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Here you can find news, get help and comment about the ?FL Rebalance Mod? for Freelancer

Post Wed Jul 23, 2003 6:14 pm

hey why don't you write up somethin were the bases are industructable when players are there

if your not wasted the day is

Post Thu Jul 24, 2003 7:40 am

aka - i intend to release a "Light" version of rebalance containing the missions modifications with only the original ships. The equipment upgrades and house weapons will still be there. I'm not decided about the rest so what do u think gang? what should be removed and what should stay? depending on your feddback this "light" version can be out in no time....
toco - i can't write code that is dynamic and interacts with the situations within a game. I wish i could and i now it's related to the scripts but did not go too far there. if i could do that i would make bases buyable/upgradable as well.

Post Thu Jul 24, 2003 10:16 am

MD,

I tried out the A-Wing, Small and Cool. As impressive at the TIE LF. I was wondering, is it possible for the A-Wing to be a LF to have c10 slots for gun/turret? Noone seems to use it, but it can dish out quite a kick, in small amount, if only it could use some c10 weapons (maybe a c10 turret slot for phasers, that would be cool).

It is possible to make a c8/c9 version of the Star Trek Phasers? Make some c8/c9/c10 Phasers Guns, and some c9 Phaser turrets? Phaser guns, like Phaser Turrets, but for guns ^_^

Well, you now have a Blue, Yellow and Red Beam. Maybe you can make each color to maybe something like, from class8 to class10? Because I think it is odd that these phasers have different strenghts but not different classes.

Nomad Torps should consume energy, after all, they are energy based ^_^

Currently have an A-Wing with these specs,
2 Kusari Blasters (explosive effects, maybe they should have explosive damage like Heilfurry Torps, since they have the explosive effect)
2 Nomad Torps (Try Heilfurries, but too little cargo space, only 40 in stock)
1 Millenium Turret (too bad cannot put a Phaser turret here)

aka

Post Thu Jul 24, 2003 2:42 pm

Michael, actually i am not a mod player. I am those of bad scoundrels ripping off other ppl hard work . Lately i was trying to locate all of the Bships Missions code, so it would be nice having a mod which includes only this part .

It would be very interesting if
- should it work server-side only OR
- remain as optional addon for clients. ( modded clients get those missions & unmodded get none but don't crash ... )

You see : we are trying to make a compilation of different mods which would remain compatible with non-modded clients. So far we have been able to add systems & ships in manner which tricks the unmodded clients. Capital encounters & enhanced npc as server-side. Now its turn for bship missions if possible ...

You are always welcome to help .

Post Thu Jul 24, 2003 4:49 pm

Sure, nice to know someone asked for permission before ripping something off. Just don steal MD away from his Rebalance mod!

Post Thu Jul 24, 2003 11:42 pm

Hi, I have just tried the Vorlon PlanetKiller (from planet Earth) and it looks like it is a great ship - BUT it impossible to steer/dive. In the cockpit view there is no mouse movement

Excellent mod though - the whitestar is fun (shame the shield are an optional extra (thats why they are easy to zap)

John

Post Fri Jul 25, 2003 1:44 am

MD, can you make another MS Word file that would display the ships sold at every place?

Post Fri Jul 25, 2003 7:03 am

G-shark, the phasers are all very powerful and therefore all above class 9. I made them class 10 turrets so only ST ships and capships can use them. Maybe i'll make some downscaled versions can be made for classes 8 and 9...
The A-wing is very cool, very maenuvrable and designed to counter the TIE's so is no wonder u like it. The kusari blasters have explosions effects from flak cannons cause the torps explosion were way too big. Already had a complaint from Frontier Fan about that so i think is best the way explosions are looking now.
and btw the White_star cruisers will be much harder to kill in next version and will not drop as many supplies as now...they had an armor scale of -4 that's why they were going down so fast. And those special guns were not supposed to be there so forget bout them...
I'll make that RTF file with ship locations after the next release/patch. Use the Datastorm 2.2 for getting ship, equip and commodity info troughout Sirius.

Post Fri Jul 25, 2003 8:10 am

so the Kusari Blasters have Flak Turret explosion effects, but according to the info, the blaster actually uses ammo shells or something like that. So when there are explosive shells, should not there be explosive damage range? Now that would be cool. Because it would be the 1st weapon with ammo shells with actualy explosive damage range.

Ooooo, I do wish now that there were c8/c9 turret phasers ^_^ Multi-colored types? Would be nice to let a player choose their fav color. How about c8/c9 phasers for gun slots? Either same strenghts with future c8/c9 turret phasers?

Give the player a choice to customise their weapons, ya?

