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Freelancer: Evolutions 1.27

Here you can find news, get help and comment about all the Mods for Freelancer created by Pathfinder Studios, such as the ?Evolutions Mod?

Post Sun Dec 14, 2003 6:49 am

Check that - your OpenSP and the default no story mod won't work.

Post Sun Dec 14, 2003 10:38 am

aye - i changed the payout on the first mission to 5k instead. It does tell you when mission is offered that reward is 5k. I left the rest i think due to the fact that with increased value of guns etc, looting the ones you killed would give great monetry gain.

The base is in the minefield itself. As a clue - the minefield is not only on a flat plane.YOu may have to fly up or down for 20k to move between one of its 3 levels. Watch out though,no-one has found that base yet................

And the wreck containing 30mil aint too far from it either!. Reason for that is because originally you would have to take loot to NY or another place, but making it out alive was nigh on impossible, so it will sell well at the abandoned base (means that you are less likely to die and therefore lose cargo! )

Yeah - the long beam takes ammo - its cause its soooo powerful.
Found zinger mines - they are fun, and the depth charge ones (stationary mines) which are great too. They live for about 30-60seconds or so. People run into those things - lol

Post Sun Dec 14, 2003 1:21 pm

Update patch for those flying the mining ship - everyone else can download too!. It doesn't matter if the server doesn't have this as it is controlled client side (ship handling). This should make it easier to manage - but its still tricky. This is one of the largest ships in FL remember! lol.

Now - also, when leaving a dock in this ship - it is SOOOOO big that DON'T touch the controls till you are well clear. This will stop you 'getting stuck' so to speak.


This is a non-vital patch only needed by people flying the miner, and only if they don't like the current control settings.

Website: Pathfinderstudios

Contains all the latest on the Evolutions mod

Post Sun Dec 14, 2003 4:47 pm

Ha I didnt know the long beam takes ammo, just thought I couldnt fire it cause I didnt have enough power. I got to the Order base nice selection of weapons

Post Sun Dec 14, 2003 11:53 pm

Chip - I'm talking between storyline missions. For example, before between the first two missions, you needed to make 3500 after you got payed before starting the second mission - meaning it was 2-3 random missions (depending on how good you were).

Post Mon Dec 15, 2003 12:28 am

Erm, yeah, thats what its always been.......


Sorry, not with you now i have to admit, not sure i understand what you are getting at - no offense, just unsure!lol



Website: Pathfinderstudios

Contains all the latest on the Evolutions mod

Post Mon Dec 15, 2003 2:25 am

Tampa Base in Florida system...there is NOTHING offered for sale, period. It kinda sucks to be a pirate in that system, since no nanos or shield bats are offered for sale (this is NOT a faction problem, they just aren't there...) No equipment whatsoever is sold there, nor any ships...probably a bug i would assume. FYI.

Post Mon Dec 15, 2003 6:19 am

<RANDOM IRRELEVANT POST>
Think it's hard?

Try it after modifying PREFOPTIONS.INI (or something like that) DIFFICULTY RATING (or similar... BrAiN dAmAgE) to 10!
</RANDOM IRRELEVANT POST>

I am the signature virus! Copy me into your signature so that I can take over the world! Moohahahee!

Post Mon Dec 15, 2003 7:36 am

I'm wondering if that spacing could be changed. Since random missions are 4-5k, you'lre looking at 1-2 random missions instead of 2-3 randoms and you'll have a bit more money for those fighters.

Post Mon Dec 15, 2003 9:38 am

FYI... Chips...

There will be a very minor and so simple and overlooked problem on inserting addons that will contain generatestres and generatexmlres. fllmm1.dll will be located under this label [DATA.

[Resources
DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text
DLL = NameResources.dll ; Contains names of things, primarily.
DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text
DLL = te_mod.dll ; dll for the TEMP mod - don't remove whilst active
DLL = te_infocards.dll ; for the extra information search things
[Data
flmm1.dll <----- will be written here by flmm and it will cause id generated to not function properly.

you forgotten to insert a space

DLL = te_infocards.dll ; for the extra information search things
<----- must put space here

[DATA

so flmm can insert its file correctly.

and one other thing. very nice mod you have there. I used my mod with it after i corrected the problem. those battleships really rocks. Now if you could make them really strong, cuz when the raven comes it will really kicck it's battleship's ass. lol

btw. The starviper as your starting default ship has a minor LOD problem. you didn't change the parameters in the LODRanges it must be equivalent to 0, 99999 so we can see it in far distances as in the cinematics and cityscape.

All I do for LOVE

Edited by - firebase on 15-12-2003 10:09:56

Edited by - firebase on 15-12-2003 10:12:03

Post Mon Dec 15, 2003 1:23 pm

Thanks for a great mod Chips, but I do have some complaints mainly to do with ship turning speeds.

