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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 May 29, 2003 11:29 am

Michael,

Thanx for the reply, I have downloaded Ver. 11b will try that.

Question: will I have to start all over?
I am currently flying the Cylon (one of my favourites), do hope you haven't removed the jump hole from Leeds to Kepler - its fun to jump from Leeds - take out the Weapons platforms around Nome, plus a few Gunboats and Hawks - and hear that there is a new enemy attacking the base...... disappear back to Leeds with the weapons and loot... I hate Xenos... Almost as much as I hate Molly's.

Secondly, where can I buy L6 graviton shields?

One small thing, the Info card on the Legionnaire says it has 5/1 guns/turret but it has only 4 guns plus missile/disruptor.

Keep up the good work. You continually improve the game.

Regards,

Harrier.


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

Post Thu May 29, 2003 12:14 pm

Micheal, well, maybe it is my fault, because I play online with your mod, with my friends. It all started like this .. I hosted a dedicated on my Laptop, and I join game via LAN while my friends join thru the Net.

Firstly, it was my friend that crashed, because he went to Planet Houstan to get the Phoenix. Told him, not possible (becuase I have faith in this mod ), tried it and died. Well, so I tried again on Planet Campbridge, and it works fine there, and I can even fly around with it.

But only on Planet Houstan it happens to me, I do not know why

Post Thu May 29, 2003 5:11 pm

The Rhino infocard is abit wrong.

the ship has 4/5 guns/turrets and room for 15 bots/shields.

What kinda powerplant sits in this ship initially? It does not list any when i bought it.

Post Thu May 29, 2003 5:59 pm

First the answers than some juicy stuff:
Harrier, the kepler jump hole is there. Lvl 6 Graviton shield u can only find at Kyoto, the Blood Dragon Base, u have to be lvl 16 for that. but if u raise money for a Banshee LF or Tie Defender HF u'll find the shield included in the package. Also the Centurion has a lvl 7 graviton shield. All these ships are in the Dublin system. Also here u can find some Dublin Dusters MkII and, only when u go, some Advanced Tarantulas. Also if u kill a lor of corsairs u'll get some lvl6 Angelito MkII, an sometimes even lvl 6 Graviton or Positron Shield.
Gameshark it is not u'r fault, my system freezas too when I launch with the Phoenix from Houton. I'll move it to BS Mississippi in next version. Also u can find it at BS Missouri in current version if u wanna get it on Liberty.
meus, I changed the rhino without updating the infocard to last version. it'll be done. the powerplant is also not declared as a good that's why is not appearing. looks like some glitches evaded my testing...
Now the good stuff:
first a review of the current version:

v1.1b:
-added Kurgan's Phoenix with a 6/1 weapon config+infocards. it's buyable at planet Houston and Planet Cambridge. Credits and thanx go for Kurgan for an excelent model(keep it up!)
-maked visible the 3 pirate engines, and powerplants: fighter, elite and freighter.
-armor upgrades from Mk I to III now drop as loot, but only on level3 of difficulty.
-player max ammo is now 100.
-added the names of the jumpholes that were missing, and reomved some that were causing crashes in the edge and unkown systems.
-reduced the availability of upgrades troughout Sirius and increased their price. they're now harder to find and to buy, especially the MK IV's.
-all stations, depots, BS bases, docking rings, are now destructible. Be warned that this will cause a server crash in MP if a base with a player in it will be destroyed.
-all the files needed for the mod are now here, no need for other downloads.
-please use the Ghost Docking Ring mod(it comes within FLMM 1.1) to solve the White Star Cruiser docking problems.
-battleship killing RM missions appear now at freeport 4 in magellan near Calif minor against the Outcasts(they usually fly Liberty Dreadnoughts). Go there after mission 3 if u wanna hone your skills.
-There's also a jumphole to Omega-3, where u'll get Bretonia BS killing missions against Corsairs, on Freeport 1. All at levels 6-7!!!
-Reduced cruiser, battleship and bases damage at level 2 of difficulty.
-shield damage is now 0.4 at lvl1, 0.5 at normal level(2) at 0.6 at level 3.

WARNING: the install program which comes with v1.1b does NOT restore your FL old files on uninstalation. please make a backup of your FL dir to another drive and copy it back after u installed my mod.

