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Freelancer Rebalance 1.0b features and feedback

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

Post Sat May 31, 2003 3:48 pm

ahhhh bugger it.
since the 1.4b is cumming out 2mo, i'll stick with the 1.0b, and i'll skip the 1.1b, its not worth the trouble for only 1 day, eh?

If What I Can't See Can't Hurt Me...
I'll Run Into Batle Backwards

Post Sat May 31, 2003 5:16 pm

I look forward to any new ships from the Empire!!

Post Sun Jun 01, 2003 1:31 pm

Michael,

Thanx for the feedback, traded in my Jedi for a Banshee - loaded it up with 8 x Guns (I collect 'em) Nomad, Corsair and GMG (Nomad blasters, Salamanca's, and Sunblast B's) and since the Rhinelander’s love me, a L7 bulwark shield, and went hunting (or is it the other way round) Corsairs in Omicron Gamma - 1 x Banshee + 8 x Titans = no Titans (and no shields or 'bots when I came back) Great little ship to fly but it looks like a refrigerator with wings. Very nimble - but UGLY. Gunna try some Firekiss and do it again...

I know that a brick would fly just as well in space as the most aerodynamic whatever, but looks are important otherwise why go to the trouble????.

The MkII Cylon would be my choice, but make it (if possible) L6 - 8 guns\shields. Stable, manoeuvrable gun platform without rocket flair (hard to see around). Hard to Kill and can dish it out...

One comment: Mining station glorious does not exist in "open SP"

Please don't think I'm being critical - feedback is important and as a non-modder I appreciate the time taken to expand the game, if you want a tester I'm happy to help.

Regards,

Harrier.


Retreat[![! ---- I'm too badly messed up now[![!

Post Mon Jun 02, 2003 2:41 pm

Version 1.4b it's already out and it will reach LR tomorow. for the ones wanting to download it today, u can go to www.thebrownfamily.infinology.com and get it from there. the condition is to register but since they already have a 24/7 server running v1.4b, it should be an advantage for any of u. There's also 2 clans waiting for you there, the Shinobi Police Force, and the Gore Pirates...
as for the new features, there it is, it's quite a long list:
v1.4b:
-motto: "May Day, this is LSF BETA4, I have no Armor nor AI and I must navigate trough those blasted asteroids. Please kill those 5 LR Fighters in 10 secs or I'm gonna blow...BOOM(oops, make that 5 secs!!!)"
-added Thunderbolt VHF variant of Starfury(9/1/2 weapons/turrets/missiles). It's buyable at Trafalgar Base, BS Essex and BS Nagumo.
-added Nial Minbari Heavy fighter, buyable at Planet Houston, Trafalgar Base and Planet Kurile.
-added the MILLENIUM FALCON, a really cool and amazingly detailed model(not the Babylon5 one), it comes as an ultimate freighter/fighter with 6 guns and 6 turrets, it's buyable at BS Matsumoto(Hokkaido) and BS Myoko(Shi***u), credits for the model ship and my thanks go to Free Spirit.
-added The Sith Infiltrator from Porsche buyable at Vogtland Base, Planet Kurile, Battleship Matsumoto(Hokkaido system) and BS Myoko(Shi***u system)
-Kurgan's Phoenix has been moved from liberty, all I can say its u'll have to get in bed with the Lane Hackers to get it early. also fixed its cockpit issue.
-upgraded the models of Starfury and Starviper in agreement with their authors, Griskard and Kurgan from Hostile Universe team. thanx guys!
-upgraded Xwing to fix the white texture bug
-Starviper now has 6/1/2 weapons/turrets/missiles and 33/33 bateries nanos. Starfury has 25/25 bateries/nanos.
-all prices of new ships were re-computed into Freelancer Ship Cost Calculator 1.0.
-requirements of leveling up is now different, is normal at level1 of difficulty, double at level 2 and 4x at level 4. Players can level up now go up to 50.
-Freighters have much increased cargo starting from 500 to Rhino, 750 Clydesdale, 1075 Dromedary, 1275 Drone to 1500 to Humpback, but cost a LOT more.
-to give you a headstart in a much more expensive world, missions 2 and 3 give 10 times more money than before.
-speeds reduced overall, the LF now go at 120-122, Hf at 109-111, VHF's at 99-101 and FRT's from 89 to 92. The max speed is 199 with a Upgrade MkIV engine.
-pirate escape pods now give more rewards, base price is 5000.
-cargo loot for killable battleships in random missions has been increased.
-all bad guys now use same powerplants as player, no more infinite power for them.
-Realistic explosions have been added
-Many stations now drop loot when destroyed
-The Badlands asteroid field in New York is now destructable on a trial basis(last three features are from Integer Man also included in his Destructable Universe mod. Thanx, great work)
-engine upgrades have been given different sounds/colors acording to 3 houses, Liberty(MkI), Bretonia(MkII), Kusari(MkII) and Hispania/Pirates(MkIV).
-the dreaded Beta4 from mission 1b that keeps dying at levels 2 and 3 of difficulty has now better armor, and so have the Rheinlanders in Defend the Station Willard mission(Mission 3)


