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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 Sun Apr 20, 2003 9:07 pm

I know you would fix this, but I think that the Nomad BS has only 3-5 turret slots, least of any BS. Heh, Nomad ships...... heh heh heh...

On another note, I'd like some ideas for loadouts. Right now I use a TIE Interceptor with all Heavy Starbeams. It takes time, but I can kill stuff prety good. I've even had to do it before with ONE Heavy Starbeam when I got almost wasted in a fight. Now THAT was a challenge.

As for the SP mission bugs, in default FL most of your friends were nearly invulnerable all the time, but you may not want this. Just the missions may be designed around this fact...

Post Sun Apr 20, 2003 9:21 pm

That reminds me....
In the future, you should make a faction that just uses only the tie fighters That would be awsome.

Make them use stealhblades to make them realistic, for the full SW effect

Post Sun Apr 20, 2003 9:48 pm

Well I have looked through this thread but could not find any help.

Nice mod, but when started SP it puts me in Omicron Major System and suppose to dock with Planet Toledo.

Thing is cannot find Planet Toledo. Where is it?

Forgot to mention that am using Xerx OpenSP mod 1.1 while using your mod.

Thanks



Edited by - STARNOVA on 21-04-2003 06:10:26

Post Sun Apr 20, 2003 9:49 pm

All downloads have been disabled. I am moving one of my major sites and it will be effecting the server. Thank you for your patience.

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

Post Mon Apr 21, 2003 12:50 am

I bet this is hardcoded but it would be cool to have missile wells for each missile launcher you have. Still, tho, increasing max to 80 helps a lot. I love the Archangels. Heh... boom... heheehehehe... But the Death's Hand turret... wow...

BTW: I've been trying some station attack missions in California and each time the installations have 1 health. Perhaps the health is set too high in the files, and it is phreaking out or something. Or it could just be me.

ALSO:
I tried attacking Buffalo base (in New York) and it wouldn't die! I got it down to 0 health, it started spewing yellow gass, but no explosions, and it magically got full health again. I tried to kill it again, and it healed again. I dunno what the problem is.

On a funny note, I've been getting Drails and Javelin missile launchers from bad guys, but now I've finally gotten a Javelin launcher and it still does only 489/244 damage! lol... I also got a couple of regilar CM droppers.

Edited by - BobTheDog on 21-04-2003 01:58:11

Edited by - BobTheDog on 21-04-2003 03:38:05

Edited by - BobTheDog on 21-04-2003 03:41:03

Edited by - BobTheDog on 21-04-2003 03:43:49

Post Mon Apr 21, 2003 1:38 am

In SP Mission 8 the 2 weapons platforms you must destroy in order for the now captured Tekagi transport to escape are nigh invulnerable I have used all manner of weapon configurations and to no avail. If the blast radius of the Sunslayer werent so large it could be done with one shot and not destroy the Transport in the process not to mention the station it sits inside of. The mission doesn't end because the platforms destroy the transport, I know this because I shot the turrets off of both of them, which compared to the plat's armor rating was far too easy. I'll find the armor values myself if I have to just so I can see the rest of the SP campaign.

Oh and I beat Mission 3 (?) the one with the hard to waste Rheinland Valkyries just by firing a torpedo at them while they were still in formation, one shot three kills same with the 3 gunboats. Still thats not the correct way to win that mission either, perhaps if All of the fighters were incapable of shooting in reverse constantly?

Not a criticism per se but why is the sunslayer blast radius so large, I mean I can see this mod is all about PvP which I agree needs lots of improvement, but mega sunslayers? Naval torps I thought were supposed to breach the hull then explode not vice versa. I would if possible increase the blast from large ships exploding and decrease the torp blast radius and I'd guess you get the same desired effect, but then I don't know what your desired effect was.

I can't wait for the next release. Keep up teh good work.

Post Mon Apr 21, 2003 2:22 am

ok I couldnt find the armor value of the two platforms so I did what I know how to do I changed the radius of the sunslayer to 50 so I could get past the mission hope you find the better fix than I did

Edited by - Keirok on 21-04-2003 03:24:56

Post Mon Apr 21, 2003 2:41 am

hey just a quick idea i think it would be kidna cool if you have tough things like stations , and battleships drop nice guns/turrets or something , or maye BS only guns , just a thought , love the mod so far .

Post Mon Apr 21, 2003 2:52 am

I've posted I''ve already fixed the stations bug with the missions.

Look in the file Killablesolars.ini in the random missions folder. THAT is the entire problem.

I have fixed all these issues in BETA 4

I am a bit behind because my server is getting bogged down by traffic so I am having a hard time setting up the new site.

Also Keirok,

What are sunslayers for? Taking out stations. What generally protects stations? Fighters, turrets, etc...I made the radius like that so that when you take out a base you take out the surrounding protections with it.

If you fire a nuke does it just has a radius of 5 feet? That is not realistic and people want realistic. Most of the comlplaints I get with the sunslayer is that people are firing them at POINT BLANK range and blowing themselve up!

WELL DUH! You don't fire a nuke at a target 10 feet away!

People want sunslayers that they can fire right next to a station or BS and I am not going to do that.

