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Freelancer Rebalance 3.12 discussion

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

Post Wed Oct 22, 2003 12:50 pm

Freelancer Rebalance 3.12 discussion

Yet another Rebalance version. Here's what is new in the last 3 versions:
v3.11:
-Added the Naginata, the Tempest Destroyer and the Javelin Cruiser from Fightspace, models built by Wanderer, and coded by Glock.
-added 2 new factions to EFA system, the EFA Separatist Forces and the EFA Thugs.
-missions on Earth are now much more rewarding and the EFA police will give you missions all troughout the system.
v3.11b:
-fixed the cuts and nocuts.bat files, now they work corectly and disable/enable the cutscenes as intended.
-added the APS Hornet VHF modeled by Astral Prime Studios, on Freeport 4 and Kyoto Base.
-Added the Entreprise NX-1 as a replacement of the old Entreprise.
-fixed the TIE weapons not showing or firing problem.
-added 2 more torp slots on Ghost.
-player in OpenSP now starts in the EFA system on planet Earth, with a Starfury.
-MP games starts at Trafalgar base(near Manhattan) with the reputation of a Bouny Hunter.
-Use Mp_navy.bat, mp_pirate.bat and mp_bounty.bat to change Trent's appeareance from a Bounty Hunter, Pirate and Navy officer.
-removed the krait and cobra mkiii from all factions since they were too hard to hit.
v3.12:
-added Silver Fire's weapon pack of cluster missiles, Longbow Missiles, EMP mines and the Sniper Interdictor. Cluster missile use ammo tough, which is 1/4 the price of the normal ammo.
-Barrager and Sunfury Photon cannons do 3 time the damage, use half the energy but need ammo to fire.
-max ammo increased to 600 in order to support the new Barragers and Sunfury's that use ammo.
-added the 18 HW ships spreaded across the New York and 3 Kusari Systems(New tokyo, Shikoku and Hokaido), hint: they're on previously empty stations.
-added 7 Freespace ships made by Caid, the Apollo, Medusa, Valkyrie and Anubis for the GTVA(Terran-Vasudan Alliance) and the Manticore, Dragon and Nephilim for the Shivans.
-the above Freespace ships come with their own specific guns, missiles and torpedoes.

credit list for v3.12 and above:

-Astral Prime Studios: the APS Starviper, APS Hornet and the Cougar ships.
-Silver Fire: for its weapon pack:EMP mines, cluster missiles, cruise missile and sniper interdictor missile
-Porsche: Starwars ships creator, like the A-wing, Bwing, Ywing and Millenium Falcon
-Free Spirit: for its own Millenium Falcon
-Redeye: the Elite ship pack, and the Tachyon 5 ships, the Archangel and Battleaxe.
-Caid: Freespace ships creator.
Paul: for it's own collection of special Freelancer ships, from the X-fighter to Raven, Whale and Thunderbird.
-Duriel_LOP: code for docking large ships such as Battleships
-Crabtree Corporation Network: the Homeworld ships.
-Firebase: member of FightSpace team, for the Slipstream and Ghost ships
-Wanderer:creator of the: Naginata, Tempest and Javelin, also member of Fightspace team
MikeA1: for the Entreprise NX1
-Kurgan: Ships from Kurgan's mod, like the Z-95 Headhunter, Phoenix, Gargoyle and Hawk
-John Hawke: Wing commander ship: the Hornet, newer version.
Giskard: the Bab5 and other Fighters, like Starfury, Bab5 Thunderbolt, Soulstealer and Starviper(from Galactica series).
-Knight79: for the Ship Components mod.
-my gang from the forum: Gameshark, Toco, Thurmonator, Ether Dragon, Star nova, and many others for their sugestions, code, and addons that made Rebalance so complex and enjoyable . thnx guys.
Please use Freelancer mod manager v 1.2.1 or higher to install the mod. Also be aware that after the mods instalation and activation within FLMM the file from FL folder may become read-only and this will prevent any .BAT file to run properly. Please deactivate the read-only property for the files inside the FL folder folwoing this steps: right-click on the Freelancer folder in explorer, select properties, uncheck the read-only checkbox in Attributes section, then click apply and select "Apply this changes to this folder, subfolders and files". this way there will be no readonly files into the FL folder.
Also if u start the game in SP mode and you end up near planet Toledo with the objective to dock with it, please go to the folder data\missions\m13 and copy the file m13.nrm over the m13.ini overwriting the old one.
I'll no longer answer mails regarding these 2 issues so read carefully.



Edited by - Michael Dan on 25-10-2003 17:11:45

Post Wed Oct 22, 2003 2:47 pm

First Post! Bwahahahah! But one sad case, the server I always play on has gone down. Sniff sniff!

Will the mod still be updated? Whoa, took a real long time for the mod to be released on LReactor. Lucky for me (us), you uploaded it to Fileplanet. The eagerness and excitement to play it nearly killed me like cancer.

Edited by - GameShark03 on 22-10-2003 15:50:15

Post Wed Oct 22, 2003 6:59 pm

Too bad about that server, G-shark. But more will come up, i got mails from several server admins about that.

Post Wed Oct 22, 2003 10:58 pm

Im with g-shark, Anticipation is killing me. Both servers I was on ,Toms game, Zulu Alpha 24/7ish both down and I cannot find another server hosting this mod. What did this force me to do? Dl TNG 1.7, Personally I need 3.12 im my life PPPPLease let us know ASAP if there are any servers out there hosting. On another note, prob already know this but I cannot trade in the earth sys, kept tellin me I was cheating every time I attempted to Launch. FYI

Post Thu Oct 23, 2003 7:56 am

Reddawg, that happens when the server has updated to Version 1.1. Most mods are compatible with Version 1.0.

