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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 Mon Dec 22, 2003 3:25 am

i have found a bug with the babylon 5 capital ships .. if you get a mission to blow up a babylon 5 capital ship and get within 100 to 200 meters from the ship you speed goes to 0 and the only way to move is to hit afterburner.

Post Mon Dec 22, 2003 10:02 pm

Baene, the cluster missiles will use ammo in the next version, and will cost 1/4 from the regular missiles counterparts.Raven's Claw will be re-added, it seems like i've added too many new ships and lost track of the old ones...
There are lots of powerfull ships in RB, not only the TItan and the Sabre XR. The SW ships, like the BWing, Ywing or Firespray, the newly added Hornet and Starviper, and may others.
Nomad torps are the best the way they are, don;t forget aboyut their high refire rate as well...
Missile damage radius IS added automatically to the infocard so i don;t have to modify anything here.
I've added cruise energy drain in order to make the cruise "do" something. you donlt get something for nothing in the real world you know, just shuting the weapons down was certainly not enough.
All kinds of them Silver_fire...bring em on.... Just don't make em too uber...
Good to see you back Gameshark, and thanx. as always you fight keeping the balance of the mod as i try too...

Post Tue Dec 23, 2003 4:03 pm

I placed an post in the Editing Uitlities Forum thread **UTILITY** FL Mod Manager v1.2 (and some mods) about transfering Datastorm database files with mods. You will find there a description how to automate the process. Maybe it is old news and it is certainly nothing spectacular but it might be helpful to some.

BuckDanny

Post Tue Dec 23, 2003 7:48 pm

Hi

first the rheinland police TIE interceptors (?) dont have shields.

Damocles handles like a cow. Oh, i managed to buy a damocles.8)
The problem is with the lights. First modifyed their type, so i could buy it. Before it CTD-ed as i clicked on its picture. Also this is not enough, when undocked was kicked for cheating. Removed most of the lights and it worked fine Looks cool
Also i think you wanted to add thrusters to the ships back, 4 cube like things, but only 2 of them is there, 2 other are at the top of the ship (maybe it was ok, just because i messed with the lights).


Also tinkered with NPSc and beam weapons. First they dont realy used on White Stars (it is still "type = CAPITAL", almost impossible to fly it) as theri "style" was capship, they shot only well placed shots like it was a BIIG gun. Changed to fighter elite, or similar and they use it VERY well. Maybe too well, removed my dual l10 shields in a few secs.

Added javelin beams to javelins, and they were just flying like idiots. Surely more testing needed.

Also added damocles guns to tempests, and they dont realy like use it.

Havent managed to put damocles in random encounters, server console says something about loadout. but its there, i think... (placed another loadout for tempest for testing and it works OK)

And please somehow reduce the number of parties, i experienced some FPS drop when NPCs used beams (and probably better AI takes more CPU time). In EFA (hess, cors, EFApolice, EFA sep, outcasts, nomads) 4 or more factions casued big performance drop (on, local machine!). Imagine 3-4 players in different locations/systems on a server engaging in (or simply watching) these battles...


And of course keep up good work!

(balistner is also fun)

Edit: spelling and like

Edited by - lukr on 23-12-2003 20:13:49

Post Tue Dec 23, 2003 8:08 pm

And a suggestion. For some challenge (other than PvP) would you make some drastic missions? Fully equipped Tempest/Javelin/idnotknow, beam weapons, fighter with Colossus shields, rockets, etc? Now u can take down a group of 2 battleships some gunboats and fighters with almost any fighter that can handle L9 weapons.
Was ahving fun with Slipstream, just evading and shooting them. No uber/beam/damocles like weapons or torps.

Post Tue Dec 23, 2003 9:44 pm

thanx for the tip with the damocles lukr...it will be purchasable in the next version...
For the next version i'm researching a cargo hold upgrade...it'll probably be available, right now im working on the fact that it can't be bought. probably already upgraded ships will be available at different locations.
Capships will be very expensive, 7mil the corvette, 9 the Naginata Frigate, 23 the tempest, 37 the Javelin and 57 the Damocles.
Hopefully Silver Fire will release his weapon pack and that'll be included as well.
I tested X2 for the last 2 weeks and found some outstanding features that left me literally with no words...
- dynamic economy, prices are changing depending on the quantity dound on that stations...
-gradual upgrades for: speed, cargo space, maneuvrability, scanners, extensions for trade(trading systems, best sells+ best buys locator).
-cargo hauling missions, related to the base you're on, transportations of passengers, all linked to the type of ship you have(for ex a only freighter can do cargo hauling missions).
-jump drive that will consume energy cells and allow you to jump wherever you want in the known sectors. the further the location more EC will be consumed.
-posibility of buying and owning bases, having to load them first intu huge transports that you hire to do the job for you
-diferent carreers as: trader or fighter pilot, also different level up for these careers.
and so on...

Edited by - Michael Dan on 23-12-2003 22:20:59

Post Wed Dec 24, 2003 2:01 am

Two quick things

One, Essex battleship 50% of the time I launch from it the game crashs out to the desktop.
2
I don't know if I have a glich but it seems like every battle is taking in excess of 20 minutes to finish. Perhaps I am not used to the enemys using the nano and shield regenerators however I have been playing this game since it first hit wal-mart and I don't think its lack of dog fighting skills

I am curently doing sp missions in Bretonia. I have the experimental shuttle with 4 drail and two justice MK3 lasers. I don't seem to scratch the targets unless i pound them for 5 minutes apiece. I'm sure I am going to catch hell for saying all this but I want to be sure that the systems running right or am I just i need of adapting to the new MOds.
By the way Awesome new ships!!!!!

