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New "Freelancer Rebalance Mod" by Michael D.

Here you can find news, get help and comment about the ?FL Rebalance Mod? for Freelancer

Post Thu May 15, 2003 9:37 pm

Michael,

Hmm.. I don't wanna do that for a number of reasons, one which is that I haven't actually made the models.. I just fixed some minor faults. So as it's not my own original work, and I don't have contact with the original authors (except for giskard, regarding the starfury model), I don't feel I have the right to post them as a package.

But as you have the permission to use them in your mod, I'd be happy to send the fixed mat files to you, so you can use them in the next version of the ReBalance mod.
U can catch me on ICQ 106657998.. Just holler, it's normally on, even though it's invisible.

B. regards

Dutch63(on the Boomtown #1 server)

Post Fri May 16, 2003 7:42 am

My first time to try this mod. WOW.

In your next version, could you make it work with Porsche's Slave/A-wing/B-Wing combo pack? I love the B-Wing.

Thank You. Glock 36. Asset Recovery R US

Post Fri May 16, 2003 8:45 am

If you have version 06c, then there is support for the slave1/A-wing/B-wing pack...

Try to read the sticky post at the top of the page..
Slave1 added in 05E, A-wing added in O6b, and B-wing added in 06b4grrssk.

All you need to do, is copy the contents of the Data/Ships folder from the Slave1/A-wing/B-wing combo download to freelancers Data/Ships folder.

Or you can copy them to the Data/Ships folder in the flre4balance06c mod, in FLMM's MOD folder, before you activate the flrebalance06c mod.

Both methods works.

B. Regards

Dutch63(on the Boomtown #1 server)

Post Fri May 16, 2003 9:00 am

glock, my mod it's already working with slave1/awing/bwing ship pack...in the readme file and top of this page are the instructions for its instalation, and the locations where this ships are to be found.

Post Fri May 16, 2003 12:04 pm

Rebalance mod; Not so balanced after all =S
X-wing, about 80k 4class 10weapon slots, 2 torpedo. Personally i thing its a bit powerful for that price, i think u should eather Rase the price to above 500k or lower the weapon class... also looking at the redme for the other starwars ships... the have more cargo space than friegters and still they are fighters, I thing you should try to balance all this out with the rest of the ships, as not to creating a "supership".

Post Fri May 16, 2003 12:19 pm

There is a new Star Wars ship model today~! Wonder when they gonna add that in?

Post Fri May 16, 2003 7:57 pm

xiziz, the xwing is not so powerful cause it has only 4 weapons even lvl 10, not 10 of them and its less manevrable than the original release...anway i tried to keep as much of the orginal config on that as posible. as for the other SW ship, like the Bwing and Firespray, thay actually have their cargo holds reduced compared to the original version, and yes that is rebalancing. slave 1 had 300 original cargo hold and it has only 175, and was maneuvrable like a light fighter and now maneuvers worse than the Sabre...and the Bwing had 275 and now has 125, less than half how more would u wanted me to reduce it?! it's much less maneuvrable as well. remeber then best VHF in my mod have about 100 cargo hold, so the Bwing at 125 is not that much and the Firespray is more a freighter in TG movies, is compared with The Millenium Falcon so 175 cargo hold its perfectly balanced...any other complains?
The increased cargo holds are for the new upgradses, like the armor and powerplants, the MKIV takes 20 of your cargo.

GUX

Post Fri May 16, 2003 10:00 pm

Michael,
found a bad bug. The UNKNOWN sector that has planet primus and planet gamu (the planets that are populated by just monkys and robots respectively) has an invalid jumphole to new york. if you try docking it will crash the server when it tries to load the other sector.

also, is the nomad turret supose to look like it is a cannon made out of a mountain of rock? you can't fly around with it mounted cause you can't see anything (though I didn't try changing to first person). I noticed there are 2 different nomad lasers with the exact same name but different stats and 3 nomad turrets with the same name but different stats.

