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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 Wed Sep 08, 2004 2:14 pm

Powerdoll and Black Eagle

Thanks for the advice. I think I'll fire this mod up with Open SP and look for some wrecks and start freighting. Like I said before, I really wanna pilot the new ships and equipment, so maybe I can get there fairly quick.

Thanks again for the advice.

Post Thu Sep 09, 2004 4:43 am

ZERO 117,
Hi ,this is Vader{MERCS}.Indeed the ' MONKEYS 'mod magic is hard !, but just wait till you finish the story mission,when you start trying to navigate your way through to the ' UNKNOWN SYSTEMS ', your gonna ask yourself,'Man, this #### better be worth the time and effort i've used to get here man!' but please , i can assure you.... IT IS !!!(BLACK EAGLE wont tell you exactly what you'll find or to what level of ' attention-to-detail ' he constructed this mod, but you are going to ' FRREEAAKK OOUUTT MMAANN !!'


Still freaking out, Vader{MERCS}

p.s.In this mod, a pulse cannon is a good idea at ANY level !

J.J

Post Mon Sep 13, 2004 8:08 am

Hi Black Eagle. Jamie here, no real reason i am posting here the now it is just my name is only on the forum once so i might as well give a few suggestions.
1.Make the Monkeys mod V1.2 a "menu" mod. so as you can choose things like if you want the AI to use nanos or sheild batteries. Or Want their shields to regenerate.
2. A nomad "home" system sounds good. They have an outpost so far but no home system.
3. mabey some of the alie jump gates around the nomad systems.
4. A monkey\robot experimental battleship. Like the one mentioned in the news on planet primus\gammu.
5. Access to ALL systems.(i mean how is it possible to lock a jumphole?) And obviously stuff to do in the systems.
6. Small nomad invasions on the coloinies. (like three fighters and one battleship) this mean they have a chance to kill somthing before being killed.
7. try to get the monkeys\robots and order to give their full ID. the order is mentioned a few times in the game so there should be a sountrack for it. the other two you could put in yourself with a microphone.
8.jumpholes from all the capital systems to the nomad\unknown systems.
9. Different types of nomad weapons. (i am sick of lasers)
10.Try to make a bar in the nomad bases with possesed people who give missions\rumers\bribes\info.
11. The nomad mechanical ships e.g valkyrie N1s are flown by possesed people and thus shpould be able to hail them.

I think this should be enough. Please respond to my e-mail address

Post Mon Sep 13, 2004 9:23 pm

BLACK EAGLE
Hi, this is Vader{MERCS}.I noticed in a recently released mod,that the MONKEYS & ROBOTS are being used.This mod ,i think , also has an introduced quest.' The quest ' for the weapon known as the ' Hope of the Alliance ' . Is it possible to include this in your next mod seeing as they can use the MONKEYS & ROBOTS ,or was the MONKEYS & ROBOTS someone elses idea? I dont know ? I know i could download that mod to play , but you are the only mod maker( In my opinion ) who truelly has the single players best interests involved(i.e. your mods are for single player, but can also be played multi.For others the emphasis is on multiplayer,they not sure if playable in single player)Also ,some of the custom ships in the 'DOG FIGHT 'mod look pretty cool, what do u think? any possibillities some of them may be added?, also i dont think my fan fiction based on the MONKIES mod made the f.f. post, can i leave ' SMALL ' regular installments here?

Stalking Valkyrie N1's,Vader{MERCS}

Post Tue Sep 14, 2004 8:30 am

Hi!

Jamie: I will think about your ideas, but some of them I'm not able to include and some others I don't want to have in my mod (e.g.: Jumpholes from the major systems to Nomad 1 would be like cheating. This would be very unrealistic and it would never fit in the mod).

Vader: I think that I was the first who had the idea of including the Monkeys and the Robots as new factions, because I don't know any other mod with this, which was released before the first version of my mod.
At least the ideas about the story of these two factions (The Robots were created by the Dom Kavash, and the Monkeys were sent on Planet Primus by the Corsairs, as it is said in their infocards) came from me.

The mod you mentioned is the Asgard RPG mod! I really like this mod, but I did not have any time to play the new version. So I'm not sure about their Robot and Monkey faction. But I think that they did their own factions with their own stories and did not use my ideas.

I will definitely use some of the ships in the DogFight Mod. I really like Baenes ships and I think that they fit in the original Freelancer. The Discoverer, the Conqueror and the Thoth are also from him. In the next version there will be some other ships by Baene, which are also in the DogFight Mod.

