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TNG 2.76 Final Released

Here you can find news, get help and comment about ?The Next Generation? Mod for Freelancer

Post Mon Jan 17, 2005 5:44 am

TNG 2.76 Final Released

Available at Starfyre Studios downloads section. Also available here in our downloads section.

Edited by - Boscoe on 1/20/2005 4:15:29 AM

Post Wed Jan 19, 2005 4:11 pm

Boscoe,

Thank you very much for your effort to keep the forum clean, I greatly appreciate it!

Post Mon Feb 07, 2005 6:37 pm

How come there are no docking rings? I really don't like ghost type docking! Why aren't the stations or battleships destructible?

Post Tue Mar 08, 2005 1:48 pm

No problem Reynen. Looking forward to version 3.0!

Chu, mod makers take the liberty of poetic license, and one thing Reynen wanted to do was make the cutscenes faster and docking easier. It's a matter of personal choice regarding the docking rings, but in reality, one would think the ships 900 years from now could withstand atmosphere re-entry. There are mods out there where you can blow up stations etc, and each time it wreaked havoc in single player causing crashes because the game would be looking for the particular station, not find it, and (((booom))) CTD.

Post Tue Mar 22, 2005 5:48 am

I love the invisible dock thing but can you make docking faster when leaving a base, or at least make the ship indestructible at that time cuz I wake up dead when I leave the Freetraders base in the Nexus system because of the Shadow...
also I attacked a depot at the start of the game and now all depots are hostile to me...doesn't bother me that much or is there something more to this?

kyb

Post Wed Mar 23, 2005 12:33 pm

Mission 4 is impossible to complete, I'm killed in less than a second after I gain control of my ship

Post Fri Mar 25, 2005 7:13 pm

Kyb, known issue. Reynen would have to remove the laser cannons from the cap ships to fix this, but it would affect many parts of the rest of the mod so he decided to leave it in.
You have to go to God Mode for this mission. There is a slider bar where you can do this in the options menu with this game loaded. There another way which involves some playing with the coding, and I don't want to realease that spoiler here. If you want to know that one, email me at the email that's listed on my user account. It's [email protected]. I don't mind giving it away, but not on the boards.

Let me know how this works for you, and if you need further help, email me.

Post Mon Apr 04, 2005 8:46 pm

Hmmm, I cant seem to download it, says theres no file there, and the starfyre page isnt there... is there an alternative download source? because i really wanna get involved in this mod..

Post Thu Apr 14, 2005 1:19 pm

Hey there. I love your mod, but I do have some questions.

In the next version, could you take the inertia (an object in motion will stay in motion) or the blast effects for the mines down a notch? Every time I go on a mission I get knocked away by a mine, and I don't always make it back into the mission area in time. To make matters worse I have capital ship despite your warnigs not to use one. I haven't gotten stuck anywhere... yet, but a ship that big can neither stop or turn on a dime, so my little mine problem is made even worse. I've also noticed that battleships tend to pitch hard when they collide with another ship, regardless of its size.

Also a small ship even in normal mode doesn't last very long in the nexus systems. Each time I jumped into a system, I'd die. I was friendly with everyone, so I was a little confused by this phenomenon. Well, I jump in in my big honkin' battleship, and that's when it hit me, literally. It wasn't an enemy ship. It was those blasted torpedos that the older races use against eachother. Stupid crossfire.

Another thing I noticed is that there are a lot of errors in the infocards. I have a lot of free time on my hands and I could type up new ones if you want me to. They'd only be typed up on word because I don't know how to make an infocard, but all you'd have to do is cut-and-paste 'em right?

Edited by - gryphondelta215 on 4/14/2005 2:27:43 PM

Post Mon May 30, 2005 12:55 am

i have finished mission 4 without cheating, after about 50 tries at it. You need the best available ship (eagle i think it is), a heavy FORCE shield (the drop only one), full nanos and shield batteries, 1 or 2 shield overlays, and a nano repairer would help also. As soon as you launch from manhatten be ready, you have to be very fast. I have a finger on f (shield batteries), a finger on tab (afterburner or whatever it is), and thumb on spacebar (mouse flight toggle).

Hold your afterburner on, turn mouse flight on, and keep pressing shield recharge until you get away. The hardest part of the mission is killing the battleship unity so let walker and teh other ships kill it, you just concentrate on staying alive. After it is dead you have to dock with west point trade lane. Fly towards it full speed with afterburner (not cruise) and have it selected. When you get closer to it you will see green and red lights on it, this is the direction of travel. Fly towards the green light section (the top half from memory) and do not hit dock until you are right on top of it (less than 100m, i have been killed several times during the docking procedeure). I have finished the whole game and i think that this is the hardest part.

I hope this helps anyone having trouble. Also i was looking for the ancients jump gate and cant find it, anyone know where it is??

Post Mon Jun 06, 2005 2:33 am

Very very good MOD !!! :p
More funny, more hardest, more ... fast !
Is'nt a game mod, it's THE GAME.

Yes, Mission 4 is realisable with god mode only, yes whatever is too speed with original senario lol but it's nothing ;-) Music, crafts, new équippement, end ... bonus equippements, a powerfull "treasures" to install in the ship héhé
I already foud 2 swarming missiles luncher, armagedon and shockwave torpedo luncher, 15000 shiled class 2 and 1 Starburt cannon gnarf gnarf XD.

But it's nothing, i have found the ULTIMATE HEAVY FIGHTER !!!!
It's ... hermmm ... a Titan Fighter !!! Muhahahahaha

In fact i rescue my save game from original freelancer game, the Titan have 6 gun class 10 ... with the Rutar class 10 battle ship gun :p
End more, the blaster and cannon nomads are more powerfull ^^

When i have finich this configuartion, i take the save game ^^

HK - The Navigator's Head

Post Mon Jun 13, 2005 10:19 am

I have some questions about modding TNG.
Is there a way I can reduce the Offensive power that stations and rings no possess?
Can I add some custom ships to the TNG modded game?
Can I bring back wrecks somehow? I only play SP.

Thank you.

Post Fri Jun 24, 2005 2:53 am

Curious, I love this mod, but is it possible to play this mod without the system maps already being explored/mapped out? I love the sense of discovery and mapping out each system, regardless of how many times I've done it. It's part of the games charm.

Thanks

Post Sat Jul 16, 2005 1:33 pm

Umm I dunno if you guys have had the same problem but when your in Chuguku, after getting the tome, and returning an then getting the mission to rescue von clausen,

I seem to have a slight problem of ACTUALY SEEING Cobo, and Hakera's ships...

Ie: they are there but thier ships are iether a: invisible or b: bugged away...

as a result the rest of the missions is stuck... I cant get through the sigma 13 jump hole,(ACSSES DENIDED), I've restarted my game, and re-installed ect ect...

I dunno if you guys have any suggestions or comments, or if this is actualy a bug or, just me

BTW love the mod!

Post Tue Nov 22, 2005 3:26 pm

i looked in the manual and all and still cant find it, and datastorm locks up when i use it. however i cant find the Omni Theta gate/wormhole, and i was wondering if most of the ships are supose to be white instead of havint a skin. thanks.

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