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Hostile Universe V4 Released

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

Post Fri May 02, 2003 10:25 pm

Hostile Universe V4 Released

Posted UPDATED with the Version 3 Release: Was Version 2 announcement.

Hostile Universe Version 3.
Please see the end of the this doc for the mod makers chat/waffle about the mod it self.

Credits and Thanks.

By Giskard.
Xwing, Viper and Cylon fighters by Kurgan.
http://www.respawn.co.uk
email: [email protected]

Special thanks to all at The Lancers Reactor & Kurgan for sending me some great models.
http://www.lancersreactor.com

Introduction.

Hostile Universe adds 6 New Ships to Freelancer and a new system as well as several hundred other changes.Its not just about ships or systems, it is about making the game more fun and giving the player choices, such as downgrading to a ship that is actually worth having even if you currently own the hardest ship in the game. You find the new light, medium & heavy fighters are fun to fly in their own right and you might even prefer them over the tougher ships. Hostile Universe is not falling into the "must always add tougher ships" trap because I know the mod would reach a point when the game stops being fun. So instead I have added ships in areas I felt needed filling, trying to make each new ship fly as it would in the movies. An thus give it a unique roll in the game.

Installation.

Hostile Universe expects to be installed into a mod managers Mods folder and thus is setup to create a folder called Hostile universe when installed so it will work with both FLMM and Flauncher mod managers. If you do not use a mod manager then you must extract this mod into a temp folder and copy the data and exe folders in the Hostile universe folder across to your freelancer directory so they overwrite the files in there. Using the Mouse Right click + Drag and drop usually works best when copying folders.

I have included a complete list of files that I have modified at the bottom of this document. I strongly advise you to backup the original files before you overwrite any files either by launching the mod via a mod manager or by the drag and drop method.

Hostile Universe Features V3.

NewMars System given a make over with new bases, new nebulas and stars.

Newyork Jumpgate replaced with a jumphole to work around a serious bug that kept crashing the game.

Starfury added to Newmars System.

Viper added to NewMars System.

Galaxy Transport model replaced with a new design (same loadout as old model but is a better looking ship)

Galaxy Lifter added to NewMars System.

Battleship Encounters under test in NewMars, plan on tweaking them for Version 4.

Earth Force Police replace Liberty Police.

Earth Force Navy replace Liberty Navy.

Home Guard Replace Libery Rogues.

Hostile Universe Features V2.

NewSystem = NewMars, turn left at Newyork or right at Frankfurt and keep going until morning.

Shields = The effectiveness of weapons vs shields has been modified to increase the differences between certain weapons and certain shields. So a rock hard ship in one sector could be cannon fodder in another.

Engines = Light, Medium and Heavy Fighter Engines have been tweaked so the difference is more noticable.

Ships = Fighter now cost 3 times more than they did, Freighters cost 5 times more than they did but their cargo holds are now 3 times bigger than the info card states.

Weapons = Weapon costs have been increased by a factor of 3 but ammo costs are the same.

Looted weapons = Looted weapons are generally worth more due to the weapon cost increase.

Newships = Xwing, Cylon Fighter and Galaxy Transport have been added to Wilbery Shipyards in the NewMars system.

Xwing = Medium fighter with medium armour and a good weapon loadout. IT can dish out the damage but cannot take much back. Handles like a light fighter.

Cylon Fighter = Heavy Fighter with Good Armour. Limited Weapon load out but can be fitted with some of the best weapons in the game. Power is more than enough to hand constant fire from most weapon loadouts.

Galaxy Transport = Heavy Transport, Lots of Armour and Cargo Space. Mounts 7 Turrets and can take very good shields too. Able to defend it self whilst running away with or without thrusters. Steers like a Brick making it harder to dock than normal ships. Ship to ship colisions usually mean the death of the guy who rams this ship. You cannot dog fight in this, you must develope new tactics to survive.

Lots of other changes, I really should start making a list as I go

Known Issues

Mission case in bases says you need to be more friendly to the base even though you can accept missions from the characters in the bar that belong to the same faction.

The game sometimes crashes for no reason. Fixed all crashes i could identify but the last remaining one happens randomly and usually in Newmar.

Feedback.

Feedback can be posted in the following forums.

Respawn Forums.
http://www.respawn.co.uk/invboard/index ... ct=SF&f=13

LancerReactors Mod announce forum.
http://www.lancersreactor.com/t/forum/t ... ng&M=False

Giskard

Edited by - giskard on 12-05-2003 01:37:17

Edited by - giskard on 18-05-2003 22:14:59

Post Tue May 06, 2003 6:25 pm

This mod sounds brilliant.... But where exactly is New Mars?
I mean saying turn left at New York and Right at Frankfurt isnt exactly
detailed!

We came[!
We saw[!
We kicked their asses[!

Post Tue May 06, 2003 8:50 pm

Actually your right, its turn right at Manhattan, and left at the planet in frankfurt

In fact, switch your targetlist whilst orbiting manhattan to stations may actually help you out a lot

Space games are about exploration but i have not exactly hidden Newmars from the players. The jumpgates are easy to find. EG if you go more than 5k away from manhattan youve gone too far.

Post Sat May 10, 2003 4:00 am

Hostile Universe is developing so fast that most of the information posted for Version 2 is now totally out of date when the version in developement is compared to it.

