The Equalizer MOD
Here's the readme file:
Edit:
Here's the updated Readme file:
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The Equalizer MOD for Single Player Freelancer.
1) ALL Ships & Equipement for sale are Level 0, so you can buy EVERYTHING! (as soon as you've got the money)
2) The Starflier now has been replaced! (As in: no longer in the cinematics!)
(Juni now gives Trent a Fully armed Patriot, and it Launches to rendezvous with King! It has Orange markers, not Blue)
(Maximum equipement is Level 10, but she's armed to Level 6.)
(Don't forget to activate the 3rd & 4th guns prior to battle.)
(The shields and weapons will handle anything in the Liberty Systems.)
(But a gang-banging fleet of pirates can still get you.)
2) Prices and stats for ships has changed:
Light Fighters have 5000 Armor, 45 Cargo Capacity, Level 10 Weapon's Hardpoints, 30 Nanobots/Shield Batts, for 65K cr each.
Freighters have 5800 Armor, 250 Cargo Capacity, Level 10 Weapon's Hardpoints, 33 Nanobots/Shield Batts, for 80K cr each.
Heavy Fighters have 6000 Armor, 60 Cargo Capacity, Level 10 Weapon's Hardpoints, 38 Nanobots/Shield Batts, for 90K cr each.
VH Fighters have 7900 Armor, 70 Cargo Capacity, Level 10 Weapon's Hardpoints, 49 Nanobots/Shield Batts, for 125K cr each.
(Prices and stats were changed to keep them equalized.)
3) All ships' power units (within each class) are the same, Engines have been tuned, and Cruise Speed activates faster.
4) All ships still handle and turn as normal, but should be a bit quicker.
(Light Fighters have the quickest engines, not the most powerful, just the quickest.)
5) The Wasp Cruise Disrupter is now weaker, but still very effective. I adjusted the affect timer, and countermeasures.
Along with the Afterburner adjustments, it's easier to escape the 12 on 1 gang-bangs, but Titans can still tear you up!
6) Countermeasures' work better, sensor's are much more powerful, Nanobots/Shield Batts and other items are cheaper and work better.
7) The jump gates/holes are unlocked when you reach level 2. (Second time you land on Pittsburg.)
Your first mission nets you 100K cr, not the stated 2K cr. Ship stats at the dealer's page are wrong.
(But the information `F9' seems to work.)
9) Most ships have been improved, while the "Uber" ships have been tamed.
10)Payment for the random missions that you accept in the bars has been increased
11)The loot from ships has been changed, a lot less water, oxygen, scrap metal, etc.
(I've made higher level shields, thrusters, and weapons, show up sooner, depends on what the enemy has on-board.)
(Cardamine, and Alien Artifacts will now show up, so watch what you tractor in.)
12)EVERY place that sells ships, now sell 3 ships. Battleships have pirate ships, and bases have their faction's ships.
(Most faction's ships were based on what they already sold, so don't sue me about it. Kyoto Base has Kusari, not Civilian ships.)
13)And to make things easier, Detroit Munitions now sells EVERY ship upgrade that's for sale in the game. (Not the salvaged ones.)
(I haven't decided if I want to change their prices, yet, as they give an incentive to Freelance.)
I made this MOD to make gameplay similar to Privateer 2, in that you're a Freelancer trying to make money. The mission is a
sideline. UnMODed, Freelancer, to me, is a hunt for better equipement to survive. This MOD gives you survivable ships early,
and a chance to enjoy the place in between missions, without the desperation of trying to survive. Although, you can still die.
Increased Afterburner Speed is based on:
Speed Mod
edited by IGx89
Made from the Cruise speed mod for Freelancer v1.0 by Daekar and the Ion Thrusters mod v1.0 by Migl
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BTW-I created a Tutorial in the Tutorial Forum on how to change the Starflier in the cinematics.
I've been told that that was previously done, Oh well...
Edited by - warzog on 30-11-2003 18:44:42