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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 Sun Nov 09, 2003 7:50 am

Some of the ships badly need balancing compared to thier price and stats.

One the yv666 .. 11000 hull 600 hold smaller than a bwing turns faster than most heavy fighters. For ease ie. no ship model changing of size etc make it truly a beginners freighter 3000 hull 100 or 125 cargo same size turns about same as heavy fighter 1 maybe 2 turrets cost about 150k and max speed about 90.
If you want to keep it at the same stats increase its size alot, make it much less manueverable than it is now, maybe a second slower than the corvette.

Two the corvette NEEDS to lose that engine cut special and its double base speed(say 70 or 75 max impulse). The dual thruster idea on them is good for it to be the "blockade runner" with 120 boost per thrust thats sill a 290 thrust speeed, nothing can keep up while not in cruise.SInce its supposed to be a small cap ship(it was in xwing) make it the most expensive ship most armour say 10k( since theres x3 armour enhancers dont want to get too drastic) a 800 hold or even 1k keep same number of guns triple its size( i remember being able to fly along its bow and shoot at it for a second or 2 before i passed its engines) and cost in the several millions. Of course it may not be able to dock at small bases, unless they have mooring posts, larger bases or planets.

Three sith infiltrator as it is now is a crap ship unless it cost about 100k.
If you want that price tag, same cargo, give it 6 guns not the 4 it actualy has after purchase, make it have a 100 or 105 top speed( not its current 66) and turn faster than it does now, say a little better than the bombers but worse than tie defender slghtly or xwing

Post Sun Nov 09, 2003 12:28 pm

I noticed the uk 24/7 server didn't show up on the server lists, whats happened?

Post Sun Nov 09, 2003 3:31 pm

*Spasum* ehhhhk they didn't finish the R45... it only mounts 2 out of at least 4 weapons. *holds up a fist* this is a crime!

The sadest thing is... theres a blatent place for the second turret to be... it jut doesn't mount

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having infiltrated so many government installations I am now availble in your local store

Post Sun Nov 09, 2003 3:34 pm

It's there in the cmp file as 1 gun, 2 turrets & 2 disruptors but... the shiparch is flawed

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having infiltrated so many government installations I am now availble in your local store

Post Sun Nov 09, 2003 4:57 pm

The changes in freeworld... are pretty... there doesn't seem to be anything else I can say that is good.

Even if you can kill a flock of baddies. you'll probably get hull damage costing maybe 900 to fix and the best thing you'll tractor in is a countermeasure dropper or 1 nano/battery.

The baddies AI is significantly smarter. you're just about to get a kill and... they hyper outta there. All baddies are Lt.Cpl 's including everything in the starting system. theyr'e sheilds come back up... just when it's most annoying. I've got myself a heavy fighter, with the best thrusters, and instead of it being strong... it's totally unmanuverable, has less guns, and can't catch anything in a straight line.

the factions are fscked. I don't expect to land on a 'friendly' civilian planet only to find that the equiptment dealer is a corsair and wont' sell me anything. perhaps I'll go see the orbital and spa bartender who'll offer me a bribe to imporve my rep with " " which will put me in the bad books of " ".

I recently bought a whatsit Ion 9 cell... no ids of course.. this is the most expensive top of the range power system I've seen yet and... It only lasts for 4 more shots with 3 guns attached. what the hck is the point. I hate to see what a 4 gun ship would have done. These combo's of best of the best, still leaves me hiting a target thats miles away, knocking out it's shileds but by the time it reaches me it's sheild have come back up and my guns are out so i can't do him any damage. Bumping into any ship strips you shields but not they'res, this includes doing no damage to a baddie that has no shileds.

there seem to be plenty of missile slots, the missiles naturally have to be stored in your cargo hold and not in their own space. so what? everytime I wanna fire a missle I have to space walk to get one out of the hold and load it??? It shouldn't be missile orientated.. we wanna shoot ****e not just waste another 400 creds per shot. and yes the return is... worthless changes to rep details and you loose a whole load of money doing it.

You wanna roleplay where any fight you go into is a waste of money and time... no


This Mod has so much potential.... If you can't make it work don't bother.