SECOND WARNING: DO NOT try to unmount the phantom guns that appear sometimes when buying a new ship, just sell them and everything will be fine.
if u do not listen, the game WILL CRASH, an it'll be all u'r FAULT.

agenda and future features for 1.4b:

-add Thunderbolt VHF variant of Starfury(9/1/2 weapons/turrets/missiles). It'll be buyable at Trafalgar Base, BS Essex and BS Nagumo.
-add Nial Minbari Heavy fighter, buyable at Planet Houston, Trafalgar Base and Planet Kurile.
-make Phoenix now available at BS's Mississippi an Missouri, and at Planet Cambridge.
-upgrade the models of Starfury and Starviper in agreement with their authors, Griskard and Kurgan from Hostile Universe team.
-Also upgrade Xwing to fix the white texture bug.
-Starviper gets 6/1/2 weapons/turrets/missiles and 33/33 bateries nanos. Starfury gets 25/25 bateries/nanos.
-Freighters will cost a LOT more but will have much increased cargo, starting from 500 to Rhino, 750 Clydesdale, 1075 Fromedary. to 1500 to Humpback.
-to give u a headstart in a much more expensive world, missions 2 and 3 will give 10 times more money than before.
-speeds will be 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 will be 199 with a Upgrade MkIV engine.
-pirate escape pods will give more rewards, base price is 5000.
-cargo loot for killable battleships in random missions will be increased.
-all bad guys will use same powerplants as player, no more infinite power for them.

Post Thu May 29, 2003 7:52 pm

It's your mod, MD, but can I ask why you're increasing the size of freighter holds so drastically? Won't that completely destroy the economy? The only reason I can think of for doing this is to make the freighters compete with the gunship and White Star cargo capacities. If that's the case, why not just decrease the cargo capacity on these ships instead? The only reason for the huge cargo hold on the gunships seems to be for the gunship engine - something I replace with a zero-cargo cost engine immediately after purchase.

From another perspective (no pun intended,) it'll seem pretty weird to see a Rhino, the same physical size as my ship, hauling 100x my cargo capacity in it's (multidimensional?) hold. Personally, and since I'm not a mod maker I can only speak for myself, it seems that the better solution would be to give all engines a cargo rating. Barring that, remove the cargo rating from all engines and decrease the cargo capacity of any ships relying on it. Increase the cost of the White Star to about 1.7 million credits. It's got 10 times the capacity of a Humpback, so let it cost ten times as much.

The engine idea is something I've been mulling over for some time. It would be really neat if you could tie the cargo cost of the engine to the size of the ship. If you think about it, a Mk. IV engine for a light fighter isn't going to be the same size as one for a gunship. Perhaps it's as easy as assigning a value to the ship classification and multiplying the cargo requirement by that number. Thus, a light fighter would have a value of 1, a heavy fighter would be 2, a VHF would be 3, and so on. If a Mk.IV engine's base cargo cost is 10, it would take 10 cargo in a light fighter, and 30 cargo in a VHF.

Oh yeah, on the subject of engines, would it be possible to change the colors of the Mk. 1, 2 and 3 engines. As it stands now, they all have the same flame trail, while the Mk. IV is different. I think it would help people distinguish the engine type if they could see something different for each. I also noticed that the Kusari engine exhaust is under-used in your mod.

Post Thu May 29, 2003 8:09 pm

After playing level three.

Comments...

- Nomads die really easy.
- Battleship clearing mission at experimental shipyards in Hamburg = extrememly difficult. (I used 55 shield bots and a few nano bots in a jedi fighter)
- docking AI isn't used to trying to dock at 261 m/s from any angle. Must be straight on to dock at most places.
- Racing with Hovis is not quite so easy, but more fun.
-Stations blow up and respawn after you dock and leave another station/planet.
- Alignment shifts are rather insignifigant when a base is destroyed.
- Just about every jump hole works.
- Battleship and gunboat weapons make life hell, but definitely make a better challange.
- Kusari BS weapons aren't quite as bad as rheinlander BS weapons.
- The dropship is a fun ship.
- missles still aren't quite useful.
- The mod was great fun and I blew up many cap ships.

Loved 1.1. I wish I knew that the original files weren't backed up. Oh well. I'll just download a set off of LR.


Edited by - Drassnia on 29-05-2003 21:13:14

Post Thu May 29, 2003 9:45 pm

Very strange. I played through the campaign in the hard level and it was still to damn easy. Can't you make a very hard level or something?

Post Thu May 29, 2003 10:17 pm

The white cruiser is so broken.

Come on a 8 gun 10 turret 4 missle slot ship with 11 lvl 10 guns for 67k?

I tried to buy it but could not dock anything with it.

Post Fri May 30, 2003 4:25 am

If any of you guys want a fun time, try flying the tie fighter, that ship is a blast! Couple of questions though. Anyone know where I can find the tie interceptor? Also is the tie defender as manuverable as the regular tie fighter? What abot the Awing? I'm finding the tie to be a blast, but will probably need something beefier later on, but want as manuverable a ship as possible. Thanks for any replies

