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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 Feb 20, 2004 10:17 pm

i can't explain it myself...maybe it was just system stress trying to load the "docking ring explosion" cut scene...i have no clue...but it did work when i switched ships. the death scythe rocks

Post Sat Feb 21, 2004 12:36 am

seems like zmirky has some probs but i found a good way to make fast money

the Hp prob of the dagger is caused by an copy of the file so maby micheal made 2 CMP versions and that is causing the prob

Post Sat Feb 21, 2004 12:51 am

Michael Dan, great job on the Mod.
I have a question, though.
I understand what the shield powercells do (help shield regenerate faster) and what the shield capacitors do (increases total shield strength). But what do Fusion Injectors do?? I can't see an improvement or detriment when using them

Post Sat Feb 21, 2004 2:03 am

they increase your gun energy by (x) amount per second

Post Sat Feb 21, 2004 2:06 am

Fusion Injectors increase the rate of regeneartion of your power (the yellow bar).
BTW, what is the most expensive/best non-cap ship VHF/HF in this mod?

Edit: Oops pondaffar beat me to it.





Edited by - unclepodger on 2/21/2004 2:13:15 AM

Post Sat Feb 21, 2004 3:34 am

i wana get online again so we need some more servers this is the biggest bug ever

Post Sat Feb 21, 2004 5:48 am

ah, ok. thanks for telling me. I've foung that the Powerplant Upgrade (even Mk I) has no problem generating enough power for all my weapons, shield stuff, and engines. Can't wait to get the Mk V

Post Sat Feb 21, 2004 7:50 am

Also, I just got my Dagger XR, and on a base, in the loadout screen, i have 5 guns and 3 turrets. I mount a weapon on each mount, but when i launch to space, i only have 6 weapons. Is there something I need to do to enable all my mount? (and i did search the forums, but the search didn't find any matches) thx

Post Sat Feb 21, 2004 7:54 am

I take that back: I only have 5 mounts in space -- 4 guns, 1 turret, like the regular Dagger. does one of the patches fix this?

Post Sat Feb 21, 2004 8:38 am

I forgot to say that I already have hte general patch activated. I've noticed that somethings fixed in it (like no low-level Firespray Bounty Hunters), but my beautiful Dagger XR still only has 6 weapons mounted in space.
And - has anyone has noticed this? - when ever i engine kill with Dagger XR, i go to 1000 m/s, like i'm travelling in a trade lane, but i'm way out in open space. It's nice for quick getaways, but it kinda make sliding around in dogfights difficult

Post Sat Feb 21, 2004 10:55 am

Dont know if its just me or not,, Using the 3.30 RB ( all patches are currently installed.. keep getting thrown out to desktop.. SP Game.. Mission 5 Route to Sprague.. immediately after the docking gates blow up! any ideas?

Post Sat Feb 21, 2004 11:31 am

Please excuse my noobishness, but how do you land on the planets in the Earth Alliance System sector 1A all the way in the corner? And whats the best ship and where can I get it? A good trade route would also be appreciated.

Post Sat Feb 21, 2004 11:40 am

I'm just curious about a slight anomoly in the game-specifically in the Galileo system.

***WARNING!!! POSSIBLE SPOILER***


I was exploring the galileo system and found a jump hole. I wasn't expecting a jump hole because it was labelled as FIRELANCE-KUSHAN FREIGHTER
when I got there it turned out to be a jump hole into the Alaska system.

Was this unintentional?
Was it supposed to be a freighter wreck or a jump hole?
If it was meant to be jump hole why take the player to a barren system like alaska?
Anyhow, the mod rocks and I'm totally into all the new ships and some of the freighters have given me a great laugh at their fun designs.
(ever thought of making a U-Haul freighter??)

Post Sat Feb 21, 2004 12:17 pm

I find that the rebalance mod has basically everything in it to make this game one of the best ever, but...I was a big fan of how 'arcadey' and simple the orignall game was, ie unbalanced in your favour. Is there a way to keep everything about the mod -except- for the change in how power is used? IE How cruise engines drain power, power takes longer to restore, and weapons use more power; like the Nomad one that used to use no power.


Or, actually, since that seems to be the main point of the mod, can anyone recomend a mod with everything (ships, guns, new eq, worlds, etc) but w/o the 'rebalancing' effects?


Edited by - tyzack on 2/21/2004 12:42:57 PM

Post Sat Feb 21, 2004 1:01 pm

Hi, i have a big problem:

if i start a mp game i dont see any ships except of my own and i hear no sounds like the docking sound. i dont knw why its caused but i will explain my comp

CPU: AMD Athlon Xp2500+ (barton)
Mainboard: Asus A7N8X-Deluxe
Soundcart: Audigy ZS
and i use the newest Detonator and win XP Professional

plsssss help mee i want to play on lan with my friends but i cant

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