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Freelancer Rebalance 3.12 discussion

Here you can find news, get help and comment about the ?FL Rebalance Mod? for Freelancer

Post Sun Nov 23, 2003 10:47 pm

Hmmm Looks pretty cool, not sure about the engine drain though, Haveing it drain in cruise...well...Ok... but in normal flight? Haveing your weapons depleated in combat AND your engines would kinda make you a sitting duck, But havent tried it yet so I'll wait and see. As long as yoy can do the SP Story cause theres some times when you need full engines like in misssion 6- the race with whats-his-face. And the time limit missions. Will Warp still work? Also where is the Damocles Ship at? I know its not buyable but looking at its stats in the ship.ini it looks like a deadly opponent, 10,000,000 hit points. Is it in game anywhere? Its in the folder with the javlin, tempust and nagasaki(HHAHA SP) and thoses are the best looking ships so I curious how it looks. I also noticed that those ships dont fight you, the nag?????? just twirls in circles. Anyway look foward to seeing the changes you made.

Post Mon Nov 24, 2003 1:22 am

Michael, any idea when 3.2 is due to be posted on LR?

Windows XP Pro on NTFS,
Gigabyte GA-8PE667 Ultra 2 Pro MOBO
Intel P4b 512K Northwood CPU
Crucial 512MB PC2700 & Crucial 512MB PC3200
Lian-Li PC7-USB Case
Sapphire Radeon Atlantis 128MB
Western Digital WD1200JB 120Gig & WD400JB 40Gig HDD's
All From Deep in the Heart of.........
Sherwood Forest Planet, Greenwood System......

Post Mon Nov 24, 2003 3:41 am

tie turrets 360º cool!

"Nemrod you can check in the shiparch.ini file, the starfury has class 5 fighter shields and nothing more! "
but the starfury omega is lvl 7
please up the shield lvl too!!!


bye and thanks!!

Post Mon Nov 24, 2003 11:24 am

Shadowtech, the drain in normal flight is low enough, it was introduced just because in almost all spacesim games if you wanted to go at top speed you had to sacrifice weapon or shields recharge rate(like in XWA or Freespace). besides there are fusion injectors that compensate for this, also mounting a high level fusion injector(or a superior powerplant) will nullify the cruise engine drain. If you want an engine that is not draining energy in normal flight buy a TIE engine, those actually add to energy recharge(+50).
Unfortunately the Damocles is not working, it causes a CTD in Rebalance at buy time(when you're entering the vendor's room actually) so i had to remove it. You'll not find it anywhere in Rebalance. it is quite big though and would not probably been able to dock on aything else than planets. Check the Fightspace mod if you want to see how it looks.
barn.door,v3.2 will be posted on Filplanet in a few days, then on LR.
Nemord, the initial Starfury is a light fighter with low defense capabiilities, besides a lvl 5 shield plus a mark III or IV shield capacitor are enough till the end of the SP campaign so is no need for more.

Post Mon Nov 24, 2003 2:20 pm

i know, i know
my conf in mp is:
Sentinel L.F shield (lvl 5, 2107 shield capacity)
Mark IV shield capacitor
s-04 shield powercell
2 Rebel KX9 blasters (lvl 7)
2 tie L-s9.3 blasters (lvl 5)
1 tie L-s9.3 turret (lvl 5)
Corsair Heavy fighter power plant (looking for a Border World one)
Shadow Engine

and the destroy base-battleship missions are easy for me
but a lvl 7 shield can make my mp life a little easy
(and probably im the only one crazy guy using a starfury omega in mp)

bye and thanks!!!


Edited by - Nemrod on 24-11-2003 14:26:06

Post Mon Nov 24, 2003 6:25 pm

LOL Thats exacly what I did, and yes its HUGE, WAAAAAAYYYYY to big. And I also tried to add it to a base to purchase and I CTD I tried it before you mentioned it LOL, I wonder why since you can buy it in Fightspace. you HAVE to have ghost dockring enabled in Fightspace or youll never get off the planet since its as big as a small planet. It would make a great random encounter though, something to really make people fear. Theres another cool ship in Fightspace thats kinda cool, it looks kinda like a aircraft carrier, that would be cool to add. That battle base they built was really cool BTW

I Can't seem to stop messing with the Tempest Destroyer Ive been modifying it to better represent its looks, I made it so it has 6 Thrusters, so it matches the 6 thrusters burners, By looking at its mass compared to many ships, I gave it a total of 4 Fighter Shield Slots, same as the Lancer, and I gave it 3 shield slots, due to its big size it would have the space for the Generaters (But Im not so sure haveing 3 shields is any different then haveing 1 they seem to go down just the same), yea it may be unfair but it seems to better fit the ship, I increased cargo space too since its such a big ship. but on the flip side I only play level 3 difficulty (BTW That was a Excellent addition, all the .BAT file choices!! I didnt even notice them for a long while) Anyway its just for my own game not Multi-player.