To your FanFiction: I really liked the first chapter, but I think that you should write a bit more. Maybe then it will be posted in the Fan Fiction section here on lancersreactor.

If not, please make a new thread in the fan fiction Forum (It's a new forum, I found here on lancersreactor yesterday). This is because I want this thread to be about the mod (Problems, Ideas, etc.).

I can't wait for the next chapter of your fanfiction!

Keep playing AND writing

Black Eagle

Post Wed Sep 15, 2004 11:52 pm

Hey, Black Eagle. How is your mod going?

I just found an extremely useful tool from lanceractor: Hardcmp. With that I discovered something interesting in Anubis. Actually it has three HP(HardPoint)s of torpedo and three HPs of thuster in original game. Man, this is really a ship with great potential! What's more, I saw a HP on its back which was neither used in original game nor was in your mod. That HP was drawn ahead of baydoor and seems just like other HPs, but unregistered and unmountable. Can you make use of this HP in your Anubis MK2? If you think one more gun will make Anubis MK2 too strong or lose energy too fast, then you can define that HP as one of CD/T or something other. Just dont leave it mounted with nothing, that seems ugly.

Looking forward for your next edition.

Post Thu Sep 16, 2004 6:50 am

Hi Powerdoll!

I know that the Anubis has three Thruster hardpoints. At first I made them accesseble in the game, so that you could mount three Thrusters on an Anubis MK2, but then I decided to leave only one of them. This is because the Anubis MK2 should not be the ultimate ship in the game. The Conqueror should be faster to give you the choice: Speed, Handling and Cargoroom or Weaponpower and a stronger hull.

The Anubis MK2 has the best weaponpower (also the best Powerplant) and the strongest hull.

The Conqueror is the fastest VHF and has a bit more cargospace than the Anubis MK2. It still has a strong hull and enough weaponpower.

The Valkyrie N1 has the largest cargoroom, a good speed and also good weaponpower, even if it is not so strong as the other two ships.

So everyone should find the right ship!

To the three torpedoes: The Anubis MK2 has got the two new CD/T hardpoints. I'm thinking of giving also the Conqueror one more Torpedo hardpoint, to make it more balanced. This will maybe be in the next version. If not, I will add a new ship for the Robots, which is a bomber like ship, with many Torpedo hardpoints, but less weapons. This ship is specially made to fight capitalships.

To the unused hardpoint: I'm not sure, but I think that I already tried to make this hardpoint available and it didn't work. But I think it wouldn't be so good to have one more gun on the Anubis MK2, because this would also unbalance the game, making it the best ship.

I hope you aggree with me!

The mod is going well. I have the Robot system and half of the surprise-system. Now I'm working on some upgrades for your ship, e.g:

- Shield upgrades, which make your shield stronger

- Shield upgrades, which make your shield rebuild faster

- Power upgrades, which give you more energy (Weapons and Thruster)

- Power upgrades, which let your powerplant recharge faster

- And maybe some others

Post Fri Sep 17, 2004 1:23 pm

BLACK EAGLE
Hi this is Vader{MERCS},is it ok to use either the 'LSF costume trent' or the 'brown-haired trent' mods with your mod? will it cause problems?


going under-cover,Vader{MERCS}

Post Sat Sep 18, 2004 6:06 am

Hi Vader, I think that these mods will work together with my mod, but I'm not totally sure, because I don't know the files form these mods.

So, why don't you try it out. Just activate them in FLMM and try if it works. You may want to save your game once more, before you activate them!

Hope this helps!

J.J

Post Sat Sep 18, 2004 7:18 am

Hi black Eagle its jamie, sorry this time i dont have any ideas but i do have a few questions. Why do people seem to like the anubis so much? personally i loike the borderworld ships (mostly the dagger) but they lack power and hardpoints as well as hardpoint class. You could mabey redo these ships and add more hardpoints to them. The titan would also be good with more hardpoints. You could also make the "nomad cargo compressor a buyable piece of equipment to increase the cargo space of ships.(the valkyrie N1 has this).
actually you could put the solarcrusher torpedo in this next version (it is a mod already out). This would make the ships stronger and mre efficent killers.(the solarcrusher is a stronger version of the sunslayer it but looks like the starkiller. It also has high manuverability at a slow re-fire rate, you could put the rate up a little bit wuld be good say 1.00)
Ok so i did have a few ideas ah well tell me what you think

Post Sat Sep 18, 2004 5:52 pm

Hi, Black Eagle. An idea just came into my mind, hope not too late.

