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The Monkeys 1.1

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

Post Thu Aug 19, 2004 7:43 pm

BLACK EAGLE
Sorry to keep harrassing you like this, but...,If you have the Guardian in your next mod, could you please put the class 6 hardpoints on both the wing tips?at the moment ,one is on one wingtip while the other is on the top of the cockpit (lucky i had a stealthblade and a stealthblade mk II so i can have a big tachyon cannon on either wing heh heh)Could the Blood Dragons also have an improved version of the Kusari-Drake Light Fighter ?? More damaging and reallistic collision effects in asteroid fields?? if they cross tradelanes??no fusion of ships when docking in tradelanes?? cause i know you just want to give the game more of a reallistic feeling.(Which is better than having mods that turn you into the T-1000 from Terminator heh heh)

Thanking you and still Freaking out Vader{MERCS}

Post Thu Aug 19, 2004 10:42 pm

Dangerous places should get together with fortune, or no one will visit them. So I suggest you put some wrecks near your blackhole that contain unique equipments.

In addition, maybe you can make the capitalship, bomber and even cruiser in original game pilotable. This is not a fresh idea. But one of the bright points of your Mod is locked feature of the ORIGINAL game, isn't it? You have given us the missing starblaze and red drangon, why not unlock the bigger ships? They should be well balanced, of course.

Post Thu Aug 19, 2004 10:57 pm

BLACK EAGLE
What about for your next mod if you could make up some Escort-missions? Multi-system? Is that possible?(Also going along with Powerdoll's suggestion,what about the Bretonian gunboat? heh heh)

Freaking out, Vader{MERCS}

Post Fri Aug 20, 2004 2:27 am

Hay Black Eagle!!!!!!!!!!!!! Did you see the new ship from Ryuujin The Ragnarok.This is a SWEET SHIP . I think maybe you can get a hold of Ryuujin and see if you can incorperate it into your next version.

Check it out ...............................AZAR

Post Fri Aug 20, 2004 10:22 am

Hi!

Azar: Are you really sure that you used OpenSP 1.1 by Xerx. There are other OpenSP versions that do not work with my mod. I tried it again and on my computer the mod works perfectly with OpenSP 1.1 by Xerx and the FLMM shows that they are compatible.
To the Ragnarok: I also think that this ship is really great, but I think I will not add it to my mod, because it does not fit in the FL universe. It is not a Freelancer-style ship. I hope you understand this, but I will think about this.

Vader: I will be back in some minutes to answer your posts!

Okay I'm back.
The black hole now has four zones around it. The first does 100 hull damage per second, the second 1000 per second the third 10000 and the fourth 100000. So you won't come to far. As I said it is not possible to make the blackhole to suck you in, because the game engine of Freelancer does not support any kinds of gravity.

I will correct the thing with the Guardian. Thanks for the advice. This looks really stupid.

I will think about an improved version of the Drake, but I'm not sure about it. Of course it would be nice to have some new Light Fighters and not always VHFs.

I already increased the collision damage and the damage by asteroids. I will maybe increase it a bit more, but if you try to fly through the badlands with a Starflier it is already really hard, because if you ram an asteroid in cruise, your shield and nearly the half of your hull is destroyed. So, I will always keep the collision damage, so that you are able to ram asteroids even in the Starflier.

I'm not really sure about the tradelane thing? Did you mean that they are damaged if they cross tradelanes? And the second thing: What do you mean with fusion? Sorry, but I'm from Germany and my english is not so well.

I'm affraid, but I'm not able (and I think that till now no modder was able) to make new mission types like escort missions or trade missions. So this will not be in the next version. If someone gets new missiontypes working, I will of course ask him to use his code and then add new mission types.