Post Sat May 17, 2003 7:41 am

The is also another Jumpholes (Jh) at Omega7, I thought it worked and I went thru by curiosity and CRASSSSSSHHED!!

Post Sat May 17, 2003 11:01 am

I already said that those jumpholes are gonna crash u if u going truogh them but u did not listen ,so I guess u deserve it. :~/. next version which already came out have no such jumpholes.

Post Sat May 17, 2003 1:21 pm

hi
flew a a dagger up agains a x-wing on a LAN server yestarday, the x wing (hf) out turned the dagger(lf) ??

Good, thing with the cargo, what about the original ships then? do they still have original cargo space or are those incresad to conpencate for the new upgrades.

GUX

Post Sat May 17, 2003 8:15 pm

after posting a comment on the home page about the new MOD I realized that this really is were I should comment if I want the most people to read it so,

snip-
I defend and support Michaels use of new ships and changeing so that NPC's are using the ships. I only play multiplayer now and maintain a public server with this MOD. change is the only thing that will keep people playing this. the single player game was WAY to short and if any game begs for an expansion pack it is this. I enjoy being able to test out the other ships and love coming up against the new ships. My wish is that the unknown sectors would stay on the map once you find them. then I'd know, is there 4 or 5 other sectors. plus if you'd add new sectors just so we would have more to explore that too would be cool.

-end of snip

Also Michael, is there a way of modifying the missions so that higher level missions of the type, "go and destroy all ships of <what ever faction> at the sector" can also have cruisers and battleships be there that must be destroyed for the misson to complete?

one last question, can you have the bases drop stuff when blown up? there should be all kinds of stuff left over after a base being destroyed, You could even increase the "health" of the stations, and damage the stations do so that groups of people would feel a real accomplishment when taking one down, and be rewarded with holds full of goods.

Post Sat May 17, 2003 8:38 pm

After reading the readme for the latest version I can't help to think that it is cool. Changing the ships of the law enforcement agencies for each house is a great idea on making the game look fresh and also to make your mod unique. Kudos again for bringing a new experience to this game. Anyway, hope what your aim on this mod is nearing completion.

"To know the light, you must see the dark."

Post Sun May 18, 2003 7:53 am

xiziz, these are the steering characteristics for the dagger:

steering_torque = 18000.000000, 18000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000

and these for the xwing:
steering_torque = 25000.000000, 25000.000000, 58000.000000
angular_drag = 18000.000000, 18000.000000, 42000.000000
rotation_inertia = 4200.000000, 4200.000000, 1600.000000
these are taken directly from the shiparch.ini file in my mod.
as u can see the angular drags and rotation inertia of the xwing is greater then the dagger(rotation inertia almost double), so scientifically speaking u CAN'T outturn a dagger in a Xwing...only if the dagger pilot is a very BAD one(not BAD ASS, just bad)...
GUX, thanx for the support and defending my changes in the mod, i tried to keep it as fresh and original as possible. about the random missions the only known way to be sent to destroy capital ships is to change some faction ships in the npcships.ini to capital ships. I tried to do that for the junkers and hogosha but it kept crashing FL. so I changed them back. And didn't make the stations destructable yet. I have to figure out how and how to add loot do them as well.

