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The content may be outdated and links may not be functional.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
The-Starport

** MOD PACK ** Reynen''s Cleint / Server Ship & Equipmen

Here you can announce your own Freelancer MOD and find information about the different available packages!

Post Wed Apr 23, 2003 8:15 am

I wanted to say that the new 2.03 mod is the great ..i did notice a few things that kinda made me think..#1 the TIE intercepter has no HP for shields....lol
#2 the shields for the battle shps are waaaaay to weak for the size of ship that it is and #3 would it be possible to add a feature for the battleships to have a small group of fighters?...as a option for a HP for like i dunno a torpedo?....annnnnnnnnnnnnnnnnnd #4 is it possible to let players with smaller ships dock and buy misc. from your battle ship?...........anyhow so far s good...no crashes and no real bug i could find....great job guys

Post Wed Apr 23, 2003 12:25 pm

Well, imo battleships shouldnt have sheilds because the logistics of all the emitters you would have to put on would be huge, but they should have masses and masses of armour...well thats all i think ne way

Post Wed Apr 23, 2003 2:57 pm

Thanks Rey, That'l help, but I need help creating whole stations. I can do it now, but it either crashes, or un docks me from it at the location of the original, like in my test I copied the long station in front of manhattan, and when I undocked from it I was in New York, outside the original. I also can't add new names,, cause they're all in the namerresources.dll

OH:
sometime ya may wanna take a look at the offerbriberesources.dll it has all the random mission text lines in it, plus the names of the factions and planets and stations and stuff.

ALSO:

Do ya want me to make some of the high damage energy weapons require ammo? I can do it easy. Just tell me which ones, and send me some files. I just need:

weapon_equip.ini
weapon_good.ini
market_misc.ini

The only thing is it should only be done for uber guns, since it takes ammo, and there is a limit of 80 ammo. Send me any requests as for damage and homing, etc.

As for the battleships:
I would agree that the BS shouldn't have shields, but then all your gunz can fet shot off if there isn't any shields. That's not happy. Perhaps the BS could be made to have more than one shield spot? Then ya could buy more shields. Hehehehe....
Edited by - BobTheDog on 23-04-2003 16:15:37

Edited by - BobTheDog on 23-04-2003 16:21:33

Post Wed Apr 23, 2003 3:14 pm

well ok better armor.........but still a lvl 2 rouge...outcast ect should not even come close to wearing out the thickness of the B.S. ya damage happens but i would think that it would occur of a period of time not oh...15 sec

Post Wed Apr 23, 2003 4:15 pm

I know what you mean cmdr hall, and personally i would prefer it if the laser + balster based weapons did minimal to almost no damage and the only real damage would come from torpedos + missiles (more realistic imo) but i doubt that can be implimented using the current engine.

Post Wed Apr 23, 2003 4:51 pm

My friend is running the Beta 3 of the mod (running since 1.6) and I´m happy to what it has evolved into so far. Noticed something yesterday..I think...changed from the TIE medium fighter (the card is saying legionnaire) to the Hammerhead solk on Manhattan...passed by a hostile station and thought "testing blowing up the station with sunslayer torpedos might be fun"...
Pressed that torpedo key and...nothing...and nothing...remapped the key..still nothing...
The ship has 3 hardpoints for torpedos...but i can´t manage to fire the one I have since the TIE fighter...why? AM i missing something? The same torpedo launcher worked fine on the TIE but not on the hammerhead.

Post Wed Apr 23, 2003 6:43 pm

Not being cheeky or nething, but did you have torpedo ammo?

Post Wed Apr 23, 2003 7:15 pm

Yes, I have torpedo ammo...20 right now...had 70+ until I had to sell much of those since I had to buy guns for the Hammerhead...all of them, because the TIE was quipped with turrets only...but to answer your **upid questtion: YES

Post Wed Apr 23, 2003 7:50 pm

Syn:
It might be that the torpedo hardpoint is quirky, try un mounting it and re mounting it, if that doesn'i work, thin u may have to fire them manually. bummer.

Post Wed Apr 23, 2003 8:26 pm

how many torp launchers you have on, it could be the torps canceling each other out as was discussed a bit earlier with missiles

Post Wed Apr 23, 2003 8:47 pm

Will you will be adding in capital ship encounters?

Post Wed Apr 23, 2003 8:57 pm

Well, i doesn´t matter anymore (for now) because I changed ship again to an ANUBIS ship. That ship is not hmm..cheap...so the laucher had to go. As soon as I can get more money I will equip THAT ship with the torpedo launcher. Probably it will work on the new ship but I´ll see soon...
I did have only ONE (same) launcher on the TIE and the Hammerhead. I worked like a charm om the TIE but stopped working on the Hammerhead. Everyone of you tried out the Hammerhead and saw the launcher work onm that ship?
Hmm..maybe I should go back and buy back the Hammerhead...and equip 3 launchers and see how well or bad they will work then.

Post Wed Apr 23, 2003 11:01 pm

Hmm I will look into the hammerhead problem. I can tell you all right now if you try and take out a station in a fighter prepare for a horrible death. ALL stations have had their turrets revamped and they do anywhere from 10,000 - 15,000 a second.

BS shields have been increased to 1,000,000 I am jsut about finished, just need to test the gunboats some more, finish the infocards, and tweak some bases equipment then we are good to go, please carefully examine the BETA 4 README FILE for further info about the upcome patch.

If I don't answer a question in there let me know and I will add it.

I will be adding encounters once I start on creating the systems.

I've also added some very special DROP ONLY loot that you will find quite interesting. See the readme for more details.

One thing, the prices for the new ships in beta will remain 2,000!!! The prices in the readme reflect what they WILL be in the stable version.

Also for those of you who are downloading my mod and changing it.

I DO NOT ENDORCE NOR GUARANTEE WHATEVER CHANGES YOU MAKE TO THE MOD WILL WORK. ALSO DO NOT PLAY ON MY SERVER WITH YOUR MODIFCATIONS AS IT WILL SCREW THINGS UP. DO NOT COMPLAIN BECAUSE THE MOD DOES NOT WORK BECAUSE YOU CHANGED IT. I AM TIRED OF GETTING EMAILS WITH PEOPLE COMPLAING THE MOD DOESN'T WORK WHEN THEY CHANGED STUFF IN IT. DON'T BLAME ME WHEN YOU **** IT UP!!!

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Edited by - Reynen on 24-04-2003 00:01:36

Post Thu Apr 24, 2003 12:07 am

lol, couldn't have said it better myself

Just to let you know what an ownage configuration is....
4 Reaper turrets and 2 paralyser missle launchers and a sunslayer all on one TIE intereceptor owns all.


And omg assault transports/trains are included?!?!?! Sweet!!!!!!!!!!! Hurry up da release

Edited by - iMax on 24-04-2003 01:12:24

Post Thu Apr 24, 2003 1:11 am

I asked this in one of your tutorial posts Reynen:

"How about a way to make it so that a bribe could make the player all Green with one faction all Red with that factions enemies and neutral with the rest. Then how about alter the dialogue so it sounds like an offer to join said faction. Make the "bribe" cost nothing and only appear on said factions bases and be offered by that factions reps only and only if you have a good standing with them to start with. This being en leu of a MP mod that lets you choose a side to fight for."

I figure with the way your mod is headed you have looked for the answer to this question. I just want to know if it is possible, I mean looking at the game's behavior it seems very possible, of course Bribes would never work the same way anymore as they would all be "Faction Join Prompts." I don't know I just see lots of clanners wanting to recreate faction wars in the FL universe seems like this would be the first step.

Return to Freelancer MOD Announcement Forum