I think that the light fighters turning speeds are absolutley rediculous, I mean I had only played the mod for an hour and a half and my wrist was really starting to hurt, because it requires quick actions and extreme concentration to even hit the little bastards, especially when I am only flying a starflyer with a justice mark 3 and the lavablades you get at the start!(by the way those lavablades SUCK!, they are too slow)

anyway the second complaint is it's nearly impossible to trade at the start, because you cannot escape the pirates at all (those damn cruise disruptor missile's) it's ok in liberty space but as soon as you try to make a decent profit eg. in Bretonnian or Kusari space you don't have a chance. Oh yeah and another thing about trading, those transport trains are useless, it is even more impossible to trade with them, they can only dock on certain planets and stations and you do not have any kind of chance to escape pirates except entering trade lanes, which because of its slow speed and no shields makes it impossible to escape unscathed. (as in you almost die with every pirate encounter, most of the time you do die)

Baene is right Freelancer did need a difficulty boost, but I really think you got a little carried away, although maybe it's easier when you get a capital ship, if I can even get enough cash to actually buy one.

Sorry to be such an arse, but on a lighter note I did enjoy discovering the new ships and trading goods to be had it makes the game feel a little more rpg'ish.

Post Mon Dec 15, 2003 2:55 pm

Hi Chips!

I saw your mod here the other day, and downloaded it.
Installed it into flmm just fine, activated it and launched FL.
No problem here.

Started multiplayer server and joined up.

Here's the problem:
All infocards are missing.The solars list doesn't show names, the navmap doesn't show the system names and station names. All I get is 'ID?' as a name.

I've read in this thread that this may have something to do with not having WinXP installed (I have Win ME). I don't buy that.

firebase here posted something that might interest you to fix this (you haven't replied to that yet):



FYI... Chips...

There will be a very minor and so simple and overlooked problem on inserting addons that will contain generatestres and generatexmlres. fllmm1.dll will be located under this label [DATA.

[Resources
DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text
DLL = NameResources.dll ; Contains names of things, primarily.
DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text
DLL = te_mod.dll ; dll for the TEMP mod - don't remove whilst active
DLL = te_infocards.dll ; for the extra information search things
[Data
flmm1.dll <----- will be written here by flmm and it will cause id generated to not function properly.

you forgotten to insert a space

DLL = te_infocards.dll ; for the extra information search things
<----- must put space here

[DATA

so flmm can insert its file correctly.

and one other thing. very nice mod you have there. I used my mod with it after i corrected the problem. those battleships really rocks. Now if you could make them really strong, cuz when the raven comes it will really kicck it's battleship's ass. lol

btw. The starviper as your starting default ship has a minor LOD problem. you didn't change the parameters in the LODRanges it must be equivalent to 0, 99999 so we can see it in far distances as in the cinematics and cityscape.



I'm not a coder or modder, but this sounds like the solution to the infocard problem.
Only problem is, I don't know how the heck I could fix it myself!
I figure it has something to do with a script that flmm uses to activate the mod, but I don't know where I can fix it.

Could you please help me with this, as I'm really looking forward to playing your mod.


Ps. I have the 3 files installed: evolutions, the server patch and the miner patch.

Hoping you can get back to me soon!


Kind regards,

"Never interupt your enemy, when he's making a mistake" -Napoleon Bonaparte

Post Mon Dec 15, 2003 5:33 pm

Erm - when under attack with a train, either a) Have a copilot, or b)use the trains guns and blow the buggers out of the sky. I made them powerful - a couple of shots and they will be dust. U just gotta be careful. As it is the ships have 10k hulls - more than the titan . Try the armored transport - moves faster, and also has 20k + hulls. Alternatively - try other ships instead. Build up cash flying around liberty alot first. Then venture forward. Will sort out tampa - sorry - musta somehow overlooked that one - lol.



Website: Pathfinderstudios

Contains all the latest on the Evolutions mod

Post Mon Dec 15, 2003 11:31 pm

Well, the next update does alot of stuff.

Capship weapons at shipyards.
Missiles fly faster.
LOD ranges for some ships increased.
Destructable objects - including the shipyard in Guixiang province.
LOOT from blowing things like the shipyard and damaged tradelane rings
Also includes shooting debris of stations etc.
Tractor beam included on some battleships rather than having to buy it seperately!
Attempt to fix the ids problem (not sure if this will do anything for those working on older versions of windows, as i cannot actually test this myself! lol)
Commodities fix - three of, including high price, good trade route (accidental) and rep on two items.

There maybe more depending upon what crops up here okay. Let me know!!

This will be available shortly (two days away MAX)

Website: Pathfinderstudios

Contains all the latest on the Evolutions mod

Edited by - Chips on 15-12-2003 23:31:45

Post Tue Dec 16, 2003 4:45 pm

Good to see that a patch is near and that you're working on the ID problem.

Since I'm on WIN ME I'm willing to do some test work for ye.

Just give me a shout at:


[email protected]

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