Post Sun May 18, 2003 3:25 pm

I'll post here the features to the last two versions since they don't fit at the top of the page:
v09b:
-i'm geting closer to what this mod was created to be so the version is 09 instead of 0.7
-battleship, cruiser, gunboat, stations, transports, and weapon platforms weapons have now increased damage(roughly double), range and muzzle velocity,
to balance them to fighters' better speed and weapons loadout. Their missile turrets now fire further and with more damage and explosion radius.
-added support for the "Blockade Runner" Corellian Corvette, with 2/8 guns/turrets, engines and a maneuvrablity closer to a heavy freighter/transport, rather than a fighter. it can mount lvl 10 freighter shields and
its buyable on planet Leeds and planet Crete. please download the ship from LancersReactor and copy the directory Corvette from archive to freelancer\data\ships.
-added buyable gunboats, the Bretonia, Kusari and Rheinland Gunboats are buyable with their own engines, powerplants, and specific weapons.
-they are buyable on: BS York(Leeds system) - Bretonia Gunboat, BS Nagumo(Kyushu system) - Kusari Gunboat and BS Westfallen(Hamburg system) - Rheinland Gunboat.
Also the Kusari and Rheinland versions are buyable on Planet Malta.
-modified camera POV for the Firespray and Bwing so the player can see what he's shooting at.
-increased shield regeneration to match the greater firepower of the BS, Cruisers, Gunboats and stations, only for player.
-removed the jumpholes from Omega-7, Tau-37 edge systems to New york to prevent crashes as the other ends were removed in a previous version.
-increased the loot drops from cruisers, battleships and gunboats.
-changed trent clothing to something more appropiate, and cool.
-Libery Police is using Starfurys for Law enforcement and Liberty Navy is flying Starvipers
-The Liberty and Bretonia Police are carrying their VIP's and prisoners in Corellian Corvettes now.
-Bretonia Navy gave up flying their ugly Crusaders(too bored i guess) and now is using Cylon fighters, while the Bretonia Police has choosen the Awing as their replacement of the Cavalier.

v09c:
-bretonia ships reverted to original, both for police and navy
-npc shields now regenerate faster and will drop as loot!
-moved the Kusari gunboat to Planet Kyushu due to difficulty to undocking to BS Nagumo(don't try to land there or on any Kusari BS with a gunboat!)
-the mod comes with 3 levels of dificulty, just run level1.bat for lvl1 difficulty, level2.bat for second level and level3.bat for third level.
-first level(easy): colision damage 2, cruise speed 400, npc shield regen 1/2 from player, npc armor weaker, npc loadout less dangerous, cruise disrupt time:4, more hp to player and atached weaps. be warned that in this level npc shields or any other equip will NOT drop as loot.
-second level(default): colision damage 3, cruise speed 450, npc shield good regen, without armor powerups, cruise disrupt time:5, more shield damage(0.6 instead of 0.5 of hull damage), normal hp to players ship and atached weaps. New npc loot drop will be limited to shield generators.
-third level(hard): colision damage 4, cruise speed 500, npc shield full regen and with armor powerups, cruise disrupt time:6, more shield damage(0.7 instead of 0.5 of hull damage), less hp to players ship and atached weaps. This level is the most rewarding with full npc loot drop like thrusters, mines, missiles, and shield gens.
the npcs are using more varied loadouts they're never used before.
-i recommend u keep default level though, at least for the begining, especially in MP for compatibility reasons, also in storyline missions don't activate the hard level or NPC's will kick your @ss and the ones of your friends. hard level is recomended for hardcore players, the ones seeking a better challenge, and much better rewards as well.
-activated the 2 hidden hardpoints on the dagger, the underwing ones. weapon loadout for storyline line hackers, outcasts and blood dragons dagger fighters has been updated(Lord Hakkera and Dexter Hovis as well).
-gunboats can now strafe as any other ships.
-increased gunboat cargo holds by 400 due to the fact that u'll lose 400 cargo units after first save/reload.

I want to say that I own many thanks and credits to the guys that posted here and emailed me their ideas, observations and thieir work: Sam Wojtczak , Chris Scott, Integer Man, Griskard, Grssk, Radiation, DjVgalen, GUX, Phroot, Steel, freighter fighter, col. Chris and many others. their posts, bug reports, ideas and even code was very helpful in bringing the mod to what is now. A word of thanks and gratitude is owned for the admins as well, thanx Christian and Nels for your support and great work here on the site...without you nothing of my and others work would have been possible.

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