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Features, feedback and bug reports for FL Rebalance 3.01 ful

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

Post Sun Sep 07, 2003 9:01 am

Features, feedback and bug reports for FL Rebalance 3.01 ful

v3.01 full:
-now missiles are mountable both on cruise disruptor slots and on normal gun slots
-the nomad torpedo is only mountable on torp/CD slot and consumes 800 energy for one shot. the price is set at 1000000.
-the EFA system is now more stable and the bases on Mars and Moon are not crashing anymore.
-once more corected the Kusari and the Dragon's Breath munition, now they had real explosion damage on a wider area.
-added the EMP gun and turret, a weapon specialized on taking out shields, but with better stats than ever the Corsairs Rapier.
-added the CARG Liberty special laser cannon, available at the research station in Calif. minor.
-Bretonia has a new special weapon the Quark cannon, it's a lvl 8 special gun available in different military bases troughout Bretonia. has area damage as well
-Rheinland has developed the powerful Pulsar Cannon, with a range of 1.5 k and over 1000 damage is an excellent weapon vs Bases and Battleships. also has area damage.
-the Corsairs have an ultimate Neutron Blaster, the Salamanca Mk III,a lvl 10 gun with a new weapon model, made by Redeye. check it out at their homebase...u know where it is. Corsair Titans now mount this weapon so watch out.
-added the APS Starviper, made by Astral Prime Studios, an excelent ship model in a VHF configuration with 6 guns and 3 turrets. Be sure to check out their website for other models to come at: http://www.sperling.retail.dial.pipex.c ... index.html
-added the Slipstream XJ-376 prototype, another great ship, made by Iceman, with 8/1/1 weapon systems. Available somehwere in Kusari...
-added Paul's collection of ships, form the light X-fighter to the Thunderbird and Raven VHF's and also Bretonia's Whale HF prototype. also added the FreightLiner 54000.
-added the Entreprise in second version, buyable at planet Earth, with no config changes except the mass.
-added the Sabre XR prototype, along with the Colossus VHF shield, and the class 10 Wyrm cannons and turrets. Outcasts Sabres have this new weapons mounted so beware...
-added Cougar Heavy Fighter also from Astral Prime Studious with a 6/1/1 gun/turret/missile config. It's available in Colorado, Manchester and Kyushu.
-ships have been moved arround so i recommend u use FL DataStorm to get the locations for them.
-new types of equipment available troughout Sirius, the Power Injector, the Shield Capacitor and the Shield Power Cell. Read the infocards for an explanation of what they exactly do. The equipment was added from the Ship Components Mod, so credits belong here to Knight79 for an inspiring mod.
-also 7 new types of power generators, from a Small Block one to the Supercharged Heavy Block, also from the Ship Components mod. First 6 replace the civilian powerplants.
-all the normal powerplants have their regen rate reduced and thrust charge rate also reduced, but more thruster energy. thruster consume less energy then before.
-the mod comes with the option to skip all ground based cutescens, saving a few hours of gameplay in SP campaign. just run the nocuts.bat file for this and run the cuts.bat file to revert things to normal and re-enable the cutscenes.
-credits for the docking code for Battleships are owned to Duriel_LOP. thanx for all his work.

Post Sun Sep 07, 2003 9:19 am

Ok, Could the LR guys delete the other thread please??

I don't like so many threads for the same thing.

By the way, Micheal, we need to talk. Please mail me.

=========


I'm your Helping Hand

Kendo_THM
X-Lancer Project Leader
TNG Public Liason

Post Sun Sep 07, 2003 9:23 am

1st POST!! YOU ARE DA MAN, DUDE!!!

Re-added:
Man! I missed it by a second!! Aargghh!!

Astral Prime Studios has some pretty cool looking ships that were never in the mod. Too bad it is the final version T_T *Sniff*

Edited by - GameShark03 on 07-09-2003 10:27:54

Post Sun Sep 07, 2003 10:37 am

the APS ships made by now are already included. and I did say there might a patch for the mod so maybe the new APS ships will be added.
an alternate mirror for downloading the mod is at: www.michaelboewes.de. thanks Steele for the space and time you put at my disposal.

