Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.

To get the latest in Freelancer news, mods, modding and downloads, go to

Rebalance MP player start questions

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

Post Fri Jan 28, 2005 10:28 pm

Rebalance MP player start questions

My son just got Freelancer and has finished the campaign. I got some mods for him from Lancer's Reactor. One of these was Rebalance, which I had heard mentioned favorably, but when we installed it and he started it up he was very disappointed. The mod started him in a new system called "Earth Alliance System System" and when he went to different places looking for missions they were all level 30 or higher, not really suitable for a starting character in a Patriot fighter (I think that is what he had?). He also looked at other ships available, and they all cost $100,000 to $1,000,000 or more - way WAY out of range of anything he could ever afford, especially with no missions available. Then out in space he was attacked by hordes of enemies and barely escaped into a dock.

Is this where the mod was supposed to start him off as a new character, or is there something we could set to start him off someplace friendlier? He is a pretty good pilot in this game (way better than me when I sat down to try it!) and has finished the standard campaign, but in a starting ship with crummy guns he had no chance against the swarm that came after him.

Are we missing something here? Because this just seems like a really strange setup for starting off new characters.

Any help appreciated. We would like to make this mod work, as he is excited about having new systems to explore.


Post Fri Jan 28, 2005 10:32 pm

Just checked, and the Rebalance I downloaded for him is version 3.4, with a patch upgrade 2.1. Would he be better off with v.3.5? Or maybe an older version?


Post Fri Jan 28, 2005 10:46 pm

Hey redgab,
Yeah, the start loadout and location stunk in 3.4. They were not very .. conducive to success (or fun) as a starting player, to say the least.
Rebalance v3.5 is going to start with a better ship in a less hostile location. You'll have a little cash to maybe give your rig a minor lift right from the start, or you can save and work towards the better stuff right off the bat.

I'm sorry that your son's first experience with Rebal (MP, at least) was less than what you had in mind (I felt the same way before I started modding to fix things). But like I said, we've made sure things are in order for 3.5, so stay tuned for some future fun and balance


"Do you see the slightest evidence anywhere out there that man was the climax towards which creation had been straining from the beginning? That creation came to a screeching halt with the birth of man?"
- Ishmael

Post Sat Jan 29, 2005 3:47 am

Hi red, if ur son wants to give 3.5 a try, heres a site you can dl it from he has the REBAL 3.5 beta 3 avilable for down load, and also there are 2 good servers for ur son (and your self ) to jion, the servers are BLACK SABBATHS BETA TEST SERVER and ZODS WORLD. Both run rebal 3.5 and as soon as its ready for release, they will be running the final version of rebalance. Hope you and ur son enjoy the rebalance experiance

all of my questions are answers to my sins.and all of my endings are waiting to begin

Post Sat Jan 29, 2005 6:45 am

Thanks, y'all! Will now go and DL the Rebalance 3.5 beta for him to try out. Anything to tricky to watch for in installation, or does it install with FLMM?


Post Sat Jan 29, 2005 7:59 am

there should be no probs with the install, use flmm and you should be flying ok, if you do get any probs, just deactivate the mod, and do a clean install of freelancer, and you should be ok, you may also want to dl the offical 1.1 patch from microsoft, and either the 1.3 sdk files on lancers or the unoffical 1.4 patch, which is also on zods site

all of my questions are answers to my sins.and all of my endings are waiting to begin

Post Sun Jan 30, 2005 3:15 pm

Yeah, there should not be any problem if you just activate the mod from FLMM with no other mods activated (do a Restore Backups from the Options menu - or maybe it's the Tools menu - one of those). If there are any problems, though (you are, after all, overwriting and deleting a lot of files), do as Sabb said and do clean installs of both FL and the mod. I tihnk the latest version of the FLMM is 1.31, and SDK isn't mandatory but can't hurt.

By the way, the final version of 3.5 is nearly ready - about one more week is all goes as planned All I can say is w00t w00t


"Do or do not. There is no try."
- Jedi Master Yoda

Return to FL Rebalance Mod