Edited by - Michael Dan on 02-06-2003 16:05:18

Post Mon Jun 02, 2003 3:38 pm

wow! awesum
u'v been doing sum work i see.
but with this destructable unizerse, dus it mean Everything will have docking rings =/ thats looks so weird.
p.s what happens is in MP a player destroys a station, while another player is inside it, or even worse, in SP a players in a space station and a NPC blows it up, i can imagin that will lead to the game crashin, and a required re-instalation

If What I Can't See Can't Hurt Me...
I'll Run Into Batle Backwards

Post Mon Jun 02, 2003 4:00 pm

Looks like you've been busy there m8......thanks for answering questions about tie fighters for me earlier......fraid I still like basic tie best, love the manuverablility. The new version looks awesome, just have a question. Now I don't have any idea about making mods, but is it possible to make it so that when you update the mod, that we don't have to redownload the entire thing? Maybe just what parts you updated? 12.7mb is alot to download for those of us still in the stone age (read on dial-up) I don't know what this would entale, or if it's even possible, but was just wondering. Once again thanks for the great mod

Tinr

Post Mon Jun 02, 2003 4:11 pm

Love the mod, it just keeps getting better since I first tried 0.9. Slave 1 is awesome, if a bit underpriced . Those 8/2 Guns/Turrets can pretty much kill everything in 2-3 hits.

Quick question to you guys on missiles. Regular 'Q' button does not work anymore for me. I assume that is because missile slots have been moved to cruise/torpedo slots. Now, with a ship like Slave 1, where you have 10 guns/turrets, how in the world do you use missiles. If it's under 10 weapons, you can assign a key to fire, but over 10 does not seem to work for me. I've messed around with Weapon Groups, but it just seems to cumbersome.

Oblomov

Post Mon Jun 02, 2003 7:23 pm

Hi guys got problem trying to play multiplayer at REBALANCE server 1.1b2. game crashes each time i launch to space from NY? I downloaded last rebalance version from this site. And dunno where the problem is. Could anyone help?

Leave on one behind

Post Mon Jun 02, 2003 7:24 pm

Oblomov - What I did was set up my weapons into weapon groups. It required an extra step, but it let me single-fire any weapon that was listed above 10. Freelancer defaults with no keyboard settings for creating weapons groups, so you have to go in and set it up yourself.

Edited by - Ether Dragon on 02-06-2003 20:24:24

Post Mon Jun 02, 2003 9:05 pm

Oblomov, the answer is simple, press shift-Q to fire the missiles.
Tinr, even it is possible it will create confusion, since my mods till 1.0b were 2,3 mb in size and u had to download the new ship models separatedly. and everybody complained about it...so i'm going with full versions from now one, sorry for u'r connection, but is no other way.

Post Mon Jun 02, 2003 9:18 pm

WOW! New ships. I wonder .. how big would the download be again? 10MB++?

Post Mon Jun 02, 2003 9:47 pm

Ether Dragon: "Oblomov - What I did was set up my weapons into weapon groups. It required an extra step, but it let me single-fire any weapon that was listed above 10. Freelancer defaults with no keyboard settings for creating weapons groups, so you have to go in and set it up yourself."

