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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 Sun May 25, 2003 10:16 am

hardware acceleration? how do i do this?

thx for your super support :=)

Post Sun May 25, 2003 10:46 am

@ pati aoh

I had the same sound slowdown with my AC97 on board sound.

To solve it, in Windows XP ,I go to control panel, Sounds and audio devices, Speaker Settings, Advanced, Performance, Then, under Audio Playback, you should have a slider for Hardware Accelaration. Move the slider to None, and the modded game should play fine.

Hope this helps. If youre not using XP then the steps for this will probably be different, but similar ! I just cant quite remember my older OS s at the moment !

Best of Luck.

Post Sun May 25, 2003 10:47 am

thx alot, it works very fine

Post Sun May 25, 2003 1:29 pm

Hi

Wonderfull mod, but mission three wont finish. when I get to the station with juni and walker and destroy all rheinland ships it wont finish the mission saying there are objectives that are not complete.

Post Sun May 25, 2003 2:55 pm

well the rebalance mod works, and i can get all the SW ships, except boba fets ship isnt at pittsburg, and i am NOT goin to the other place to see if its availible there
i have seen the Corvett on planet leeds, so i am asuming i got the SW ships in the right place, i dunno about the babylon, wer do i buy the cruiser? so i can check it out and make sure its workin.
are you sure i absolutly need the white cruiser to run Rebalance, if so it shud be working.
P.s it might suppost to be this way, but with the britonian gunboat the far right wing turret mount is not availible, theres 5 turret mounts, and looking @ NPC brit gunboats they have 6, i think, but their right wing has a turret mounted onnit =/
also the dragon's turret mount, its on a point @ the very top, and its very
un-realistic, but i saw that in the 0.9, i havnt checked it out on the 1.0 yet
sry to be a joy kill and complain, but its an awesum mod and a few visuals and minor omitions is bringing it down
Slap

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

Post Sun May 25, 2003 3:35 pm

ermmm...
looking @ comments on this mod, a starviper and something else along with this white star cruiser was mentioned, do i need these aswell, are they already in the rebalance mod? or do i need to speratly doqnload them, and if i do, where from?
p.s. wers a server which runs this mod?

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

Post Sun May 25, 2003 4:37 pm

I had crashing problems at Crete on random battleship missions but V1 seems to have solved that - nice one. I have managed to get the white star to work but it is a real bitch to dock with planets and it wont dock at all with stations - is it supposed to be like that? also how do you get the firespray to hyperspace - do you have to map a key or something?

Post Sun May 25, 2003 5:47 pm

Slap,

The Starviper is incorprated into them mod and is available at Planet Los Angeles and Battleship Suffolk in New London.

Th White Star Cruiser is not in the mod and must be added. Look at my instructions for installing it into FL. It is able to be purchased at Planet New Tokyo and Planet Los Angeles.

Hope this helps you out!

- Doom



"....and there shall come one, one who will speak your doom...."

Post Sun May 25, 2003 6:10 pm

Id like to start by sayin good job on the massive mod undergoing ,I love it so do the 35 accts i have now on my server .YES there is a dedicated 24/7 REBALANCE server its hosted by me Crumb . All are welcome Id really like to put it to the test but I've only had 7 players on at one time so far .
Im runnin it on a 1700 athilon xp w/512mb of 2100ram on a 1500mb capped broadband cable line . So far so good
Keep up the good work and ill keep up the server as long as people are playin

Post Sun May 25, 2003 7:45 pm

yep its helped, Thanks!
oh and to that guy whos havin probs docking, when it goesinto the movie when landin, press esc and it will skip right to back inside werever, took me ages to figure it out and dock me gunboat in the BS =p
but it works, otherwise ur ther for ages bumping inot the sides :p
p.s. can someone please tell me a server which runs this mod, IP wud be appreciated, but if not known, name will help aswell, thx

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

Post Sun May 25, 2003 8:31 pm

Slap and others having problems docking, activate the Ghost docking ring, it comes with FLMM 2.2 and it;s compatible with my mod. or just press the ESC key, after docking sequence starts.
and everybody before asking the locations and characterstics from the new ships, check out the readme.tx file included with the mod, it has specs for the ships, buying locations and other mod feature since v 0.6c, here a sample:
"v0.6c:
-added Starviper Colonial fighter with infocard, engine sound and a 4/1/2 weapon config
-added Starfury (both ship are from Hostile Universe mod) with 6/0/1 weapons, infocard and engine.
-both ships are buyable at Planet Los Angeles and Battleship Suffolk in New London"
so u see it's (almost) all there.

