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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 Fri Nov 14, 2003 8:25 am

Sry about your missfortune G-shark. Looking forward to see another RB server out there though....

Heltak, i don't have any more bigger capships to add, perhaps the TCS Vesuvius that was recently released.

Kaosm you're paying too much attention to the details. te Defiant model was not created by me, and those EFA outlying planets are a side effect, as the system is "open".

The test troughout the SP campaign with v3.20 is over now. after testing MP just a little bit more, i'm gonna release it. first on fileplanet as ussually, then here on LR.

Post Sat Nov 15, 2003 7:56 pm

Hi guys, this is my first post...
and the reblenace mod is my favorite mod of all time (i tried every other mod, but only this like me)

and have a little question:
why the Tie turrets dont turn?
i check in the weapons_equip.ini but the turn_rate are the same for all turrets

i love the tie turrets and weapons because are small and in some ships looks great (and in MP some guys think you are disarmed lol)
but is usseles mount a tie turret in a freighter...

Thanks for all and sorry for mi phatetic english..
bye!!!

Edited by - Nemrod on 15-11-2003 19:56:22

Post Sun Nov 16, 2003 9:40 am

Hi there Nemrod, glad to have you here. The TIE turrets were not created to be mounted on freighters but on the very nimble TIE's. They inherit the properties of the TIE lasers, so that's why they cant rotate.
update: fixed the TIE turrets, now have 360 degree rotation and are as stealthy as ever! the turrets will be included into the next release(3.2).



Edited by - Michael Dan on 16-11-2003 10:10:04

Post Sun Nov 16, 2003 12:17 pm

TIE have fast manouvering when it comes to the Light Fighter. So the turning of the turret is not that important LOL. Unless you use the other TIE models, then maybe you might need the turning of the turret, since the manouvering is slower on other TIE models.

Post Sun Nov 16, 2003 4:03 pm

Hi again guys ^^

recently i add 4 new hardpoints to the starfury omega, all for turrets, and with a normal turret looks a little weird..,
and for this reason i want the free turn in the tie turrets

and have a little sugestion
why not create the super light fighter/mediumfighter cathegory?

a example
Medium fighter starfury omega
gun/turrets mount: 5/4
hull: 5500
cargo space: 60
nanobots/bateries: 43/43
optimal weapons class: 5
max weapon class: 7
Equip: CM, CD/T

the power of a heavy fighter in the in the light fighter`s body

i know, mount tons of free turn turrets in a light fighter is strange, but help a lot in some SP missions and in some docks

Bye and thanks for all

p.d: is possible to make a upgrade weapon/shield class like the Power Injector, the shield capacitor and the shield powercell? the upgrade allows you to use more powerfull weapons/shield in a low level ships


Edited by - Nemrod on 16-11-2003 17:10:33

Post Sun Nov 16, 2003 6:30 pm

Hello, I think all level restrictions should be removed like in TNG. It sucks that you cant get the good ships til the SP game is almost finished, It limits the fun of the game too much, the cost of each ship/gun is level restricting enough IMHO

Post Mon Nov 17, 2003 10:14 am

Ur request in "UNBALANCING" the Rebalance Mod.

Post Mon Nov 17, 2003 5:35 pm

my request or the Shadowtech request?

^^
bye

Post Mon Nov 17, 2003 5:49 pm

Well, Nemrod, a medium class for fighters will not be bad, but a starfury with 9 weapon/turret hardpoints will be more like a VHF. perahps 4/4 will be a nice config for a medium fighter based on the Starfury.
Shadowtech, in the RB singleplayer campaign u can already access much more and powerfull ships, equipment and weapons than in the unmodded FL, and I think it's more then enough. Go to EFA system on any planet if you want a ton of different weapons.

Post Tue Nov 18, 2003 12:59 am

Ok Thanks, Now just have to find it...