Ether Dragon, how did you manage to do that? I am stumped at how to set up weapon group config and manual had nada on that. There is "Assign Weapon Group", "Activate Weapon Group", and "Fire Weapon Group". So, say I want to use 'Q' to fire my missiles. I select only my missile/torpedo/cruiser slots, hit my "Assign Weapon Group X" button. Then when I try to fire this weapon group (assigned to Q), only thing I fire are my main guns.

Michael Dan: " Oblomov, the answer is simple, press shift-Q to fire the missiles. "

I tried that, and no go, missiles did not fire. Not sure how torpedoes would fare, since I haven't really used them much.

Oblomov

Post Mon Jun 02, 2003 10:18 pm

Ether Dragon, how did you manage to do that? I am stumped at how to set up weapon group config and manual had nada on that. There is "Assign Weapon Group", "Activate Weapon Group", and "Fire Weapon Group". So, say I want to use 'Q' to fire my missiles. I select only my missile/torpedo/cruiser slots, hit my "Assign Weapon Group X" button. Then when I try to fire this weapon group (assigned to Q), only thing I fire are my main guns."

Okay, here's my tutorial on setting up weapon groups.
Under the keyboard configuration panel in Options, there are two specific groups you have to set up, and an optional third group. The first two, which you need, are "Assign Weapon Group" and "Activate Weapon Group." The optional keyboard group you can set up is the "Fire Weapon Group."

I used the number keys for all of my weapon groups. I suppose you could use the alphabet keys, too. Just adjust you own preferences from what I set forth below.

Step 1: In the Keyboard Configuration set up your "Assign Weapon Groups" by clicking on each one individually (1-6, I believe) and holding the alt+number (alt+1 to assign weapon group 1.)
Step 2: Do the same thing with your "Activate Weapon Group", replacing "alt" with "ctrl." Thus, to activate weapon group 1, you would click "ctrl+1."
Step 3: You can only do step 3 while in space, so launch if you are docked. Either by clicking on the individual weapons listed in your weapons HUD, or using "shift+weapon number" to choose each weapon, highlight the weapons you want to have in a weapon group. Make sure to turn off any weapons you don't want in the weapon group. Selected weapons will be green, deselected weapons will be cyan.
Step 4: With the weapons selected, simply click "alt+1" to create weapon group 1. Repeat steps 3 and 4 as needed, picking different numbers for each weapon group you wish to create.
Step 5: Once you have created all the weapon groups you wish to have, you can shuffle between them by using "ctrl+weapon group #."

When you fire, only the weapons in whichever weapon group you have selected will fire. The optional step of "fire weapons group" can be done similar to setting up the other two groups. I didn't do this step, since I don't typically use the keyboard to fire weapons. If you wanted to, however, you could choose a set of keys to be attached to the weapon groups. Perhaps the numbers on the numberpad, or an unused row of keys on the main keyboard.

In this way, you could reassign the "q" key to fire weapon group 1, and attach all your missiles (including any in torpedo/disruptor slots) to weapon group 1. You could also make a weapons group with your 11th or 12th weapon being the only weapon in the group. You might make the "-" and "=" keys fire a weapon group, with the "-" being attached to your 11th weapon, and your "=" being attached to the 12th.

Hope I made sense, and good luck.

Here's how I set up my ship for a quick example:
Weapon group #1: Missiles
Weapon group #2: Cannons
Weapon Group #3: Everything but the kitchen sink...oh what the heck, that too.

Edited by - Ether Dragon on 02-06-2003 23:25:44

Post Tue Jun 03, 2003 12:29 am

I had a look at the ship cost calculator - some of the formula seem to make no sense - increasing steering torque leads to a more maneuverable ship, but it subtracts this from the price (the turning rate of a ship appears to be steering torque/angular drag in radians/second). Using it might not be such a great idea -although better than the extremely cheap custom ships in 1.1.

Edited by - DavidY on 03-06-2003 04:12:00

Post Tue Jun 03, 2003 6:58 am

I cannot seem to download the mod that from the website Micheal Dan was talking about. I registered myself with "AG-" in front. And I cannot seem to get myself logged in. And I have given up hope.

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