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

Post Tue Jul 15, 2003 11:15 am

Gosh people - at 500K it's an absolute bargain. I'm considering chucking away my remaining Nomad cannons and go back to Crete to buy 4 more - a Sabre with MKIII hull improvement and 10 Nomad torps, who says I can't blow anything into oblivion with a couple of salvos?

A few more odd things:

Boba's Whatever-that-hideous-thing-is: trying to equip guns into 1st 2 slots - instant desktop trip, that is the slots appear empty but equipped, when you try to un-equip them - whoosh! - desktop (can't remember where I got this thing from, I think it was FP9).

Alien jumpgate in one of the highly annoying ex-plot systems: (the one that looks like a kitchen floor) is a one way only - you get there, there's no way back... Just a lot of Nomad's turrets, fighters and nothing else.

A crafty robot on Robot planet sold me a Nomad turret... It fitted OK and all that it was a shame to realise when I took off that the darned thing was a size of a small planetoid. I could probably blast anything into bits with it if only I could see where to fire!

JTZ

Post Wed Jul 16, 2003 2:52 am

MD,

First of all - love the mod. Its made my FreeLancing experience worth it!

Now - Ive been having a serious issue the last 2 days [since i formatted and reinstalled everything! - Im running my own server and when im flying around any system [tested last night in New Berlin, EA, and Kusari systems i get a CTD after 30sec to a couple minutes of flying. Right now Im flying the Defiant, and it seems like it happens a lot when Im hyper-ing [love that btw!! I copied my Multiplayer data and characters from my old system [before format and it loads and starts fine. But it crashes randomly and without warning.

Is is just because of my ship? Or is it because Im using the old characters brought over? I have yet to try starting a new character [thats tonight - maybe thatll fix it. Any clues or help would be appreciated, since I love using your mod in the Open arena... then again... thought just occured - why dont i just use the OpenSP_bat?? anyhow - either way, the thing is still crashing!

Specs:

Win XP Pro
Shuttle AK32a MB
AMD XP 2000+
1024 DDR 266mhz
Primary Disp: geForce4 MX440se
Secondary Disp: geForce2 MX200
SB Audigy 2 Platinum
game is running off my 40gig 7200 drive [got more than one of those too

Of course - ive installed all latest drivers for everything [Audigy2, geForces, DirectX 9.0a, etc.

Thanks Again!!
JTZ

Post Wed Jul 16, 2003 8:42 am

U can try reinstalling the mp3 drivers, since the game runs on mp3 format sounds. But u can check out the Technical Problem Section of the forums to learn more about the sound problems that might cause static sound or hangs/crashes.

Post Wed Jul 16, 2003 11:11 am

lynxair, see the readme file and the posts on rebalance 1.0, for the slave 1's ghost weapons. NEVER try to unmount them, just sell them and everything will be just fine. that nomad turret its a lair turret and i can't change its graphics...
Nomad torps will be drop only in next version(and maybe on Gammu), and will have to CONSUME something. what do u think, energy or ammo? after all the photon torpedos from ST are energy weapons, and not using ammo(i can't see how u can store photons for ammo), so i'm waitin' for your sugestions here.

MDE

Post Wed Jul 16, 2003 3:58 pm

First: Great Mod, very much fun!!!!

The Nomad-Torps are very unbalanced. I think these things are the mightiest weapon in this mod. If you have this weapon there is no more challenge in the game ....

I think: no-more-buyiing but dropping or consume something etc. doesn't change this. Maybe consuming the full energy?

The mod is a little to easy (I play with difficulty 3). I had only the Yedi Fighter and there was not really a mission with probs. Maybe a difficulty 4, 5, 6 ....

BTW the Yedi Fighter description says weapon class 10/10 but it is only 9.

I tried to play this mod in multiplayer but my server crashes if I start with my fighter. In MP normal it is ok. I have the german language game. Any Ideas?

Michael: Very much thanks for this mod!

Edited by - MDE on 16-07-2003 20:25:29

Post Wed Jul 16, 2003 4:45 pm

MD, please forgive me. I abandoned the Rebalance mod in order to try out TNG. I had high hopes for it because of your involvement. I'm not saying that it's a bad mod, but I think it's changes are a bit too radical for my tastes. It seems intent on taking the Freelancer out of Freelancer.

I'll probably be coming back to your mod in the near future. I've had to cut back on my gaming time of late, so I'm not sure exactly when that will be. My server has been pretty quiet of late, too; most notably since the decision to switch to TNG. Everyone will be happy to hear that we're going to have to endure ANOTHER character wipe. =) Your mod has a lot going for it, not the least of which is that it's past the early growing phases and more refined.

Anyway, just peeked in to catch up on events. I'm not even around enough to classify as a lurker for the time being.

A couple quick questions while I'm about:
You've probably addressed this before, but do you have any plans to add Freelancer capital ships at some point? You have the White Star, so I assume that size isn't so much an issue. Just curious, as there are a few I wouldn't mind flying, but I'm not pushing.

Also, do you have any plans for updating the older ships with hyperdrives? My understanding is that you've added hyperdrives to many of the ships added since it's discovery, but none have been retrofitted. If you're not planning on limiting the tech to any specific ship type (ala cap ships in TNG,) I think adding them to the older ships would be nice. If nothing else, it would increase the variety.

