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TIE Universe 2.1 - suggestions here

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

Post Tue Nov 02, 2004 5:14 am

Mod Rocks! For those of you who want BB encounters activate the old bb encounters that comes with FLMM 1.31 it works but they are liberties old ships but hay you get to kill them.

Here are a few things I've found
1. The ship you have on Freeport 9 you can buy at any level, all I do is make my way up to it get it and the game is over. that ship kicks but in all missions. you need to put a level like 20 or higher to get it.

2. The amount for ships is way to low, you need to triple the cost for buying them, I can make 3 million just killing npc's in Texas in about a hour. Don’t raise the price on goods because then you'll only make more off of them, make the ships harder to buy. put higher levels on them. the tie fighter on the BB MO you could win the game with.

3. Don't change the npc's using their nano's & batts it is quite fun the way you have them now. You just cant be a bully. unless you get that ship up in Freeport 9 when your a level 4. The best fighters I've found is the one at Freeport 9, and the blood dragons, I like theirs the best.

4. On ships again need to make them where they cant all have level ten weapons, and as above make them higher you buy. The better they are the more money they are, Or you can put a really high price tag on them the best around 5 million to the worst starting at lest 3X higher in cost. This way you could do away with levels of pilots, and make it realistic. if a pilot made 5million to buy a ship then he deserves to get it, even if he is just a level 4 or less.

5. Please cut the prisoners worth in half on all bases. Prisoners are a gold mine set within 20K of sugerland. Instead on $600-$1200-$1800-$2400 how about $300-$600-$1200-$1800.
Also on rebel bases make bounty hunters worth say $1000 at any rebel base or navy, police, prisoners also. That would mean you would need to out those pods in their ships .

Just a few things I think would make this nod allot better.

In closing you have done a great mod here, I’ve played many of the 90mb mods and your mod is as good with a lot less. keep up the good work.

OH a thought why not use the battlestar galactica for the Rhineland bb ships.

Hay another thought what about making a death star base somewhere? With a working deathstar cannon that can blow them crap outa any cap ship with one shoot, just like the real one.

well enough for now back to Tie Universe 2.1 but am gettint excited thinking about the coming of Tie Universe 2.2


Edited by - FlyByU on 11/2/2004 5:30:49 AM

Edited by - FlyByU on 11/2/2004 5:33:06 AM

Post Tue Nov 02, 2004 8:15 am

Hey Silvik, wow, this mod is fantastic and the ships looks pretty good.

I've read a few post bevore that you want to insert the episode 1 ships like Droid Controlship, can i hope that you plan making Battelships buyable ?

Oh and know somebody a Server that use this mod? I like the Sp but in MP i think it's the same or more fun.

<--- Stupid Invaders --->

Post Tue Nov 02, 2004 1:13 pm

@FlyByU

1. "The amount for ships is way to low..." - this is Single Player orientated mod, so I can't just put astonomical price on ships
2. "On ships again need to make them where they cant all have level ten weapons..." - already changed, but not in this way
All models have guns, so I decided to use only models guns. For example:
TIE Vampire model (Blood Dragon) have 4 guns - two of them (on wings) will be lvl 10 and two (under cockpit) lvl 9
TIE Reaper (sold on Fp9) - same thing.
TIE Interceptor - two lvl 8 guns under cockpit and four (on wings) lvl 4.
TIE Defender - six lvl 6 (maybe 8) guns on wings
TIE Cyclone - two lvl 8 guns (under cockpit) and six lvl 4 guns on wings ...
TIE Advanced X1 Prototype - two lvl 10 guns under cockpit.
etc...

Only some ships will have torpedo/missile mounts.

In order to compensate lack of fire power for some ships all TIE/Ion Weapons will be modified (and some new guns will be added).
For example: the difference between lvl 9 and lvl 10 guns will be significant.

3. "Please cut the prisoners worth in half on all bases. ..." this is not a problem. Anyway i think to remove complete pirate pilots or add a pilot for each fraction.
Thanks for input

@[ICEFurious - yes, in next version will be some ships and bases from SW ep.1 but I'm not sure yet about will be Cap ships buyable or not

Post Fri Nov 05, 2004 7:54 am

@Silvik I agree with you about the cap ships, but the large freighters, and maybe the gunboats you know something midsize with shields.

Also Was wondering about three things;
1. A Death star is it possible? could you remake a planet or small moon to look like it, and if so make sure it has that big gun.

2.Instant docking, would that be workable? It saves a lot of time.