Post Tue Nov 18, 2003 4:30 am

Hello I have a question, there are allot of diff engines, can you buy any engine and use it? Also in a previous post I saw that if you buy MK I of one thing then you have to buy MK I of the other 2 if you own something like the millinium falcon (The silver looking one) will this still work? cause I noticed when you buy a engine it disconects the 2 starfire?? engines and you lose warp cause you cant ever re-equipt 2 engines again. but there not the MK deals. also IMO not that it matters but can u give all ships 3 upgrade slots? Its worth I thing in reduceing the guns to have this, just a request though, anyway what are all the ships with 3 addon slots, also on the armor upgrades, do you actualy get more armor or does it just make your existing armour better? does it really make existing armor better? also in other post you said theres no MKV injectors, but there in game, so we shouldnt buy them til next upgrade right? I like all the addon stuff like skip cut sceans etc. at first I prefered TNG cause there were no level restrictions, as I mentioned before I REALLY think that takes the realizm out of the game, the prices sould be the level restrictors, not some mystical force that simply says " you cant buy this" you can still "Balence" the game with price, everythig I think should always be avalible, simple cause it makes the game more open ended and fun, I personally lose all intrest in the game after the SP game is over, I can play for a while after the game ends, but the fun I think is after say halfway through the game you devote hours of time upgradeing. anyway thats just my opinion, Im not insulting this mod in any way, I think theres allot of great things in here rebalance VS TNG is a really hard choice. There both great, other than the level thing there equal, the only diff I can see is one of the mods has a cool developer that apresiates feedback even if he doesnt agree with it, and the other HATES feedback and will flame your a$$ for suggesting anything what-so-ever...and to think I was gonna donate to them. anyway I dont see the point of a "Feedback thread" if you freak out at EVERY single feedback post thats posted from anyone. Anyway Im now looking foward to the next vertion of rebalance, I think this has become my New fav mod, I still like TNG its incredible, but this mod is quickly closeing the gap.

Post Tue Nov 18, 2003 5:02 am

Yeah, I used to o things, write things, just to piss reynen off just cause he's such a prick. He's a right ****er, he is , as might brit friend would say.

Maybe he'll learn, and that wasn't the only thing that bugged me about TNG, but it was a major item of disappointment. If I had only heard about the mod without seeing the tirades of the maker, I'd probably really dig it.

So when's 3.2 coming out again?

Post Tue Nov 18, 2003 5:18 am

rhi again guys

Michael, you ar right....
now the medium fighter starfury omega have 8 hardpoints, 4 for guns and 4 for turrets ^^ (the 5 gun, originally a turret, was in the same place that the torpedo) ...

and a question
today i assemble a new version of trent's looking (personally i hate the mod one) but the accesory (a neural net) disappear when save/load. Anyone know why?

a pick of new trent:
http://abulafia.ciencias.uchile.cl/~jro ... _trent.jpg

bye and thanks!

Post Wed Nov 19, 2003 12:14 am

"The fusion injector mk V does not exist yet and on mkIV the extra energy/sec is 390" .

I found that theres both mk IV and mk V but IV is set at 200 (instead of 240) and MV is set at 390.

However the info cards for both are wrong

I think you ment theres no Engine Upgrade MKV yet...

Where can I find the new systems (other than the earth alliance I cant seem to find them thouhj I believe I read they were in britania somewhere.
Also I have another question, how does the cloacker/radar jammer work cause I was hauling illigal cargo and the liberty police still detected it .....Also I got a Naginata and dame its fun!!! The coolest ship Ive played in Freelancer so far, especially with uss enterprise heavy turrets (the default Naginata main gun uses too much power so I ditched it) The ship is awsome Im haveing a blast, its big enough to be badass but small enough (So far) to get not getstuck in any bases. I modifyed it by removeing the default engine and replaced it with 2 firespray engines cause warp drive is very cool it kinda balenced out cause my top speed is only 150 but its worth the trade off, and in the earth sector you really need warp, theres allot of planets in that sector very cool well done. When is 3.20 comeing out? Just wondering cause its about the time you said it would come out. I hope you add more systems. Im likeing rebalence more and more



Dame still gets stck in Mactan Base in the Magellan Sector
Also I noticed when in the earth alliance system, it periodicly crashes to desktop while flying around but only rarly and it might have something to do with the epic massive battles that go on there.



Edited by - Shadowtech on 20-11-2003 08:01:41

Post Thu Nov 20, 2003 7:05 pm

I don't know if anyone has pointed out the APS Starviper CTD in regards to the first two weapons in slots 1 and 2. There is no info or name, only the locked clasps of installed goodness. If you try to remove them , it crashes.

Anyway, X2 is out very soon. I have to admit I'm very excited about this one from the rolling demo that was released months ago. It'll be hard to dethrone Rebalance for my space-sim thrills.

Off -topic - for an amazing head-trip reality plunge into the secret world, there is something amazing happening right now, as in the last couple of weeks...

origins of all

http://scorpius.spaceports.com/~bemused/index12.html

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