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Dark Worlds Mod

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Post Sat Jun 23, 2007 11:27 am

Dark Worlds Mod


It all started when an unknown and undiscovered jump hole to an copy of sirius was found. The first people to enter it were stunned. It was an strange place the first who returned commented. It was similar to Sirius but at the same time completely diffrent. There were planets capable of supporting life, and looked like there was life there, but they were all empty, no life at all. Unsuspecting of any danger the planets were settled. But it was an trap. One year later the nomads showed up. They caught us by surprise. That was 813 AS.

This is year 815 AS. This is Dark Worlds.

Features (so far i probally add more as time goes on):
Battleship Encounters (VERY difficult ) (In fact i had to rethink my attack plan several time to prevent from dieing lol)
More powerful NPC's
MUCH harder story ( My friend got owned in the first mission, very badly in fact. You kinda have to think about how you will attack it right now. Like is there an blind spot on that Weapon Platform. Hint Hint )
Many new systems. (An dark copy of every one planned, and then some extra ones for fun )
Nomad Encounters in New systems.
I'm planning for an ONE fully 3d system. (Might add more if I feal like it )
Dark World ships. (They will even have "darker textures" )
Increased thruster speed.
Many new guns.
VERY long range capship and base guns. (it's around 16 K lol )
Buyable Powerplants, scanners, and maybe tractor beams (Still thinking about it)
New shield(s)
Cruise speed of 500.
Flyable Gunboats, Cruisers, battleships, trains, transports, and CSV's
All flyable Cruisers Have the same damage output, while keeping all their guns.(For better balance)
All flyable Gunboats Have the same Damage output, while keeping all their guns.(For better balance)
All flyable Battleships have the Same Damage output while keeping all their guns.(For better balance)
Cap ships can dock at at almost ANY base.
Increased Pay for missions.
Tweaked Gunboats for more gun coverage.
New systems have intense fights.
Armor Upgrades
Edited Startup Screen
Custom Rumors
Custom Infocards for every base.
And I'll add more probally.

Updated to more current plans.

Added Banner and updated plans 6:47PM 7-2-07

It is in the early stages of development right now. But is coming along nicely.

Edited by - 5i1 2 on 6/30/2007 2:25:17 PM

Edited by - 5i1 2 on 7/2/2007 6:49:46 PM

Post Mon Jul 02, 2007 5:18 pm

Post Fri Jul 13, 2007 6:14 pm

Well since AGAIN there is no intrest in this mod I've moved on. I'll still come here but i've lost my intrest in Freelancer. )

Post Fri Jul 13, 2007 11:12 pm

Simply because no-ones replied doesn't mean there is no interest.

Post Sat Jul 14, 2007 11:09 am

Well anyway i've moved on like I said Freelancer no longer intrests me. I've just over played it. I got around three and a half years out of it.

But i'll still drop by here sometimes. (Mainly the Off topic forum. Well unless you guys put up an X3 forum. And i'm actully kinda surpised this place doesn't have one.)

Post Sat Jul 14, 2007 1:14 pm

Still, it's a pity. Perhaps you could see if anyone else wanted to continue it.

Post Sat Jul 14, 2007 4:14 pm

well sorry to hear that you're done but i understand.

imho, and excuse me if i offend with an apparent snap-to-judgement/superficial thought, nobody wants another mod with the main enticement being 'things are enabled'- its been done to death. my humble advice to other modders: add something. add something else. continue. make it fun. make it unique. focus your spam on whatever is unique to your MOD. play other mods, not to plagiarize them but to humble yourself before their author's efforts, and maybe have some..fun?

Post Mon Jul 16, 2007 4:20 am

hmmm...That Sounds Logical

"Death is Only BEGINNING"!!!

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