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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 Sat Jul 29, 2006 2:41 pm

@Oddball, it happens. I think there is an option on flmm that lets you choose to not have the activated file read only. I normally activate the mod and copy any changes straight into the game folders.
Could you let me know what you think about the quest? I have increased a few of the quest ships already. I'm thinking of extending it, but i think that will be for version 4. I've already made more changes for the next release than i had planned.
I have been asked to increase the basic cost of all of the fighter ships to around 300%. I'm not sure if this would make the game too unforgiving when starting a new character. I could just increase the ship hull price and leave the equipment as they are.
For a comparison;
Defender Sup is around 86k at the moment, with the changes it would be 136k.
Hawk Superiority is around 200k at the moment, with the changes it would be 460k.
Falcon Superiority is around 700k at the moment, with the changes it would be 1.6mill.
Eagle Sup is around 1.7 mill at the moment, with the changes it would be 3.7 mill.
I think most of the values are ok, but how long would it take you to buy a defender superiority? Its already a bit tough at the very start.

Post Sat Jul 29, 2006 3:54 pm

Mace,

I haven't had time to finish the quest, but it's not too bad so far. I am on my way to Planet Madison for the next leg of it so I don't know what's next

By increasing the prices of the fighters, it just makes it a bit harder to get them when you start a new game. So what? I don't have a problem with that. Just makes you work a little harder is all

I am a wreck hunter when I start a new game, so it doesn't take very long to make enough to buy a decent ship. I stay away from combat when I can until I have a decent fighter because the starting ship is usually garbage

Post Sun Jul 30, 2006 5:43 am

Froniterspace is a spectucalur mod, must of taken time, and effort.
The Effort is well put in. Well done Mace.
I'd like to see a few more places to start in, and some changes to the ships you start with.
Systems are well layed out, i had trouble finding jump holes, lol.


Sticks and Stones will break my bones.
Thats Far Too Dangerous!
Lets use a...HUH! Nomad Energy Blaster?!
Blimey i would of liked my chainsaw

Post Sun Jul 30, 2006 6:15 am

i have noticed that about 35% of this mod is from you. The rest from the community that other people already have in their mods. This does make it unique in only a few ways.
No Offence, but ur work is good

24/7 Blaster Universe

website:
www.blasteruniverse.swat-portal.de
Forums:
www.swat-portal.net/php/wbboard

Edited by - BlasterUK on 7/30/2006 11:14:33 AM

Post Sun Jul 30, 2006 1:07 pm

@BlasterUK, sorry i'm not sure what you mean. What do you feel i have taken from other mods? I have used a few ships and given full credit, as their instructions tell me to. I haven't copied anything from any other mods.
Do you mean the idea of having shield generators that function as powercells an capacitors and such. I thought that was a good idea and decided to add it in my own way. 35% dosen't sound like I have done very much at all and I have done everything myself in my own way.

@Unib5, thanks for your comments, it has been a lot of work. The Opensp locations are a bit limited. There are many more times the amount of starting locations if you run a server. I'm not really planning on adding any more starting options for the next version at least. Jumpholes should be found by following patrols. There might be the odd one that has been missed off, but chances are you'll either find a jumphole or a pirate base.

Edited by - Mace_166 on 7/30/2006 2:23:07 PM

Post Sun Jul 30, 2006 2:08 pm

u took it wrong way,

not other mods, other people. its just i've seen that most other mods have more of their own made ships. Sorry if u took it wrong way.

Post Sun Jul 30, 2006 2:21 pm

@BlasterUK, oh, ok, I was a bit peeved to be honest. I thought you meant that I was copying chunks of other peoples mods. But, shipwise, there are more of other peoples ships in the game. I can do 3d modelling fairly well, but i'm very new to the ship skining and grouping side of things. I am thinking of going into being more of a shipwright once I have a stable version of FS out and running.
I'm not sure how much you have played this mod, it is really quite big.
I can create a ship and get it in the game very easily (by importing original ships and changing their skin usually), so i don't really consider that to be a very big part of the mod.

Post Mon Jul 31, 2006 8:54 am

hi Mace,
I want just to inform you that the alternative link for the patch has changed to http://fl.ath.cx/mod/FS11_patch_26062006.zip

Looking forward to the release of the next version. :-)

Post Mon Jul 31, 2006 9:37 am

Hi Ripper, I've just updated the link in the topic. Is there anything that you would like to have added in the next version? I have chosen to add the increased ship hull cost Kuvacz suggested, for testing at least.
I will need to redo the flshell templates if i make changes to the faction names.

