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Freelance RB 3.30 bug reports, comments and tips thread

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

Post Mon Mar 08, 2004 8:53 am

I posted several time some good ways to make money fast...browse to this huge thread and you'll find a full explanation mike. basically you have to do some strike missions versus Stations with wepaons platforms or capital ships ecorted by cruisers or destroyers. Sell the deep scanners you'll get there to get a constant profit from these missions, also make sure to pick up any comodities droped by the capital ships and sell them to nearest base that is offering a good price.
If you find these strike missions difficult, arm yourself with the latest advances in torpedo technology: the Longbow Cruise Missile has a range of 2.5 km and the payload of the old starkiller, pick 60 to 80 of them. The Hellfire torps lock at 1.5 km and have an explosion range of 800 m. Both of these weapons have supression abiity, this meaans after a few shot at an eneym capital ship it will loose all its heavy weapons/turrets, making it unable to fire back.
After you raise enough cash buy a ship with a larger cargo capacity, either a VHF if you want to still be abel to do destroy missions, or a frieghter if you want to trade.
Another tip when playing the SP camapign is to switch the new equipment you get on a new ship with some of the old you got on you own ship, cause its cheaper and it will save you money during the transaction.
I believe too that the prices for the ships need actually to be increase, or the means to make money too fast to reduced.


Edited by - Michael Dan on 3/8/2004 8:55:16 AM

Post Mon Mar 08, 2004 1:30 pm

If you're short on cash the Bretonian "Whale" prototype is well worth it's money it is only $430,000 on planet New London, New London system it comes with most of the features the more expensive ships have outfit it properly and it will last you nearly to the end of the story

Post Mon Mar 08, 2004 3:39 pm

Tried the new rebalance. Same problem for us single player types. I like to simple fly around and kill things. This mode opens the game up to full but takes away the fun with seemingly endless battles that leave you in such disrepair for barely any money. I had hope when it opened with a star...whatever and good guns but that went away as soon as we hit the ashcroft mission. Damn rougues are almost invincible with unlimited nans and shield regeneration.

Its too bad I was looking forward to seeing your new systems but I guess I have to deactivate.

You guys put so much effort into this I feel like an A-hole complaining, but I play this to relax not get fustrated, which is what I do on the MOD.
Keep haven fun

Post Mon Mar 08, 2004 3:45 pm

So I run the rebalance mod with the general patch... and now every time I use it, the server locks up and so I close it... when I close it, I get this error: E:\FL\Scratch\Source\Common\Archetype.cpp(1752): *** WARNING: Archetype::Ship 640a7c0 has 2 dangling references.

My brother bought a ship from earth in the EFA system, and that's when it started locking up. Any help would be greatly appreciated.

Post Mon Mar 08, 2004 4:54 pm

I'll admit that Ragabash does have a good point- the Ashcroft mission is the hardest mission in hte game (IMO) b/c the Rogues have those vicious Raphaels that chew through any shield config (including Shield Powercells/those enhancements that add 750 or 1800, etc. shield strength).
This is somewhat humorous, as the 2nd mission is harder than all of the last five against Nomad battleships combined.
But this is hte only complaint I have with the mod; otherwise, it's superb.

Post Mon Mar 08, 2004 9:13 pm

Thank you all for the feedback. I'll restart the single player campaign tomorrow and run some high-diff missions early on to get the cash up. I'll also stop by New London and get the Whale - if I don't have enough $$$ I'll just keep running those missions for a bit.

Michael, thanks for the pointer on the deep scanners. You're right, they give some healthy cash! As do the occasional Blood Dragon and Chrystanthemum weapon drops.

Oh, and to "spice up" the end of the game, you might consider placing some more interesting ships for sale on Osiris.

Overall an excellent mod!

Post Mon Mar 08, 2004 9:23 pm

Oh, and I agree on the Ashcroft mission. It took forEVER compared to the others. Maybe it should be softened a bit...?

