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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 Thu Dec 25, 2003 9:12 am

Thanks crymson and MD all of your kind.

Sorry for that, I can't help your hard work, only I can do is report bug.

And a suggestion:

Maybe you can put this mod of update list to a text file, and put install and help or explain to the other text file ?

I think that will be better like now only use a text file inclue all.

Thanks for all your pay out work and time.

Post Thu Dec 25, 2003 1:40 pm

Good morning Crymson

You were right about the weapons upgrade.

Also, Could it be possable that all these crashes folks are reporting may have something to do with the fact that we are using a BETA version of flmm. Not to impune the creators of FLMM but could there new stuff and your new stuff be conflicting?

Post Sat Dec 27, 2003 2:08 am

hey guys you might be interested how to get out from a base if stucked in with a capship.

undock, go "outside" as much as you can. Select new char, and with some luck u will be outside.
worked for 1st or 2nd time. Spent about 2 hours trying to get out.

Post Sat Dec 27, 2003 1:37 pm

Hi @ll,

sorry for my "not-very-well"-english, but i'm from Germany.

I've download the rebalance mod, version 3.20, on my system. There i've run an Freelancer Server for a LAN-Play-Game. The Mod is very nice and we have a lot of fun about this mod. But while we play, we noticed same bugs.

1.) If you have buy a ship with the Twin-TIE-Engine and you will test another engine in the ship, you can't activated both TIE-Engine again, after test.
2.) If you buy anything in the Earth Alliance System and then you will start, the game will close.

In all errors, we have since noticed, the server still running, but the freelancer.exe shut down.

We don't know why, we hope you can help us.

thx a lot

Forseti

~ Donar bless thig

Post Sat Dec 27, 2003 5:58 pm

Howdy All,
First of all, great MOD. I love it!

I echo the sentiments of an earlier poster, can someone post a list of ships available and where they're at. That would be great. If not, all I really want to know is if there is a Klingon Bird of Prey in this MOD and if so where is it located?

TIA

Jon

Post Sat Dec 27, 2003 6:42 pm

Hi,...here i'm again,...

to my first message, i will add somethings:

If you buy on Observation Station Jupiter the Radar-Jammer Freelancer close immediately the programm, when you start from the base. Do you sell the Jammer the game will run without problems.

About the weapons....
there is some changing against the original play, and i like it very, but why doesn't exist Missile with an great range? The most Missile und Torpedos, which i have found, can fight against targets between 1000 - 2000 Meters, but there is an Cannon (the Damocles and Federation Weapons) with a range til 20.000 Meters. I think the Missiles and Torpedos must be faster and higher in the Damage and the range scale must be expand til 4.500 - 5.000 Meters.

About the engine....
The cruise speed - i have buy the USS Voyager and use a Engine Upgrade MK1, so i have a speed about 120 - 121, if i use the Thruster, the speed raise up to 481, but the cruise speed is only by 300. It were possible if the cruise speed raise up too, with the engine upgrade.


but, it is a very good mod and i wait for the next updates with new features.

cu,

Forseti


~ Donar bless thig

Post Sat Dec 27, 2003 7:53 pm

Forseti and others. First read this and the older thread (rebalance 3.12 something is the topic name) much answer is there.

Radar jammer is not working well, it either causes a crash, or get kicked for cheating in multiplayer.

Double engine mounting is to use hyperspace or warpdrive, or something like that. Press engine kill in a ship with dual engines and you will see. Great for traveling fast. Very fast. If you mount another engine, you lose the hyper speed but may have biger normal speed.

The cruise speed is not 300, more, just the speed-o-meter shows it. Think its 400 or maybe 550. Not sure.
But a cruise speed incrase with a new engine would be nice, or a separate cruise engine upgrade. If possible. (i know, MD you already have too much on the to do list.)

The damocles main gun is meant for the damocles ship, but that ship will be available only in the next version. Simple solution: dont buy it

want biger explosion range? try the hellfury. But be carefull And hit the thruster before launching torps, as it will start with your speed. Or press reverse thrust, and the torpedo will stay where you launched
These are fighter mountable weapons, capship guns have 2-6k range.


And a separate comment: what about give babylon capships ships some powerup? they are easier to take down than a fighter. Think because they weren't designed for this mod.

Post Sat Dec 27, 2003 8:11 pm

I don't know if it's just me or not, but when I get to Battleship Hood and talk to Hovis, and then proceed to leave the BS to do the race, the game crashes. Anyone else have this problem?

Post Sat Dec 27, 2003 8:13 pm

I just read another reply, and I think it might be from the radar jammer. I'll check it out.

Post Sat Dec 27, 2003 8:48 pm

The Hyperengine doesnt work for me !

How about the E-wing? where is ist buyable?

THX

Post Sun Dec 28, 2003 1:25 am

forseti, the real cruise speed is 450 at default level. it shows only 300 cause the game is hardcoded to show it like that.
the longest range warheads in the game are the cruise missilies, the Longbow and the Crossbow, both with ranges above 2000 meters.
the dual mounted engines generate a warp effect when the engine kill key is used
but if you unmount one of those the game does not allow you to moun it again...
the damocles main gun will only be mountable on Damocles in the next version and al its weapons will be balanced so they'll not be uber anymore.
Mdajedi, the hyperspace feature is activated with the kill engine, "Z" key.

Edited by - Michael Dan on 28-12-2003 01:29:48

Edited by - Michael Dan on 1/6/2004 12:27:42 PM

Post Sun Dec 28, 2003 1:39 am

Has anyone ever made a mod so that you can buy smuggling compartments for ships? I think that would be the coolest, to be able to smuggle cardamine or artifacts inot Manhattan without the police noticing. Is there any way to program that?

Post Sun Dec 28, 2003 6:03 pm

I'm a devoted fan of the Rebalance mod, and I must say that the alternate sound effects are of the worst kind. Especially the "Outstanding" vocal, which is down right ugly. And why so many?! Why all of them are worse than the originals?! The originals are good enough.

Good thing the music was left alone... I'd hate to see any of you compete with Andrew Sega (Necros, for the sceners among you) music-wise.

Please, people (Dan), make future releases better (and a little smaller) by losing those horrid things? Thank you.

Post Sun Dec 28, 2003 11:06 pm

I have a problem after installed the game! There are no NPC! Could somebody tell me how I fix it?!

Post Mon Dec 29, 2003 2:23 pm

Hi
Sorry for the question but i am not familiar with the modding things.
For what i have read so far is it your MOD for MP only ?
In case that is SP too how can i activated (through FLMM)

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