If the server is running Version 1.1, you cannot do the following.
You cannot buy TIEs.
You cannot buy TIE Weapons
You cannot collect c10 weapons dropped by enemy ships (will kick you from server as cheater when docking/undocking)
You cannot buy certain Rebalance Mod Accessories and Shields.

Post Thu Oct 23, 2003 10:40 pm

Hey Everyone,

FEI, I didn't do anything other than the hornet, The other wing commander ships were done by Spawn, or Slayer or something like that, I don't really remember. Also the original hornet that was in Rebalance, wasn't mine either. Mine was a more accurate remake. I haven't looked at the latest version of Rebalance, so I'm not sure which one is in there, but the one with the guns on the tail stabilizer is not mine.

Also, I'm going to be making more Wing Commander Fighters soon, and I told MD that he could use them in RB, so keep an eye out!

Post Sat Oct 25, 2003 4:14 pm

Acnowledged John. I modified the sticky post, giving you credits for the right ship. Looking forward for those Salthi, Scimitar and maybe Rapier(my fav.) models...

Post Sat Oct 25, 2003 8:21 pm

he johnhawke !!

I have a lot of WC models (from my xwing alliance editing time) so when you need any of it call me !!




www.michaelboewes.de/xwing


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

Post Sun Oct 26, 2003 3:15 am

hey steele,

Your ships look good, I'll have to get with you when I reach the WC3-5 era. So far I'm doing all my ships from scratch. I'm also thinking about redoing some star wars fighters here and there. I know there's alot already done, but some of my old fav's are missing or done badly. Anyway, thanks for the offer.

Thanks for altering the credits MD. I just don't want to take credit for something I didn't do. I'm working on Salthi now, but my texturer, Kurgan, Is having a problem with his milkshape, so there's a minor holdup. I'll be back on track soon though, I hope.

Post Sun Oct 26, 2003 3:17 am

P.s.

I think about doing a Star Wing Assault Gunboat pretty soon. I always loved that fighter. Maybe I'll even do a Cygnus Missleboat. *drools*

Post Sun Oct 26, 2003 8:25 am

Steele and John: i was also a XWA fan and did some modifications on my own(regarding ships speed, weapons and warhead loadout)...small world right? the Cygnus build both the Assault Gunboat and the Missile Boat(as well as the shuttle). The AG was one of my fav craft in XwingvsTie Fighter, and if you wanna build one maybe this will help: 90 mglt speed(90 in FL), 100 SBD shields(probably class 6 will do), 2 SFS-ls4 blasters and 2 Ion cannons, plus dual missile launchers. Probably 2 turrets will fit as well since is an assault craft....

Post Sun Oct 26, 2003 6:59 pm

Thanks for the stats MD, it saves me from having to dig my old X-Wing Strategy guide out of the closet. Another ship I might do is the R-41, I haven't really seen a playable version of it around anywhere.

Post Sun Oct 26, 2003 7:14 pm

I saw the new Earth System with tradelanes! LOL. WOnder if that would be added. The new T-Fighter done by Porche looks real cool. Cannot wait. Anything new in the next update?

I have been out quite a while. So no FL for me meantime, but I will be back to support MD in whatever his work is, no matter what. LOL.

Post Sun Oct 26, 2003 11:25 pm

your welcome john. i know all xwa ship stats from memory, so if you wanna build more models ask me. for the R-41: 100 mglt top speed, 30 sbd shields(class 2-3), 2 lasers, 2 ions and dual missile launchers. Nice ship as well especially if you use the upgraded model from darkasbers opt station.
g-shark, i'll think about the Earth system, but here's what i planned for a 3.2 version till now:
-added Porshe's Jedi T-Fighter available at Shinagawa Station in New Tokyo
-added Silver Fire's weapon Pack 1.1 including the new mass drivers and rocket pods.
-weapon type for the Barragers, Sunfurys and the Kusari Hyper Pulse is now mass driver class so they do very little shield damage.
-shield capacitors offer increased protection against pulse, missile an capital ship type weapons, also slightly increased vs Tachyons and Neutron class. They're almost impervious to mass driver weapons.
-all battleship and cruiser/destroyer turrets have reduced effects vs shields. This increases the realism since these turrets were made for capital vs capital battles and fire mass driver like projectiles. Only BS and CA flak and missile turrets do full shield damage.
-the cruise speed comes at a price now: not only it will render weapons unusable but it will drain the main reactor's power at very high rates. you may have to pause the cruise to allow the power to recharge.
-engines also drain power in normal mode from the fusion reactor, even if at lower rates. if you go at top speed you'll notice a slight decrease in power regen, so reduce your speed to achieve better regen rates
-mounting fusion reactors upgrades will increase cruise time and weapon regen rate at max speed.

Post Mon Oct 27, 2003 2:05 am

I have been away from Rebalance Mod for quite some time. Still waiting for some ppl to start hosting Rebalance Servers again. T_T

About Version 3.2:
So what you are saying about the cruising is, cruising now drains from our powerplants? Cruising too long would drain all your power, just like weapons at continuous fire?

So we have to buy Power Injection upgrades, so that we do not feel the energy pinch by the cruising? A faster power regen would cause the cruise charge up to be shorter?

Edited by - GameShark03 on 27-10-2003 02:07:38

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