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Frontierspace ver1.0/1.1

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Post Wed Jun 28, 2006 6:32 am

@Blank (and everyone else): You're right. I just checked that I missed the shield entry for those ships in the patch. I added it now and uploaded the file again. This should solve this FLDatastorm problem.

I'm sorry about that mistake.

Post Wed Jun 28, 2006 6:38 am

Yeah, it is pretty big. That was part of the idea of it. I wanted it to be so large that in multiplayer you could have quite a few clan areas and plenty of places to explore.
The datastorm error is most likely due to the Thargon engine problem. Have you activated Rippers patch? Other people have been able to get datastorm to work (and a few haven't), its possible the the amount of goods available has caused the datastorm engine to bug out. You could try restarting the computer, getting rid of any less useful background startup programs and trying again.
Otherwise, sorry can't be much help.

Post Wed Jun 28, 2006 6:59 am

@Mace: Hi, I have checked that in the weapon_equip.ini , there are a lot of double entrys for hp_gun_type (some have even three of them).
Is this a bug or is it a feature that you can mount weapons on different hardpoints?

Post Wed Jun 28, 2006 8:12 am

I can't remember there being three for one of them, but for a lot of them it is intentional at least. It allows the player to mount onto the different hardpoints. Things like missiles can be mounted onto CD or CD/T depending on the class. It seems to work ok, haven't seen it cause any problems yet.

Post Wed Jun 28, 2006 9:09 am

Ok, then those double entries are some kind of feature of FS. Sounds good.

I have also found some other things....
Double Data Blocks for:

cloak_fighter2 in data\equipment\ST_equip.ini
guild_laser_cannon05_ammo in data\equipment\weapon_equip.ini
li_fighter_dmg_portfin_cap in data\ships\shiparch.ini
li_fighter_dmg_starboardfin_cap in data\ships\shiparch.ini
li_fighter_dmg_engine_cap in data\ships\shiparch.ini
li_elite_dmg_star_wing_cap in data\ships\shiparch.ini
li_elite_dmg_port_wing_cap in data\ships\shiparch.ini
li_elite_dmg_Spoiler_cap in data\ships\shiparch.ini
li_elite2_dmg_Spoiler_cap in data\ships\shiparch.ini
li_elite_dmg_Engine01_cap in data\ships\shiparch.ini
li_elite_dmg_Engine02_cap in data\ships\shiparch.ini
li_freighter_dmg_starboard_sidepanel_cap in data\ships\shiparch.ini
li_freighter_dmg_port_sidepanel_cap in data\ships\shiparch.ini
li_gunship_shield01 in data\equipment\select_equip.ini
Cargopod_optical_chips in data\equipment\st_equip.ini
gmg_pulse_destroyer_turret01 in data\equipment\weapon_equip.ini


I know they are not causing crashes but I think it will be usefull for future releases to have a "clean" code.
If you want I can remove those double entries for you provide another patch to the public when it is finished.

Post Wed Jun 28, 2006 10:12 am

The shiparch entries have been fixed in the version i'm working on. There are more of them. All of the different versions of the original ships have {simple} entries that aren't needed.
There are a few of the other entries that i hadn't found though.

Post Wed Jun 28, 2006 11:51 pm

Hey Mace

A small wish list for an OpenSp version of your next release of this GREAT mod. I don't play MP anymore. Too many bad experiences with other mods, those mods ops that created them, the players that play them and the servers that they operate......

Mace, you are one of the VERY few Mod Ops I have come across that will actually go out of his way to help, answer questions and give away hints/clues without sounding like a complete a$$hole and telling players "Just play the game and figure it out for yourself."

Anyways, here what I would like to see in the next version:

- A neutral base in 70 Ophuici. Let's face it. The first time you enter that system, EVERYONE is pissed at you. Would be nice to be able to dock with a base to repair your ship, re-arm, etc, since making it out of that system alive isn't easy

- An Anubis Custom that has NO turret and two added class 9/10 weapons hardpoints to make it comparible to the Raven's Claw, Interceptor, etc. ( can you guess the Anubis is my favorite ship?) I compare the Anubis to the Y-Wing from ReBalance and other mods. Armed properly, it's a VHF that can be unstoppable.