Post Sun Sep 07, 2003 11:37 am

Ok,I´ve update my page www.michaelboewes.de/freelancer ,now there is a direct link to Flrebalance301full.zip.flmod !!

Thanks Michael,you´re always welcome :-)

---------------------------------------------------------
"I am Homer of Borg. Prepare to be Assimi... OHOHOH DONUTS !!!"

Post Sun Sep 07, 2003 2:05 pm

When u said A-Wing at c10 weapons, I did not see any change except for new slots near the shield area. I see you put the Slipstream in Dublin, but where else can I get the A-Wing now without going to Omicron Theta and California Minor? I am in story mode Hostility is serious.

Post Sun Sep 07, 2003 2:41 pm

nowhere else i'm afraid, but u can get a X-fighter with 4/2 - c10/c9 weapon slots buyable at trafalgar, new london system. u'll have to be on junkers' good side though. my mistake for the awing, it has 2 class 9 weapon slots in shiparch, instead of 1 cl9 and 1cl 10...happens when u're rushing patches trough mail...

Post Sun Sep 07, 2003 3:44 pm

A-Wing c10 is needed! Yeeeargh And uhhh ... No c9 Star Trek Beams? T_T

Uhhh, I really appreciate about your descriptions about the Power Injector and stuff. But I think I am confused because I have never used anything like this before.

But I think it is something like this ...
One item makes the power regeneration faster
One makes the shield regeneration faster
One makes the shield regenerate by using the Powerplants power

But I have a problem, I am confused! About which item does what! Can explain to me simple and clean? T_T

Post Sun Sep 07, 2003 4:13 pm

Power injectors: increase weapon and thruster energy recharge rates
Shield capacitors: increasy only the max capacity of a shield but on expense of a slower weapon power regeneration
Shield power cells: increase the regeneration rate of a shield without adding any to its capacity. works complementary with the shield capacitor. if u got both u may say u have a second shield.

Post Sun Sep 07, 2003 10:44 pm

Congratulations, Michael, for your mod. I've been playing it in the server Rebalance 2.01, but today it has disappeared. Someone knows if it'll be back soon? Will it update to 3.01? And, is 3.01 version compatible with 2.01 in the MP game? Thanks in advance.

Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?

Post Mon Sep 08, 2003 8:19 am

Rebalance Mod has always been usable when it came to Multiplayer Online and LAN gaming. The only prob is, whether the host/fan wants to host a game because he is crazy enough about it.

MD, speaking about Weapons, are the TIE Blaster Weapons fixed yet? Last time, they were purchasable but when you undock, they cannot be fired or seen on the ship's weapon screen.

Post Mon Sep 08, 2003 11:58 am

Can't find Slave1 and Millenium Falcon 2 (not the ugly YT-3000, IMHO). Did you remove them from the mod? DataStorm don't find them either.

Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?

Post Mon Sep 08, 2003 12:19 pm

Solo: the Slave1 is still on BS essex & BS Nagumo and the Millenium falcon, it's only buyable at Trippolli shipyard, in Omicron Gamma.
G-shark: the Tie-weapons worked and still work fine, the can be seen(even if r very small) and certainly can be fired.

Post Mon Sep 08, 2003 12:25 pm

Millenium Falcon 2 can be gotten from Cortez.
Slave01 can be gotten from Omicron Alpha, Dublin too.

Post Mon Sep 08, 2003 12:28 pm

Thanks, Dan. Don't know why DataStorm simply ignores these ships.

Also, I have the same problem with TIEs, as G-shark. Weapons don't mount properly, and they usaully mount one over the other endlessly. Finally, when I launch to space they don't appear in the HUD and can't fire them. It's a pitty, for those TIE models are gorgeous.

Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?

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