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Freelancer Rebalance mod v1.1, very annoying bug...

The place to ask for technical help with running the demo or the full game...

Post Fri May 30, 2003 6:31 am

Freelancer Rebalance mod v1.1, very annoying bug...

I'm using the mod while playing the single-player campaign; It added much more of a challenge to it!

But when Mission 04 starts, when the Navy jumps Trent and Juni right at the docking ring...

If the mod is activated, it causes the turrets from the docking ring to fire on Trent's ship while the FMV is going on... As soon as the action starts, KABOOM! Your ship blows up and there's really no way to avoid it.

Just thought I should bring that to the maker's attention.

Post Fri May 30, 2003 7:43 am

I tried rebalance in SP and DAMN!!! It was, shall we say, fun. There are parts in the game that it's downright impossable. the only thing I can tell you is to buy a non-modded ship, save, open FLMM and remove the mod for that mission. As long as you are flying a non-modded ship the game shuldn't crash. Then after that mission reinstall the mod.

If I had a nickel for every time someone told me that my idea for melting down coins to make a giant robotic parrot was a bad idea, I would have one kicka$$ giant robotic parrot.

Post Fri May 30, 2003 7:57 am

Yea, I did that.

What I can't stand, if you upgrade your powerplant and then deactivate the mod, you can't launch the next time you open FL... Says you don't have a powerplant.:mad:

"If you were going any slower, you'd be going backwards!"

Post Mon Jun 09, 2003 7:08 pm

lmao i had same problem... if you hit your thrusters as soon as you come out the cinematic you can escape with only minor shield damage

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