In story mode Trent must face all kinds of missions, such as killing or capture a person, deafting all ships in certain area, destroy or take back some cargo, etc. All these story-missions have correspondence in bar for freelancing mode but one. There is one kind of story-mission which can not be found in the bar: escort mission ("baby set" according to Juni's thought). Remember the first mission Trent has ever taken? He escorted three transports to Pittsburgh and protected them from the attack of rouges, that's an escort mission. So can you add this kind of job into bars? It may be like this after you have accepted the job: first you lauch to the space and fly to some waypoint to meet the VIP or expensive cargo you must protect, then you all fly to the next waypoints (may be several of them). During this time you will encounter some enemies, you donnt have to destroy them but you must prevent them from destroy your client (so you'd better destroy them after all). The mission succeed when your client get to the last waypoint.

I dont know if this is going to work, but there ARE some ships always patrol between fixed waypoints in the game, police ships and trains for example. Maybe you can make use of them.

As to the unused hardpoint in Anubis, I suggest you try the Hardcmp I mentioned in my last post. I managed to make that hardpoint mountable with Hardcmp. I mounted a gun on it just to look the effect and the Anubis looks cooler.

Good luck, over.

Post Sun Sep 19, 2004 6:48 am

POWERDOLL
Hi this is Vader{MERCS}, i second your suggestion to BLACK EAGLE,make the pirates sole target a space train and not u ,forcing u to try intercept killers from multiple' tradelane Disruption's ' ,or maybe even one V.I.P. vessel also subject to multiple trade lane ambush parties.Why not attempt to make something like that?,you and BLACK EAGLE should discuss modding procedure's more in depth so you can do it too

Powerdoll sound's like he's on to something,Vader{MERCS}

Post Sun Sep 19, 2004 12:43 pm

I'm affraid, but I think I once read a thread here in the forums about new randommission types. In this thread, most of the people said that they think it would be impossible to make new types.

I got also no idea on how to make new types of randommissions (Escort missions, trading missions, etc.). I'm very sorry, because it would be great to have new mission types and I would have many ideas about new ones. Powerdoll, the patrols in the original game have nothing to do with the missions, so that I can't use them.

If I have the time, I will try to look into this. Maybe I can find the files, in which the mission types are defined.
But now I'm really busy with school-stuff. And I also got many other things to do. So I will not have any time to mod in the next days. Sorry, but I try to mod as often as possible.

I already got some of the new upgrades working (power upgrades and shield upgrades)!

To the unused hardpoint on the Anubis MK2. I think I will not add it to the mod. I know that it looks cool and makes the Anubis even stronger, but I don't want this ship to be the ultimate. I want every player to be free to choose his favourite ship. So I need at least three ships, that are equally strong. In version 1.1 these are the following:

Anubis MK2
Conqueror
Valkyrie N1

Jamie: I will not change the Borderworld ships. In my opinion they are very good in the middle of the game. At the end you have to use the stronger ones. If you don't like the new ships, you have to wait for the next version. There will be some new VHFs that are nearly as strong as the Anubis MK2.
The Solarcrusher torpedo would unbalance the game. You can use the Sunslayer against fighters. It's not so easy to hit them, but if you hit them, most ships will instantly be destroyed.
I want the mod to make the game a bit harder. With the Solarcrusher torpedo it would be a lot easier, so I will not include it.
Hope you understand me!

J.J

Post Mon Sep 20, 2004 11:20 am

@ black Eagle: yes i understand but what you could do is make the next monkeys mod a menu mod so as you can choose if you want it. you could also put in other things like if you want the AI shields to regenerate or if you want them to use nanos. God man, i am really starting to get involved in this mod. I dont know why its only a game but i have given so many suggestions i feel like you wont put them in so i try to think of others. I just really want to have a part in this mod. I do understand that its your mod though.
please tell me if you can do this.

Post Wed Sep 22, 2004 8:36 am

Hi Jamie!

You do not need to think that I don't like your ideas. Some of them are good and others not. I already decided to add some of your ideas and I will give credit to everyone, who had some good ideas for the mod. So you will have a small part in the mod!
Making my mod a menu mod is not so easy, because you need to know how to do a special script for such a mod. I have to say that I'm very unexperienced in making scripts, so that I do not know how to do this.

A QUESTION TO ALL OF YOU!

Do you like Jamie's idea of a menu mod. Would you like to choose different AIs (easy, average, hard) and some other things? If so, I will try to find a tutorial about making this in a script. Then I could do it for the next version! So please respond me, if you would like to have a menu mod!

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