Im posting changes in the following forum as I go so I remember what I have done so far. Developement shots of ships being built that will be added to future versions of this mod are also posted and the Respawn websites main page sometimes carries in game shots of completed ships such as the starfury.

http://www.respawn.co.uk/invboard/index ... ct=SF&f=13

If this mod interests you, i advise you to watch the forum linked above.

When version 3 is ready for release, i'll send a newsy to LR because I believe Version 3 at least has features worth shouting about.

Version 2 is good but a bit raw in places.

Giskard

Edited by - giskard on 10-05-2003 05:01:36

Post Mon May 12, 2003 12:38 am

Bump: Version 3 just released.

Giskard

aka

Post Mon May 12, 2003 4:06 am

check price lines for the rscargo hulls in goods.ini

both contain : price = price = xxx

dunno if it might cause problems, but better to correct it anyway

Post Mon May 12, 2003 9:47 am

it crashes on startup even with deleted autosave

Post Mon May 12, 2003 11:23 am

Thanks Aka.

It does not cause problems but I fixed it anyway.
I am getting a very weird feeling from this though. You see I remember changing the prices of all ships just before releasing the mod. It was one of the last jobs I did before I tested and packed the mod. I even saw those lines and corrected them. So right now my question is, how id some of the prices go back to what they where. Odd. Especially since one of them still had the new price tag whilst the others didnt.

I've had a lot of add stuff happen to my mod of late and im starting to think the mod writes to the ini files based on the save you load in. It would certainly explain a lot of the issues ive had lately.

If the saves or reloading a mod does change the ini files then it could explain a lot of the issues ive been seeing posted about other mods and now my own mod.

Edit: yes, i just confirmed it, freelancer is changing the ini files back to older states.

Giskard

Edited by - giskard on 12-05-2003 12:52:52

aka

Post Mon May 12, 2003 2:27 pm

Yes i noticed that most prices were weird, around 1 k for the hull. It didn' t really bothered me since i modifed all prices to 1 $ and placed them for sale in Manhattan to test out the ships . StarFury and Xwing are magnificent, great job !

ps. We are thinking about a mixmod, putting the nicest ships around into 1 big shippack and integrate them into the existing ship hierarchy. I hope we can have your blessing for using ur models.

GUX

Post Tue May 13, 2003 12:55 am

I hope that the HYPERSPACE sector will be colored in swirly reds and the visibility and sensor range be greatly reduced, that would add alot to match the show. even being in a red cloud through out the sector would be cool.

Post Tue May 13, 2003 6:13 am

Aka: because you helped me find a more serious bug you can use any of my models and ship inis mate. Though the Viper, Cylon Raider & Xwing are Kurgans. You will have to ask him about those.

The Starfury and Both Galaxy ships are mine. You can use those.

I'd leave the starfurys ini more or less how they are but modify the armour, shields and weapons to bring it into line with the other ships in your mod AK.

Gus: its currently orange with Orange swirly bits
I just made a B5 style jumpgate for hyperspace so there is no confusing hyperspace with other gates. All gates will probably be called Hyperspace Gates so the player must explore Hyperspace to find the other gates and thus be able to get a jumpgate lock on.

Im still questioning whether to use 2 trade lane gates for the start and end of a to to gate lock on or let the player cruise to the new gate. Its a ballance, the distance should be coverted relatively quickly so it becomes a short cut but it should not be easy. As such im planning on populating Hyperspace with certain ships B5 fans will be familar with.

The Jumpgate has problems due to its size and the lack of a sur file made for it. Mines borrowed from another gate, so some parts of the gate can be seen but dont actually exist in the game for colision purposes.

Giskard

aka

Post Tue May 13, 2003 10:03 am

giskard, your ships have balanced stats and fit very well, we had no intention of modifying them

what we do with all vessels is to make an mk2 model available, a LOT more expensive, same stats except for higher lv shield and weapon hardpoints.

many ppl have have favorite ships which are not sabre of titan. we just want to give everyone a chance of flying their favorite ship and actually standing a fighting chance against those overused and boring sabres.

ps. giskard you use irc ? can we talk somewhere ? i think i ve found for you something you might wonna use .

Edited by - aka on 13-05-2003 11:07:12

aka

Post Tue May 13, 2003 10:17 am

http://users.skynet.be/uz/screens/shadowfighter.jpg
http://users.skynet.be/uz/screens/shadowscout.jpg

those are rendered 3d models not just pictures, maybe you can downgrade them a bit and use them for your mod

Post Tue May 13, 2003 11:53 pm

Nice textures

Actually I just make the first model. It is currently flying around Hyperspace ambushing ships in my developement version of Hostile universe Version 4. Its texture is not as good as yours though.

I managed to get the model built at 3000 polys. Which I was rather pleased at.

I still need a scout and the shadow fighter to go with them though. You know the small ship that bleches missiles out of its mouth. That big shadow vessel is actually supposed to be a cruiser. Though Im wondering is it is better as a smaller ship in freelancer.

Check out the ship and hyperspace here.
http://www.respawn.co.uk/invboard/index ... d625612c5f

Giskard

Post Wed May 14, 2003 12:34 pm

does someone know a server who runs this mod ?

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