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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 Thu Jun 19, 2003 11:47 am

There is a new Porche's Millenium Falcon out there. Is the skin better than the one in the mod? Can I update it myself by adding it the 1.6b mod? Or do I have to wait for the next update?

I was thinking to update the Millenium Falcon model in the mod, but I saw there was more files for the ship in the StarWars directory than in the FLMOD file I downloaded. So I did not update it. Scared might start a crash or something

Post Fri Jun 20, 2003 1:25 am

hey guys i hate to say it but it sounds like mike is workin on the new mod thingy with reynan and he either won't work on this anymore or not devote as much time as before on it

i just hope i'm wrong

if your not wasted the day is

Post Fri Jun 20, 2003 1:34 am

i'm still gonna release a new version even if i'm working/testing the new generation mod with reynen...it's gonna have the newest ship added, Porsches Millenium Falcon included...only thing i don't like bout his model is that big antenna...is that supossed to catch Radio Earth with?!
also a big list of changes for the npc's is ready , here it is:
-Liberty Police: Starfurys
-Liberty Navy: Thunderbolts
-Bounty Hunters: Slave1's( only at higher levels)
-Liberty Rogues - SoulStealers and Cobra MkIIIs
-Outcasts: Starfurys and Vindicators
-Junkers: Z-95's, Rhinos and RGb's.
-Lane Hackers: Cobra MkIII's and Hellcats.
-Xenos: Cylon ZR-K2 Heavy fighters, Mules and KGb's.
-Mollys: SoulStealers and StarVipers
-Gaians: Gargoyles, Phoenixes and SkyHawks
-Golden Crysanthemums: Awings.
-Blood Dragons: Jedi Starfighters and E-wings.
-Red Hessians: Xwings and Bwings
-Gas Miners Guild: Ywings and Millenium Falcons.
-Hogosha: Z95 and Cobra MKIII.
-Bundshuch: Vindicators and Dark Sith's
-LWB:Thunderbolts.
-Unioners: Xwings and Moldy Crows(higher levels)
-Farmers Alliance: Cobra Mk3s.
this should give u a clue about the new ships included as well, and there are going to be a couple of TIES with new weapons and sounds as well...

Post Fri Jun 20, 2003 5:09 pm

TIEs!! U just said the magic word to my ears! All hail MD and the others that helped in the mod! Hahaha!

Looks more like a Freelancer Enhanced Expansion now I love it! Out with the old, and in with all those new ships! I think there are more new mod ships than the ships in the normal FL.

MD, u mentioned about the new TIEs, where are they? Are they already added into 1.9b?

6 hours later,
Downloaded 1.9b, tried with Open Single Player, game crashed to desktop. Always.

Edited by - GameShark03 on 21-06-2003 16:37:30

Post Sat Jun 21, 2003 4:00 pm

WARNING...the mod it's not installed corectly with FLMM 1.1. U MUST get FLMM 1.2 beta 4 from: URL http://www.usaezhost.com/site/igx89/flm ... 12BETA.exe
then do the folowing things:
-deactivate all mods in flmm 1.1
-delete mod flrebalance 1.9b from mod list
-use tools/restore backups menu command.
-install flmm 1.2b4 over flmm 1.1
-double click on flrebalance1.9b to load it into flmm 1.2b
-activate it from the mod list
-start a new game or use Open SP 1.1 to start one.
flmm 1.2b4 will automatically backup/restore your old savegames, but u have to start a new one in order to be sure the game will be stable...some jumpholes were oved and a lot of equipment/ships were changed/added. if u still don;t think it's worth to start a new game take a look at the new available ships and also be aware that the NPC ships are muvh more varied now..Rougues Flying SoulStealers, Outcasts flying Starfurys or Lane Hackers using Hellcats or Thunderbolts, or what bout Bounty Hunters using Slave1's?
Or the fact that the TIE's have new very realistic cockpits and weapons now?
I think it's worth it to restart if u'r not too lazy that is...lazy people pls go play or do something else, this' mod's not fot ya...

