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

Post Sun Jul 20, 2003 12:18 pm

Hi,

Great mod MD!
Quick question/suggestion. I know there's been a lot of talk about the nomad torpedos, at the moment I like the fact that they're buyable, but can they be changed so that they only fit on the torpedo mounts? At the moment they can be attached anywhere, and I now have people flying around on my server have eleven nomad torps and just toasting everything in sight...

also, with the Adv. Champion Freighter shields that are buyable for $9,999,999 in the C. system, are they meant to be there? They have an insane amount of shield points and an even more insane shield regen rate. Is there anywayto tone down this shield?

ta,

Post Sun Jul 20, 2003 2:08 pm

Fantastic mod, keep up the good work. Only problem I've had so far has been undocking. Larger ships are dockable now thanks to your removal of the docking animations, but there have been a few situations where I've had to reload my game because my kusari gunboat got stuck inside a wall or a door. At one point I was forced to destroy Gas Miner Naha from inside its own dock! The GMG didn't like me much after that...

Congratulations on an otherwise fine mod and I hope you keep it up, FL is even more interesting when there's something other than navy LFs buzzing around.

Post Sun Jul 20, 2003 4:30 pm

m3hfew,
That sheild u spoke about, many ppl playing online with the Rebalance Mod has said that that sheild, the 9million credit sheild, is a symbol that u have accomplished the game. When you have too much money. So if you see someone with that sheild, that dude must have already earned too much money and gotten his fav ship(s), etc.

MD,
Sadly MD, I only encounter these problems, .. engaging Mollies in Leeds, that new ship ("To-something", not the freighter) seems to sometimes crash the game to desktop. It happens to me when I blast them to BOOM with missiles/torps.

About the EA System, well, it does happen to me, because I do the regular trades, besides, it is the shortest easiest trade when the mod added extra holes in the EA System. This is what I did ...

Buy Light Arms from London, sell them at Earth (EA System). Buy Artifacts from Earth and sell them at London. Only one system away. If you do this as often as me, it is likely around 40% .. you end up on your desktop.

I did try reinstall FL, and the mod ... but never worked for me. But I did something very common in what I see before I crash .. I see a ship shooting this laser with a round ball-like tip (head).

Post Mon Jul 21, 2003 6:37 am

Another list:

1. The textures on the centurion and the voyager aren't there. The ships are white.

2. The TIE Defender isn't centered on the target box.

3. Didn't you put a ship dealer in Holman Oupost? It isn't there now...

Post Mon Jul 21, 2003 10:39 am

MD --> Sorry, but I'm back after weekend Let's the whinning begin!

1) Ehmm... TIE Fighter, TiE Interceptor, TIE Avenger, TIE Defender, X-wing, A-wing, B-wing, Y-wing, E-wing, Z-95, Slave-1, Millenium Falcon, Lambda Shuttle (missed something?). Do you really think, that adding two more ships will change anything? So far, your mod is full of different good ideas missed in original FL and somehow it lost focus - collection of ships is already a bit ecclectic. I'm sure ISD and Nebulon will make no difference

2) There are still problems with TIE armament - after buing any TIE, all its' weapons are gone and replaced with guns from my stock. Guns from TIE disappeared.

3) Recreating TIEs' cockpits is a very nice idea, but someone has gone too far. Field of viev is so obscured by the graphics, that flying without external view is almost impossible

4) There is something strange in Lambdas' info card - it ststes, that this shuttle is a heavy fighter (?) with cargo hold of 5 and 0/33 batteries/nanos. I didn't flew it, so i don't know if it's true outside the I-C. If I may suggest something: maybe it will be better to make Lambda a light freighter?

That's enough for now BTW: I love those "Gamma destroyers" (or something like that) - they are full of engine components!

Post Mon Jul 21, 2003 11:27 am

Oh, one more thing: there are rheinland battle groups patroling Liberty and Bretonia space - strange sight, indeed

Post Mon Jul 21, 2003 5:05 pm

mh3few, i already had this in mind, the nomad torp will fit only in torpedo/cruise disruptor slot. about the champ freighter shield, thats only for the Champion, as Gameshark very well stated...
Also, Gameshark, can u identify that ship that is firing that laser, right after the crash? that will be most usefull, thx.
outrider2400(hmm...dash rendar's ship, nice ), the textures on voyager and centurion are not missing, they just not showing on your system. solution is to have a T&L capable graphics card(GF2 and better, or Radeon) and use the mip-map detail level on very high. The three initialy released TIE's are indeed not centered on the box.
Long, those 2 ships are capital ships and not common fighters, so yes i think it will matter adding them. TIE armament(the SFS blasters) is showing, but are very short(just like in the movies, or XWA), take a good look and u'll see them.
The TIE cockpits are superb cause they're giving an intense feeling of immersion into the game. If u can't fly that way, than just don't, i think is very easy, but then again u'll have to use the Force to do it("You are not a Jedi yet...". the Shuttle is a light freighter indeed...
Rheinland patrols are evyerywhere as Juni said:"where have u been, professor? Rheinland ships have been sighted in about every system...". So u see it's nothing strange about that, besides they can give a hand vs the pirates so stop whining about that(find something else...).

Post Mon Jul 21, 2003 7:10 pm

I'd like to whine about the fact that the next release isn't yet released.

Jus' Kiddin'. I do think that a Star Destroyer would be cool. but on a minimal scale - make them very rare to see them out and about, and very difficult to buy.