And now to Powerdoll and you: I do not really like to pilot the big ships like Gunboats, Cruisers and Battleships. Besides it is not easy to add them in a realistic way and keep the game balanced. But as also some others wrote me to include capitalships in the mod, I will think about how to add them without making the game unbalanced or unrealistic. But this may take a while, and I'm not sure if it will be in version 1.2. So be patient, there will definitely be pilotable capitalships in a future version of the mod.

Again to Powerdoll: The idea with the wrecks is really great. I was stupid, that I didn't get this idea, many thanks!

Again, thanks to you all. Your ideas are great and I will surely give you credit for these in the readme. Without you the mod won't be so good!

Keep playing the mod and posting your ideas!

Black Eagle

Edited by - Black Eagle on 8/20/2004 12:49:24 PM

Post Fri Aug 20, 2004 8:49 pm

OF course your right about the ship. After I used it. I found that it is a verrrrrrry powerfull ship. At the price and no level requirements I felt like I was cheating. Combat was way to easy.

Catch you later A Fan.................................AZAR

Post Fri Aug 20, 2004 10:32 pm

BLACK EAGLE
Thank you once again for the quick response,In your next mod, for ship packs, would it be possible to also include Porsche's ship pack? the colonial viper model really fits into the freelancer universe, but of course its totally up to you dude.Thanking you.

Stalking in Sigma-13, Vader{MERCS}

Post Sat Aug 21, 2004 7:11 am

BLACK EAGLE
In my first post ,i said it was good to finally find a mod with the Order appearing after the story line was complete,at that time i had not yet finished the story line. Could you please tell me where the Order,Monkey and Robot factions are? and how to get there? I've spotted 'Nomad outpost' ships near Freeport 6 but do not know where they came from (I am level 28 and am lost ,the red Blood dragon ship is awesome too by the way!).Thank you.


freaking out ,Vader{MERCS}

Post Sun Aug 22, 2004 7:41 am

Hi Vader!

The Monkeys, the Robots, the Order and the Nomads are in the two unknown systems. You can reach them through the Omicron systems (Omicron Gamma or Omicron Alpha).
One question: You spotted Nomad outpost ships near Freeport 6? WHAT?
Are you really sure that you saw Nomads around Freeport 6. If you please could explain this, because normally the Nomads should only appear in the two Unknown systems, in the Nomad 1 system and in Omicron Gamma and Omicron Alpha. So please tell me what you meant!
It's nice that you like the Red Dragon. Besides, I also already thought about adding the colonial Viper. I'm not sure about it, because the ship is from another space game (or film?
But I will think about it again!

Azar: Did you look after your OpenSP. Did you get the wrong version, or does Xerx version really not work on your Computer?

Post Sun Aug 22, 2004 2:24 pm

Sorry Black Eagle. I did not try again, got into something else. Did you help out in the Clanwars Mod from Blackassimilation? This ones not bad. If not some of the neat things are mineable zones [gives you a break from fighting sometimes, maybe this is something that you were already told about or you though of. Alot of the other stuff is pretty much the same as other mods iv'e tryed.I like the FL game very much. You young guns give this {older guy over 50} a thrill.

Nice to chat with you...............................AZAR

Post Sun Aug 22, 2004 9:35 pm

BLACK EAGLE
Thank you for your reply,the ships i referred too were 'Unioners''Nomad Outpost' and when i send a transmission to them they say 'they are on patrol out of freeport 6'i wasn't close enough to them to see what sort of ships they were in though.If you hang around Freeport 6 for a while after you have completed the story you should see some of them, also in your next mod ,is it possible to have a 'Bounty Hunter' base in the Omicron systems or maybe a jumphole patrolled by Bounty hunters? They are the one faction i wont kill.Thanking you.

Taken over Sigma-17, Vader{MERCS}

Post Tue Aug 24, 2004 4:28 am

Hello, Black Eagle, how is your work going?

I just encountered an error when playing your Mod in SP. After I won the game with Hovis, the story could not go on, and the mossion status was "waiting next object".

The cruise speed in Mod is higher than the original game, perhapse that's the cause of problem. What do you think?

