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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 Fri Jun 27, 2003 1:33 pm

the repair turrent is a wapon really (at least when I used it which might have been with a mod) its pretty good but doesn't fire fast

if your not wasted the day is

Post Fri Jun 27, 2003 3:33 pm

The problem with Game developers is they are writing games for attention deficite 13 year olds.(see any First Person Shooter) Cause that is what sells. Not thier maturing Gaming audience.(27 and up) Most people do not want to sit down with a maunal to figure out how to fly thier craft, they just want it to work.(but they will read how to get a passing reciever in an NFL game to catch a stupid football) Which sucks for me, cause I'd like to have say, control of the interleve distance of the shields. Cause if I get it right the shield will work better. I want to be able to track the bad guy down with my sensors, from his ion dispersion pattern from his engines. How about a preflight check, that if you did might catch a malfunctioning Jump dirve or Warp drive, before it breaks down in the middle of nowhere. That is the level of detail I want in a space combat game.

Also, I have a theory that if you write a good game. With all the originally intended ideas. You can only sell it once. If you implement your ideas two or three at a time you can sell it 2 or 3 times. Then it becomes a "Franchise" name. then you sell it to whoever, and go buy a mansion.

Okay I'll get off my "off topic Soapbox" now.

Post Fri Jun 27, 2003 5:35 pm

Yeah, there's no reason they can't offer all kinds of tweaks and settings, but have a default set up for anyone who doesn't want to get in-depth. IL-2 Sturmovik is like that (and note how many accolades it got.) In as many years as I've heard the Gaming Industry © state that gamers don't want to deal with so much depth, I've yet to hear an actual gamer say that. I think the developers are just hoping that if they say it enough people will actually believe them.

Me, I enjoyed the old days when I and a friend used to play X-wing as pilot and R2. One person controlled the joystick, while the other manned the keyboard.

Post Fri Jun 27, 2003 10:03 pm

Just wanted to let you know that on my phoenix when I install SFS L-s9.3 Blaster (Level 5) the program doesn't see that its mounted. The Icon for the weapon shows mounted but even with all weapons mounted, my unmounted weapons show that I can mount more. This also makes it difficult to buy more of these weapons, caust it continues to mount on top of allready mounted weapons.

Thanks, for the Great mod. I love what you have done and play way too much.

Mike

Post Fri Jun 27, 2003 11:23 pm

Another little visual glitch i've noticed.
On the Taiidan scout the bottom wing are not connected to the fuselage(you can see that by go in turret mode)
Regarding the engine texture...im not 100% sure but if i dont remember bad. there are only 4 exhaust on the taaidan scout(Not six)
What about making the beautiful Multi gun corvette from homeworld ?


On the B-Wing(beautiful ship!) The feet of the pilot poke out from the bottom of the cockpit.

Post Sat Jun 28, 2003 2:28 am

This is probably not the place for this but wasn't sure where to put it so here it is. Love the mod by the way, thanks for all your great work. I have been trying out diferent ships and jumped into a second hand Y-Wing, gotta love that little battleship. Well I did a stupid thing and unmounted one of the engines by mistake and now can't figure out how to get them both mounted again. I have been searching posts, a lot of posts, very crosseyed now so I probably missed it somewhere so very sorry if this was posted before.

Can the engines both be mounted again from in the game or do I have to edit an ini file? I guess I could always go and trade this one in for a new one hehe.

Rammy

Post Sat Jun 28, 2003 7:44 pm

Some time i dont see some update by michael.
I hope rebalancemod is still supported.
Or all the power are redirected on Freelancer:The next generation?
I hope not.

Post Sat Jun 28, 2003 9:19 pm

Is that the other mod that MD and Co are working on? The Next Generation Mod?

Post Sat Jun 28, 2003 10:09 pm

I was working indeed on the Next Generation MOD and btw now it's posted, but I will also work and maintain Rebalance as before, maybe less often , but i'm still on it. for the next version I got some beauties of ships like the Archangel from Tachyon game, and two elite ships, the Thargon and Thargoid Warship, all three made by Cmder. Redeye, and also some new weaponry like a Molly special Tachyon Cannon, and the LAAG Tachyon guns + Hellfury torpedoes, from wassup's Longsword Strike Bomber(and ship itself as well!).
Rammy: i'm afraid u have to buy the ywing again now that u've done such a dumb thing! Or be smart and load a previous game where the ywing sill got both engines mounted.

Post Sun Jun 29, 2003 7:43 am

I was thinking,after reading the post by rammy on his "Incident" ( ...but it happened to me too... )
Why dont make a buyable Hyperdrive devicefor all the ship?I find this feature in the Star Wars ship very useful.I've escaped some very nasty situation with that.
Naturally,it has to be VERY expensive.

I've found a bug on the X-Wing
I dont know why but i can buy Countermeasure Flare without the specific device mounted,the CM are useless because i can fire it.

Edited by - Frontier Fan on 29-06-2003 10:52:17

Post Sun Jun 29, 2003 12:52 pm

HyperDrive Device? Cool! TIEs with HyperDrive, hohoho! Now that would be something. Imagine light armor and c7 sheild in an asteroid field, now that would be nuts.

Post Mon Jun 30, 2003 7:58 am

I agree with the hyperdrive device thing but it didn't work do far. The theory is to make an engine that has the characteristics of 2 engines, because the game won't let u to mount 2 engines on a ship no matter what u do. Still i couldn't find the right mix that will ignite hyperspace so far. I'll keep trying, maybe it will came out.

Post Mon Jun 30, 2003 8:55 am

Are the TIEs the same manouverability and mounts/classes in Next Genration, MD?

GUX

Post Tue Jul 01, 2003 6:04 pm

I really enjoy all the new ships, but I miss one thing that the official ships do which is show partial destroyed hulls (e.g. wings blown off, the back portions of engine mounts missing, etc.) I know it would take alot more work but is it possible to make "damaged" versions of the ships so the program can update to them when we have taken alot of damage? some of the realism has been lost...

Post Wed Jul 02, 2003 7:21 am

Gameshark, the Ties inn TNG have mostly the same weaponry, but much less maneuvrability, especially the Interceptor and Defender.
GUX, i know about that, still there are some ships featuring parts destruction, like the ewing, gallofree transport, moldy crow and free spirit's m.falcon. i know they're few but the others were not made with destructable parts by thier authors. so it's nothing i can do here.

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