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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 Dec 03, 2003 1:55 am

List of active Rebalance servers:

Widowmaker Serv.Rebelance mod (version = ?)
Two Geeks rebalance 3.12
Tom's Game (rebalance 3.12)
Mathias Haus rebalance 3.12 Mod
Galactica [rebalance 3.01
Endymion (rebalance 3.12)
Heide-Holstein - Rebalance 3.2

nerv-hq dissapear

bye!



Edited by - Nemrod on 03-12-2003 01:56:55

Post Wed Dec 03, 2003 6:01 pm

Yes Thurmonator, I agree I have a tempest (The coolest dame ship period!!) Which has 12 torpedo slots which I filled with clusters, made the game a breaze.
One solution is to have most NPC's equipt with cluster missles, from battleships to fighters.
What I did was "borrow" chips idea and in my game I changed all gunships to have 100,000 hitpoints, cruisers to 300,000 and battleships to 500.000 points something I hope MD does. Also removed all my clusters. With ships haveing these kind of hit points, the secret to takeing them out is to target a specific section and hammer away but I figure its only fair to crank up HP's since the tempest has 400,000 and the javlin 750.000 or something, and the battleships had only 69,000 or something, the hit points for all ships need a over haul IMHO.

Edited by - Shadowtech on 03-12-2003 18:11:48

Post Wed Dec 03, 2003 6:06 pm

Hey MD how can I make the earth alliance forces and others that use these ships be deadlyer? The never fight to there potential, when they fight they only fire with a few guns, the naganata never fires its main gun, the tempest doesnt even have any small turrets just its main guns, and the javlin fires like 1 gun, how can I modify things so NPC ships have all the guns there supposed to have?

Post Wed Dec 03, 2003 7:25 pm

I figured out the crash problem when buying the radar jammer from jupiter, til MD makes a official fix heres what you can do:

Open the Goods.ini, the very last entry is the radar jammer, replace with this:

[Good ;<- add bracket
nickname = jammer_fighter
equipment = jammer_fighter
category = equipment
price = 20000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_gun.3db
combinable = false
ids_name = 460651
ids_info = 460651
shop_archetype = equipment\models\weapons\br_radar_jammer1.3db

Note that equiptment line will be changed from Cloack_fighter to jammer_fighter

Second open misc_equip.ini do a serch for 460651, that will but you in the Ammo entry for the radar jammer, replace whole thing with this:

[CounterMeasure ;<- add bracket
nickname=jammer_fighter_ammo
hp_type=hp_gun
hit_pts=2
loot_appearance=ge_s_cm_02_ammo_crate
units_per_container=10
force_gun_ori=false
one_shot_sound=fire_no1
const_effect=no_gun01_rank01_proj
seeker=LOCK
time_to_lock=0
seeker_range=1500
seeker_fov_deg=35
lifetime=8
DA_archetype=equipment\models\countermeasures\ge_cm_mark2.cmp
material_library=equipment\models\ge_equip.mat
ids_name=460651
ids_info=460651
mass=1
volume=0
hull_damage=6000
energy_damage=0
owner_safe_time=8
force_gun_ori=true
requires_ammo=false
linear_drag=0.5
range=1000
diversion_pctg=80

Then the entry right under that is the jammer gun, replace with this:

[CounterMeasureDropper ;<- add bracket
nickname=jammer_fighter
ids_name=460651
ids_info=460651
hit_pts=1000000000
DA_archetype=Equipment\models\weapons\no_fighter_gun.cmp
material_library=Equipment\models\hardware.mat
HP_child=HPConnect
mass=1
volume=2
munition_hit_effect = pi_tachyon_04_impact
power_usage=1000
refire_delay=0.33
muzzle_velocity=0
flash_particle_name = no_gun_01_rank01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = jammer_fighter_ammo
separation_explosion=sever_debris
AI_range=999
cloakin_time=4
cloakout_time=4
cloakin_fx=no_cloakeffect05
cloakout_fx=no_cloakeffect05
lootable=true

Dont know if that last one changes anything but I dont remember if I changed anything in it, as I messed with it for a while, wont hurt anything if it doesnt though
Remember to add the end bracket as it doesnt apper on these forms, I dont know if this was what MD had in mind, but it allows the Radar Jammer to be purchaced in jupider station without CTD, and it works


Edited by - Shadowtech on 03-12-2003 19:56:50

Post Thu Dec 04, 2003 10:42 pm

sabreXR-> has L10 turret. isnt it capital ship only?
-the hull costs only 705000cred. Think its a 'bit' stronger. The original Sabre hull costs 995000. Titan hull is 1288000.
- 200 cargo - more than the fedex???


