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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 Fri May 07, 2004 4:03 pm

First of all, I must say that this is a fantastic mod. It has resurrected my interest in the game. I have a very slight problem in Multi player.

I teamed up with a friend and now the EFA police have taken a disliking to me. To rectify this I have killed over 500 Xenos and all that has done is made me friendly with a number of factions but made the EFA dislike me even more. I can't land on any planet in the EFA. So who do I have to 'obliterate' to get back in their good books?

I have just read every page on this thread and I couldn't find the answer except for a reference by Dan to hit the Xenos, which I have attempted.

Any tips would be greatly appreciated. ( By the way, my Lan Server has "not missed a beat", ie. no crashes, no where.

Post Fri May 07, 2004 4:08 pm

Appoligies..... Michael Dan.... Not Dan

Post Sat May 08, 2004 8:11 am

hey, does anyone els useing the rebalance3.40 mod get kiced to the desktop when they reach lvl 5?

Post Sat May 08, 2004 10:55 am

Warrior..... Nope I didn't

Post Sat May 08, 2004 9:01 pm

just a question i installed 3.40 and want to be able to buy the hydra b so was wondering which order the mods need to be activated

i'm posting here cause this is the only thread with regular responses

When did I realise I was god, well I was praying and I realised I was Talking to Myself

Post Sun May 09, 2004 11:47 am

I installed 340 then the hydra.... (even though it was in the red ) It worked for me

Post Sat May 15, 2004 5:51 pm

I must say this mod (version 3.40) has some really cool features.. Already version 3.20 was very cool and this mod has even more new ships.. The idea of those upgrades was a brilliant one.
Still i have some comments

1) Is it just me or does the fusion injector mark IV still seems better then the fusion injector Mark V.. If I look at the stats of each injector the Mark IV regenerates more power then the Mark V. It was the same in 3.20 so i think it was also ther in 3.30 (I missed that one)

2)In SP i don't get the chance to do some exploring and some missions between the missons of the story line. It makes it difficult to buy a better ship because the ships in the NY system are pretty exspensive.

3)There are still some minor bugs with floating weapons which should be attached to the ships hull not devastating for the gameplay, but it does look better when it is fixed
Also there is a ship ( the really cool red/black light fighter with 3 class 10 guns and an elite shield) It lands into the ground in stead of floating above. The heavy fighter version of this type has the problem with the floating guns. This bugs could have something to do with not installing the SDK, but i'm not sure.

4)Don't make this game so cool.. I spent too much time exploring the universe and trying out the new ships and equipment

greetz


Edited by - Jet_black on 5/15/2004 6:55:57 PM

Post Thu May 27, 2004 3:10 am

would it be possoble to have the big ships moor and the little ones dock normally with full docking sequence?

i would also like to see the achillies class starship included in the next version

and could you also make some ships from red dwarf?

When did I realise I was god, well I was praying and I realised I was Talking to Myself

Edited by - smeghead_2 on 7/11/2004 5:22:58 PM

Post Wed Jun 02, 2004 4:59 pm

Only bug's ive notices are that:

Trent loses his ultra cool sunglasses after the first mission

The New York -> Alaska gate is locked after the SP missions are over, but the other jumpholes to Alaska still work.

Give a man fire and he'll be warm for the night. Set a man on fire and he'll be warm for the rest of his life.- Terry Prachett

Post Fri Jun 04, 2004 9:36 pm

hey, i was just wondering. would it be possable to add like pockets of lightning in certian nebulas that would slowly drain the shilds and then eat through the hull of the ship? also the speed of the shild being drained would be directly linked the the make and compacity of the shild.

Post Sun Jun 20, 2004 8:22 pm

okay, I understand that in theory, to get rebalance to work as it should (barring unforseen bugs) is to do the fresh install of freelancer, do the sdk thing, then activate the mod and presumeabely the upgrade v2.1 and the patch to upgrade v2.1

but I have a question: a couple of buddies of mine have decided they want to try freelancer out in mp, which is fine by me cause I have been waiting for someone I know to want to do that what I need to know, is do I have to run the official freelancer 1.1 patch before activating the mod or running the sdk?

Aethelwulf

Post Thu Jun 24, 2004 1:09 am

Hi everybody,

I've rebalance 3.4 with upgrade 2.1 and I hate when game crash. So I change it and it's stabile and better now. What have I changed?

1) I've removed Kusari and Bretonia destroyers and batteships and Rheinland cruiser and battleship and changed it with Liberty battleship and cruiser. I've changed encounter from Capitalships_Bretonia and Capitalships_Kusari to Capitalships_Rheinland.

2) I've changed state_graph for gunboats to fighter. Parameter pilot is stil gunboat_default. I've changed ???gun_force_ori??? parameter for gunboat_forward_gun too.(For all gunboat_forward_gun.) Now gunboats are wery dangerous...:-))) (All factions has their original gunboats.)

Try it.

Post Thu Jun 24, 2004 4:58 am

Is that why this mod is still crashing for me when I play in SP? I run the mod settings bat file to run it open sp as well. Why can't this mod just be stable?

Post Thu Jun 24, 2004 10:04 pm

I'm playing normal game. Without any .bat correction. This correction make game stabile in system Omicron Alpha, Gama and Earth Aliance. System ??? with Freeport 9 ??? I've never tested, but I think, it will bee stabile too.

Good luck.

Post Tue Jun 29, 2004 5:45 pm

bat corrections? Why you playing with that. I've never ever had a problem just installing fropm the mod manager etc.

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