Post Tue Aug 24, 2004 5:01 am

BLACK EAGLE
I've said it once and i'll say it again.This is the best single player mod i have ever installed!.I finally found the Monkey and Robot faction Home planets and with this new Pulse cannon that can totally obliterate an enemy crafts energy shield with only a few laser bolts,(combined with the fire power of these class 9 B.Dragon 'Samurai' Laser cannons)i'm gonna tear the next ship that dares come within range a new a....., one thing though, i couldn't find the location of the Battle-ship Osiris until i got the space/sector co-ordinates from the news-comm.link on the Monkeys planet.(Very nice work!!,by the way)
Heres an idea if its ok to suggest?(please excuse me if its not)What if in your next mod Trent could have an 'Order' outpost Space-station of his own? In Manhattan? Just supplying maybe Locations to relative stations ? planets? updates on 'Order ' Technological advances? ,basic Armoury and ammo supply ? at cheaper prices? between classes 6-8? just to use as a base maybe,cause your mod gives the player an incentive to carry on the game once the story missions are finished, and then THATS when all the REAL goodies come out of the bag(a completely new set of upgrades, weapons,Ships,background themes, music and textures ,the list goes on..... but not half of these cool things are mentioned when u download the mod?'high-Dens.reinforced Carbon-Alloy Ship Hull Panels'? man!Wicked!Thank you once again for this excellent mod!

Freaking out,Vader{MERCS}

Post Tue Aug 24, 2004 5:32 am

BLACK EAGLE
If you join the war against the Nomads and side with the 'Order' or its Fearsome Allies, The 'Monkies' or the 'Robots' to defend the Colonies, what happens to your reputation with the commerce,Civilian and pirate factions?I dont know who to kill first?

Weapon systems.....activated,Vader{MERCS}

Post Tue Aug 24, 2004 11:16 am

HI again!

Azar: No, I did not help out in the Clanwars Mod, but I also think that this mod is well made. The idea of having new mineable zones is pretty good. Thank you, I will add some mineable zones in the new systems.

Vader: Sorry, the thing with the Nomad outpost ships is a bug. I think, that somehow they got a wrong name, because of an ID mistake. I will look for this, and then correct it. The real Nomad ships are only in the Unknown systems and in Nomad 1 system.
I think that a Bounty Hinter base in the Omicron systems is only possible in Omicron Theta. This is because the other systems are pirate home systems and the pirates would destroy any station of an enemy faction. In my opinion it's a good idea, and I will add a Bounty Hunter base in Omicron Theta. I already made some new zones in version 1.1, to have more Bounty Hunters patrolling in the Omicron systems. Maybe you realised, that you now also meet Bounty Hunters around Planet Crete and Planet Malta.
I'm not sure about the base in Manhattan. I wanted the Monkeys, the Robots and the Order to be in the new systems, because the people in the colonies already forgot the first Nomad War. It should be like noone knows about the Order, the Monkeys and the Robots. There is one news message on BS Osiris, which also says this. But I will think about how to integrate the new factions and systems in the colonies.
I already thought of making some Nomad encounters in some house systems, like Texas. They would be the first signs of a new Nomad invasion. But it's not easy to make them appear, if the story is already completed. I will try, what I can do.
If you fight for the Order, your reputation to every faction won't change. Only the Monkeys and the Robots will like you a bit more. And if you fight for the Nomads, you have to fight against the Order, the Monkeys and the Robots. All the other factions will not hate you because you fight for the Nomads.

Powerdoll: I will try to find and fix the bug. Please load a prior savegame and try it again, because some others also played the storyline with my mod and they had no problem. So it may work if you try it again. Of course, if you have any other mods active, or you used an old savegame of the original version, you will encounter such bugs. This is not because of my mod. So please do not activate any other mods (except OpenSP 1.1 by Xerx) and start a new game (no old savegames!!!).

Thanks to you all!

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