Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Hostile Universe Mod.

Here you can announce your own Freelancer MOD and find information about the different available packages!

Post Wed Apr 23, 2003 2:39 am

Hostile Universe Mod.

Hello.

Hostile Universe is a mod I am releasing in stages. The current stage of developement is over and is the key feature all other ideas need in place before I can continue adding features. Here is a cut and paste from my readme regarding Hostile Universe V1b stage 1 developement.

Hostile Universe Stage 1:

Stage 1: Added the Newmars system with Jumpgates in Newyork and Frankfurt, with bases, jumpgates, missions, pirate attacked and tradelanes. The new system had to be created first before I could start adding new ships. I did not want to remove ships from other systems to put my own in so NewMars offers me an inifinate amount of space for new ships. The Systems background is one of a Shipbuilding economy for that reason. The NewMars system does have a simple Economy setup for traders already too.

You can download the mod from the link below.

http://www.respawn.co.uk/modules.php?na ... it&lid=139
Size = 485kb.

Due to unforseen problems with Flauncher, my planned installation method didnt work. As a result i have included a Restore_Defaults folder with the files you need to overwrite the mod and restore the game back to its original state.

Please see the Hostile Universe Doc in the zip for information on how to contact me if you need to.

Please remember this is a beta but it is a beta that may never be completed before Stage 2 arrives. Stage 2 will be the release where new ships and other tweaks are added along with any fixes that are needed for stage 1.

Giskard

Edited by - giskard on 23-04-2003 03:41:11

Post Wed Apr 23, 2003 2:57 am

There's Freelancer Mod Manager, the first and most popular mod installer/manager .

Post Wed Apr 23, 2003 5:03 pm

Hi IG

I considered your program, it works ok here but ive a huge number of modified files in my mod. It's not just a stick a planet in the middle of a system sort of mod. The xml system for installing thats recommended would need constant attension.

I also need a system that will restore the original system files after the mods used. I have heard FLMM requires the user to make backups first before installing mods if he wants to remove it. On my system Freelancer locks files even after the game is exited and I have alt control deleted it out of memory (I have to do that). So the only way to restore the original files is to reset then overwrite the modded folder.

Each extra step the user must take makes it likely something will go wrong. My own experience is that most users are Mushrooms, they prefer to stay in the dark when using mods and dont want to get too deeply into the techy side just to install or remove them. Even if techy is in this case just copying folders.

FLMM is a lot more stable than Flauncher it seems but the mod installation is a lot more long winded and not as suitable for my mod as it may be for others because of its stage by stage developement.

However, if you have a solution, im all ears. Flauncher simply aint working and im currently looking at install maker and patch maker from the clickteam as a solution.

Giskard

Post Fri Apr 25, 2003 4:21 pm

Mission bug found.

Madcat reported and I have confirmed that whilst you can accept missions from the bar, the mission case always says you need to be more friendly to the faction who owns the base. Im looking into this for the next release.

Giskard

Post Mon Apr 28, 2003 7:35 pm

Stage 2 scrapped after serious multiplayer bugs where found but I moved on to stage 3 whilst is game reballancing and now im currently back tracking to stage 2 again to add the bits I wanted to add.

Stage 2 was to see new ships added but the new ships proved to make the game unstable in MP. No such problems in single player exist however so thats what im going to support in the future eg SP.

Heres some news from my website regarding current developement of Hostile Universe.

Stage 3 Features

(No Newmars system, stage1 & stage 2 bugs forced its removal for the time being).

1) Light Fighter Engines now more powerful than Heavy fighter Engines as a general rule. With the odd exception

2) Heavy figher Engines more powerful than other ships except for Light Fighters.

3) Added some big stick politics to the reputation system. Naval forces hate disloyality and get upset if you work for other Navies. All Naval forces have at least 1 other Naval Faction they love to hate more than the rest.

4) The Republican faction is friendly to all Naval forces and can used to repair a damaged reputation with all Naval factions by taking their missions on.

5) Equipement & Weapons now cost 3 times more than they did (Ammo costs have not been changed).

6) All ships except Freighters now cost 3 times more than they did.

7) Freighters cost 5 times more than they did.

8) Freighters Cargo holds increased to a meaningful size. Now some serious money can be made even with the smallest Freighter.

9) In Multiplayer, New Characters start out Neutral to all factions, so you may now choose your own path.

10) The effects of certain weapons on different types of shields has been increased. Weapons that are more effective against 1 type of shield now do an extra 50% damage to those types of shields. Weapons that are less effective against certain types of shields now do half their indended damage. So getting the right shields is now vital.

After testing I have come to the conclusion that the cost of ships needs to be revised yet again. I made 300,000 on one run from Newyork in the new freighters. I may lay out a system that increases the cost of ships in align with how much they make in a single run.

Giskard

Post Mon Apr 28, 2003 7:41 pm

The Newmars system still prevents missions from appearing on the mission screen but the missions are available from the characters in the bar.

Im still trying to track that issue down, also im in the pressess of figuring out how to get the news working in Newmars. Everything is working great in single player. Just a few prices for goods to reballance.

Somebody posted a solution for capital ship docking so I'll be looking into that soon too.

Giskard

Edited by - giskard on 28-04-2003 20:42:03

Post Thu May 01, 2003 1:34 am

Things just got hot

Features due for release in Version 2.

NewMars system now sells the following new ships.

New Ships.
Xwing.
Cylon fighter.
Galaxy Transport.

Liberty Police now Fly Xwings and Hessains fly Cylon fighters as well as the usual fighters both parties fly.

Galaxy transport is used by other factions too.

Shield changes.
All shields now + or - 50% more or less effective against weapons that would normally do better/worse against them.

Prices of ships and weapons increased.

Cargo holds for freighers increased.

Naval factions are now distrustful of each other.

Plus a load of changes I did early on that i just plain forgotten.

Checkout http://www.respawn.co.uk for some screenshots of the mod in development. Todays pic of the day shows my Xwing attacking 2 Cyclon fighters. Very cool stuff.

Giskard

Post Thu May 01, 2003 2:04 pm

That looks very very cool indeed! n1

Post Fri May 02, 2003 2:55 am

The Xwing and cylon models are from Kurgan, rather nice of him to send me them i thought. They look great in the game too.

Just ballancing them now and Version 2 will be released.

Giskard

Post Wed Jun 18, 2003 1:04 am

I found a bug and don't know if anyone has covered it yet, well 2 infact. First one on the Thunderbolt it has a gun/missle hard point which cannot be used by anything, i've tried different weapons and missles to no effect. Second and most importnat i think is if you pick a mission that requires capturing an escape pod the game crashes back to the desktop but only with hostile universe. I've only tried this type of mission with the Thunderbolt so i don't know if it's a problem with the fighter or a problem within the mod. I'll try to purchase another ship and see what happens and i'll post here if it works.
Thanks.

When death looks you in the eyes and smiles, the only thing to do is smile right back.

Post Wed Jun 18, 2003 1:35 am

Looks like the problem appears on any of the new ships, cant tractor an escape pod without crashing but you can tractor anything else. Using a non patched version of freelancer no other mods running or installed.

When death looks you in the eyes and smiles, the only thing to do is smile right back.

Post Wed Jun 18, 2003 8:56 pm

I've heard this before, done similar missions but not the escape pod missions.

I will look into it.
Though ive not changed those kind of missions at all.

Giskard

Return to Freelancer MOD Announcement Forum