More feedback: You should reduce the chance of Deep Scanners being droped, when you start in Open SP mode the massive battles outside earth you can launch tractor in 15 or so Deep scanners from the massive battle land, land sell for $12,000 each, repeat and never fire a shot, makes money far to easy to get

Also Many of the hardpoints on the Lancer are messed up ie: only fire on one side of the ship, the hardpoind "Float" around the ship.


Edited by - Shadowtech on 24-11-2003 21:58:40

Edited by - Shadowtech on 24-11-2003 22:14:33

Post Tue Nov 25, 2003 12:06 am

thanx Michael,
where can i download it for free now?
want to do a fresh install,
cos 3.12 on a previous 3.02 install keeps crashing when you nearly get to the other side of a jump gate, i mean a full WXP crash, error message, white text on blue background for about 2 secs, then system restart, autosave usually gets it back to the other side of the jump gate, it does not do it in jump holes tho, it may be my WXP install, but it seems funny it only does it on holes and not gates?
is it a rebal prob?
b interesting to see if 3.2 does it on a fresh install,
the star wars music mod seems to work OK with 3.12, great music, really adds to the game.
P.S. its on fileplanet now, but the severs are a tad full......
Windows XP Pro on NTFS,
Gigabyte GA-8PE667 Ultra 2 Pro MOBO
Intel P4b 512K Northwood CPU
Crucial 512MB PC2700 & Crucial 512MB PC3200
Lian-Li PC7-USB Case
Sapphire Radeon Atlantis 128MB
Western Digital WD1200JB 120Gig & WD400JB 40Gig HDD's
All From Deep in the Heart of.........
Sherwood Forest Planet, Greenwood System......

Edited by - barn.door on 25-11-2003 00:31:51

Post Tue Nov 25, 2003 2:26 am

Ok I have 3.2 first Feedback I can give is the injector Infocards are still reversed (MKIv and mkV) Tempest hitpoints on Infocard dont match actuall points. Installing 3.2 compleatly crashed FLMM 1.2.6 wont even run, had to install 1.2 and it worked. Will let you know if I see anything else

Post Tue Nov 25, 2003 3:27 am

Also Radar Jammers when equipt cause a CTD

Post Tue Nov 25, 2003 3:49 am

Hi!

I just played rebalance 3.12 for a few days, but it is definitely cool. I actually have to worry about enemies.

(still in que@fileplanet for 3.2...)
Some things to mention:

Damocles main gun is too devatating, especially it mounts in torpedo lanucher. Take out gunboat with only 1 shot, cruisers are 2-3 shots. And you just sit 2-3k away from their big guns and wait to recharge. Even if you have a fighter class ship.
And shot down several hessian fighters with it, flying longsword torpedo bomber. ok it was vs AI pilots, but in close combat. Shooting down aproaching fighters is much easier.

Capital ships&thruster- with Tempest i easily hit 1k+speeds. upg engine MKIV engine+4 order thrusters-> hit the thrusters after undocking, and flew ~30k in 22 seconds (just measured)
similar with the blocade runner, top speed is 894.

As i found, the javelin has the most powerfull reactor, and it can be 'bought' for about 700k(+lost stuff eg. engines). (sell ship, buy javelin, but no weapons, sell it and buy sabre, but keep power plant, fly away and buy wathewer ship you want) yes, its a lot of flying, but since it takes up 0 space, i think it worths.

Using capital ships caused FL to crash. Not only great battles, was in the same place with normal sized ships without any problem.

Others mentioned incorrect body/skin-> the Vorlon Planetkiller is annother example. Can fly through it, only the center is the actual ship.


Prbably not your mod, but i was killing hessians (no mission) in outcast space and my reputation at the corsairs dropped much???


