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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 29, 2003 7:49 pm

iniochos: it works in SP, just start a new game. Delete your old saved games if game crashes. And also there are cuts and nocuts.bats, to see/dont see the cutscenes.

Post Tue Dec 30, 2003 2:18 pm

Thanks for the info.
How is activate it through the FLMM ?
It doesn't seem to be like the other mods

Post Tue Dec 30, 2003 5:39 pm

So far, I've just got one problem: When I get to the Nomad Lair in Mission 12, after I destroy the Shield Generators and try to enter the structure, some sort of invisible barrier stops me from going in. I can get past the first opening, you know, the one that makes the wave motions, but after that, the barrier occurs. Please help.

Post Tue Dec 30, 2003 5:50 pm

The same to me scythe. Simply restart the mission and it will go on!

Post Wed Dec 31, 2003 4:04 am

Actually, I think the problem mighta been that my cargo hold was full. But when I did restart it, I emptied my cargo, and then it worked out fine. I beat the game right after that, so I have free reign at last!

Post Thu Jan 01, 2004 8:40 pm

Hey all. First of all, I like Freelancer. It definitely adds a few things that were missing to the game. Mmm, replay value.

Second, I just wanted to say that I know why Freelancer randomly crashes every so often (especially when leaving bases/especially in Earth system).

It's a simple factor of CPU usage. I run dual monitor, and I set the server window on my secondary monitor while I'm playing. Every time the server crashes, there's a CPU spike preceeding it... and it seems to be due to the random ships in the area. The random patrols are bigger/containing capital ships, and when the ping spike for one person is high enough to exceed what an Athlon XP 2500+ can put out, perhaps, it's best to trim the random ship placements in help stability?

(I know, I love having the modified patrols... ever just start unleashing in the New York system on everything? But, stability comes first.)

This is from my play time on 3.12, but I'm seeing people report the same thing under 3.20, so I'm assuming the cause is the same.

Third, what you're teasing us with for the next version pretty much knocks out the remainder of what I was wishing was in Freelancer. (Mainly dynamic resources...)

Fourth, and I don't know if this has been fixed, or was due to using an older version of FLMM or something, but I saw quite a few broken XML tags in info cards... one XML tag would be broken near the top and the rest wouldn't display correctly. Mainly on ship descriptions.

Fifth: Even with a cruise of 450, cruise is kinda slow. I was getting nearly 900 kps with two order thrusters at full speed in 3.12. Someone mentioned upgradable thrusters. If this is feasible, it'd probably be the best solution. Otherwise, knock cruise up a little more or knock the highest end thrusters down a bit.

Keep up the great work!

Post Sat Jan 03, 2004 9:21 am

Never have I posted before but really wanted to comment on this Rebalance mod. I have logged more than 300 hours play time on Freelancer and was just about done with this fine game and then I loaded up this mod. It has completely re-energized my enthusiasm for Freelancer and I just had to tell someone. The amount of time and effort put into this mod is evident. I too had some unusual crashes after departure from Jupiter Station, but those we rectified by utilizing multiple saves at various points in the game. I believe that the amount of traffic (other ships) may have contributed to this problem being that I am running this game on an older PC.
In short, I just wanted to say thanks. This mod has made my favorite game ever, even more enjoyable!

Post Sat Jan 03, 2004 9:56 am

You guys rock!!
I just entered some new areas that I will keep secret so not to spoil it everyone else. I am impressed
O ya Can I have A Star Destroyer, Please!!! ...

Post Mon Jan 05, 2004 7:21 pm

I've fired up FL for the first time since it was released, and have to say I am really really enjoying this mod.

One odd problem -- the Fonts for all info on ship details, loadouts, cargo, etc. etc. all seem too large. In some cases, odd word-wrapping makes it hard to read (e.g. the weapon stat sheets).

I turned off the mod and checked it with just regular freelancer and this problem disappeared.