That Freeworlds mod is about to be squashed anyway by that other Star Wars TC, by that modding group Project 90 something or other. You know the one?

Pick up "WHEN MODS BECAME BUSINESS MODelS" at your fav bookstore, everywhere hardbacks are sold!!!

Thanks for your hard work.



_______________
What do you know

Post Tue Jul 22, 2003 2:07 am

MD,

about thay ship that shoots those round-headed laserbeams. I will try to identify them. The prob is, when I am undocking, I usually crash when I am still in the cutscene. But I'd try .. have to remember all the BShips in the area though. One of the Molly ships is kinda buggy, the one that the name goes like a "Todan.." or something. Frag them long enough, and u will see your beautiful desktop again. Only crashes when u frag too many (sometimes even only one).

Nomad Torps will be only mountable on Torp slots? Welll .. MD was right, Heilfurry Torps are cool!! Pretty deadly, fragged myself quite a few times. MUST TAKE NOTE THAT SOME MOD-ADDED ITEMS, like Nomad Torps destroy VERY easily! When ur sheild is down, it only take one mine (or only a impact damage from Heilfurry Torp at 500++m away).

Does the AWing have a HyperDrive? Would be nice if you would have guns that shoot out missiles. Inspired by Nomad Torps on Gun/Turret/Torp slots. One that uses energy and not ammo. Is it possible to make a energy missile projectile gun weapon?

Where else can I get Heilfury Torps? Besides Crete, that is. If only EA Systems have it. That can se some serious BOOM in Liberty area.

Edited by - GameShark03 on 22-07-2003 04:29:40

Post Tue Jul 22, 2003 8:15 am

MD --> Capital ships... OK, its your mod - I'll not complain any more. But "I find your lack of faith disturbing"
TIE guns - they are not invisible - they just mount in one weapon slot - all of them in just one. TIE cockpits are OK, but they cover almost half of the screen - it's a kind of disadvantage (in original TIE-Fighter cockpits didn't obscure your field of viev). And no, I'm not a Jedi - yet
Rheinland ships - ok, I'was wrong, sorry for misunderstanding.

No more complains today

GameShark03 --> I saw Hellfire torps sold on Kusari planets...

Post Tue Jul 22, 2003 8:29 am

Hmm, Thurmonator...the next release will take a while as i am unsure how to release it, a patch will be nice, but requires a LOT of atention as some file might not be copied, and that can ruin everything(remember first TNG version?
As for the Star destroyer it will avail only on a very remote system, and present in the strike missions with its imperial TL's pointed at you .
Gameshark, that Molly ship is the Toscan fighter. I'll check it's config and see what's wrong. Hellfury torps can be buyed all troughout Bretonia, Kusari and Rheinland, and Edge Worlds. A shortcut from Liberty to Bretonia and back is trough the Omega-3 jumphole right near Freeport 4 in Magellan, onto Freeport 1. A trade route can be established there and imagine my surprise when i saw IMG and other corporations transports using it!! It seems these guys now to pick the high-dollar trade routes! ). Btw thx for u'r constant support and interest for the mod. The Awing has a hyperdrive indeed and missile turrets will be added to the next release. About the missile guns i dunno yet, but it's certainly possible to add them.

Post Tue Jul 22, 2003 2:15 pm

Hello Micheal

I have just started an opensp with the latest version of your mod and I am really enjoying it(again)but I have a few comments/bugs/ideas to report.

First the bugs

Are the EFA capitol ships supposed to be multicoloured?
I have had no texture/colour probs with any of the other ships and I don't remember them bieng all diff colours in bab5.
They look like giant adverts for benetton =)

There is definetly a prob with tie guns, I can report same issues as others, they do not physically show on the ship and you cannot fire them.

Second some suggestions/ideas

My final word on nomad torps-If they are only mountable on cruise/torp slots, surely they do not need to be altered in any other way =)

If there is a shield of champions, then why not expand on that and have weapons of champions too. A few outrageously over the top weapons that cost 10+mill for those people who want to play freelancer for ever =)

Oh I almost forgot, Isn't it about time for a lv5 powerplant upgrade?
Of course it would have to cost mucho credits =)

Thanks for all the hard work Micheal, can't wait for next release.

Edited by - FLiPSiDe on 22-07-2003 16:04:30

GUX

Post Tue Jul 22, 2003 6:30 pm

on destroying bases.....I've notice that if I go attack and destroy bases online 1) they respawn fairly quickly 2) they are indestructable after respawning.

It would be nice if they didn't respawn for at least 20 minutes and is there a way of making them not indestructable whent they come back?

Is there a place to change the code so they do not come back after being destroyed? I'd like to play on a server where killing a dockablel base effected the game till the server rebooted.


I have also notice blowing up bases seem to make the game very unstable. after blowing up two the server I was on would crash within 5 minutes. I already verified that there were no players in either base that I blew up.

Post Wed Jul 23, 2003 3:36 am

When I read about "Thou Shalt Not Kill Players When Docked" ... I already got an instinct about not to kill bases, since then I have refused to do anything related to that crashing prob.

Things related to this?

Do not kill Train Freighters when it is docked.
Do not kill bases with docked players.
Do not even kill base or player when he/she is docking.

Tell you guys thru experience. I just want to play happily on a nice stable server. ^_^

aka

Post Wed Jul 23, 2003 2:23 pm

can you release a small mod including the bship kill missions apart ?

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