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Freelancer Rebalance 3.20 debate, bug reports and comments

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

Post Wed Feb 04, 2004 11:32 am

sperahead, ships in the missions in Omicron alpha and gamma for the Corsairs or OUtcasts have a chance to drop lvl10 shields. this chance is increased in 3.30.
radar jammer is already fixed. will be added to 3.30
Paritel, as much as i want to do that, the power draw of the engines combined with the power draw of these shields will be too much for the powerplant.
A freighter with a nice cargo will be the Dromedary XR, with over 1200 cargo.
The Naginata, Tempest, Javelin and Damocles are LOADED in 3.30, they have as many weapons as they can carry, both primary and secondary.
it is possible to switch off your shield by simply unmounting it. You'll relly only on the capacitor and have no regen rate, unless you mount a shield powercell.

Post Wed Feb 04, 2004 2:31 pm

I think, power consumption of shields and engines is ok. I do it. (Some shields consume less than 100 power units for regen. And You can load some shield power cell or ???fusion??? injector.) But now, i has thought about mines in 3.30. Hull damage 1500 for drone is too much. If You hit lf without shield, it go down or lose all weapons! I think, only change speed of mine and load better mine for some ships. Lf can use mine mark 01 and 02, hf 02, 03, and vhf 04 and 05. Mine with hull damage 6000? Practically nothing survive one hit without shield...

Post Wed Feb 04, 2004 8:09 pm

i AM trying to run your mod as MP but for some reason it just wont work i have done a complete uninstall & reinstall of FL have the 1.1 server patch using FLMM v1.2 beta9 have sdk 1.3 have tried running it with ironcross & without nothing works
When u create your char u start in rochester ????u can with 9000 credits u can by weapons or what ever but when u launch the screen faids out then u CTDT
when u reload u just CTDT please help I really like your mos and want 2 add it ti the other versons we run we have a TNG server Vic 1.63 server (2) allong with variouse other servers please post here if u have any answers

have a great day

Post Thu Feb 05, 2004 6:56 am

Paritel, most light fighters in RB have above 1500 hull strength, and the NPC's can repair their hull quite fast, also they can repair shields so a mine has a very tight interval in which it can hit effectivelly. And excuse me but most VHF's have the hull's beyond 9000, some even beyond 12000 so a single hit will not destroy them. it takes some 4-6 hits to kill a Bwing or a Milenium Falcon and since the custom ships are not invulnerable but reluctant enough to blaster fire(due to the lack of proper surface definition, .sur files),so you gotta hit em with explosive munition and hit'em fast in order to die, otherwise they'll just repair and fly away.
Darkmatter, yes in MP you start at Rochester, and the game does not crash at least not on my test systems. There are several servers running RB and did not report crashes at launch time from Rochester so it must be something on your server.

Post Thu Feb 05, 2004 10:21 am

Ok, Michael. I'm afraid of kill something will be too easy.

Next thing. I reinstalled my freelancer before I install rebalance 3.2 and I had some bugs. So I had uninstalled rebalance and installed SDK 1.3 full. Bugs disappeared, except one. Game is crashing when I or NPC destroy nomads, In EA01.

Post Thu Feb 05, 2004 7:32 pm

HAven't forgotten FL yet, MD.

Tried X2 but really couldn't get into it. It could have been great.

Anyways, here I am again , waiting for yet another release of your awesome mod.

As soon as it comes, I'm putting Morrowind up for a while.

Post Thu Feb 05, 2004 11:37 pm

Glad to hear that Thurmond. I tried X2 too and like it quite a bit but the fighting AI sucks. they just ram you when you hit'em and that makes you loose very expensive equipment or weapons. FL is waaay ahead in combat AI. X2 is very good in trading areas, dynamic economy, dynamic upgrades of cargo, ship speed and the posibility to build ans own bases...
V 3.3 of the mod will be probably out soon on LR since I already send it to baked.

Post Sat Feb 07, 2004 1:23 pm

Hi, been gone for awile (Off playing X2) glad to hear theres a new vertion comeing, looking foward to checking it out.

Post Sun Feb 08, 2004 1:52 pm

It is great mod!It was a good idea to allow capital ships in the game... But i have some troubles with them...
Why capships can only install figter shields? Even if i install 3 10-class shields on Ballistner, it will take only few seconds, before they are gone... Maybe shield class for cap-ships will be a good idea? Caps cannot dodge enemy fire... Their only chance of survival is they thick armor and shields... And if i have to pay about 0.5 M in cash for repairs... you know... this is very bad mission end...
I know, that Ballistner can make enemy ships just dissapear in few seconds, but for Ballistner's armor that few seconds mean a lot of damage...

Sorry for my terrible english...

And once again thanks for awesome mod!

Post Sun Feb 08, 2004 3:24 pm

And another thing... I was testing Voyager ship from Star Trek ... And i think something is wrong... Federation Phasers are awesome weapon - good range and reload time - but when you shoot at enemy for a few seconds, it stps... energy is still at high level, but you must hit fire button again, if you want to keep fireing... What is wrong? Did anyone else met this problem?

And another thing - weapons with so high range - i have now 4 damocles beam turrets - and i take off capital ships before they can even return fire... They dont try to retaliate, they dont try to lower distance and open fire at me... They just die in silence... If fighters cover try to attack me, they are also destroyed before i enter their fire range...

So big weapons range differences can change the outcome of fight... If the capital ships try to engage me, this would be much more "realistic".... But they only stay still... Maybe something should be done with this?...

Post Wed Feb 11, 2004 1:30 pm

Can't wait...

Are you going to upload it to Fileplanet or just LR???

Tiadvance,

Thurmonator

Post Thu Feb 12, 2004 5:03 am

v3.30 it's already uploaded to LR but baked said the FTP won't accept files that large so bargib got to fix that. so it'll probably take a while till it's posted. let's hope not too much...

Post Thu Feb 12, 2004 1:30 pm

How about Fileplanet?


Will you not be updating your version on that website?

Thurmonator

Post Thu Feb 12, 2004 7:01 pm

huh, its getting bigger?
maybe make an ".ini only" version?
erm not completly ini only, as there are a few new ships, but the old ones take up lots of space. DLing 50+megs take a few hours for some ppl (incl me)
And think TLR is already having some bandwith problems (at least i cant always reach the site at first try)

anyway, look forward to see it.

edit: just saw the announcement on the starting page. (this forum is bookmarked, not the front page)

Edited by - lukr on 2/12/2004 7:06:25 PM

Post Fri Feb 13, 2004 2:08 am

does any one know what servers are running 3.2
l could only find two greeks server
eager to play online

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