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Freelancer Reloaded Bugs, Feedback and Suggestions

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

Post Fri Oct 10, 2003 3:10 pm

Freelancer Reloaded Bugs, Feedback and Suggestions

Greetings. Sorry again about the mix-up with version 1.0. Aaraarrrghhh!!! My first mod and I have already embarrassed myself. How humiliating. Anyway, version 1.1 fixes a number of bugs and should work properly, but there is one bug that I have discovered so far; the Sunslayer Torpedo Launcher at Bruschal Base is still set to level 30. Damn. This has already been corrected, and will be made available in the next release. As this is my first mod, it is entirely possible that there will be bugs, eg. some weapons not being set to level 0. I have examined the weapons_misc file thoroughly however, and it looks fine. Have you actually look inside that thing??!? It is the second largest .ini file in FL slightly behind mbase.ini. It is incredibly easy to make mistakes. But enough excuses (at least for now ).

Please post any feedback (constructive), or suggestions you have for the next release. So far version 2 has changed Trent's costume, and that's about all so far. If you don't like the weapon effects of a particular weapon, ect, let me know, and suggest how you would like it to look and I'll do my best to make it happen.

Esquilax.

Post Tue Oct 14, 2003 4:12 am

For Version 2.0 the following changes have been implemented;

-Trent's costume changed.
-Includes "Tizona del Cid" Patch.
-Sunslayer Torpedo on Bruschal base bug fix.

I'm still waiting for inspiration to strike. Any suggestions, anyone?

By the way, Silver_Fire has agreed to allow me the use of his excellent "Cluster Missile" modification, and this will be added to the next version.

Finally, does anyone have any views as to whether or not the NPCs' use of nanobots and shield batteries should be reduced/removed in the next version? I have noted that it takes AGES to kill anything at the start of the game. It does get easier as it goes along though...

Esquilax.

Post Tue Oct 14, 2003 6:35 pm

Are these fixes supposed to be patches for the original game or for this mod? As for the ai issue its fine if you balance it out better, set the delay higher for when they use nano/bats, set shield regeneration more realistic. Also you may want to modify encounters so there are not as many because it does take a lot longer to kill anything with those ai changes.

Primary Developer of the =EOA= Players Consortium

Edited by - Louva-Deus on 14-10-2003 19:36:18

Post Wed Oct 15, 2003 4:39 am

"Freelancer Reloaded" is a modification, rather than a patch. As for the shield regeneration for NPC ships, it is actually set to the same rate as player shields. Thus it is the most "realistic" option. As for the nanobots/shield batteries when (and if) I release Version 2.0, I will probably reduce the amount for lower classes of ships eg. Startracker to make it easier.

Esquilax.

Post Sat Oct 18, 2003 7:41 am

I really like this mod.I speciffically like the AI changes,but wat i would like changed is maybe..The effects.....lol..i just liked how that Justice Mk1 looked..dont worry about new ships..Modding aint just about new ships and new systems..but..modifications!

Soot First..Think Later..
[IMGhttp://burns.thefinaldimension.org/contrib/blackeye/AR15firing.gif[/IMG

Post Sun Oct 19, 2003 1:29 am

You'd think that with Microsoft behind them, DA would have has some really good looking guns, but some of the weapon effects are pretty average. Eg. Justice Mk I, Firekiss M I + 2, etc. But contrast that with guns like the Salamanca; I just don't get it. Maybe they ran out of money Snakezz in regard to your comments, I am glad to see that someone agrees with me. Not that I'm opposed to total conversions or large mods, but sometimes you can mod a game TOO much. Thankfully, no-one has done this to Freelancer (yet), but we'll have to wait and see...

Esquilax.

Post Sun Oct 19, 2003 5:05 pm

Well Esc..., I like your mod and am playing it right now. Sure its hard to kill stuff at the start, but its more fun that way. I am on a Legionaire now and it is getting a little easier.

I find that I have to use a pulse weapon (for shields) and one or two plasma weapons to punch trough the armor.

Work for me!

Thanks for your hard work!

-------
JP

Post Mon Oct 20, 2003 2:52 am

Thanks. I'm glad that you enjoyed it. Personally, I like a bit of a challenge at the start. Keeps you sharp.

Esquilax

Post Sat Oct 25, 2003 2:52 am

I am trying out your mod, v2.1. However, the game keep crashing. Shortly after meeting King in space in Mission One, as the cruiser arrives in Manhatten, and flies past, before the Order ships appear, CTD! Please help.

Post Sat Oct 25, 2003 5:13 am

This problem has occurred previously. After you have loaded the mod, go to the Freelancer savegame directory under "My Documents" and make sure that the autosave and restart savegame files have been deleted. Then start a new game. If you are still having problems, let me know and I'll look into it.

Esqiulax.

PS. Mke sure that you are using the latest version of FLMM.

Post Sat Oct 25, 2003 7:58 am

I started a new game, talked to Juni, and agreed to help with escort duty. Before launching to space, I deleted the autosave and restart files. In space as the Donau was arriving, while King was still talking, I Alt-Tab and deleted the autosave file which had been created again. I Alt-Tab back to the game, King finished his speed, the crusier flew past and ... CTD again at the same spot. Please help.

PS. I am using the new version of FLMM and am not running any other mods at the same time.

Post Sun Oct 26, 2003 2:49 am

Mmm, I can't see any problems with the mod in its present form. Wait! What the hell!?!! Now I'M getting that error. Great, I've caught your bug! Well, at least I can look into it in more depth. I'll do what I can.

Esquilax.

Edited by - esquilax on 26-10-2003 03:02:00

Post Sun Oct 26, 2003 3:32 am

Well, I've checked it out. I STILL can't see anything wrong with the mod. I added and subracted various features of the mod, and it didn't work. Sorry. Still, I'll email a savegame just before you join the convoy. It's the best I can do.

There is ONE other fix though, if you download FL Reloaded 1.1 and play through to Pittsburgh, save a game, then just remove 1.1, and the load version 2.1. It will then work. You can even play an unmodified game until you meet up with the convoy (USV Brandt), and then load the mod and keep playing from the autosave. Just remember to keep copying the savegames back into the "SinglePlayer" directory whenever you add/remove a mod.

Good luck,

Esquilax.

Post Sun Oct 26, 2003 3:54 am

Thanks Esquilax. Got the savegame. I will be trying out your mod again. Keep working on solving the bug and release another version. I will be waiting for that. Thanks again for your reply.

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