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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
Uh oh a bug. I bought the valk ship from fort bush. There's an invisible weapon equipped on the second turret. Can't remove it since if you click on it in the shop, it will crash FL.
*UPDATE*: Just buy a second turret and its gone. DOH.
"To know the light, you must see the dark."
Edited by - RaDiAtIoN on 04-06-2003 17:37:05
*UPDATE*: Just buy a second turret and its gone. DOH.
"To know the light, you must see the dark."
Edited by - RaDiAtIoN on 04-06-2003 17:37:05
I'm loving 1.4b so far, MD. I did a little dance when I saw the new engine colors (I'm afraid you've only encouraged me.) I spent my entire evening touring the galaxy to see the new ship models. From that, I came up with a small list of issues I thought you would like to know about (many you're probably already aware of.) These are some notes after a few hours of play:
1. It might be time to add some installation instructions to your readme.doc. I eventually just extracted everything into the Freelancer directory, and that seems to have worked. I crashed the game a couple times getting to that point, however.
2. Were the gunboats something special, or could you add names to all of the custom ships? As it stands now, when you check a base's info, it'll tell you the information about the ship, but not the ship's name. We're left to figure out what ship we're viewing based on it's stats.
3. Weapon mounts on the custom ships need adjustment. I was delighted to see the Starfury's new look, but the lower weapon mounts are still messed up. This is true of many other ships as well, and are particularly notcieable with the gunboats (where we can see their actual mounting positions on the AI versions.)
4. I was experiencing a server crash last night at irregular intervals. The first one came after about two hours of play (myself and one remote player on the server.) The second one came only about five minutes later. Rebooted the comptuer, restarted the server, and it stayed up for about a half hour. Seemed stable when I restarted it the last time, but I quit for the night soon afterwords. Never noticed any recurring event that triggered it (could've been an action of the remote player, too.)
I'd also like to forward some suggestions for your perusal.
1. More models - I'd love to see the frieghters from Privateer, in particular (Taurus, Orion, and Galaxy.) My favorite WC ships will always be those from WC1 and 2. The Ferret and the Broadsword were two of my favorites. My first big let down in Freelancer came on day one. I was bummed that we weren't given a junk freighter like the Taurus when the game starts. Instead, we got some nice, shiney, (and oh so ugly) light fighter.
2. Clean up the existing models. Straighten out the hardpoints, fix some skins, and correct some clipping problems.
3. Adjust the flight dynamics for the various ships. Many of the ships just don't seem to handle in a realistic manner. They're too nimble for their size. The Corellian Cruiser is one that comes to mind. Granted, it's extremely scaled down in size from the actual.
3a. Which reminds me, could the model makers possibly resize some of their ships? The Millenium Falcon, for example, is now much larger than the Corellian Cruiser. I'm not saying resize the Falcon, just the opposite. It'd be nice if all ships were sized in relation to one another.
4. The Xenos need a new ship besides the Mule. I used to fear the asteroids behind Manhatten, but now it's just a big turkey shoot. You replaced their nimble ships with clunky, weak, freighters.
Edited by - Ether Dragon on 04-06-2003 18:26:59
1. It might be time to add some installation instructions to your readme.doc. I eventually just extracted everything into the Freelancer directory, and that seems to have worked. I crashed the game a couple times getting to that point, however.
2. Were the gunboats something special, or could you add names to all of the custom ships? As it stands now, when you check a base's info, it'll tell you the information about the ship, but not the ship's name. We're left to figure out what ship we're viewing based on it's stats.
3. Weapon mounts on the custom ships need adjustment. I was delighted to see the Starfury's new look, but the lower weapon mounts are still messed up. This is true of many other ships as well, and are particularly notcieable with the gunboats (where we can see their actual mounting positions on the AI versions.)
4. I was experiencing a server crash last night at irregular intervals. The first one came after about two hours of play (myself and one remote player on the server.) The second one came only about five minutes later. Rebooted the comptuer, restarted the server, and it stayed up for about a half hour. Seemed stable when I restarted it the last time, but I quit for the night soon afterwords. Never noticed any recurring event that triggered it (could've been an action of the remote player, too.)
I'd also like to forward some suggestions for your perusal.
