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Frontierspace ver1.0/1.1

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

Post Sun Feb 19, 2006 2:51 pm

Oh, hiya, i've not been here much recently. I've been playing dawn of war most of the time and am taking a break.
I really should have released the first version of the mod ages ago and now its too damn big for a preview. I will release it at some time, but for the time being its been placed on hold.
Cheers for you interest..

Post Sun Apr 16, 2006 12:11 am

Right, i'm back on track and (with a little luck) should release the mod within the next week. Size should be approx 95Mb. I've added some background music which was increased it by a bit. It will come as a zip file with Frontierspace and the OpenSP both together.
I can't guarrantee that it'll be perfect, it is version 1.0 after all. But, hopefully with people playing it I can get the feedback and go through the fix list.

Post Mon Apr 17, 2006 12:04 pm

Hey Mace!

That's great news!!! I'm already very curious about your mod. I'm currently also taking an (unexpected) break from modding my own mod, as I had some serious problems in RL. But it's good to hear that Frontierspace is going well :-)

Black Eagle

Post Tue Apr 18, 2006 10:01 pm

Added loads of changes in the las few days, major ones too..
Added capital ships to the buy and fly list
Adjusted all of the transport/millitary cap weapons
So far you can fly:
Repair ship
Lifter
Transport
Large Transport
Train
Armoured Transp
Small Arm Trans
Mancer Gunship01
Mancer Gunship02
Mancer Freighter01
Mancer Freighter02
Blockade Runner
Liberty Gunship - available as federal frigate too
Liberty Cruiser - available as federal battlecruiser too
Bretonia Gunboat - available as indgas gunship too
Bretonia Destroyer - available as indgas prospector too
Kusari Gunboat - available as gmg gunship too
Kusari Destroyer - available as gmg prospector too
Rhein Gunboat - available as imperial assault gunboat too
Rhein Cruiser - available as imperial overlord too

Most ships are going to be set to only dock at planets. Some of the smaller ones that can fit inside a berth will still be able to. They cost a lot of credits and the planet restriction should be enough for them to not be too good.
I was playtesting them for the first time and it really is so much more fun, i can't believe i didn't add it before.
I've used the Hp_turret class 0f 1 for the smaller capitals and gunboats and Hp_turret class of 10 for the larger vessels. Some weapons like the rheinland front gun come mounted to the ship. But if you choose to remove them they cannot be re-added. This is to avoid having people put 8 rheinland gunboat front guns on to a large transport or sumthing.
I've made up a few weapons like transport sized chaingun turrets and missile turrets like catapult/moonstalker/sweeper missiles.
Oh, and i've made most of the alien ships playable too. Its possible to work for some of the alien groups though it would mean a lot of hard work.
Well, thats it for now. I'll keep u updated..

Post Wed Apr 19, 2006 5:50 am

Actually, i've just had a thought, i might release a lite version of the mod after the first mods release. It would have all of the factions and most of the systems, but it wouldn't have the added non-original ships or the music. It should save around 65 Mb of the download and might be good for a few people.
I'll finish the V1.0 first and see how i get on.
Would anybody be interested in a lite version?

Post Wed Apr 19, 2006 6:15 am


Long range destroy missions, telling you to make your way to an enemy system, go to a location and destroy their target, tractor the loot and return to base


Have you got that working? I'd be interested in how you managed it if you have Thanks


*edit* how many years, and i can't even get a quote tag right

Edited by - Chips on 4/19/2006 7:15:48 AM

Post Wed Apr 19, 2006 9:05 am

Hi again!

I think, a lite version would be a nice idea. It's not only for people with slow internet connections, but also for people, who might not like custom ships in a mod. I would download the full version, however, I know that a good friend of mine for example prefers mods without new custom ships, if they do not totally fit into the game (meaning similar shapes, textures, etc. as normal ships).

So, I would say that such a lite version is a good idea!