Tinr

Post Fri May 30, 2003 9:36 am

Ether dRagon, I'm indeed increasing capacity of the freighters to make them compete with the gunboats. I'm having reports from all servers running my mod that people on MP are now using Gunboats and also Slave1's and Bwings for trade!!. So u see i had to increase cargo for FRT's to make them compete with th new ships!! Why using a Rhino or Mule or Clydesdale with 80-100 cargo when I can use a Slave1/Bwing with much more cargo, and better defense/offense capacity. remember that defensive/offensive capability of the new ships, including Funboats(i ment Gunboats of course!) is making them much more desirable than the freighters, and i didn't want that. I wanted freighters to be the choice ship for trading. Remember the prices of the freighters will be WAY up, a Rhino now costs 500k,Clydesdale 800 k, a Drone 1000 k, a Dromedary 1200k, and the Humpback 1800k.
Unfortunately the cargo size for engines is fixed, and u cannot specify engines by class of ship, like making LF specific engines or HF specific engines and so on. too bad, that really was a good idea. maybe it's an idea to pass to game creators, also like making engines sellable and adding cloaking devices+equipment as loot. changing the upgrade engines colour is easy, maybe giving Liberty white colour to MkI, Bretonia blue to MkII, kusari yellow/brown to MKIII and keeping the red pirate to MKIV. I can also fix/add different sounds to them as well.
Level 4 of difficulty? why not. but personaly i've found level 3 quite satisfying especially agains Battleships(my lvl 5 shield got blown in 2 hits, and 6500 armor+armor upgrade MKII in 4 hits)
Tinr, i like the T/F too and the defender is at least as maneuvrable as the T/F. u'll fnd it on BS hood, right before racing Hovis. The T/I's home is Planet California minor .

Post Fri May 30, 2003 9:51 am

I love TIEs too!! They rock!! Too bad you cannot say "The Force was weak within this one.." wen you shoot people down. Muhahahah.

Micheal, I was wondering. If you compare the manouverability of the Tie Fighter and Tie Interceptor is a bit too much of a difference? To me, I think the Interceptor is the same with the Defender. Do you think you could juice it up a bit?

TIEs are cool, so I say again. But they cannot get around the Universe much if yo go to all those Omicron areas. I was thinking ..

Turning Rates =
TIE Fighter (your setting is perfect enough already)
TIE Interceptor (maybe less 10-15% of the TIE F, or maybe like the Phoenix?)
TIE Defender (I think it is quite fine already)

And maybe juice up the Cargo a bit? Because the Phoenix has 60 cargo while only a TIE Defender also has 60? I was wondering Cargo maybe TIE Fighter (50), Interceptor (60), Defender (70)?

This is only a suggestion from me, a TIE and Star Wars Fan, and also a fan of your mods! I just want to see people take a liking to the TIEs when I play with them

Post Fri May 30, 2003 2:16 pm

You know, when the 1.1b was released I was sincerely hoping that the line "-Added Liberty Cruiser at Planet X and station Y" would be typed somewhere. Oh, I know I can fly them in Reynens mod, but I didn't find it as fun as this one. I mean, lvl 10s on all ships. Come back to the ground...

Anyway, nice mod (doesn't everyone say that?) and it even go better when I found where I can buy Rheinland GB turrets... Wahahahaha, no more ugly Kusari ones for my Bretonian Gunboat. One question abouth them though, sometimes the funboat () begins to blow when you're down at 25-35% hull. It's funny to watch a gunboat explode at close range, but not when it's yours, especially since you can only fly around and wait to die when it starts, no matter if you use nanos...
It looks strange when you have engine "fire" from Rheinland capital ships on gunboats, unless it is a Rheinland one that is. Yea, I love flying gunboats. I just can't wait until the Liberty Cruiser comes in... AHH! Put that Daumann Devastator down!

Post Fri May 30, 2003 3:13 pm

A question about the Tie Fighters, can I buy any other weapons for the ship and still get the cool sound effect? I like the sound, but my Tie-Interceptor can hold Class 8 guns, and the default set are only Class 3.

Post Fri May 30, 2003 3:35 pm

MD, thanks for the reply. My general assumption is that you have a deeper insight into the mod restrictions since you mod and I don't.

I'm not sure if you answered my original question, though. "Wouldn't it be better to decrease the cargo capacity on the new ships then increase the capacity of the original ones?" Once you increase the size of the cargo holds, you'll next have to balance the cost of all equipment and commodities. I can make over 1000 credits in profit each way on a trade run. With your currently stated plan, that means a Rhino could make over 1 million credits (profit) in a 30 minute, round trip, trade run. That alone will buy any fighter-type, and outfit it. Two runs will afford the planned Humpback, whereupon profits will jump to 3 million credits, roundtrip.

My concern is that the players on my server (and myself) will lose interest in the mod due to the Monty Hall feeling. Everything is getting more powerful rather than "rebalanced." Anyway, thanks for listening.

Post Fri May 30, 2003 4:25 pm

Um, GameShark03, in the Tie Fighter game, the Tie Interceptor was faster and had less armour than the Tie Fighter itself, thus making it more maneuverable, hence why it was given an interceptor role. So you can't really make the Tie Interceptor less maneuverable than the Tie Fighter, can you?

The oath of the British Army: Do you swear to be brave soldiers, to never turn your back on the enemy, always speak well of a lady and respect the chastity of a woman? You do? Have we got NOTHING in common?[![![!

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