Is this intentional? Is there any way to remedy this issue?

Thanks,
JK

God's Final Message to His Creation:
We Apologize for the Inconvenience.

Post Tue Jan 06, 2004 12:31 am

Hmm it seems I am running into difficulty with your mod I would love to try it, and host a server, however it says that I dont have the correct CD in? Is there some process other then installing it with FLMM that I need to know about. Many other mods are working correctly.

Post Tue Jan 06, 2004 12:45 pm

Magerooster, i don't know if dynamic resources can be added using the curent FL modding techniques, mainly because of the engine of FL that does not support these.
the 450 cruise limit was set mainly because of mission 6: the race with Hovis. if it's set higher than that, either thje player of even Hovis with fail to finish the race and this will prevent him to win the mission.
Wild Man, thanx, i'm glad you enjoy RB. i got to tell you that my mod made me spent way much more time playing FL then i would ever do without it....
jeffkretz, just copy the fonts.ini file from the FL original files(the FL SDK is downloadable here on LR), and you'll revert the fonts to the default ones.
relinth, i don't think that has anything to do with my mod...
i finished the work on the EFA capital ships, the Damocles BC is now ready for action, both flyable and also used by the EFA armed forces. It will be very expensive though, about 50000k so you'll have to work a litle more your bu// to get it....

Post Tue Jan 06, 2004 2:47 pm

Michael Dan wrote: the 450 cruise limit was set mainly because of mission 6: the race with Hovis. if it's set higher than that, either thje player of even Hovis with fail to finish the race and this will prevent him to win the mission.

As I recall there is a solution in the mod for this. You can buy engine upgrades but you can't sell engines. So the ship keeps the original engine, but disconnected. You could connect the original engine to race Hovis, seems fair to Hovis too. Or am I mistaken??

By the way there are other moments in the game where the higher speeds interfere.

BuckDanny

Post Wed Jan 07, 2004 2:53 pm

buck danny your assumtion below here:
"As I recall there is a solution in the mod for this. You can buy engine upgrades but you can't sell engines. So the ship keeps the original engine, but disconnected. You could connect the original engine to race Hovis, seems fair to Hovis too. Or am I mistaken??"...is incorect.
Even if you kept some old engines, remounting one of those will only affect your normal impulse speed, however the cruise speed is just one for all engines or ships, and is set in constants.ini as an unique value. the only way to change it is to edit constants.ini and modify it yourself.
other missions in game that affected by cruise speed are mission 3(the "save willard station" part), but positively since you get to the station faster, and in mission 5, the Rheinlanders torpedo attack is shown too soon, before the BS captain finishes its speech...
perhaps other missions involving cruising are affected as well.

Post Thu Jan 08, 2004 3:00 am

how do you gain faction with the EFA Police? I've killed loads of bad guys, 100's and it NEVER goes up. Hell i really don't understand how i got to be hated by them. All my "good" factions are max green (police, military, etc) so what's the deal with the EFA Police? I can't land on Earth anymore (still trying to figure out why, as i have NEVER killed any police)....please, help.

Baene

Post Sun Jan 11, 2004 11:32 am

Hi, some other ideas, suggestions:

-Mollys in Dublin (?) fly BSs, in the mine field, eh, not for a long time

-"Clean up" things. Eg add EFA, new omicrons, narn, minbari, centauri etc systems to the big Sirius map. Also give all dockable new planets new name/info/etc.

-Server Console very often shows several warnings about missing and bad files, info cards, mounting points, etc.

-Its just not right that you can take down some BSs, cruisers, gunboats with a fighter. 3-4 PCs with various ships maybe, but make it hard.

-Base/planetary defenses are toooo weak, you have a planet to defend, and nobody should mess with an entire planet.