Post Sat Jun 21, 2003 4:05 pm

Where can I get the TIE Advance and Bomber and that To .. To .. Tocan? something like that, where can I get them?

Post Sat Jun 21, 2003 7:40 pm

The Gallofree Medium transport is giving me some problem.
I cant pilot it from cockpit view.If i switch from turret/external to cockpit,the point of view is fix in space,thousand of meter away,and dont move.
The ship is pilotable only with external view.
I've tryied a jump out of sistem to see if the problem go away.
The problem is still here
I like to pilot the ship in cockpit view only.

Post Sat Jun 21, 2003 8:07 pm

Michael Dan,
Is there a way to make the cut-scenes skippable as we have all seen the storyline 100 times already?

Love the mod by the way. it's a completely different SP experience with each beta release. Congrats to you and your colleagues on a job well done.

"Without Mods, this game is toast!"

Post Sat Jun 21, 2003 9:12 pm

A lot of great additions with this update, MD. I'm still vexed that you haven't done anything for starting players in MP. Why boost the starting player in single player, but not multi? Anyway, some observations:

I can't seem to get the cloaking to work. I've bought a ship with the device already installed, as well as buying one seperately. I've uninstalled/reinstalled to remove the server patch. I've tried docking and reinstalling the device. Nothing seems to work. When I fire my weapons, I do get the sparks from the gun, but that's the only effect I've seen from it so far. The AI continues to shoot at me, regardless of what I do. Any thoughts?

I feel like I bought the Emperor's new clothes.

The new ship models all look great, kudos to their designers. I've noticed some clipping problems on a few of them, however. Most notably, the opposite side of the Moldy Crow's cockpit vanishes when looking through the canopy, and the Tie Bomber doesn't seem to be connected in the middle, at least in the ship purchase screen. You're right about the size of the radar dish on the Millenium Falcon being a tad big, but what I noticed more was the ship's dark color.

It's certainly nice to have a greater variety of hyperdrive-capable ships. I noticed two things that were a bit bothersome while checking them out. First, the Moldy Crow has way too many streamers. Between the thrusters and the streamers, it's hard to see anything during a dogfight. Secondly, the new Millenium Falcon is completely devoid of streamers. Just having one on each side would be a welcome touch. Otherwise, it's hard to guage your speed.

Wrapping up the ship notes, some of the ships still have improperly oriented hardpoints. The Starfury's lower two guns, each of the gunboats has numerous problems, and I also noted it on the new MF.

I have mixed feelings about missile ammo taking up cargo space. I've never felt that missiles were worthwhile. They're not dependable in combat, cost oodles of money for their lack of punch, and now take up cargo room. This newest penalty just seems a bit redundant. I know it's not your intention, but I can't help but say, "we get it already - don't use missiles." The only reason I'm not complaining (more) is that I gave up on them a long time ago (because of the first two reasons.)

Edited by - Ether Dragon on 22-06-2003 03:34:41

Post Sat Jun 21, 2003 9:37 pm

Dock at Sheifield, took the tradelane on the left (not to Magellan) and the game crashed to desktop.

The TIE Advance and Bombers are sweet, but for 200k or so for a Tie Advance with a low weapon class and average manouverability (losing to the TIE Fighter), think the price should be lower. Or maybe it would be improved. Don tell me a TIE Fighter can kick a TIE Advance butt? This is Darth Vader's ship, mesa talkin' about. Was looking forward to using it .. but I'd say it is kinda yech. TIE Fighter and Defender better

I love missiles, but with that cargo space thing and missiles takin up space? Uhhhh .. there goes my love for missiles.

Great mod, but this 1.9 thing disappointed me in the new TIEs and Missile requires cargo space. T_T

Birmingham Station, Manchester is not so stable to me, everytime I set a waypoint to/thru it, or sometimes use a tradelane to it, the game crashes the desktop.

