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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 May 30, 2003 6:49 pm

firstly, great mod! i think you've done very well here and added a lot of life to the game. i have a question though: why is it you can only mount missiles in the torpedo/disruptor hardpoints?

Post Fri May 30, 2003 7:11 pm

Flak Turrets - how are they supposed to be used?

I bought a couple of them when they were first introduced. According to the info card, they have stats similar to a missile; ie., 200 speed, and a turn radius. Once I saw that it had a turn radius, I got the impression that they were homing. When I tried using them in combat, however, I didn't see any indication of this. They just fired off into nowhere at a casual pace.

Also, what makes them rate the term "flak?" Do they have an area of effect when they explode like a torpedo, perhaps?

Post Fri May 30, 2003 9:08 pm

I thought it was supposed to be TIE Fighter (Light) > TIE Interceptor (Heavy) > TIE Defender (Very Heavy)?

Post Fri May 30, 2003 10:13 pm

says that the mod has no files whatsoever and wont mod anything....this is with FLMM.... Version 1.2 beta-test 2

Heretic

Post Fri May 30, 2003 10:54 pm

Don't know if I got you right, but the mod is now in a self-extracting exe in the file you dl. Just open it with winzip, unzip the file and run it.

I can't wait until I find a really good mod where I can fly the Liberty Cruiser... Ah... Sweet dreams Buffalo Base, 'cause here comes the almighty Projectile in the Dorsetshire (yeah, I'll call her that...) to blast your puny base to even punier pieces! WAHAHAHAHAHAAA!

Post Sat May 31, 2003 8:37 am

Hi guys, great mod here!

Just wanted to say something about the TIE Ships. Being a great SW fan owning almost all the SW book series, I think i have something to say. =) I can't remember all the details but with a quick search frm the net, here's what I came up with:

TIE FIGHTERS
Shields : No
Hyperdrive : No
Speed Rating: 100MGLT
Gun Mounts: 2 Laser Cannons
Note: versatile fighter that performs all operations including fleet escort, reconnaissance, space patrol and planetary guard. The TIE Fighter lacks shields and a hyperdrive as most of the Imperial Starfighters do

TIE INTERCEPTOR
Shields : No
Hyperdrive : No
Speed Rating: 110MGLT
Gun Mounts: 4 Laser Cannons
Note: based on the custom bent wing design created by Lord Vader. Designed as an answer to Incom's T-65 X-wing starfighter.

TIE ADVANCED x1 STARFIGHTER
Shields : Yes
Hyperdrive : Yes
Speed Rating: 145MGLT
Gun Mounts: 4 Laser Cannons
Missile : 2
Note: Darth Vader's personal fighter. Too expensive to be mass produced. Also boast extra armor.

TIE DEFENDERS
Shields : Yes
Hyperdrive : Yes
Speed Rating: 180MGLT
Gun Mounts: 3 Laser Cannons + 2 Ion Cannons
Missile : 2

You really wouldn't believe the variations of TIEs out there. Check out http://www.theforce.net/swtc/tie.html#tiea

Post Sat May 31, 2003 9:39 am

You should get a prize for that level of geeekiness

Post Sat May 31, 2003 9:56 am

Michael,

Many thanks for your feedback, no problems with Ver. 11B. Smooth as silk.
However, I could find no adv. Tarantula's in Dublin when you play Open SP, Maybe the Molly's have some, but I am on the top of their hit list. Perhaps Graves could add them to their list as they have Tarantula (L5) and debilitator turrets. I went looking in my Cylon - killed lots of molly's, then some Corsairs showed up in Titans and put a stop to that....... 1 Cylon (L/6 Shields) + 4 Titans (with L/10 shields), = You are dead - better luck next time.

Couple of questions:

1. Is there already or is it possible to add a LOW profile (Killer) light fighter, (say Level 15 -16?) with level 8 - 10 shields, level 5 - 8 weapons - 4 Guns, and either 2 gun mountable missile slots, or 1 - 2 turrets - that will accept say a heavy Corsair p/plant. Cargo is unimportant. Say 50 units. There or two reasons I ask this;
A. Some of the best weapons in the game are freely available around this rating and you don't have to get into bed with the uglies to get 'em.
B. In the "story line" game you seem to be at about this level when all the 'heavy" action starts and many of the "Foe's" outgun you. Just a thought...

Perhaps just "upgrade" the Cylon or the Viper a fraction!!!

2. Why put the $10 credit L/10 shields at Primus if nothing I've taken there can use 'em? You get some time off at the Dragons base during SP to go looking and I went to Primus and got some Nomad stuff... Some of it makes your ship look really strange------- Careful selection is the order of the day!!!

3. Have you changed the game so Nomads don't drop weapons as loot? Do you have to reach a certain level now?

Tried the Phoenix, works well but had to got to Cambridge to buy it as same as others, game locks up if you buy it at Houston.

Keep up the good work

Regards,

Harrier,


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

Post Sat May 31, 2003 10:31 am

To be albe to return to normal FL i understand I have to backup some files/folders. Which ones?