Was wonderinng, with all those Engine types from many systems, what are the differences? I always see ZEROs in their info when it comes to Highest Speed, etc etc.

Post Fri Jul 25, 2003 9:52 pm

First off, Great Mod! I stopped playing FL for awhile, loaded this mod...oooh yeah.

anyway, here are a few bugs I've found.

Vorlorn Dreadnaught/Destroyer?, the $1.7mill one found on Mercury:

I bought one, and it's impossible to pilot. It seems like the axes randomly switch/swap/rotate every 10 seconds. Anyone seeing me would think there's a drunken dreadnaught flying around the EFA system.

Also, the game connection cuts if I load the dreadnaught with cargo ( I tried 800+ cargo, not sure if it's dependent on how much cargo, but my Marine Dropship was working fine). Server and game doesn't crash or anything, just drops my connection the moment I try to leave the planet.

The ship comes mounted with dual engines. If you unmount one, it can never be remounted.

Typos:
Little typos among ship stats. Off the top of my head, Jedi Starfighter cargohold mispresented. Extra 0 i think.

Engine stats (or was it powerplants, i forget). They all say top speed (theoretical): 0 for me.

Suggestions:
I wouldn't mind if you axed the B5 gates. I'm a fan of B5 and all, but for one, you can't really tell which side is the entrance, and they seem based on the original FL gates, so sometimes autopiloting towards becomes a hassle as it makes a huge roundabout path as if you were going around an original FL gate, especially if you guessed the wrong side. Not sure if it's possible, but if you plan to continue using the B5 model, base it on the FL jumpholes instead?

Nomad Torpedoes: oooooomg. This weapon is way too cheap. I mounted it on my Marine Dropship. Just cut my engines, zoom around at 450 (with engine upgrades), hold down the torpedo launch button, and an entire wing of enemy fighters will be toast. I used to use Hellfury's in addition to weapons against fighters, but now, not necessary. The Nomad does it all. My other weapons are obsolete now.

I would say bump the price significantly (1.5 mill minimum), or lower manueverability/refire etc.

Anyway, great job! I look forward to updates.

Post Fri Jul 25, 2003 10:00 pm

Did some more tests.

The Vorlorn dreadnaught flies normally for the first 10-15 seconds.

After that, the kegs of booze come flying open.

The disconnect occurs if I buy any quantity of Niobium from Mercury. Buying Cardamine instead seemed to work fine.

Edited by - moogleii on 27-07-2003 00:34:39

Post Sat Jul 26, 2003 2:53 am

The engine bug was already mentioned. Ships with 2 engines mounted have the HyperDrive ability. It has been stated in the early stages before 1.0b. Nomad Torps are indeed too cheap. Should be at a higher price.

Post Sat Jul 26, 2003 2:06 pm

G-shark, the Kusari Blaster have not only explosion effects but a shell with explosive range, check this out:

[Explosion
nickname=ku_hyper_special_explosion
effect=ku_flakcannon01_impact
lifetime=0, 0
process=disappear
strength=100
radius=48; 48 m radius explosion
hull_damage=275
energy_damage=0
impulse=0

[Munition
nickname = ku_hyper_special_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 275
energy_damage = 0
one_shot_sound = fire_photon5
munition_hit_effect = ku_flakcannon01_impact; ku BS flak cannon impact
const_effect=ci_photon_04_proj
lifetime = 1.0
force_gun_ori = false
mass = 1
volume = 0.000100
so the gun has both explosion with range and explosion effects.
The ids info for engines show 0 by default as top speed. I modified that once but the info was lost when i added names for some of Gss'ks jumpholes. Some of the Fighters Infocards have a top speed shown there though.
mooglei...the 4 Bab 5 capships were added mostly for the random batteship missions and less for players' piloting pleasure. they can be used but i did not test them. B5 gates were maded by TFK so complain to him about then rotation(it goes with the model i think).
Also Nomad torps have their orginal stats, i just made them buyable, and increased the price from 5 credits to 500k...this is gonna change, they'll cost 1000k, consume 800 energy per shot and will only be mountable in torpedo/CD slots.
I'm curently workin on the LITE version of Rebalance and this is gonna be released first(with no non-FL ships). I think i'm gonna make a patch for 2.01 with all the changes including nomad torps soon.

Post Sat Jul 26, 2003 11:27 pm

Hmm, alright

Yeah i ditched the Vorlon dreadnaught. It's unplayable. Picked up a defiant instead.

Ah, it was stated before 1.0b? Interesting.



Edited by - moogleii on 27-07-2003 00:36:10

Post Sat Jul 26, 2003 11:33 pm

Regarding the dropped connections from buying too much cargo from EFA.

I found that's just because of 1.1. I unpatched; works fine now.

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