But its a great job, i spent (and will )much playing FL again. Hopefully hungarian server will come back online
(more about 3.2 tomorow)

Post Tue Nov 25, 2003 9:18 am

Ok guys, thnx for the feedback, the Fileplanet version is a mainly a test one and may be updated again before posted here on LR.
Shadowtech, the deep scanners dropping is not my making, i just activated them as lootable equipment in misc_equip.ini and also as buyable/sellable goods in goods.ini. So i can't reduce the rate of their dropping, every capship when destroyed will drop one. the Tempest could use a little upgrading even if i find it powerfull enough to hold its own agains anything.
Radar jammers should work fine, they work in my test systems.
barn.door the mod is on Fileplanet as ussually.
lukr, the damocles cannon is priced at 1000k ant its enough for the power output it gives...also remeber that is very energy demanding and this compensates for its ultra fire power.
Also in order to buy the Tempest or Javelin powerplants you have to buy the ship first and they're expensive enough to compensate for the power of thier components.
I'd like some feedback about the new AI repair feature, also about the new weapons(LI Heavy Ion blaster and the improved BD Dragon's Breath). How do you feel combat missions are now: much harder, a little more or the same as before(remember that ships are now repairing both shields and hulls at different levels according to the pilots skill)...

Post Tue Nov 25, 2003 7:30 pm

First in the shiparch.ini is wrong, the white star should be freighter, not capital. Try to fly it

Yes, you are right about the price of those powerplants, but they take up 0 (zero) cargo space.

AI repair is working. Making the beging terrible. Took about 15 mins to complete a simple ship kill mission with a new char.

Accepted a 'destroy base' mission, some cruisers, but they just sit there. ok. Killed the fighters and attacked the big ones. Without any other hostile ship, sound or visible attack i was shot down in a few seconds??? (still NY, beginer char)

(v3.20)

Edited by - lukr on 25-11-2003 19:34:56

Post Wed Nov 26, 2003 1:25 am

Whooo Hooo 3.2, MD do you know of any servers running update? Been waitin along time for this;>

Post Wed Nov 26, 2003 6:59 pm

OK Mike I was just wondering if you are going to fix the issues this mod has with flmm beta 6 3.12 works with it why wouldint this one ? also just a small question I have alwas had issues in earth alliance in all of your mods with killing the nomad battle ship it crashes the server havent tried it in this version yet still testing it out. Also why would the criminal factions have battle ships just wondering it just seem the incounters in the latter mods were too unreal as far as the battleship encounters in earth alliance...

Other than those issues this is I believe by fare the best mod out you have done a great job... with a little tweaking to make it more stabile this could be the mod of all mods...

Post Thu Nov 27, 2003 4:39 am

I love the repair AI, Anything that makes battles tougher is better, still have a prob with the radar jammer not sure why, in the version you upload to LR PLEASE make tempest turrets for sale so we can replace blown off ones, I agree that the Damocles main gun is too devatating, takes the fun out of battle, I had 2 but removed them yea they cost allot of power but that doesnt matter considering what it hits it kills, lukr, great Idea never thought of that with the power supplys Also I agree with you that the Javelin sould be upgraded, its a badass ship but the Temest can rip it to pieces in seconds as big as it is it should have more weapons mounts than the tempest but it doesnt, Can you consider adding The Balistne? It looks kinda cool and would be the top badass ship. anyway great version, glad you added jupiter, good work on the trade lanes in EA. Another suggestion, ALL large ships should have warp drive not just starwars/star trek ships, I added warp to them in my game but you should do it "officially" The missions are better now your really honing this mod to perfection, one thing I noticed is in one of the other added systems you dont see the gate you came from so I had to restart from a save cause I could get out. Hopefully youll fill out those other systems to be as good as EA, I knoe its allot of work though, they should have some unique stuff so its worth going to them, Ive said it before but I really love that you added really far planets in the earth system, theres three that I noticed with satalites that are far away, I REALLY hope you add a base to each of them, perhaps thats where you could sell the Best ships at. Do you use freelancer explorer? Also what is the Tempests Hit points 150,000 or 400,00? the info card says 400,000 but in ship.ini its 150,000, thanks for your hard work and I hope you keep rockin out the cool additions

Edited by - Shadowtech on 27-11-2003 06:37:17

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