Edited by - GameShark03 on 22-06-2003 07:08:49

Post Sun Jun 22, 2003 9:52 am

Gameshark, sry u're dissapointed in the new ties, maybe u should try cockpit mode? it's much cooler now. also note that the ties have specific weapons, the Tie Advanced x1 has more than double the armor of a TIE fighter, maybe the weapon class for it should be increased indeed. On the other hand it's not as maneuvrable as a TIE fighter, Avenger of Defender because of the heavy aromor and poor maneuvering thrusters. Having missiles & torps occupy cargo space it's more realistic and gives strategic choice as: "should i take 100 Slingshot missiles and get 5 cargo slots occupied or should i take 20, use them sparingly and liberate more cargo space for loot?"
Try Liberty plasma turrets since they have tracking ability as well and require no ammo.
The crashes in Manchester and New London are indeed a problem and are probably occuring due to the new npc ships, so avoid using tradelanes there, use cruise or hyperspace instead.
Ether Dragon, glad to hear from u, about boosting MP this is harder than SP since there are no files related to starting money in MP. I decreased the price for the Hornet to 29 k though(hull only).
The cloaking device should activate when the gun is activated, only in MP, also wait 5 secs before deactivating/reactivating it again. maybe wassup knows more since i did not test the device in MP at all. I meant to make the Falcon with no engine trails and I should have done the same to Moldy Crow but i forgot to change his old ywing engines to new falcon ones.
Satisfisor, it could be if the ini's files for the missions contain the scripts for that...i'll look into it.
Frontier Fan, the Gallofree has a misplaced cockpit, if u wanna restore it before a patch is released, Search andd replace in shiparch.ini the folowing line: cockpit = cockpits\civilian\l_freighter.ini with: cockpit = cockpits\liberty\l_freighter.ini , after the nickname = gallofree line.

Post Sun Jun 22, 2003 10:06 am

The cockpits for the TIEs are real cool, indeed. But kinda hard to see in a way, but cool with the control panels and all that. I wonder if it is operated by WinXP? Haha!!

The TIe Advance has a limit of class5 weapons only, for 200k, it would be nice if it has c9 or c10 limit. Would be nice if it were 4 c10 slots 2 Missiles, and maybe 1 or 2 Turret slots? It is Vader's ship, it has to be unique in a way, maybe the manouverability should be set between the SIth Infiltrator and TIE Defender?

Hyperdrive and Cloaking has been something I have been reading a lot in this new mod version. But where can I get the Cloaking thing (is it still a gun? Should be an accessory or put into a missile slot) and how can I hyper drive (better than Cruise?)? Is it better than Cruising?

Post Sun Jun 22, 2003 10:10 am

Thanks for the reply,michael.I'll give it a try.I hope i can use only some text editor.
BTW i have another little problem.I've noticed some problem shooting at the Cobra Mk3.The fire solution seems off-center.Even the Lock bracket around the ship seem off.

The Gallofree cockpit work now.Thanks for the reply Michael

Edited by - Frontier Fan on 22-06-2003 11:28:27

Post Sun Jun 22, 2003 11:15 am

the latest version crashes to desktop in bretonia space, i noticed no speacial reason for this. sometimes it crashes when other ships are around, sometimes when you are in a dogfight and sometimes just when you fly all alone through the space, it just crashes at free will.

its in SP when you enter bretonia space after mission 4, it occure in any bretonia system, but not in the other houses.

Post Sun Jun 22, 2003 1:11 pm

@Frontier Fan
You certainly have an eye for detail! You are right about the cobra being offset wrong. It looks to me like the 'actual' ship is a hulls height below the 'visual' ship - the target box is centred on the 'actual' ship thats why it looks offset. However i am really busy at the mo and dont have the time to investigate. Off the top of my head it must be a) Location of shield HP b) Ship .sur file c) Shield .sur file (or lack thereof). I'll sort it out in the next few days and send a fix to MD. Cheers.

O.k. i have just noticed that the model is offset by about a hulls height to the axis. I moved it there before i knew what the Hp_Mount thing was for. I have redone it and it seeems to be better. My host is down now tho so i will upload it later.

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