And i agree with others, NPC capital ships should be tougher. give them shields&batteries. or at least some nanobots. (not 2000, but now u can take down a group with any l10 ship). And modify the loadout to give them more weapons (tempest/javelin turrets cost 1cred so would be perfect since they wouldnt drop lots of cash)


Cluster missiles should be downgraded. (best normal missiles do 2440 damage/sec and the missiles cost much. cluster lancer does 5200/sec damage)
Cluster neutralizer has a ROF 8,33/sec. (most be a mistake)


damocles is an uber longest range, no need of ammo, most powerfull. And can be bought at several places.
Take the sunslayer from original game-> it was sold only at bundschu base. They have no allies->no bribe->hard to get without making others angry. Either make it a drop-only form a powerfull ship (i know you sad the damocles ship crashes the game). Or sell at some other idiot location, eg. at a hessians base (other faction othervise used only for target practice). sunslayer torp does less damage, slower, costs 18k/pc (sunslayer launcher+33torps=1million).
The D-gun infocard (40k/30k damage)and the ammo infocard(20k/15k) is different.


Give the order thruster a normal price. Not if 24k would matter if you get to unknown systems, but...


Back to the the javelin powerplant. Still think it sholud be bigger. But the main problem is it is cheaper than the upg powerplant5! The sabre->javelin->sabre change costs was 983k. And 983k<<<1,5mill! (and can be cheaper if you bring a cheaper ship). Went on a little testing: dual damocles+dual Javelin beam gun(and some "normal" l10 weapons)-> 2 battleships died before it emptied.

Post Sat Dec 06, 2003 11:56 pm

Ok guys my net is back and ready for action...
nemrod, S-tech, lukr, TG-diablo, nice thinking and lots of usefull sugestions. lets review some:
-making cluster missiles use ammo was my original intention but i gave up cause was too much ammo to add to all bases, But i;ve reduced their fire rate from the original SilverFire's mod, also increase the energy consumed and decreased their maneuvruabilty. I think that's enough trade off abd even if these remain much powerfull than the orginal missiles they make a usefull addon fighting against self repairing and more acurate AI pilots. I'll try to downscale the damage a little and perhaps their maneuvrability even more.
thnx for the jammer bug fix s-tech i'll include it in 3.20 final.
S-tech, If you can add those earth systems they will be a welcome to rebalance. freighters generally have only CD slots for mounting missiles.
thnx madjedi, i'll add more SW ships as soon as the models will become available. anyway RB has the most important SW ships and weapons already in it.
Sabre XR's turret was meant to be class 10. Is an upgrade from the class 9 o the normal Sabre.
Capital ships will have more hitpoints in encounters. please note that the capships in random missions already have between 200000 and 400000 hitpoints.


Edited by - Michael Dan on 09-12-2003 13:01:41

Post Sun Dec 07, 2003 4:08 am

time of the working servers list

server name:
Bored Mod server (3.12)
rebalance 3.12
Two Geek Rebalance 3.12
Endymion (3.12)
Bob'2 Little chunk of ice (3.12)
Barcelona Freelancer connection (version ?)
Nemesis grounds (3.01)

the TG Diablo server (badlands) is now a TNG one
the Heide-Holstein - Rebalance 3.2 server dissapear

im not playing for the moment (waiting for a 3.2 server) but the most populate one is two geeks (4 of 25 players )

Bye!!

Post Sun Dec 07, 2003 7:21 pm

Is Freelancer Rebalance 3.12 only for Multiplayer?

Can I get a copy for single player mode?

Where can you download the mod?

Post Sun Dec 07, 2003 7:46 pm

Rebalance is a full SP/MP mod (and the story game is much better whit the mod)

Rebalance 3.12
http://www.lancersreactor.com/t/downloa ... asp?id=636

u can download the 3.2 version from fileplanet

bye!

Post Sun Dec 07, 2003 8:21 pm

Thank You very much for your qucik response

Post Mon Dec 08, 2003 9:49 am

Nemrod, when is 3.2 due up on LR for download,
cannot seem to use a download manager that supports resume on fileplanet, still got dial-up......

