Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

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 Jun 24, 2005 6:50 pm

Sent.

You may actually be working on just the kind of thing I need, C# or otherwise.

A fun, logical tool for me to make in between the weapon pricer and the NPC ships/loadouts shuffler would be a random weapon and/or equipment generator. (Think things like "tricked" versions of existing guns found only as rare drops by NPCs...) But to pull this off you need ID cards. Lots of ID cards. And while I've played with the standard tools for making ID cards, I'm still clueless as to how I could automatically incorporate a whole bunch of dynamically generated cards. I assume an FLMM XML script or something is order, but perhaps you're working on something even better for that kind of thing.

I really need to read up on FLMM XML scripts at some point anyway, as it may be preferable to have that form as an output option for some of the changes made by my own scripts.

Post Mon Jun 27, 2005 12:43 pm

Hmm,

Something that you might do, is download some of Argh's XML projects (I forget the actual names). They might be a good resource for you

Talk to you all later,

ArchKaine

Some say ignorance is bliss, I say they're just too blissful to know better.

Post Sat Sep 17, 2005 7:47 am

I just restrarted playing Freelancer. Before, I used the Reballance 3.20 Mod but this time installed the 3.40. However it seems like some things are missiing from what I remembered- like the LSF base in New York underneath the sun or the new Jumphole (i think it was to the Iwoa system?) that filled space directly north of the Planet Manhattan.

What am I doing wrong?

(These mods are active
-using FLMM 1.3
-Speed Mod to 600
-Complete Nav Map
-Reballance 3.40 full
-Reballance 3.40 upgrade 2.1 (i think)

Post Sat Sep 17, 2005 12:32 pm

Your not doing anything wrong, theres been a few changes since 3.2,check the readme files in the mod folder to see whats been changed or added since 3.2.

3.4 has 2 patches and the Atten addon, there are new bases and new systems as well as ships and weapons.

With any luck we'll get the rebuilt 3.5 released sometime this year (I hope), but its slow work with me being the only active member of the dev.team.

Rebalance 3.5 Dev. Team
rebalance.blue-ion.net

Post Fri Oct 14, 2005 11:29 am

what!!!!...what about the rest of them?????? if u need a hand give me a shout i may know nothing about modding but at least i'll try...where do u get all these modding mods anyway

death is the last great adventure.

Post Mon Nov 21, 2005 4:58 pm

the mod tools are in one of the threads, not sure what the name is off the top of my head.

also if you need any testers just let me know id be more the happy to help you out.

Post Sat Dec 03, 2005 9:31 am

I didn't read all 21 pages of this forum, but scanned through some of them.

I started playing a week ago and found that this mod has to many bugs. I play with people who have been playing for years and after 2 days of this mod they took it off of our server.

So other then that the mod is cool.

A pill to make you numb, a pill to make you dumb<BR>
A pill to make you anyone anybody else.

Post Sat Dec 03, 2005 12:14 pm

{ED}Boden, it depends on the version you were using, upto and including 3.30 were pretty much stable, 3.40 had a few bugfixes and patches released to try and fix things but 3.50 was a bit of a disaster. Add to this the mod team splitting and Michael Dan the mods creater leaving for RL issues. Archkaine & Ro9ue tryed to fix 3.50 but there was just to much wrong with it so they shelved the mod and moved onto other things.

I have started a rebuild of 3.50 ( with their blessings) in an attempt to keep this mod alive, but its very slow going especially as I'm learning how to mod the different sections as I go.

Rebalance 3.5 Dev. Team
rebalance.blue-ion.net

Post Sun Dec 04, 2005 3:38 pm

B, if you need any help id be more the happy to help you. i do admit i have shelved FL because of the RB mod and all, but i would like to help and give a few ideas.

Post Sat Jan 07, 2006 1:47 am

Hello Michael Dan! I heard you're taking over rebalance again.
any updates? a possible time for a new release?
just wondering.

If I'm not here accepting the things I cannot change, I'm off somewhere ranting and raving about not being God.

Post Fri Jan 20, 2006 6:04 pm

i'm working on the openlancer project and i was wondering if we could use your raven claw fighter in it. i would greatly appriciated the permission to inorder to use this ship since i for one consider it the best fighter i have ever flown.

Post Fri Jan 20, 2006 6:19 pm

Warrior the "Claw" belongs to Firebase not Rebalance so its them you need to contact for permission. Heres the email address [email protected]

Post Fri Jan 20, 2006 7:21 pm

thanks, i asked there but ive noticed hardly anyone posted in the thread.

Post Mon Jan 30, 2006 9:42 pm

Just started replaying FL again and got the latest version of this mod.
Very Nice

However, I noticed that the problem with capital ships remains since I played an earlier version.
Ships such as the balistner that have lots of guns cause the game to crash to desktop as soon as you fire.
Is there any way to fix this ?

Its rather annoying to have a ship with empty weapon hardpoints

Post Tue Jan 31, 2006 6:37 pm

i dont know what has happend to rebal. but yeah latter version of it from what i understand was 10 folds worse then the earlyer one. however it was being rebuilt and fixed, but i think its been scratched now. i have heard rumors of md working on it but i cant even get ahold of him.

Return to FL Rebalance Mod