I can't wait until I find a really good mod where I can fly the Liberty Cruiser... Ah... Sweet dreams Buffalo Base, 'cause here comes the almighty Projectile in the Dorsetshire (yeah, I'll call her that...) to blast your puny base to even punier pieces! WAHAHAHAHAHAAA!

Post Sat May 31, 2003 1:21 pm

Hi, a few new ships have been mentioned
this Sith =/
is this included in the 1.1b? or do i need to manualy put it into the right files?
P.s the 1.1b also sed that all files needed in the 1.0b are now included, so do i know have to remove the white star, Slave1, Awing etc etc from files, or can i just leave em ther

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

Post Sat May 31, 2003 2:47 pm

OK installed the 1.1b, along side the 1.0b, cos they seemed compatible, that phoenix was not on planet cambridges, so i uninstalling, restoring defaults, deleting the porsches + white star folders (which i put in manualy) then re-installing 1.1b
if i am doin summat wrong here, please say
all help will be appreciated

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

Post Sat May 31, 2003 3:09 pm

Dan: just a quick note.

Reports have arrived in my email that the Starfurys textures are working now. Looks like the resizing worked.

giskard

Post Sat May 31, 2003 3:11 pm

Since I was and still am a fan of SW Games(also Starlancer, Wing Commander and Privateer series) I know pretty much about ties and i know that in a TIE Fighter and Interceptor u could fly circles arround X-wings. In fact the T/I had more maneuvrability than the normal T/F, about 106 DPF, and the T/F about 98. Also the Tie Defender was the most maneuvrable of all(114 DPF) while the Tie Advanced only slightly less maneuvrable(108 DPF). So u see that was the way the settings should have been for TIEs, only that would have made a VHF more maneuvrable than a HF and a HF more agile than a LF. So I let them all at almost the same maneuvrability. I know that they should not have shields(the T/F and T/I) but than nobody would picked them up...since ALL other ships in FL have shields, and besides there are some missions in XWA where they put in shields for T/F's and T/I's. About cargo issue, a standard TIE should have only 5, a T/I only 15 and the T/D about 20, since they only had space for the pilot in the movies.
And wildkid, the T/A x1(Darth Vader's fighter form A New Hope) have only 108 MGLT, the TIE Avenger was rated at 145 MGLT and only in original Tie Fighter Series, its speed was decreased at 133 MGLT in new XWALLiance and XvT games. the T/D suffered the same downgrade, from 156 MGLT, original TIE game to 145 MGLT in Xwing vs Tie fighter and XWAlliance.And I know all other TIE models, don't worry, including the newest TIE Scimitar, Lancer, Gunship, Shadow, G/T, and the V-38 assault fighter from Rebel Assault 2.
Ether Dragon, only the Stealthblades mk I and 3 have tie sounds, if u wanna get the same sound for lets say Stealthblade MkII(class 7) go to Audio\sounds\weapons and copy the file fire_empire4.wav to fire_tachyon4.wav.
(or to fire_tachyon5.wav for Hornvipers).
Hmm u said : "Wouldn't it be better to decrease the cargo capacity on the new ships then increase the capacity of the original ones?" , i don't think so since I tried to maintain the orginal settings for them, as for the gunboats or Whitestar, they NEED that extra cargo space for the big weapons. I'll modify the prices for the new version in accordance to the new ships cargo capacity.
The term "Flak" for those turrets stands for having an area damage as they have. And I increased form 16 to about 36-48 for Battleships in v1.0b. they have a dumb seeker though, this is also present somewhere in their definition i think.
LimeCordial, read trough the readme files or first pages of posts in "New Freelancer Rebalance mod thread". it's all explained there.
Harrier, The Adv Tarantulas are in Quintaine's base(u'll see where...), play the SP campaign and the game will lead u there after the race with Hovis. Also some normal Trantulas are in the IMG mining base south-east at Dublin(don't destroy it...they'll give u no more weapons )
Yeah, a Cylon MKII with 4 class 8 weapons or even a Starfury MkII will be a good idea(just had no time top implement it in the new v 1.4b wich will came out tomorow, it was already sent to my support site for testing)
I know about texas lockups, still dunno why are they occuring. MAybe I'll just remove the phoenix from Texas and put it on MActan for ex...so u'll have to get in bed with Lane hackers to get it.
Team Projectile, backup all FL directoey in a zip(or ace, rar) file on other drive, than when u wanna rmoeve the mod, just uninstal it and copy all that archived dir back to FL.
Slap, the Sith Infiltrator will be in verision 1.4b, which is also an integral version, no more separate downloads/manual install.

Post Sat May 31, 2003 3:35 pm

Where can i download this? I have another version of this but it says itsa corrupt file then it says it wont mod anything AND I WANT A CSV

Heretic

Post Sat May 31, 2003 3:36 pm

ok cool.
except i cant get onto 1.1b, i uninstalled 1.0, deleted the slave 1, awing etc etc from the data/ships file, cos i am guessing they are included in the 1.1b
and installed the 1.1b, and my game wont start =/
any help will be appreciated.
p.s might be me, but ur going thru mods rather fast i think.
maby its cos i been gone for 5 days, but as i see you only jus released the 1.1b and the 1.4b is cuming out 2mo =/

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

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