-Equalize normal NPC capship weapons with Tempest/Damocles/Balistner turret damages. (not the main guns, only "normal" cruiser/BS turrets do less damage than L10 guns do) (maybe keep current weapons for SP encounters, and give random BSs a different loadout)

-Also better NPCs should use their nanos and batts faster, if they arent dumb, they will use all of those before dieing. Again example from EVO mod, they use batts/bots faster, shoot more missiles, and drop more mines. And also feels like they fly their ships better. (and they have good mines/missiles)

-Essentially ( IMO) NPCs should have the same equipment, weapons, number of batteries, missiles, mines as PCs. Take down 3 equal fighter and hope to get to the closest freindly base for repairs if you are good. (know there is hard option, but "problematic" in MP)

-Dont sell l10 weaps everywhere, and dont sell L1 weapons in planets like Earth, Omicrons, etc.

-Maybe dont sell the CODENAME and nomad weapons, search or fight and loot for the best stuffs, think its more rewarding than just buy it at the local gocery. (and make it harder to buy the best faction specific weapons)

-Also do something with reputations. In Chips's Evolutions mod if you are just a bit negative with a faction, they dont sell you anything. And this makes sense IMO. And they sell their best weapons only if you are very freindly.

-Trade routes in EFA-> some gives 800-1000 profit/cargo unit, and only 50-80k flying.

-Somehow tweak the random encounters, so u can undock without meeting 2-3-4 fleets battling. This would reduce server and bandwith load. And maybe reduce the number of crashes. (MageRooster mentioned the same, and i agree with him) Meet with a 'local' fleet at their own planet/base, meet 1 other faction at a jump hole/gate, but please no instant battles.

-Power sources: upg power V should be enough for any fighter/bomber but capships(naginata, babylon ships, maybe if you include the "original" FL capships or new ones) need more power. Either modify their default loadout, or make buyable powersupplies. If these cruiser/battleship powersupplies take up much space (say 200+) nobody could mount them on a fighter. Dirty, but sure way agains cheating.

-Vector-ships and strafing powers: OK, you dont want to crash into a planet, but now you can just strafe and evade almost anything. Also their "strafe speed" is more than 1k! Tried it, Tempest vs Blocade runner, couldnt get closer than 1k, nobody hit the other, because both ships were very fast.

-Cluster missiles: now they are waaaaay too powerfull. (read your post about will downgrade in the next version, but maybe you found these usefull) Normal missiles are expensive, 10k+ the best ones. You mentioned cluster launchers will use some cheaper ammo+energy. But please, reduce their rate of fire as they do much more damage/sec than their 'normal' pairs, and even more damage than some capship weapons (cluster lancer is ~5k hull damage/sec)
*maybe make different rotary launchers, that use regular rockets, only they fire faster. (maybe use some power, as it is needed to fire missiles that fast)
*cluster misiles use a reduced cost and/or cargo space missile and lots of energy. ROF~original ROF
*the original missiles are for normal purposes
Also maybe modify their avability: only best-1 cluster or rotary missiles available

-Weapon energy effeciency: its pretty funny to see a balistner medium turret doing 25 hull damage for 1 energy, a damocles small turret does 10hull/1energy, a balistner large turret does 1.6 damage/energy. Damoc beam is 4D/E, Javelin Beam is 1D/E.

-Price of projectiles: hellfury torp, and the cruise missiles are cheaper than the best torps/rockets, and they are more powerfull (IMO).

-Quote from the readmee: "-no more gunboats turrets or fwd guns fitted into fighters, no fighter has class 10 turrets anymore..." what about the SabreXR?

-How big you wanted to make EFA? visited those planets a few 100k away

-Damocles small turrets have only ~500Hp, they fall off very easily.

-The turret in the Javelin's nose is L10, and one on the side is L9. Is it intended this way?

-Cruiser missiles dont take up cargo at all.

Edit: what about a base for the bad guys in EFA? Maybe place it somewhere 20-30k above or under the regular bases

Edited by - lukr on 1/11/2004 11:38:54 AM

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