- Noticed on LR a new mod that includes a 'Cashe' ship where you can store loot. Maybe get friendly with the creator of that mod, find out how it's done and see if it can be integrated into your mod along the lines of my idea of a player only base where loot can be stored. Says in the mod description that it's for MP, but would it be that difficult to make for SP once you learn how it's done?

cheers

Post Thu Jun 29, 2006 5:58 am

Hi Oddball,

where's your problem with 70 OPHUICi ?

Just kill enough Imperial or Federal Specs and you'll be able to dock
either at the imperial stations or at the federal station.

If you got the right ship/equipment Spec. Ops aren't a thread, if you
don't already have it keep on exploring and get yourself some good
equipment

For example, with my Stormhammer Sup. and the right equipment I
can easily walk through Spec. Ops zones, even the hostile alien sectors
aren't really hard.

The best ship I've found is the Nial Heavy Fighter, but because I don't like
it looks/steering I still prefer the weaker Stormhammer.

Cu Kuvacz

Edited by - kuvacz on 6/29/2006 7:34:43 AM

Post Thu Jun 29, 2006 6:14 am

For 70 Ophuichi, i wanted a dedicated imp spec vs fed spec system. I think adding a neutral base would be a bit silly. A zoner base in 70 Ophuichi?
I could change it so that the two bases near the jump things are regular imp or fed. That might be better. Maybe with each of them having another base in system for the special versions. The imperials do aleady, i could just add one for the feds too.
The special forces are pretty tough if you're not ready for them. If you have a maxed out ship and have run out of things to buy (at least until you find more) then you should be ok as long as you are able to dock for bots and batts.
If the special versions are too weak i will increase them for the next version. They shouldn't be though with the weapon modifier set so high.
I'm planning to amplify the benefits of millitary shielding for the next version, reducing the damage felf to around 60% (its currently 100%).
The Stormhammer is one of my favourites too. As is the Centurion Custom with an Bretonia Intercepter engine, its just a style thing.

Post Thu Jun 29, 2006 6:33 am

Mace,

you're such a kind one

Liabeta - Basset Supplies > crash when flying directly to the Besoex jumphole

Nomad Weapons > not shown when mounted

Nomad Heavy Fighter - what a weired freighter just can dock at planets

Omicron Theta > Jumphole to Omicron Alpha is named "Object Unknown"


Suggestions/Wishlist:

MILITARY SHIELDS - DON'T CHANGE THEIR BENEFITS !!!
(like announced in your answer to Oddball)!
- just make em mountable on the other human vessels

Nomad Thruster > this thing should be better than the human Advanced Thruster
and more expensive, maybe even better than the Adv. Military Thruster

Battleships > Too easy to kill, shields/armor much to weak - and much to cheap

Yesterday I killed a dozend Federal/Jetaan fleets in 70 Ophuici without any
serious problems, and only the fighters where a little disturbing, same to the
Rheinland Spec. Ops fleets in Holm - this is not very "realistic", it's quite nice
for SP but usually I think it should be harder and more a MP thing where
people have to work together to survive.

And, where is the relation between the price of a fighter and a capital ship,
if the Stormhammer Sup. is at about 2 mil. and the Overlord at 6.5 mil ?
Just make the capitalships what they should be: CAPITAL (armor, shields,
weapons) and their price too, like 65 mil. for the Overlord for exp.
Cause a capitalship doesn't deserve its name if it easily can be killed by
a single fighter.

Stations > the stationary turrets should cause more damage and last longer

Tau Ceti - Devore > a jumphole connecting these two systems would be just great

Rheinland Spec. Ops > they should drop sometimes the 150% Armorupgrade and
the Quickdraw tractorbeam - or make it available to buy at a Rheinland Spec.
Ops base in Holm, it's so frustrating to know that these items are in the game
but you don't have a chance to get them

Man, last night I spend about 4 hours without a break on killing these Rheinland
Spec Ops without getting one of the desired items
It must have been hundreds that died without a reason

Class 9 Speacial Weapons > wouldn't it be great if they were also available in
a Custom Version ?!

