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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 Tue Apr 08, 2003 2:54 am

Ok a stable version has been released. Please see the readme for the changes. Please let me know if any more stuff comes up.

You will need to start a new game to see these changes take effect.

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

Post Tue Apr 08, 2003 3:12 am

Why can't I find your server?

Post Tue Apr 08, 2003 3:49 am

Cool, I have found a way to get past my bug I encountered in your mod
what I did was download Opensp v 1.1 (need him to e-mail you) it worked since the 2 files had nothing to do with the mod data files only 1 dll file and one in the 13th mission since he hardcoded everything.Also I found out Anubis texturing or model is all messed up.Couple more things are the NPC's shldnt have your shield and reg because their almost impossible to beat -_- the only good weapons were for freighters and avengers.What I mean is even then with the Avengers and Turrents their regenration makes them impossible and I barley hurt them those are the only weapons at the beging that help since I lef tliberty the ships outside of Liberty well there werent any but whocares we have Titans Sabres but the weapons outside of liberty are normal and I was racing outside of liberty hoping for better weapons to kill these pirates with but their all normal with usualy 23 dmg or 350dmg progressing threw the game at the beging is almost impossible to do least for me couple of my friends as well.Otherwise your mod would be FANTASTIC just expand it out of liberty in future updates and add better weapons outsid eof liberty or even in liberty and fix the npc shields their to strong maybe put their regenration down some and shield power 35% lower and like I said have better dmg laserz that wld make it moderate difficulty more than normal .Hope I didnt miss anything but you have a great mod going .
P.S.
This might be hard to read or lil crappy didn't space out because thought was to big but you shld get the idea of it.
:0 :Edited by - Savako on 08-04-2003 04:49:56

Edited by - Savako on 08-04-2003 04:51:46

Post Tue Apr 08, 2003 4:09 am

I tried openSP and it completely corrputed freelancer. I started a new game and it game me some wierd errors like IDS = ? %12%13%15 etc....

I used the file he sent to me. I want to include this in my mod but not if its going to crash the game.

I just uploaded a modified stable version I drastically reduced the shield regen for all shields. Try it now.

Follwing regen now applies:

333.333 for fighters
666.666 for freighters
999.999 for battleships.

Also reduced power regen as even with 10 devastators I had no reactor drain.

Values are now 5K, 10K, and 15K

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

Edited by - Reynen on 08-04-2003 05:15:26

Post Tue Apr 08, 2003 4:22 am

I'm anxious to try this mod online, but every time I check on the internet, I can't find your server. What hours is it up and at what timezone?

Post Tue Apr 08, 2003 4:23 am

Lol cool lemme try it out now hopefully I can kill these guys more then 50shots in a row lol oh OpenSP works for me rhymes dunno why it wldnt for you ? but even without opensp the anubis still is lil sketchy model seems messed up.

Post Tue Apr 08, 2003 4:29 am

Server is up and running. I have to restart it alot because I apply alot of patches to the code.

I am in MST and generally have it up from 12 noon - midnight.

I will see if I can get opensp to work. Maybe it's not compatible with my mod?

Also add me to your MSN list and if you want to play on the server just messege me [email protected]

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

Edited by - Reynen on 08-04-2003 05:29:15

Edited by - Reynen on 08-04-2003 05:30:02

Post Tue Apr 08, 2003 4:51 am

Found it!

Post Tue Apr 08, 2003 5:04 am

The problem with the bots is still there.

Flying the Dagger: The first four missions I didn't need the bots. On the fifth mission the first shots I took took out my shields and took my hull down to one block on the meter. I hit "G" and got the "blurp blurp" but the hull meter stayed at one block. I finished the mission, but had the same 15,906 credit repair bill when I got back to base. Also my bot bay was full.

The shield thing is still a little iffy; one shot take my shields out, and they stay out through the mission. The saving grace is that the bad guy's shields go down just about as quick.

It sounds like this shield/damage thing is going to be either feast or famen. I was against Outcasts in the last mission and they seemed a little too easy.

Oh, I had to dump the game. I had a damaged ship worth about 400 credits with no money to repair the ship or to buy a new one. Life's a bitch, ain't it!

The Fangman

Post Tue Apr 08, 2003 6:29 am

really cool mod looks like , i just played a tiny bit (on SP too..) , and the only problem i have so far os that , the prices and locations on the ships seem right , but the have the same stats as they normally would , and also , it looks like the justices are the best guns in game? why even get any other ship/guns if these are going to do the most dmg in the game .

