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Florida System Beta 1.1

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

Post Thu Jun 05, 2003 11:06 pm

Florida System Beta 1.1

Changes to Florida Beta 1.0:

Fixed the Mission Board bug. Apperently all mission boards throughout the Sirius sector were not working anymore. They do now. All credit for helping me goes to "Fangmans".

Increased pirate activity near the Kepler and Colorado Jump Gate in Florida.

Added news items to all bases.

You can download the system here:

www.geocities.com/silver71880/Florida.zip

If someone can help me with that Rheinland bug, I would be very pleased

Post Fri Jun 06, 2003 3:06 pm

Hey Silver;

Thanks for the kudos!

As for the Rhindland thing... You might ask Shsan (FL Editing Utilities Forum/2d System Editor) for some help.

I've been playing with his editor for a while and the systems I have made (all Liberty space) say Libety.

The Fangman

Post Fri Jun 06, 2003 8:55 pm

uh w00t?

Heretic

"He would make a lovely corpse." - Charles Dickens (1812-1870)

Post Tue Jul 01, 2003 7:44 am

Silver,

Just wanted you to know I have been really enjoying your Florida mod Beta 1.1. I play an insane amount of Freelancer, and have pretty much been in all the mod universes. Well, most of them anyway. Yours is top drawer all the way.

You managed to keep it in the spirit of the original game, while giving us a whole new universe to explore. I haven't made all the rounds yet, but I certainly will. It's very creative.

Thanks for a job well done. I can not even imagine how many hours it takes to create something like Florida.

Post Wed Jul 02, 2003 8:45 pm

Florida is the first new system that, for whatever reason, made me want to go there and just live. Normally I fly all over the place, but this time I dropped into your mod and just played in Florida. There were plenty of jobs to take, mining to do, and bad guys to fly out of the clouds and jump you when you were not paying attention. I love it, thanks for creating a system worthy of and on par with the work DA did originally.

Of course that does not keep me from making a few suggestions for you to think about <grinning>. That is one HUGE system, and unless you have your cruise speed modded up it is going to take a long time for people to explore. Nothing wrong with that, I think New Berlin is probably that big too. But your trade lanes seem to be bunched a little too much in the middle, causing them to switch back on each other.

That switchback can cause a problem - I took a job on the Battleship Escambia. The mission path had me run through the switchback, but I passed the pirates while I was in the trade lane so that started the mission clock. Which means if I would not have escaped out of the trade lane they were going to abort the mission on me. (This happened a couple of times).

Perhaps the biggest disappointment is I flew all over SO hoping to find a pirate base. Where did all those bad guys keep coming from if there is no base in this system? Adding one would create a whole other level of fun and options.

But those are minor issues. I played three and a half hours without ever leaving Florida. Made it up to Level 14, and even found that WELL hidden Cryer base! Thanks again for a great system. You added a lot to my game.

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