Omega Explorer - Great ship !

But it also has the prob. with the missing 2nd thruster just like the other ships
wich were designed for two thrusters.
And, if it had a least 4 class 9 turrests (better 8 ) it would be my preferred
ship, I just like the looks a lot - and compared to the price it really should
have 8x class 9 turrets

Military class 9 shields - it really sucks, that these can only be mounted on the
military vessels, I can understand that alien shields can't be mounted on "human"
vessels, but the military shield ... but I guess you had something in mind when
you decided to have it this way, but it still sucks

Fixes:

Since I installed the patch I can fly to 70 Ophuici - thx to Rip


Anyway, this is really far the best FL mod I've every played, and compared to its
size and the thousends of changes you must have made it seems bo be almost
bugfree- congratulations

I've been playing this mod for almost 2 weeks now without a break and began
about 5 times again just for the fun of exploring and trying out which way might
be more fun - but I still haven't found out how to get friendly to those religious
factions - whatever, your mod is a challenge worth to be taken.

Yours

Kuvacz


Edited by - kuvacz on 6/29/2006 7:37:56 AM

Edited by - kuvacz on 6/29/2006 7:38:44 AM

Edited by - kuvacz on 6/29/2006 8:39:16 AM

Edited by - kuvacz on 6/29/2006 8:44:53 AM

Post Thu Jun 29, 2006 7:47 am

@Kuvacz those religious factions are part of that secret quest. Somwehe( i dont know where exactly, because i started from Pygar because of the autosave thing).YES that is it!. I suggest you one thing.
Load the game from AUTOSAVE slot only.Because sometimes when you load game from AUTOSAVE position, you will be NEUTRAL to everyone! Then you can go to Pygar and land there-it isnt the beginning of the quest. And you can choose your enemies and allies.
If you dont want to do so, you will have to explore.You have to find a planet or a base with a bribe. If you find bribe, you will find the beginning of the quest... and when you progress trought the quest, you will make all of religious factions friendly by bribe s

Post Thu Jun 29, 2006 8:02 am

@EUUR,

thx for the "hint" - I already found a place where to bribe one member of these
religious factions, but it doesn't help the problem, I'm still red with all others.

I also found the note about the Zoner Explorers in a destroyable Corsair base,
I also picked up Alice when I blew up an Imp. Spec. Force base.

I guess I will have to get all pirate factions red and the Zoners green (again).

Maybe I'm playing the wrong style, cause this is the fifth time I start that mod
and finally I'm always friendly with Corsairs/Raiders and hostile with almost
all other pirate factions, except Gaians and Xenos.

No matter what I do, I can't get them all hostile, cause if I get hostile to one
pirate faction I get friendly to another one.

And finally the Zoners always hate me even if I haven't shot a single Zoner ship.

Apart from that there still leaves the question if it's worth getting friendly to
these religious factions, will there be the ultimate ship waiting for me to be
bought at the end ?! - If I believe Data Storm, no.

Whatever, I keep playing this thing till the bitter end
And writing down most of the errors I occured and posting them

Cu

Kuvacz

Edited by - kuvacz on 6/29/2006 9:02:59 AM

Post Thu Jun 29, 2006 10:18 am

Ok, well i think it would make things easier to just say that the quest starts in Van Maanen's Star. You will need to gain access to the system first, but you should be able to find your way from now on.

Post Thu Jun 29, 2006 10:40 am

Kuvacz,

My only problem with 70 Phuici is that no matter how many Imperial and/or Federal ships I blow away in that system, my reps with neither change at all. You'd think that after blowing away over 100 Imperial ships my rep with Federal would change? Nope. Hasn't budged an inch so I can't dock at either base.

Post Thu Jun 29, 2006 11:43 am

Hi Mace,

Can you give us some updates from the progress of the next version. Probably you can also update your title post and write there which bugs you have already fixed.

Thanks.

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