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Free Worlds: A Star Wars TC Mod

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

Post Wed Nov 05, 2003 6:00 pm

Are you telling me I cant use this mod in single player? because when I try to start a new game it crashes. Why?

I don't care to belong to a club that accepts people like me as members.

Post Wed Nov 05, 2003 6:21 pm

Before insisting on that, why don't you simply read the very previous post, kk88?

"Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"

Post Wed Nov 05, 2003 6:31 pm

That's dumb! Is there any way to play single player with it? (And I tryed that 24/7 UK server but it's down or something)

I don't care to belong to a club that accepts people like me as members.

Edited by - karatekid88 on 05-11-2003 18:32:10

Post Wed Nov 05, 2003 9:31 pm

The SP part is out due to that would take a lot of time from acctual moding sorry for that...

If we ever get any time over we will probably do that but it is very unlikely!

It is still a BETA so the server can have crashed or crumbeld of all traffic ...

FW PR Coordinator
larlin

Post Thu Nov 06, 2003 2:50 am

Review of: "Free Worlds v1.51: A Star Wars TC Mod for Freelancer"

This mod is a great recreation of the selected Star Wars Systems that would make George Lucas proud. Althrough the mod has a few problems like with the balancing of some ships, and weapons, invisible enemy droids, one frighter that only has 5 cargo space, a disappearing, and reappearing Star Destroyer, and the very gay "starting with the escape pod" idea, and spending nearly every credit on a new ship. (Which idiot came up with that idea?). Otherwise this is a pretty decent mod, and highly recommended with anyone that has a little Luke Skywalker or Darth Vader inside them .

Verdict: 2 - Excellent

- WahSuppDude
E-mail: [email protected]

Post Thu Nov 06, 2003 2:58 am

My Grading Scale:

1 - Superior < BEST
2 - Excellent
3 - Good
4 - Fair
5 - Poor
6 - Bad
7 - Pure Crap < WORST

- WahSuppDude
E-mail: [email protected]



Edited by - WahSuppDude on 06-11-2003 03:21:24

Post Thu Nov 06, 2003 4:12 am

I give it a 4:

Me and few friends played it on the LAN and found some glaring problems.

1: NPC fighter shields regen faster than you can keep up.

2: NPC fighter swarm of over 10 took out me and 3 buddies in less than 2 minutes.

3: Cargo holds of 5? <--- who is the moron who thought of that?

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

Single player mode is possible if we can find out where to put all the starting information on the opensp m13.ini file

M13.ini file

[Trigger
nickname = bse_initialize_init_li0l <---- replace with location of MP start
InitState= Active
Cnd_True= no_params
system = Li01 <-- Replace with location of MP start
Act_ForceLand = Li01_01_Base <--- Replace with location of MP start
Cnd_BaseEnter = Li01_01_Base <---Replace with location of MP start
Cnd_SpaceExit = no_params
Act_SetShipAndLoadout = <--- Replace with MP Escape Pod and loadout
Act_GCSClamp = false
Act_AdjAcct= 40000
Act_ChangeState = SUCCEED

<--- by removing the gates and reputation you can possibly use it for single play.

****************************************************

Post Thu Nov 06, 2003 4:38 am

First of all, I like this mod and the detail though out in it. 3 ships should not be able to take out 10 easily because this never happened in star wars (unless it is rogue squadron or something). Just a few things to mention otherwise.

1. The Ssi-Ruuk battledroids are invisible, take no damage from blasts or ramming, and can only be killed by missiles. Additionally, they never fire back.

2. There are no NR battlegroups patrolling Coruscant even though it is the most important planet government wise.

3. There is at least 1 model that came with the mod that is not used in it (nebulon b). Are these going to be used in the next version?

Post Thu Nov 06, 2003 7:43 am

Ok thanks for the rewiev...

About 10 vs 3 think of it who would start piracing whith less than about 10 ships?? Is it very likely that 3 ships would kill 10???

If you are atacked by 10 NPC RUN LIKE HELL! Learn from matrix

NPC shield regenerate as fast as your own.

The Ssi-ruuk is bug thanks for that...

NR are in controll in this time scale courasant will probably calm down as we get more systems....

Nebulone B will get in when we find a good place for it... If you look you will see that there is a whole system extra that is out for maitenace...

larlin

Post Thu Nov 06, 2003 8:50 am

Nice mod, ive been looking for a while for a more starwars type feel. A few things though. One, dont put in tie defenders and firesprays into lvl 1-3 missions as they are damn hard to kill with a z95 with the weak guns it starts with(in fact its damn near impossible since they rip away those lvl 1 shields so damn fast). Two, several factions have no infocards but i assume since its still a beta mod that its going to be fixed. Three several ships ahve incorrect info cards(z95, xwing, r20, unsure about others) mainly in the cargo capacitybut some weapons loadout inconsistances. Info cards on planets need to be updated also. Lack of comodity base lists when looking for trade routes or is that on purpose. Tie defender ion cannons cant be replaced with improved version as the weapon class is different.. well for that matter, it has 2 xtra guns it shouldnt have, should have 4 laser 2 ion. The bwing has 6 guns 2 ion, should be 3 of each.

In short i im saying i guess that maybe whats there should be squared away then stuff added after, and that squared away one step at a time or you will end up with a buggy mod at the end that will take ages to get right.

As a reply to whosits about npc shields being fast.. they are.. they all have graviton while we have positron so they have the advantage there.

It is a difficult mod starting out trying to make money via missions. I ended up just mining for money untill i could afford a xwing and a power upgrade to support the 4 guns, then i could kill stuff.

Considering its a beta and very unfinished i rate it a 7.
Partly due to difficulty(reminds me of old tie fighter game getting slamed by 3 or 4 fighters on hard setting) and simply becuase its Starwars isntead of just starwars ships thrown into freelancer universe.

Seems ive rambled on longer than i meant to.. oh well.. keep up the good work.
I'll post any other bugs etc i find so they can be noted and fixed.

P.S. Its the best skin ive seen for the yt1300 yet, great detail but is the lack of countermeasures on purpose?

Post Thu Nov 06, 2003 10:10 am

Even though i am SW fan since the story begun, i wont be able to play it due to lack of SP.
So, if you decide for a SP mode let us now. This goes for anyone else who have the abilities to do so.
Thanks for your contribution to keep alive the STAR WAR WORLD

Post Thu Nov 06, 2003 12:08 pm

Is it possible to use this mod with my LAN server?

-/-/-/-/-/-/-/-

http://www.cardamine.net/

Post Thu Nov 06, 2003 12:12 pm

There should be no problems whith playing on LAN...

larlin

Post Thu Nov 06, 2003 12:15 pm

well that settles it, when I get home tonight (i'm at college now) i'll jump onto www.free-worlds.com or whatever the URL is, and you'll be able to clock up another download.

Cheers,

Dale

Post Thu Nov 06, 2003 12:46 pm

i love this mod its my first and only ever mod ......
i only got this mod cause i love !!!!! starwars with a passion (yes im a geek)
but the worst parts about it are theres now trade routes u have to write it all down on a bit of paper ....
and the bribe parts are still original freelancer..but other than that i now have an xwing whihc rocks hahahahahaha

so yes i agree this mod is good just needs some tweaking

have you ever used your light saber to open a bottle of Bud Light???????

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