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Freelancer Rebalance 3.20 debate, bug reports and comments

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

Post Fri Dec 12, 2003 7:44 pm

Freelancer Rebalance 3.20 debate, bug reports and comments

Here's what's new or fixed into FL Rebalance 3.20:
v3.20:
-the AI controled Npc ships will effectivelly use their nanos and shield batteries to repair their ships and recharge shields!
-at default and hard level, the easy and medium npc pilots will repair their hulls while the hard and ace ones(above level 12) will repair both the hull and recharge the shield using nanobots and shield batteries.
-at hard level the repair rate will be much faster and the baddies will have more nanos and shield batteries!
-Added the LI Heavy Ion Blaster, a Liberty design combining the advantages of a laser cannon and a plasma blaster.It have improved graphics+sounds to make it look and feel like a Liberty super gun.
-The BD "Dragon's Breath" Laser cannon now has much improved visual quality making it look more like a pirate super-laser gun.
-added Silver Fire's weapon Pack 1.1 including the new mass drivers and rocket pods. Modified cluster missiles to have less tracking abilities, but to be able to fit into weapon, turret and torpedo slots. making them some of the most versatile weapons ever available.
-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. Only BS and CA flak and missile turrets do full shield damage.
-added tradelanes all troughout the EFA system linking planets and jumpholes. Also added a new base near Planet Jupiter, the Jupiter Observation Station.
-added Porsche's Jedi T-Fighter available at Shinagawa Station in New Tokyo.
-added the Antaeus made by Konfliction industries, buyable at BS York and Tsushima Station.
-weapon type for the Barragers, Sunfurys and the Kusari Hyper Pulse is now capital class so they do reduced shield damage.
-the TIE turrets now have 360 degree rotation angle, making them usefull on freighters as well.
-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 high rates. you may have to pause the cruise to allow the power to recharge.
-engines also drain power in normal model 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 regeneration rates.
-all engines have infocards showing the theoretical max speeds, the energy draw and the cruise energy draw.
-mounting fusion reactors upgrades will increase cruise time and weapon regen rate at max speed.
-added commodity vendors to plot spawned bases such as Baxter Research Station and Glorious Station.
-ship vendors are working corectly now on Holman Outpost.
-beware of the powerfull explosions of battleship in Random Missions, these really hurt now! Nomad Battleships hurt the most.
-random mission have further variation as cruiser/destroyer class ships can be both defensive and capital class stations.
-ships have been moved arround again so expect surprises. Run the Data Storm on the modded FL folder to avoid these if you prefer to know exactly where the ships are.
-fixed the hardpoints for the Javelin Assault Cruiser, added more so now it has 32 gun/turret HP''s, 8 main guns and 24 secondary support turrets.
-added the Leviathan Warship Class "Balistner" from the Fightspace mod available in the EFA system. It's the ultimate Capship in terms of firepower and protection.
-the mod is compatible with the 1.1 patch except some TIE ships and the SkyHawk. players buying the Skyhawk or the TIE ships(the TIE Bomber and Tie Advanced) will be kicked as cheaters. The other 3 TIE ships(Fighter, Defender and Interceptor) are working normally.

credit list for v3.20 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, sniper interdictor missile, rocket pods and mass drivers
-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.
-Konind: for the Antaeus heavy fighter.
-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
Giskard: the Bab5 and other Fighters, like Starfury, Bab5 Thunderbolt, Soulstealer and Starviper(from Galactica series).
-Knight79: for the Ship Components mod.
-Tassiin: creator of the GSM mod, for some graphics and UI sounds that were used.
-my gang from the forum: Gameshark, Toco, Thurmonator, Ether Dragon, StarNova, Shadowtech, Nemrod, and many others for their sugestions, codes, and addons that made Rebalance so complex and enjoyable. thnx guys.

Post Sat Dec 13, 2003 2:18 am

MD, So glad its out!!! Any news on a stable server would be appreciated. Thanks to u and the team for such a great mod!!

Post Sat Dec 13, 2003 3:25 am

Cool, Im downloading the new vertion now

Post Sat Dec 13, 2003 4:14 am

theres more than mike working on it?

Post Sat Dec 13, 2003 4:20 am

THe Two Geeks Rbalance server will be featuring it Starting Monday Dec 15th

Post Sat Dec 13, 2003 9:18 am

First I will thanks your best work for this mod.