PS it's being this happy that keeps me going

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having infiltrated so many government installations I am now availble in your local store

Post Sun Nov 09, 2003 7:48 pm

I am most impressed with this mod, and wish to announce my freeworlds server, pretty much everyone on it is friendly. This may change(if we get enough people for mp wars).
The servers name: The Temple of Cyrinxx
I am interested in helping for world designs, and any modding work to be done personally. I would need litterature to tell me the basics involved (specifically for converting graphics in the game), and other variables needed to make the changes possible.

"you should never have come here old man!"

Post Mon Nov 10, 2003 5:52 am

Where is the A-Wing for sale? I can't find it

Burn the land and boil the sea, you can't take the sky from me *Firefly*

Post Mon Nov 10, 2003 7:11 am

This is one of the best mods I have seen yet, but there are a few things:

1) When you upgrade your ships power cells, it costs a LOT of money, but there is almost no difference in gun capacity.

2) The ships NEED info cards. Without them, it becomes almost unplayable, as you have to buy a ship to get its stats, wasting a lot of credits if it turns out you dont like them.

3) The missions need to be ajusted when it comes to payoff and difficulty. All missions need a higher payoff to be worth while, and some of the harder missions don't pay nearly enough. Currently, the only way to make a living is to make cargo runs.

Other than that, I would just like to say that I like the level of detail in this mod compared to some others.

Post Mon Nov 10, 2003 9:18 am

Thanks for all the feed back we are lisening but it takes a lot of time to change all the ships stats atm we got one person that is teching him selfe how to get ships to work in game so we are far from a compleate team...

We will do what we have time whith... Right now that is fixing new systems...

About info cards allso time consuming but we got one man working on it...

As you see any help would be much appriated....

FW PR coordiantor
larlin

Post Mon Nov 10, 2003 1:55 pm

does any one know where the a wing and the slave 1 are i cant find em can you pleas help me

Post Mon Nov 10, 2003 2:09 pm

IF and when i get my mod out, i will lend a hand, and i work very very quickly. However, that could take about a week.

Post Mon Nov 10, 2003 4:46 pm

If you are ready to join in a week we are will be very happ
We have been around for 7 months I think we can wait a week
If you are intressted to join the team mail me...
Mail in profile...

FW PR coordinator
larlin

Post Mon Nov 10, 2003 7:44 pm

I've fixed the R-45
The R45 is the coolest ship I've seen in the lastest release
Hats off to the ship crafter for a truely beautiful ship

The original specs include: (from the cmp file)
1 Gun
2 Turrets
2 Torps
1 Counter
1 Mine

I 'assisted' with the r45.cmp (for the updated .cmp file email me)

I moved the CM & Mine back on the ship. (If the shipcrafter wants them elsewhere ie to accomodate just a CM, it will be done... it's your ship no contest)

I put the Torps under the wings (where the CM & Mine were) instead of through the turrets

I 'assisted' with the shiparch.ini (for the updated .ini entry email me)

I removed the imaginary HpWeapon02 and put in: the second turret, the Torps and the Mine.

The whole Mine thing was to make the R45 'complete'. Like you know just stick in a ";" to remove the Mine for Freeworlds use


If you want any other services like this I'd love to help... put me in touch with your ids man... theres a lot of work to be done I can help.

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having infiltrated so many government installations I am now availble in your local store

Edited by - Twinkee on 10-11-2003 19:54:16

Post Mon Nov 10, 2003 11:52 pm

I was looking through the mod out of curiosity, and found that there are a good 32 incomplete systems. Would it be possible to find out aproximatly how many systems total will be added beyond the existing 4?

Post Tue Nov 11, 2003 12:13 am

I wish to report the following bugs in this mod(not that they ruin the it):

1.)star destroyer invicible turns invisible when I fly near it(not solid enough)

2.)the 3000k speed mod should be built into it(or it needs to become
smarter about landing on planets with the 3000k speed mod acrive)

3.)we need there to be a step-up for either the available shields, or weapons

4.)also needed; a program simular to Ion cross server manager to ensure no extra mods(or one that would possibly not allow people to log in to the server when modded improperly)

"you should never have come here old man!"

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