu Apr 17, 2003 7:49 pm

Thanks for the comments.

I will be adding different guns for the the BS, I jsut wanted to get them working first.

Big brother I am really glad you like it.

I will see about beefing up shields for escorts.

I will try and implement Bab5 mod into this once I "finish" the mod.

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

Edited by - Reynen on 17-04-2003 20:50:29

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