I am a Taiwanese so sorry for my pool English.

I just use your Rb V3.20 mod on my server, it's name call "Rebalance Mod v3.20 JONG-SERVER".

I have some question to ask you:

Question 1:

about "-the mod is compatible with the 1.1 patch except some TIE ships and the SkyHawk. players buying the Skyhawk or the TIE ships(the TIE Bomber and Tie Advanced) will be kicked as cheaters. The other 3 TIE ships(Fighter, Defender and Interceptor) are working normally."

If I want to buy the TIE Bomber and Tie Advanced, like you say that, I will be kicked as cheaters. How can I buy that ? Because I really like TIE fighter.

Question 2:

When I go to the ship shop, I see some ship is no icon and some ship icon is not like the sale ship. Is bug there ?

Thanks again for your great work and your time. I will to change your dll files to Chinese for more your Chinese clan. Do you mind that ?

I hope see your great work again.

Edited by - jyhjong on 13-12-2003 09:18:37

Edited by - jyhjong on 13-12-2003 09:19:32

Post Sat Dec 13, 2003 11:15 am

Hey... I have always loved Rebalance, but have always disliked one bug/feature, though never complained until now, because it seems even worse in 3.20...
On the missions where you have to destroy immobile targets like stations, gunboats, cruisers, etc, the targets usually have some form of incredibly powerful, incredibly fast, incredibly long range, and completely invisible weapon. I'm flying toward these gunboats, about 3.0K away, when suddenly my shields drop to 0, and half a second later, I blow up. I admit that I'm trying missions a good bit higher level than me, but really... If I start weaving and dodging the invisible shots (just randomly, hoping not to get hit) as soon as I get to about 4k range, I can usually make it to the targets, but never survive long enough to destroy even one of the 3 targets.
I've beatten the game several times, so I'm not some dumb n00b running into shots. I'm not saying I'm the greatest pilot in the world, either, but my lack of skill can't totally offset the sheer power of those invisiguns.

~Astro

Post Sat Dec 13, 2003 2:49 pm

Thanx for your support guys. More MP servers will be really nice for Rebalance.
Jong the TIE Bomber and Advanced will not work in MP at all, but you can try those on OpenSP mode. However the other TIE's, TIE Fighter, Interceptor and Defender are working in MP and are flyable with no problems.
Astro_tsd, that bug only appears in MP mode, and that's no solution to it by now. My suggestion is to take a long range weapon like the Longbow or Crossbow cruise missile and stay away for those invisible guns. Or take a Hellfire Torpedo and blast them away in a few shots...Shield capacitors and powercells plus powerfull normal shields help to witstand some of the hits of the capships guns as well.

Post Sat Dec 13, 2003 7:19 pm

I've had the problem with cap ship invisi-guns myself and found it annoying and sometimes lethal. For that reason tho fusion injectors are nice they don't hold a candle to shield capacitors and powercells.

Does anyone have any ideas about what could be causing the invisi-guns? They don't appear consistantly on the cap ship missions so I'm wondering if there is something in the loadout settings for a certain type of cap ship mission.

I'm going to try to help out by looking into this so if anybody has any ideas/observations please post them.

Crymson

Post Sat Dec 13, 2003 10:58 pm

I am curious if anticheat is to an extent built in? Example. if ship A has a good power plant but ship B does not. You want some weapons which on ship B would eat power to fast and make you totaly exposed to any enemy(sitting duck). You buy ship B and transfer the Power Supply from ship A into ship B. After finishing your other minor buys which are from the base ship B is on you exit B and to your surprise the Server also, which is funny cause it's your own server LOL. It appears that since the Power Supply on ship A was not buyable at the Base of Ship B, the game sees it as a POSSIBLE cheat. Allowing this has been in debate on some forums as hould it be up to the server to make that judgement. On my server I do allow this, not all of us freelance lovers are good at servivng with some of the limitations that would be imposed buy this. I myself do not see why it shouldn't be allowed, since in real life a small car can ve fitted with a bigger power plant example a Yugo with a chevy 350 stuffed in it. I had gotten 3.20 before it was on lancerreactor and just was wondering before I installed it again, if this was the case or were I had gotten from had made a change to it for their on own purposes and maybe the anticheat was not built in to make an effect on the game unless you had the v1.1 patch installed. keep up the good Mods!