Post Tue Mar 09, 2004 1:11 am

The reason why the Ashcroft mission is so hard is cause i spiked up the damage of the Raphaels a little...they were firing at 3.03/sec in 3.2 and at 4/sec in 3.3, so they DO more damage/sec. My recomendation for the mission is to get a good fighter that come with a class 3 Guardian Graviton Shield included. You can't get those anywhere in the NY system BUT there are some ships that have these shields included in the package. So go get them, a good place to search for'em is Pittsburg. Also do some missions versus the Outcasts and get some of those Pyroses and Dragoons that hit hard enough to take the Rogues down.
I'm thinking to increase damage to all pirate guns in the future, so the other missions will be harder too.

Edited by - Michael Dan on 3/9/2004 4:24:52 AM

Post Tue Mar 09, 2004 7:29 am

Thanks again Michael.

One more item: on Toledo, isn't the Anubis supposed to be $1100 ? Basically free as incentive for the end game? In single player, it shows as $300,000.

Post Tue Mar 09, 2004 1:10 pm

By the way, my server is called WhUtDuFuK.com's FLRebalance V3.30

Runs rb3.3 and the general patch... incase anyone cared. Based in seattle.

Post Tue Mar 09, 2004 4:36 pm

Any tips on how I could mod your mod by adding a base in alaska in the prison base? I havent done any modding before and this seems to be a do able place to start. or if the prison is not really a 'base' could the juneau ship yard be used?

Thanks for any suggestions

Post Tue Mar 09, 2004 7:30 pm

I'm no modder, bet that idea sounds cool, kevinsky; I've always wanted to be able to dock in Alaska. Otherwise it's a waste of space (except for a single SP mission).

~~ And does anyone ahve any idea why the hyper speed enginekill on hte DagXR would drop to 894? I have not changed anything about the ship like engines or powerplant, and have nothing in my cargohold, yet my speed is a slow 894 Any ideas??

Post Tue Mar 09, 2004 11:35 pm

I dont think anyone has mentionned this.
The AI Controlled ships seem to have an unfair advantage when it comes to shield cells and nanobots. They use them on a linear basis, only using them up 1 by 1. I find myself discouraged in the middle of a dogfight when I scan and the enemy still has 23+ shields and counting. Blow his shield, 22 shields, again, 21...
Until he's down to 0. While im surviving on 8.
Good mod all in all, just dont get into jobs you cant possibly finish.

Post Wed Mar 10, 2004 12:13 am

Kevinsky, use the FL Explorer and edit the Alaska system. When you'll add a base into it you'll be prompted for other basespecs like commodites, equipment and ship sold here, NPC's that will stick in the bar, and if they should gives missions or not. The FL explorer prompts you to deactivate the mod before editing, alows you to edit the instaled RB mod from FLMM's folder, so when you reactivate the mod the changes will be applied automatically. Last thing to do is open the alaska gate, so for SP campaign open file m02.ini and add the folowing lines:
Act_LockDock = Player, Li01_to_Li05, unlock
Act_LockDock = Player, Li05_to_Li01, unlock
or in Opensp, open m13.ini and add the same lines to it.

Ro9ue, if you start your hyperspace at a lower than maximum normal speed, it will not go up to the maximum as well...boost your normal speed to max before pressing Z.

Dash, the AI controled ships can only use shield batteries/nanos in this way, and this will give 'em an advantage only in early missions. Later, the fact that they use only 1 nanobot and 1 battery at a time will be their handicap. That will not be enlough to repair a large capacity shield or a strong hull, and gives the player the posibility to destroy them fast. At low levels the timing between those batteries/nanos uses is abut 12 secs, so a good pilot has some time to press the attack and deliver a killing blow. Usage of the shield buster guns or missiles in combination with some good hull busters as the mass drivers or barragers is recomended.

Post Wed Mar 10, 2004 12:19 am

Ah now that makes sense! As I was in the early stages when
i noticed this. And now in mid stages... they only restore some shield power.
My real downfall was low level weapons and a patriot. Were I in something a little more high class, they would be swiss cheese. In the end it balances out, so thx for adressing my concerns.

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