Post Mon Jul 31, 2006 12:36 pm

No, until now everything is allright... maybe for the third version ... anyway thanks a lot.

Post Thu Aug 03, 2006 10:03 am

well, i know i'm new here. but i just tried the most recent frontierspace mod, and it does not work properly. there is no picture, just a black void. but when i press F1 to go into the menu, the picture reappears. but when i leave the menu, the picture disappears again. some help would be appreciated

Post Thu Aug 03, 2006 1:58 pm

@ubertrekkie, sounds like a bit of a nasty one. Have you used many mods before? You should have installed SDK v1.3 before activating the mod from FLMM. Are you talking about in-game or at the beginning menu screen?

Post Sat Aug 05, 2006 6:16 am

***Update***
Things still to do for the next release:
01. Check through initial_world and Empathy
02. Redo the FLshell templates for being released with the version
03. The names not appearing in the system chat screen
04. The CSV-Junker Mk2 and Slave Trader Hawk Superiority don't have their names in the character select screen. There's bound to be others too.
05. Add to the Frontier space region-redo Proxima Majoris, Alpha Centauri, Thargon and Z'ha Dum
06. Jetan are being re-made, i've added half of their ships, need to add a few more capitals
07. Jetan Capital Weapons for their ships
08. Sort through the FLspit/Spew, I've done the shiparch problems, just need to do the extra open and closed brackets and add asteroids to mining bases in universe.ini
09. Add an events system
10. There's a buggy loadout somewhere in the corsair faction at around D17. It spawns ok, but CTD when you destroy it. Still trying to locate that one.
11. Rename some of the factions that have their names too long for Ioncross.
12. I've run it through FLscan, but i'll do it again before releasing.

Whats been added so far:
Capital ships and larger transports have increased armour. The Battleships are vastly increased.
Jetan are being remade using ships from Homeworld 2, they also use unique "Corvette" classed ships sized between VHF's and Gunboats
Battleships are flyable and can dock at planets and shipping platforms. You can fly the Federal Dreadnaught, Liberty Dreadnaught, Bretonian Battleship, Kusari Battleship, Rheinland Battleship, GMG Heavy Prospector, Indgas Heavy Prospector and Imperial Desolater Battleship
Also, you can now fly the Luxury Liner and Prison ship
Big ships can dock in multiplayer, at the planets and shipping platforms
Quite a few new weapons that were missed off like Peackeeper and Sanitise turrets
Turrets are now graded from 1-5 instead of 2-9. The other ones are used for larger vessels.
Couple of new bases and planets around.
Zoners are a lot easier to keep happy
The reaction of groups has been lessened. They become less hostile and are a little easier to please.
The abilities of th code weapons and alien weapons have been modified.
The prices of the alien weapons reduced in some cases. No more easy looting.
Increased the payout for cargopods in all regions except Liberty
Made about 20 unique planet side traffic animations for different groups
Adjusted the population zones in 70 Ophuichi to use Federation and Imperial navy instead of their special forces. Re-done 70 Ophuichi a bit too.
All of the bugs reported so far have been removed.
The mod has a separate startup interface for starting a server to avoid problems connecting.
The mod has a unique version number (1.74), so that it is easier for players to find on the list.
Added two regions in Diso and Leesti for those who want to try their hand at asteroid mining.
Increased the base cost of buying a ship. Their hull (not the equipment) is 3x's more expensive now.
Opened up the quite a few story jumpholes
What going to have to wait for the next version:
The commodities need to be re-done
The clan warfare systems/factions, my plans are too detailed for this version
More Long Range Missions
Thargon ships need to be redone, they'll get a corvette too
Shadows could use a corvette or cruiser classed ship

Edited by - Mace_166 on 8/6/2006 10:20:52 AM

Post Sat Aug 05, 2006 7:22 am

Sounds great mace. Any chance of a hint when the new version will be released?

airport.

There`s no such thing as gravity.
The Earth just suck`s!!!

Post Sat Aug 05, 2006 11:40 am

Yeah!!
I can't wait the release of the new version.

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