1. More models - I'd love to see the frieghters from Privateer, in particular (Taurus, Orion, and Galaxy.) My favorite WC ships will always be those from WC1 and 2. The Ferret and the Broadsword were two of my favorites. My first big let down in Freelancer came on day one. I was bummed that we weren't given a junk freighter like the Taurus when the game starts. Instead, we got some nice, shiney, (and oh so ugly) light fighter.
2. Clean up the existing models. Straighten out the hardpoints, fix some skins, and correct some clipping problems.
3. Adjust the flight dynamics for the various ships. Many of the ships just don't seem to handle in a realistic manner. They're too nimble for their size. The Corellian Cruiser is one that comes to mind. Granted, it's extremely scaled down in size from the actual.
3a. Which reminds me, could the model makers possibly resize some of their ships? The Millenium Falcon, for example, is now much larger than the Corellian Cruiser. I'm not saying resize the Falcon, just the opposite. It'd be nice if all ships were sized in relation to one another.
4. The Xenos need a new ship besides the Mule. I used to fear the asteroids behind Manhatten, but now it's just a big turkey shoot. You replaced their nimble ships with clunky, weak, freighters.
Edited by - Ether Dragon on 04-06-2003 18:26:59
Siast6Radiation, u saw the starflier on the cutscenes, but what was that ship on the landing pad? It should have been the Hornet. Try to launch, then u'll see.
Ether Dragon, thanx for all sugestions and bug reports, i noted 'em and will be corected/fixed. Unfortunately i'm not a modeler and have to go with what's on the market, i'll love more models from WC too.
Ether Dragon, thanx for all sugestions and bug reports, i noted 'em and will be corected/fixed. Unfortunately i'm not a modeler and have to go with what's on the market, i'll love more models from WC too.
Hehe! I just got my hands on a Y-Wing. I'm in hyperdrive heaven. One thought, take the missile turret off the top of the cockpit canopy. Move it, if there's someplace it can go, but it just doesn't look right up there, imho.
Gunship plasma cannons are homing? Which one is the plasma cannon? Where can I find them for sale? Also, is there a Kusari version? I was thinking these would be great as the plasma torpedos the Y-Wing uses. A Kusari version is likely the only turret that would be small enough to look okay on the Y-Wing in this case.
Gunship plasma cannons are homing? Which one is the plasma cannon? Where can I find them for sale? Also, is there a Kusari version? I was thinking these would be great as the plasma torpedos the Y-Wing uses. A Kusari version is likely the only turret that would be small enough to look okay on the Y-Wing in this case.
sry Radiation, just discovered the problem. it was a mission file m01a.ini that i did'nt included...guess it sliped away. Anyway the hornet will become starter ship in the next revision. right now remaking new ships so they look better...and upgrading prices to balance them with the new cargo holds.
Ether Dragon...the hyperspace was discovered by accident at least for my mod by some-one on last thread. I guess Porsche new long before since he loaded all his ships with 2 engines...about tracking plasma turrets, they're buyable in Liberty, and in Rheinland,and they're normal not gunboat turrets.
Edited by - Michael Dan on 05-06-2003 10:42:57
Ether Dragon...the hyperspace was discovered by accident at least for my mod by some-one on last thread. I guess Porsche new long before since he loaded all his ships with 2 engines...about tracking plasma turrets, they're buyable in Liberty, and in Rheinland,and they're normal not gunboat turrets.
Edited by - Michael Dan on 05-06-2003 10:42:57
BILLM: Its because some of the folder properties are set as read only. You have to manually open the effected file properties and uncheck the read only option. I know because its exactly what happened to me when I installed this mod for this version. Its a slow process but that's how I did it.
"To know the light, you must see the dark."
"To know the light, you must see the dark."
Okay this is what I got.
ID? for the Millenium Falcon and the Sith ship.
No Id cards for them. No names no models.
Y-wing came with no shields.
Every time I load the game my starting script is missing in the Multiplayer lounge and other places.
Instead of saying "New Player" when I join, it says "Debug-New Player"
ID? for the Millenium Falcon and the Sith ship.
No Id cards for them. No names no models.
Y-wing came with no shields.
Every time I load the game my starting script is missing in the Multiplayer lounge and other places.
Instead of saying "New Player" when I join, it says "Debug-New Player"