Windows XP Pro on NTFS,
Gigabyte GA-8PE667 Ultra 2 Pro MOBO
Intel P4b 512K Northwood CPU
Crucial 512MB PC2700 & Crucial 512MB PC3200
Lian-Li PC7-USB Case
Sapphire Radeon Atlantis 128MB
Western Digital WD1200JB 120Gig & WD400JB 40Gig HDD's
All From Deep in the Heart of.........
Sherwood Forest Planet, Greenwood System......

Post Mon Dec 08, 2003 4:28 pm

The 3.2 version in fileplanet is a test version

MD is working in the final 3.2 version..
only he can say when goes out here

Bye!

Post Tue Dec 09, 2003 1:06 pm

sweens and barn.door, version 3.2 will be out very soon, probably by the end of the week. I'll re-update it on file planet and send it here on LR (almost) in the same time.

Post Tue Dec 09, 2003 6:57 pm

thanks Micheal,
will keep checking back here,
How did the home move go?

Post Tue Dec 09, 2003 6:58 pm

OKay I downloaded, installed and played a few hours of Rebalance 3.12

My System Config
Duron 900 Mhz
200 Gig Hard Drive
GEO MX4 with Nvidia latest drivers
Win98 SE
USED SPmod. bat
Used L1mod.bat
- No Crashes Observed


Review
----------
This is a big mod. I was suprised at all the changes.
Start out on Earth with an XWING Like Fighter
Make sure you buy nanobots and shields before you launch
Make sure to take an easy mission to start with

The ship now has:
- an engine
- a power generator

Now you can buy this cool stuff for your ship:
- Upgraded Engines Go Faster (Expensive)
- stronger Power Generators
- Small, Medium and Big? Block Generators
- Shield capacitors
- Various Components that affect the Shields
- Armor Upgrade +25% increase
- New Sunfire Weapons that pack a big punch but require ammo

If you don't have enough power then your afterburners shut down right away and your guns drain down if you are using too many guns.

My XWING crusied at 100 but when I bought a new engine then I got 114 speed.
I bought a medium block but it was hard to notice any improvement. The medium block had an output of 5000 while the corsair lf power gen had an output of about 3500. I saw a power gen for sale with a gen capability of 20000.
Some shield regenerators take power away from the ship. Some don't. You
have to read the specs

There are new ships everywhere. I even saw an enterprise for sale on a planet
in the earth system. All the ships are big time expensive. But there are some
serious cargo haulers sold at different bases. Manhatten has a fedex freighter
for sale for about $159K. I think it had a cargo space of 500.

The missions rewards are directly tied to difficulty. Don't try any of the $100K
missions until you own a better ship. New Toyko had missions in the range of
$20K to $30K and the missions were doable but long and difficult.

Battle Comments
Shields go down when you hit something (makes sense)
Shields go down as much as standard release
But you only need 1 shield to regenerate (you get 25 to start)
Opponent ships have shield regenerators now
Much harder to kill with weak weapons
I found my self using missles alot more
The Sunfury is great but you will run out of ammo
I think some of the missions are new

Minor Flaws
--------------
These flaws may have to do with my WIN98 OS but I would be suprised.
Flaws are not bugs but rather small annoyances that show up.

Flaw 1
--------
XWING is a light fighter but came with a Heavy Fighter Generator when I started in single player mode. When I deselcted it I could not reload it. So I had to buy a new power source. Weird

Flaw 2
---------
When you go to the ship meachant and look at the different ship models. Some ships are called a Heavy Fighter but since the orginal release of FL had a light fighter there the second line states light fighter. You need to read the description to know for sure. Obvousily you can tell from the armor rating.

Flaw 3 or Feature
---------------------
When you trade goods with the mearchant none of planets in earth system show
up in the trade database. This might be a feature or a flaw. Maybe the prices keep changing. I am not sure yet. I will have to write them down.

Overall
-----------

I was very suprised by the scope of this mod. Some one or a team of people did
alot of work. I think they should get paid for a mod of this size. I bought the game for $30 at Fry's and this is a completely different game now.

Microsoft should be looking at this stuff. There are two lines of thought.
- Increase the exploring, Flying, fighting, trading experience (rebalance 3.12)
- Provide a more dynamic campaign and more complex RPG interface
with more characters.

I think both are appropriate and enjoyable if done well.

Thank You for Rebalance 3.12

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