Post Sun May 25, 2003 10:20 pm

holandez , about the mission 3 problem.

The friendly NPCs are souped up so much that they can shred the Rhinelanders really fast, too fast for the script. Once all enemies are dispatched Juni declares the mission over, but you need to stick around until the 3 Rhineland Bombers make their appearance (since disappearing them is one of the mandatory mission objectives). It should not be a long wait.

Post Sun May 25, 2003 11:37 pm

Michael Dan wrote:

I have explained why i made lasers fire faster and further. it's because they were alredy downscaled in the original version. a justice mk III(class 3) makes a damage of 24, while a Barrager mk 1(class 2) has a damage of 30 at the same firing rate in original FL


Outlaw weapons are generally better than civilian/military ones but they are more difficult to obtain because for that you have to get into bed with the outlaws (or shake some of them out of their tin beds and tractor the guns). To get civilian/military guns you just dock with the nearest base and fork over some cash.

The Xenos, for example, build the finest guns in all of Liberty; their Scorpions are ideal for the Patriot or Dagger, and their Adv. Tarantulas are the best guns you can put on the Anubis. This is balanced by the fact that you cannot get friendly with the Xenos without being hated by pretty much everybody else.

Overall I think the only significant effect of the laser weapon change is to devalue the Liberty plasma weapons. In the unmodded game the plasma guns are an excellent alternative to laser weapons, if you can handle their difficult targetting characteristics (speed 500 m/s, refire rate 2/s). Now their only advantage is a small bonus against fighters with graviton shields since the bad energy efficiency of the lasers can be compensated cheaply by using the Starblazer powerplant.


U are right about 2nd level though, it should have the normal 0.5 shield damage/out of hull rate. but remember that its giving u an advantage as well as u'll also do increased damage against enemy shields.


I think the increased shield damage penalizes players more than NPCs. The shield regenerates but the hull does not, and thus you can 'work' with the shield in the sense that you can take a calculated amount of damage on your shield if this allows you to do much greater damage to the shield & hull of the enemy. The hull armour only provides a safety margin in case of accidents and fumble fingers, dito for nanos/batts.

The difference between the factors is small (20%) and by itself this change does not matter much. However, in your great mod there are many such small differences and they do add up to a new quality in some places. For example, try flying mission 2 in a Starflier (w/o armour upgrades etc.). There is absolutely no margin for error or accident; if you fail to miss an asteroid or get rammed from behind then it doesn't take much to turn you into a ball of fire.

Post Mon May 26, 2003 12:49 am

Doomsayer:

You post on the frontpage is incorrect, but since I assume you never tried this you would NOT know.

YOU CANNOT ESC OUT OF A CINEMATIC IN MP!!!

Therefore when you try and dock a battleship with a station YOU WILL GET CAUGHT AND FROZE IN THE CINEMATIC.

Also I have no idea what you were talking about the docking ring...what does the ghostring docking have to do with it.

The ONLY way mich is going to be able to add battleships is if he adds those docking rings to each station.

There is no other way to large ships to dock we have worked on this for months!!!

If you don't believe me simply download my mod and dock a battleship with a station and you will see what I am talking getting caught in the cinematic.

If you can find alternative solution for larger ships to dock by all means show us your expertise.


http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Post Mon May 26, 2003 1:38 am

As you see I'm creating a new mod. I was wondering if I could incorporate this into your rebalance mod as i like it very much.

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