Post Wed Jul 16, 2003 6:26 pm

Hello Micheal
Please don't change the nomad torps, you just need to adjust the price, if you had to pay between 1-2 mill for them it gives you something to aim for. Also why not revert back to when you could only get them when you bought a trekkie ship or just make them droppable from nomad capitol ships. There are alot of powerfull guns in the game and for this reason most missile/torps are not a viable option when you can strap on a gun witch does more damage. I think perhaps there is a big unbalance between miss/torps and guns in general and this issue is what needs balancing.
Love the mod, keep up the exellent work.
PS:Are the guys who made the new systems still workin on there mods because the EFA system in particular needs an update to make it more stable???

Post Wed Jul 16, 2003 10:08 pm

Thank you Michael!

I had put FL aside, but your mod has rekindled my interest!

Just a thought on the ST photon torpedo's...there are few ST episodes showing various crewmembers rushing down to manually load one into the launch tubes.

Perhaps the delivery device for the Nomads could require cargo space and an energy requirement to charge them. Safety concerns might be a good reason to design them such that they are charged just prior to launch but the delivery device still takes up cargo.

Post Thu Jul 17, 2003 12:38 am

Hi MD

Since i love the nomad energy torpedos ( and i think lotsa others do it too )....
Please change only the price very very greatly or better: make em only accessable by nomad capital ship hunting ( one nomad capital ship , wich i think should be the deadliest encounter to have, may drop no more than one )... PLEASE

many thanks in advance :-)

Post Thu Jul 17, 2003 1:57 am

I'ver noticed that certain ships are ESPECIALLY hard to kill. Like the Slave1. The bounty hunters flying Slave1 are only supposed to be level 5, however it takes my level 20 character nearly 5 minutes to blow up one of them, with a falcon and six level 7 guns! This is somewhat ridiculous. I've checked the shiparch.ini, and found Slave1 only have 13500 hps. It shouldn't be so hard to kill. I can destroy their shield within 3-5 bursts, less than 5 seconds, but their hull health just seems not to reduce. I wonder if it is a bug, or is it designed to be so? Other especially-hard-to-kill ships include Millennium Falcons and some ships flying by the Red Hussians. BTW, this is by far the best mod, i've played it since 1.9b and like it very much.

Post Thu Jul 17, 2003 2:18 am

Lookie at all the Nomad Torpedo fans/users! Nomad Torpedos should consume energy. And like always and still, the stats for the Nomad Torp should not be changed. U just need to rate it to be more expensive and worth the money. Besides, it is worth maybe 1 to 1.2 million credits (or more, till u, MD see fit).

How many of u ppl still use missiles in version 2.01? (the missiles/torps that consume Cargo space, that is). I know I am only using only the Nomad Torps now. Because I freight and loot and salvage from enemies .. I do not have the time to check my Loot Scanner and tractor in the loot one by one (just because I don want the missiles!).

I find them (enemies), I blast them, and I "borrow" my weapons .. don need extra missile ammo junk. I only go for the guns and commodities. Maybe they should have more Nomad (energy) torpedo types?

Post Thu Jul 17, 2003 6:07 am

can the capital ships dock at planets, battleships, and stations? Or is theyre still collision problems? If so, how can I fix it? Also, how do I make the opensp work with flmm?

Edited by - Trent28 on 17-07-2003 09:23:05

Post Thu Jul 17, 2003 10:42 am

Ether Dragon, i had high hopes for the TNG as well, but now i just returned to my own mod...and trying to make it the best. Some capships are already in the mod, buyable in the EFA system, the Omega Destroyer, Vorlon Planet Killer, Brakiri Batleship and Vorlon Dreadnaught.
Trent86, I also modified the docking parameters so these Capital ships can dock anywhere.
As for the nomad torps, I'll make them consume energy, about 1000/shot, so 4 shots will deplete a normal powerplant(3000-4500 capacity). Also will remove them from all systems except the unkown one. They wil be drop only from the nomads faction.
Riverless, those ships like the Slave1 and Millenium Falcon 2 flown by Bounty hunters and Red hessians have their surfaces defined by files that don;t belong to them. thats why the hits are missing the hull. the best way here its to take them out with missiles. Dual Lancers or Cannonballs work best here.
Gameshark, missiles consume very little cargo space in 1.9 and 2.01(50 Lancers need 6.25 cargo space and 50 Canonballs, 7.5. Also the torps consume reduced cargo in v2.01,(0.5 for 1 starkiller and 1 for a Hellfire). Besides the Hellfire torps make 8000 damage, ar fast as hell for a torpedo and have 600 m(or 800 at lvl3) area damage meaning u can take out groups of capships like Gunboats and destroyers with them. U can even take out a group of fighters in the first moments of the wave atack, if launch 2 Hellfires from 1200-1600 m.

Post Thu Jul 17, 2003 1:42 pm

Hi Micheal
OK fine, make torps consume energy(still think price needs to go up)but 1000 energy per shot is abit steep, how about between 600 and 800 per shot?
Also my question still stands, does anyone know if there will be an update for new systems?
Did'nt really matter that much before last update, but know you can only buy cap ships in EFA system it could really do with an update!
PS: Micheal, glad to see you concentrating on your mod, it really is the best mod for freelancer

Post Thu Jul 17, 2003 7:59 pm

New list of stuff:

1: How are you supposed to get past the beginning of mission 4 without cheating? I don't even last one second!

2: IMO, the new Star Wars blasters (the ones that come with the Z95, etc.)
use a little too much energy.

Thats all I have to say about this mod, other than it's the best one! Great job!

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