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

Edited by - Reynen on 21-04-2003 03:54:47

Edited by - Reynen on 21-04-2003 03:59:01

Post Mon Apr 21, 2003 3:07 am

Love this things, back to the old good days of fast paced combat action of WC.

But hey, my battleship is stuck at the docking ring, and my drome turns like a pregnant hippo....

And the startracker is a much better ship than the dagger, the AI fighter went so fast, the litterally crash themselves near planets.

Oh, reynen, I think you forgot to adjust the turret settings on trains and other battleship. Far to weak with all the stuff you have thrown in.

Hopefully the infocards will be updated in the next version..(and more pilotable ship)

Where do you actually find time to do all these?..

..and I just wonder, where do I buy one of those?...

Post Mon Apr 21, 2003 3:10 am

Thank you for clearing that up Reynen and for the fix. Yea I had wished the Antimatter bombs in FreeSpace 2 had blast radiuses like yours and for the same reason you had just stated. About how I beat mission 3, it got me thinking about how I used the sunslayer so cheaply. I dont remember the hitpoints for the torpedo but I hope its low enough to be destroyed easily or I could see that being abused in MP. I have yet to see the AI shoot down one of them, wonder if it knows how or could be taught how? Then the cap fights would feel like FreeSpace 2 .

Edited by - Keirok on 21-04-2003 04:12:26

Edited by - Keirok on 21-04-2003 04:22:20

Edited by - Keirok on 21-04-2003 04:23:37

Post Mon Apr 21, 2003 5:25 am

I have finally cleared the escort mission. I don't know what I did or didn't do but suddenly this time both the transports and escorts were alive. Better piloting this time maybe? But then just when I thought it would be smooth sailing, I am stuck at the mission where Willard station is under attack. Get this, all of the navy BS got destroyed! There was this one point where I saw a Rheinland gunboat rammed one of them! HAHAHA! Now that is what I call a battle. Anyway, never say die ...

Post Mon Apr 21, 2003 5:27 am

OK glad I cleared that up for alot of you

BETA 4 is changing ALOT of stuff. ALL the ships AND the weapons are getting a complete overhaul for balacing.

That is what is taking me so long.

Also, I am lowering the number of weapons on battleships, cruisers, gunboats, etc...

As I talked with someone I realized QUALITY over QUANTITY. There are about 15 regular turrets on the Liberty DN and I put 24 turrets on it. As you can see from the screenshot on the previous page having 24 BS turrets on it makes it look real goofy.

So I will be reducing weapons but at the same time raising the damage on some of the weapons for the balance. This will mainly effect Battleships, Cruisers, & Gunboats.

Also since I have added the nomad battleship I must say I put only 3 turrets on it and made the beams like the ones from the Alien DN in FPS2 and OMG wow those 3 beams look cool, not to mention they hit better then when I had 15 on there.

Problem I found with beam weapons. If you notice in beam_effects.ini you will notice I have the beam weapons effects set up to a max of 6.

Now you have a beam with the width of 6, now how big are the fighters you are aiming at from the BS point of view? Like little dots. So you are trying to hit a little dot with an even smaller dot. See the problem here?

Increase the width and flash point to say 50 and wow, you don't have to hardly aim with the beam cannon to hit a fighter. Since the beam is "bigger" you have a better chance to hit your target with it. That is another reason I am lowering the weapons. People complained about using 24 beams weapons all at once, great light show but hard to see the target. Here's the main parts that modify how a beam looks.

[BeamSpear // [BeamBolt - Determine which type of beam
tip_length = 1750 - How long is the beam
tail_length = 1750 - How long is the beam
head_width = 6 - How wide is the beam
core_width = 6 - How wide is the beam
flash_size = 6 - How wide is the beam
head_texture = star - Shape of the beam
trail_texture = wide - Shape of the beam

This fixes both the aiming issue and the problem following the target.

Also until I get BETA 4 out, here is the fix for the tractor for those of you who want to edit the files manually for the fix.

open shiparch.ini

Scroll all the way down until you hit the BS sections.

Look for this line.

msg_id_prefix = gcs blah blah

Make sure each one says this.

msg_id_prefix = gcs_refer_shiparch_Ordb

That fixes the tractoring problem for the battleships. That is why the bretonia works and the rest have problems. If you want to fix the collision problem then you have to change several files. I don't really want to go into details about that here.

I will also proabably put pre-equipment on the BS & Cruisers.

Well more to come later. I hope you all had a good easter.

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

Edited by - Reynen on 21-04-2003 06:48:06

Post Mon Apr 21, 2003 5:55 am

Hey Reynen;

From what I've read in some of the forum threads, the problem with the cloaking device is turning it on and off. Appearently the device is in the game, but with no way to control it. One of the threads (and I don't remember what or where) it described how some one hacked a .exe file (I think) to hard coded two keys to do the job.

Hope this gives you a hint...



The Fangman

Post Mon Apr 21, 2003 5:58 am

Maybe you could make 2 hardpoints or something for cloaking. One hard point for turning it on, and another for turning it off.

Dunno if it would work, but it's just an idea...

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