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IONCROSS Freelancer: Total War
Want help in running a persistent server? Want to setup a gaming session? Look no further!
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IONCROSS does not rely at all on the global server.
Visit www.ioncross.com/~freelancer for instructions on how to install our mod and connect.
-- JoeBoomz
IONCROSS
Visit www.ioncross.com/~freelancer for instructions on how to install our mod and connect.
-- JoeBoomz
IONCROSS
Our web server has been having some problems lately, but JoeBoomz has been working on it and will be getting a shiny new provider for the website soon. The server is still running on its dedicated connection, so it shoud be rock solid.
Im seeing fewer mods out there overall, but ICTW will last indefinitely!
Miax
IONCROSS
http://freelancer.ioncross.com
IONCross Total War - Production-Run Mod Operator
Edited by - Miax on 8/28/2005 8:55:42 PM
Im seeing fewer mods out there overall, but ICTW will last indefinitely!
Miax
IONCROSS
http://freelancer.ioncross.com
IONCross Total War - Production-Run Mod Operator
Edited by - Miax on 8/28/2005 8:55:42 PM
Freelancer Community,
There are some exciting developments in the IonCross TotalWar that I wanted to share:
Victor has returned! After a long deserved vacation he has returned and is working on ICTW 2.0. Many of the features Victor had long wanted to add are now in development! Things to expect:
Flyable Rheinland Gunboat (DONE)
Flyable Liberty Cruiser (DONE)
Flyable Rheinland Transport
Flyable Liberty Transport
Additional variations of Navy/Military medium fighters (think bomber roles)
Anti-capship fighter loadouts for the AI
Numerous modifications/improvments to existing bases (DONE)
Additional weapons, at least one per faction (not counting capship guns)
Completely re-worked dynamic economy and trade routes
Most of these changes are 2-3 weeks from implementation, while others are already in the game. You can read-up on more details about the capital ships on the IonCross forums at: Click here
There are other changes as well, of which the most significant is a major change in how the rules are administered. In the past there were the posted rules which are minimal and the unspoken rules which admins enforced in the game. The unspoken rules are gone now, and the admins enforce only the posted rules. No more BS, and a much more relaxed environment in the game.
More developments are on the way, so if you havn't tried Total War lately, you may want to give us another try!
Goto the IonCross website for mroe details: Click here
Miax
IONCross Total War - Production-Run Mod Operator
There are some exciting developments in the IonCross TotalWar that I wanted to share:
Victor has returned! After a long deserved vacation he has returned and is working on ICTW 2.0. Many of the features Victor had long wanted to add are now in development! Things to expect:
Flyable Rheinland Gunboat (DONE)
Flyable Liberty Cruiser (DONE)
Flyable Rheinland Transport
Flyable Liberty Transport
Additional variations of Navy/Military medium fighters (think bomber roles)
Anti-capship fighter loadouts for the AI
Numerous modifications/improvments to existing bases (DONE)
Additional weapons, at least one per faction (not counting capship guns)
Completely re-worked dynamic economy and trade routes
Most of these changes are 2-3 weeks from implementation, while others are already in the game. You can read-up on more details about the capital ships on the IonCross forums at: Click here
There are other changes as well, of which the most significant is a major change in how the rules are administered. In the past there were the posted rules which are minimal and the unspoken rules which admins enforced in the game. The unspoken rules are gone now, and the admins enforce only the posted rules. No more BS, and a much more relaxed environment in the game.
More developments are on the way, so if you havn't tried Total War lately, you may want to give us another try!
Goto the IonCross website for mroe details: Click here
Miax
IONCross Total War - Production-Run Mod Operator
Its funny you mention that!
Victor and I spent most of tonight discussing ways to make it a bit easier, to encourage more players to join us, and offer more incentives. I'll outline some of these "Player-Friendly" changes:
In New York (for newbies):
1. Deaths in NY no longer take money from you, though you still loose your ship - so death in NY is not so harsh anymore.
2. Shields across the board are a Bit stronger.
3. Bribe costs for House factions (Liberty and Rheinland).
Outside New York:
4. As newbie players, deaths cost you less money.
5. There is a cap on economy losses, you wont loose more than 100 econs.
6. Economy points will cost less, so you can buy more and thus be better off.
The Overall Big Change:
The scoring. Before it was always a big mystery as to what affacted gun prices, what affected stocks, how commodities and gun available was handled. That entire system as been rewritten such that the impacts players have on their economies will not only be explained by us so that you know how the system works via our forums, but youll be able to visibly See the effects. An example would be a group of players having a good night in Bering, killing lots of capital ships, and see the effect both in score And on how many cap ships are around next maintenance.
Our goal? To make IonCross Total War a little easier and Alot more fun to play, to make death a little less harsh, a little easier to understand, and to make the rules and thus the atmosphere much more pleasant. You will see far fewer admins now, only a hand-full are still on staff as admins, though the ones still on are regulars and readily available to help.
Added to this our dedicated business-class cable modem that has proven stable and cacble of handling alot of players , and you can see that we are committed to making ICTW the best mod around.