Post Sun Dec 14, 2003 2:16 am

Noticed a small bug, the millinium falcon 2 has a level 9 turret that cant be equipt, also some of the hard points on it cause the guns to rotate wierdly

Post Sun Dec 14, 2003 5:16 am

Hi again
^^
the Two geeks Rebelance 3.2 is working

but all the old accounts are missing ....
my Slave1 :_( .....

Post Sun Dec 14, 2003 11:27 am

Heh. Ow.

One of the interesting new features of Rebalance is the Cluster Missle Pods... Rapid fire, infinite missles. Who could be happier, now?
Another interesting new feature is that missles have a large blast radius. About 200m or 250m, if my estimates from play are correct...
And, as always, missles can be blown up before hitting their target, such as by countermeasures, or just shooting them...

What makes me bring up these 3 fairly unrelated things? I've been trying out an unusual weapon set for my current character... All Cluster Missle Pods. At the time of this wonderful event, I had just bought my 3rd Sunstalker Cluster Pod... I was in a Jedi Starfighter (great ship!), and had 3 Sweeper (EMP) pods, 3 Sunstalkers, and 3 Moonstalkers. My typical combat tactic was to fire off a couple volleys of the fast firing Sweepers to completely disable the target's shields, and then immedietly follow with a couple volleys of Sun/Moonstalkers. (I had them in two weapon groups for easy switching). So, proud of my 3rd Sunstalker, I got a very hard mission, much higher than I was normally doing.
I flew out to meet the enemy fighters, and once withing range, launched 3 volleys of the Sweepers at the first target, and quickly switched to the Sun/Moon's, and began firing wave after wave of the speedy little bits of death at the single first target, wanting to get major overkill out of my first kill with 3 sunstalkers. Alas, I was presented with a pleasant surprise. I watched the swarm of missles arc gracefully across the stars, and the waves of Sweepers impacted on the target's shields, decimating them utterly... Still firing wave after wave of the Sun/Moons, despite knowing that I had already fired enough to kill him, I watched the first in the long line of Sun/Moons impact on the poor guy's hull. The first hit took him down to a little under half health... The next took him to a little under 1/4. The 3rd volley still didn't kill him... As I was pondering the reasons for this, I noticed that the first explosion had prematurely detonated the 2nd volley, explaining its lessended damage, and that the 2nd volley had prematurely detonated the 3rd... Still firing wave after wave of the missles, none the less, I watched the chain of explosions quickly curve back through space toward my position, all the way back into my 6 missle pods, blowing my ship to little tiny bits. My jaw dropped as my ship exploded, and the target of my brutal attack charged up to my wreck, and I'm sure I heard a faint laugh from him as he stopped and fired a couple shots into my ship's wreckage, as I begrudgingly hit the Respawn button.
So let this be a warning to you all... Chain reactions of high-damage missle pods is very possible, and very lethal. Ow!

~Åstro

Post Sun Dec 14, 2003 1:06 pm

Heh, another amusing annecdote... Bought a wonderful looking Tempest battleship on Crete... After a few missions, I think it's great, though the steering in the thing is horrible. On my way back to Crete from one mission, which happened to be on the exact opposite side of Crete from its docking ring, I target the docking ring (on the opposite side of the planet) and hit Go To, and begin slowly accelerating toward it at cruise speed... Once within 10k of it, I switch to Dock. My big hulk of a ship keeps barrelling away, right at Crete... "Heh, the stupid Dock ai is gunna crash," I think... "Wait a second... Holy ****, it really is going to!" The AI cuts the cruise engines, and makes a sharp turn to the right... However the momentum is great enough that there's nothing I can do at this point to save her... She just keeps on going, slamming sideways into Crete... And bouncing back. "Isn't that nice," I think. My shields remained intact, but my hull dropped to 0... I hurridly press the button to use nanobots, but all I get is an annoyed sounding buzz in response. Moments later my poor giant ship explodes.

Post Sun Dec 14, 2003 4:20 pm

Nice Mod. Using OPENSP and starting in EAS without crashing was nice. However the Jupiter Observation Station needs to be rechecked. Found a problem with it. Docked there and I get a Planetary Docking movie. Had a crash to desktop when I tried undocking from JOS.

Still exploring the earth alliance system.

BTW for those that uses those cluster pod missiles. Be very very careful when shooting at a EFA target, if you not careful some of your pod missiles might hit a EAS battleship and all hell will break loose.

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