3. Increase the cruise speed to say 450-500?

I am really enjoying this mod, it is great as is. I did however activate the old BB encounters, and it works but has the old freelancer ships. The advance BB mod would not work.

Post Fri Nov 05, 2004 7:40 pm

Excellent mod! I absolutely love it. One problem though... when I try to jump through new Jump Holes (ones made for this mod), namely the 'Orion' JH, in Omicron Alpha I think it is, the jump sequence just repeats over and over and I have to quit the game and restart. Happens every time I try it, theres other JH's I've tried which do the same. Also, when I try to dock at some ships, one of them was an Order base ship, the game just pauses. I can access the in-game menu though, and the screen comes back as inside the dock.

I also agree about the Death Star idea, that'd be sweet =D

Post Sat Nov 06, 2004 2:05 am

@FlyByU - all is possible

@Skyheart - I'll check to see what's happening.

Post Sat Nov 06, 2004 3:06 am

@Skyheart - just checked, Jump Hole working in both direction

Post Sat Nov 06, 2004 9:55 am

Ah... well, thanks for checking, its probably me. I'll try resintalling Freelancer.

Post Sat Nov 06, 2004 12:14 pm

Ok, that got it =D I love this mod. In my view, the only thing that could make it better is a Death Star, but not as a planet so you can actually fly right up close to it and fly through the passages (Star Wars Ep IV end style), but I think that'd take too long to make(?)

Anyways, great mod, best out there in my opinion.

Post Sun Nov 07, 2004 6:03 am

@skyheart, I don't think that's possible. If it was, it would probably be too big, and crash the game.

JohnHawke
C-in-C Wing Commander:Gateways Project
E-mail: [email protected]
MSN: Same

Post Mon Nov 08, 2004 5:16 am

@johnhawke

have you seen the big base in tie uni 2.1 in ???? system?
That thing is a giant it mut be 15k from the bottom to the top.
I'm not going to tell you what system, you find it.

Post Mon Nov 08, 2004 8:09 am

Hey Slivik... I'm going to release Alpha 2 of my mod today... please download it, I think you'll find that I've included a bunch of solutions to certain things that you might find relevant to your mod. Among other things, I've developed invisible guns, which means any SW ships that have guns sticking out of their model can now have the shots emerging from the correct point, which would be cool

I've also done a ton of work on making guns with limited/no fire arcs work, which I think you may find useful for making the ships perform more like SW, and I've also done a few other interesting things with AI and gameplay.

Post Mon Nov 08, 2004 1:00 pm

@Argh - OK, thanks.
I've already chaged that (invisible guns) and engines (no more Freelancer engines).
Using only model engines.
Oh...it was a nice idea to cut Range of Fire for TIE guns (already changed)

@johnhawke - the size is not the problem. The problem is I don't have the Death Star model If you can find the model somewhere, then I'll put it in next version

Edited by - Silvik on 11/8/2004 1:03:36 PM

Post Mon Nov 08, 2004 1:31 pm

@Slivik:

Check out the latest version of the mod... I've just posted it up.

More kewl stuff there (among other things, check out the physics implementations, based on my earlier research thread, as well the the vastly-improved AI behaviors),

I need a custom cockpit made, among other things, before I can start slouching towards the Beta. Know if anybody knows how to make one, and might be willing to help me? I've been trying, and failing What I want is not a modeling challenge... more of a UTF challenge than anything.

Oh yeah, and I should mention... when I was talking about ROF, I also implied that you should raise the damage at the same time, so that combat continues to feel "star-wars-like". Given what I see in your changelog here, it looks like your next release is going to be awesome... can't wait to download it

Edited by - Argh on 11/8/2004 1:32:17 PM

Post Mon Nov 08, 2004 1:44 pm

I think that the main problem with a Death Star is that it's going to need lots and lots and LOTS of LODs built, if it's going to be halfway-decent. I'd be happy to build you a single-LOD CMP of it... I mean, it's not like the fully-built Death Star is very complicated to model (assuming that you keep within FL's polycount requirements, of course). Skinning it would be a royal pain, of course- you'd have to use a pair of spherical projections for the top and bottom halves, and then deal with the trench and the main weapon dish. And since everybody knows what it looks like, it'd have to be a pretty big DDS... 1024/1024 or so, to get all the detail in.

If anybody wants to skin a Death Star, I'll be happy to make one, mesh it and make it available in OBJ format. I'm too busy working on new stuff for my mod to skin something that complex, though- it'd take hours to do a halfway-decent job

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