Thanks for reading through!
Miax
IONCross Total War - Production-Run Mod Operator
Victor and I spent most of tonight discussing ways to make it a bit easier, to encourage more players to join us, and offer more incentives. I'll outline some of these "Player-Friendly" changes:
In New York (for newbies):
1. Deaths in NY no longer take money from you, though you still loose your ship - so death in NY is not so harsh anymore.
2. Shields across the board are a Bit stronger.
3. Bribe costs for House factions (Liberty and Rheinland).
Outside New York:
4. As newbie players, deaths cost you less money.
5. There is a cap on economy losses, you wont loose more than 100 econs.
6. Economy points will cost less, so you can buy more and thus be better off.
The Overall Big Change:
The scoring. Before it was always a big mystery as to what affacted gun prices, what affected stocks, how commodities and gun available was handled. That entire system as been rewritten such that the impacts players have on their economies will not only be explained by us so that you know how the system works via our forums, but youll be able to visibly See the effects. An example would be a group of players having a good night in Bering, killing lots of capital ships, and see the effect both in score And on how many cap ships are around next maintenance.
Our goal? To make IonCross Total War a little easier and Alot more fun to play, to make death a little less harsh, a little easier to understand, and to make the rules and thus the atmosphere much more pleasant. You will see far fewer admins now, only a hand-full are still on staff as admins, though the ones still on are regulars and readily available to help.
Added to this our dedicated business-class cable modem that has proven stable and cacble of handling alot of players , and you can see that we are committed to making ICTW the best mod around.
Thanks for reading through!
Miax
IONCross Total War - Production-Run Mod Operator
"I want Total War to be the last mod you ever enjoy, and we plan to be around for a long time. I want the server to be full 24/7, and I've given the last two years to the Freelancer community in an effort to realize that dream." - JoeBoomz
It's true, for almost the last two years I've not played another mod for more than a weekend. Nothing else has the same feel to it. And I can only see things getting better with 2.0. Well better for the game not for me as I'll just be even more hooked on it.
IFTW addict
It's true, for almost the last two years I've not played another mod for more than a weekend. Nothing else has the same feel to it. And I can only see things getting better with 2.0. Well better for the game not for me as I'll just be even more hooked on it.
IFTW addict
This is a truly outstanding development of the Freelancer game, there are new challenges to enjoy, or try your patience.
The involvement of all who have contributed shows and makes for a truly enjoyable experiance, if you try only one mod this year make it this one.
Addicted to the Game
Edited by - Lupis on 9/4/2005 3:04:03 AM
The involvement of all who have contributed shows and makes for a truly enjoyable experiance, if you try only one mod this year make it this one.
Addicted to the Game
Edited by - Lupis on 9/4/2005 3:04:03 AM
I played the mod earilier this year. I did really like it and spend many late nights getting to my target for the day. Personally, the reason that I enjoy these games is the ability to go anywhere and do anything. I was less into the co-operative play as I like being independent.
I did have some ideas recently of things that would really add to the game and i thought i'd post them up here.
Destroyable solar bases
New undockable bases could be added as targets for the opposing teams. They could be aimed as being either a millitary, police or economy based target. With their destrution and the looting of their unique commodity, the team could seriously affect the abilities of their opponents for a short time. So, you could destroy a Gateway storage facility and cause the affect of destroying 10 liberty transports.
The location of these bases could be either hidden or pointed to buy buying the "Long range mission" commodity which has information on its infocard a to where the bases is, and a threat assessment.
(edit)
And concering difficulty, you are just one ship, you shouldn't expect to ba able to go on the rampage and kill anything that come in your path. In normal FL, you get a decent VHF, max it out and, if you want to, go on a killing spree of the whole of kusari, borderworlds, bretonia and ultimately rhineland (i won't even mention liberty). Nobody can oppose you, even though they are millitary forces with massive resources and millions of people behind them. An independent trader called Trent should never be the doom of an entire sector..
Edited by - M-A-C-E_166 on 9/14/2005 10:08:40 AM
I did have some ideas recently of things that would really add to the game and i thought i'd post them up here.
Destroyable solar bases
New undockable bases could be added as targets for the opposing teams. They could be aimed as being either a millitary, police or economy based target. With their destrution and the looting of their unique commodity, the team could seriously affect the abilities of their opponents for a short time. So, you could destroy a Gateway storage facility and cause the affect of destroying 10 liberty transports.
The location of these bases could be either hidden or pointed to buy buying the "Long range mission" commodity which has information on its infocard a to where the bases is, and a threat assessment.
(edit)
And concering difficulty, you are just one ship, you shouldn't expect to ba able to go on the rampage and kill anything that come in your path. In normal FL, you get a decent VHF, max it out and, if you want to, go on a killing spree of the whole of kusari, borderworlds, bretonia and ultimately rhineland (i won't even mention liberty). Nobody can oppose you, even though they are millitary forces with massive resources and millions of people behind them. An independent trader called Trent should never be the doom of an entire sector..
Edited by - M-A-C-E_166 on 9/14/2005 10:08:40 AM
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