Post Wed Dec 24, 2003 2:18 am

Hi all,
MD I've been working on a variety of fixes for you and hopefully will have them ready shortly.
Fixed Cougar torpedo mount: this is tentative as it seems to be fixed but haven't had a chance to extensively test it.
Fixed Starfury HpMount dangling an accessory 3 feet below the ship.
Am working on adjusting and adding mounts so that ships will cease to have accessories jutting from their engine exhaust nozzles.
I am tinkering with the engines on the moldy crow and MilFalc trying to get the engine wash shortened so it doesn't blot out the world every time you dive the ship.

Silver_fire coupla suggstions for weapons, if possible of course.
Gyro Destabilizer: Knocks the target ship around hardcore, does most of it's damage via the g-force stresses on the target's spaceframe.
Engine Disabler missile: dunno if this is even feasible but a missle that briefly shuts down the targets engines would be very cool.
System Disruptor: drains targets weapon batteries leaving them offensively dead in the water.

Anyway I'm hoping to have those fixes ready for you soon MD.

Crymson

Post Wed Dec 24, 2003 2:24 am

Hey Ragabash,
This is not a flame or anything just wanted to mention that 4 drail and a pair of justice mk3's is a really weak setup for fighting in bretonia. I'd suggest updating your weapons asap you will be very glad you did. Honestly I applaud your tenacity and dog fighting skills for even trying to do missions in bretonia space with such low powered guns.

Crymson

Post Wed Dec 24, 2003 5:01 am

There are visible mounting point on the blocade runners engines, look very ugly. They are out of the ship.

The thruster mounts for tempest (and/or javelin) they are on the left side of the ship...

And a suggestion: make the damocles main guns not removable, like the balistner's power (if possible). This way only it would have those guns.

Ships stability. i mean i fly the Balistner and a fighter crashes into me and i start spining. Tried modifying some stats, but no effect. Is this some side effect of the game engine?

Shields sold at centauri... (i know where is the centauri system, most others not, its good for me, but)

And NPC ships have this: equip = armor_scale_0 in loadouts_special.ini some have other values, even negative ones. Does it do anything with armor classes? Tried modifying, but not sure. They just dont stand in 1 place

also, some pics of the Damocles http://lukr.fpn.hu/freelancer/damocles.php

Edited by - lukr on 24-12-2003 20:56:16

Post Wed Dec 24, 2003 5:19 am

Hey Crimson

Thank You. I figured it would be something simple like fire power. In the original SP game I used see how far I could go using just a Liberty Defender and some battered old Justice lasers. I love this rebalance and look forward to seeing the rest of the changes. Great Job to all on the Star Wars ships ( my personel fav.)
I don't want to spoil the suprise, I'm hoping to run into a star destroyer some were along the line. Anyway Great Job look forward to more.
Happy holidays
-Ragabash AND Galley_Rag

Post Wed Dec 24, 2003 10:49 am

another bug i have noticed and tested pretty thouroughly is ANY nomad encounters in Earth Alliance system. If you hit any of the nomad ships there, they crash the server. I mean one shot, poof, server is down. Tested this over and over with clean install of FL, FLMM, and rebalance ONLY.

Also, WTF is up with Minbari and Nial systems? there isn't anything there lol, i flew around in each system for an hour each and couldn't find a single base, and this with a ship with the best scanner hooked up for max range.

Also, on some of the ships i noticed hard point errors...like the Jedi ship, has two lights at the wing tips, then dead space, THEN floating around the CM and something else on the other tip...odd looking. Then, with a couple other ships i noticed that they had two turrets on the top of the ship, stacked together, with dead space in between. Another oddity.

ALSO, i have legally amassed 999,999,999 credits. If you try to take off with that amount, the game boots you as a cheater, no matter what. I had 980,000,000 with a load of cargo, i docked with it, sold it, tried to take off and boom, i'm booted as a cheater. Weird bug, which i was able to reproduce at a couple different bases. When i was able to get back on, it had my ship right outside the offending base with my cargo in my hold, but no matter where i went, if i docked, then sold cargo, then took off with 999,999,999 it booted me for cheating. (the load i was carrying was Light Arms, in the Balistner.

Anyway. More from me. Bleh. Hey, I seriously got to say i love the mod more than anything i've played. Lots of fun, and i think you are doing a fantastic job with this. Once the bugs are ironed out, it will be one of the greatest mods out there, if not THE greatest for fun value, and sheer magnitude of stuff to do, fly and shoot. Love the Fleet encounters in Earth system, way fun, very very profitable.

Baene

Post Wed Dec 24, 2003 8:41 pm

Baene: Nial& Minbari - dont fly, just look around. The planets are visible from the jumphole. ~80-90k flying. The same for centauri.

Probably the server kicks for having much money because in original FL it would take forever. Anyway, there is no point in getting so much money.

Nomads cause crash rather randomly. Once i could kill two nomad groups without problam, taking out a base in another system. Later when i hit the Battleship it crashed.

Post Thu Dec 25, 2003 5:58 am

I back again.

To MD:

I find the other bug in a shield, it's like have 23000000 defend.

When you buy it, you will be kick like a cheat.

And a suggestion:

Maybe you can remove some like it can't be use or buy of ship or equipment in your next version mod.

Because they are like a decoration.

Thanks for your time.

Post Thu Dec 25, 2003 6:19 am

Ok as I said I'm trying to help out by adding HP's and moving the items from the engines to these so as to tidy up the ships.
I'm now having a problem because this works fine on some ships but on others such as the sabre this seems to be violating some max limit on total HP's for a ship.
Anyway until I can find a fix for this it's going to delay me sending these to MD if anyone has any insight on this problem it'd be much appreciated.

Crymson

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