Black Eagle

Post Wed Apr 19, 2006 1:04 pm

Sorry to get your hopes up Chips, but it isn't a misssion from the mission vendor, I've done it all by commodities and destroyable solars. You go to a base and either buy the contract (for practically nothing) or just keep a note somewhere and in there it tells you where to go.

Like this:

then, you go there an do the base, tractor the loot..

that tells you

I've literally added about 30-40 of these in locations tucked out of the way and some of them are guarded by some pretty scary special forces.
I've done a long range courier too, (about 200):

Buy the contract at 2x cost:

see the destination, all pirates will be scanning for it as will any other enemies.
Then you sell it off at the base to get the reward. Its perishable so you have to know where you are going. Feel free to swipe the idea when the mods released, if you want.

Post Wed Apr 19, 2006 2:36 pm

Very nice, sounds reminiscent of Giskards "Hostile Universe" and it's paperchase things (was excellent).

I do remember back then that both of us were trying to find out how to get mission targets in another system...

Post Wed Apr 19, 2006 3:50 pm

I did see a funny thing once when playing total war. It sent me to another system to exactly where the base was in the other one. I think total war uses different ship_classes for almost all of the encounters. It might have to look further a field if it dosen't have the class_fighter that it likes. It seems to need to be a legal path too.

Post Sat Apr 22, 2006 11:19 am

I've loads of big changes in the last week. I hope it won't make the release date slip, but i've been busy..
All ships now have either 1 or 2 ship upgrade slots pretty much the same as other mods like evolutions. Most of the ships have 1 so its up to the player to choose what they upgrade for the ship. Wether they want it to be more defensive or offensive.
All normal shields in the game are now 1-5 instead of 1-10 and corsairs, bounty hunters and imperium each have their own versions.
One of the things i'm most happy with is with the larger transports. I've added cargo pods to the buy list and am going to use a version of my long range courier format for transfering these goods from base to base. So far i've added 20 different types, in the end there will be most likely about 30 or so.
I've added a few shipping platforms for bases like holman, solarius and Naha so that players can dock there with larger ships. All players get a dodgy exiting by moor regardless of wether in a fighter or transport. I'm not too happy about that, but if thats what it takes to work then i will leave it in.
I'm going to add the cargo pod commods to every dockable planet and shipping platform.
The ship upgrades are basically, shield regn, shield capacity, power regen, power capacity and multirole of all.
I've also added a millitary shield class, though millitary fighters can still mount normal shields.
Added transport and capital versions of various shields.
The Imperium (the bad guys) have their own shield class too now in 2 classes.
I had been buggering about getting player ships mountable as cargopod commodities. I've decided to scrap that idea. Its do-able, but messy and it would most likely slow down multiplayer too much.
There is no changes that i would allow that would affect multiplayer. Its going to be hard enough for the server with the amount of ships available.
I'm going to add the "load archetype" to all of the systems just before the game is released.

Post Sun Jun 11, 2006 9:08 am

reinstalled the game after deleting the folder, but i keep getting this error

Error: FLMM has determined that 'Frontierspace Server Operator V1.0' won't properly activate.
Error: Unable to find dest 'rep_group = co_ic_grp\nbase = Li01_01_Base' in 'D:\games\Freelancer\Data\Characters\NewCharacter.ini'

prolly has somthing to do with this "\nbase = "

Post Sun Jun 11, 2006 11:50 am

You are right. I released a min-mod recently(Broken Oath) and i made a mess of that first release too.
The fix is simple:
01 De-activate the mod.
02 Delete the new_character.ini from the folder (it uses the SDK one)
03 Make sure SDK version 1.3 is installed then activate the game

Sorry about the problems, i can't believe i didn't check that file was removed.

Post Sun Jun 11, 2006 12:18 pm

no good, i installed the sdk 1.3 after removing the ini, it made a new one, that looked exactlly the same as the first
and still the same error

Edited by - dank001 on 6/11/2006 1:19:23 PM

Post Sun Jun 11, 2006 1:31 pm

Well, it works for me. You're deleting the new_character.ini from the frontierspace folder?

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