Post Tue Apr 08, 2003 7:00 am

Landdo they arent the best last version they did 750 these version 1.3 and 1.4 do 250 I think...but nomad and Wild Fire are the best inless Reyen changed those.

Also did you make it so you can't buy ships on planets outside and sum inside liberty systems? also the npc's reg is ok but their shields are still incredible specialy for beginers I equiped those 3 missles forgot theirnames but one did 15000 hull dmg and shield and then I equiped the one with 7500 both hull and shield I equiped in all about 8 and went out to test and took me 7min to KILL just one all were good hits too some I missed though by that time they regenrated. You shld lower their shield power .
P.S.
!GET ON MSN!
!I'M ON!

Edited by - Savako on 08-04-2003 08:01:08

Post Tue Apr 08, 2003 9:19 am

Version 1.5 is now out!

A modified TIE mod pack has been incorperated. Please see the readme for details. I modified the CMP files as well.

------------------------------


Fangmans:

So far you are the only one having this problem and I can't duplciate it. Are you running any other mod with mine? I just did a major overhaul of the mod. Try it now.

------------------------------

Lando:

Looks can be deceiving. Yes the starting guns are powerful, until I cahnged them to use up 5000 energy PER shot. Good thing the starflier has alot of energy, but it still sucks up energy fast. I can guarantee if you try and use these on other ships you will get to fire for about 2 seconds. I made it this way so people would not want to use these on normal ships.

As far as what stuff says, I have not updated the infocards yet. I am having problems getting the info to save to DLL's. That will be my next big update in ver 1.6.

------------------------------

Savako:

Nomad and wildfire are ok, but do not do enough damage. I have *special* plans for these in version 2.0.

Trust me I don't want to spoil all the neat stuff I am going to put in

I also increased the damage to missiles and other weapons to compensate for the regeneration problems.

Right now a fighter who goes down to 0 shield will take 3-5 minutes to regen.I don't want to go much lower then that.

Let me know what you guys think of the new version.

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

Post Tue Apr 08, 2003 10:06 am

PERFECT THANKS REYEN!(Getting back at you for my name )
Ok also the OpenSP with this mod well with version 1.4 after you made last lil issue changes started spawning me in omicron major again I will try it with 1.5 see what happens.

Edited by - Savako on 08-04-2003 11:13:44

Edited by - Savako on 08-04-2003 11:14:25

Post Tue Apr 08, 2003 10:55 am

Hey Reynen, I just downloaded 1.5 today. Running a freighter has never been so fun. Fighting was a bit more difficult, what with the regenerating shields and all, but there are a few quibbles:

1) My wingmen through the SP missions don't do any damage at all! They're all such poor shots that whenever they manage to hit their opponents, the shields have regenerated again.

Which is just as well, because the opponents are equally poor shots, and nobody gets hurt unless I pound them for 6 minutes. Which brings me to (2).

2) I'm stuck on the second mission, where I'm sitting at the Colorado jump gate and have an artifact smuggler whose engines I'm supposed to be cutting. Him and King have their little dialogue, and then ZOOM! He's off like a shot!

By the time I've turned around and got him in my sites, he's hit his afterburner and zips by me again so hard my ears ring. I turn around again and get a whole three shots off (which bring his shield down about half a centimeter) before he's reversed and shoots by me again on full burn. I turn back and he's fully 800m away before I knew what hit me.

Thing is, when he's doing this jousting thing, which a lot of the later enemies love to do, his weapons don't come close to damaging my shield, and he's gone before I can shoot him back. 10 minutes later, this jousting pattern has gotten us about 9k from the jumpgate, with no end in sight. King is impatient. And I'm a bit frustrated.

Edit: I should say that this all is with the starting fighter and your $5000 weapons. Heaven forbid I should hit anything while flying a freighter.

Edited by - jonmphy on 08-04-2003 11:55:54

Post Tue Apr 08, 2003 11:36 am

Ok I tested again lol It helped a bit now all I need to use is 3 of th emissles and Justive MK 1'ers to kill a xeno in about 2 minutes Improvement to say the least.
ALSO I'M USING YOUR FOUNDING OF THE FACTION XENO KILLER.
thats why I'm attacking them so everyone will looove me in the game O

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