Important MessageYou are browsing the archived Lancers Reactor forums. You cannot register or login. |
Rebalance version 3.40 beta is out!
Here you can find news, get help and comment about the ?FL Rebalance Mod? for Freelancer
28 posts
• Page 2 of 2 • 1, 2
started the SP campaign, and i think pushiung level requirements up a bit would be good. After finishing the first campaign-mission, and selling all loots Juni called me immediately. No time to explore, no time to get more advanced goodies. about 150-170k would be good (did 3-4 missions, and killed some random enemies, and my current worth is 180k. Will get back to do the second mission.) (in the original FL, this was one of my problems, sometimes only did 1 mission is kusari space, and the campaign continued...)
Playing on hard difficulty, and i think the starblazer as starting ship is a good choice, but as i remember, that wing commander ship was not too bad. L1-L2 enemies are still noob-like, but they are definitely better with their new loadout. Junkers with their photon blasters do some damage, remove my shields in seconds. But still, after i was done with them, had more batts/bots before that fight
Ah, and the starbazers infocard is bad.
edit: Aschroft mission was fun, if difficulty keeps this way, this should be fun
what about chenge the campaign-mission's infocard to show the correct amount of money paid...
(have you fixed the errors in capships missions like kill gunboats and a few cruiser show up?)
and the engine and power plant ID cards are sometimes bad or not complete.
Edited by - lukr on 3/13/2004 1:05:48 PM
Playing on hard difficulty, and i think the starblazer as starting ship is a good choice, but as i remember, that wing commander ship was not too bad. L1-L2 enemies are still noob-like, but they are definitely better with their new loadout. Junkers with their photon blasters do some damage, remove my shields in seconds. But still, after i was done with them, had more batts/bots before that fight
Ah, and the starbazers infocard is bad.
edit: Aschroft mission was fun, if difficulty keeps this way, this should be fun
what about chenge the campaign-mission's infocard to show the correct amount of money paid...
(have you fixed the errors in capships missions like kill gunboats and a few cruiser show up?)
and the engine and power plant ID cards are sometimes bad or not complete.
Edited by - lukr on 3/13/2004 1:05:48 PM
the raiden (raider?) pirate fighter is bugged, its constantly burning, and 1 hull-hit is enough to take it down. edit again: just checked, it has 40HPs.
Ywings seem to be fixed (lol, started cruising too early, almost all attacking ships were shot down when the cruisers arrived to Willard station. Juni told me to land when the Ywings showed up)
oh, and the blocade runners have a couple of starbeams, or something like that-> they are easier to take down than a rhino with couple of barrager gun/turrets.
The starchaser (sold@calif minor) has a HF shield by default, but can normaly mount LF shields.
another edit: after undocking from Mactan, Jun'ko had two groups off batteries and bots. realy strange. look at the pic if dont understand.
Edited by - lukr on 3/13/2004 5:32:55 PM
Ywings seem to be fixed (lol, started cruising too early, almost all attacking ships were shot down when the cruisers arrived to Willard station. Juni told me to land when the Ywings showed up)
oh, and the blocade runners have a couple of starbeams, or something like that-> they are easier to take down than a rhino with couple of barrager gun/turrets.
The starchaser (sold@calif minor) has a HF shield by default, but can normaly mount LF shields.
another edit: after undocking from Mactan, Jun'ko had two groups off batteries and bots. realy strange. look at the pic if dont understand.
Edited by - lukr on 3/13/2004 5:32:55 PM
Yeah, the Raider does seem to have that issue.
And, Michael Dan, I was just wondering about this; I've noticed Pilots (BH, Navy, Cilvilian...) Take up little room now.
I Know they used to take up a whopping 5 spaces in your hold, but has this volume been changed to a more trader-friendly 1 space?
I just wanted to make sure I have been reading my Inventory correctly.
And, Michael Dan, I was just wondering about this; I've noticed Pilots (BH, Navy, Cilvilian...) Take up little room now.
I Know they used to take up a whopping 5 spaces in your hold, but has this volume been changed to a more trader-friendly 1 space?
I just wanted to make sure I have been reading my Inventory correctly.
I was just flying around in the new (Carolina, Iowa) systems, and there are a few tradelanes that go out to nowhere; there's one in the upper right of Iowa, and another in the upper right of Carolina.
Is this supposed to be like this? Was there more stuff you guys accidentally left out, or is that going to be in the final?
Is this supposed to be like this? Was there more stuff you guys accidentally left out, or is that going to be in the final?
finished the SP campaign, the nomad turrets look nice
Docknig in Prison station mitchel looked funny. Was in the bar with other ppl, but whe switched to the equipment dealer, the campaign-video started. Seemd a bit weird, as i think parts of my ship was visible there. Not the whole ship, but the landing pad, and some weapons
And if somebody has problems with getting to the nomad power cell, then try the other side. I made the mistake to try to enter on the wrong side
Docknig in Prison station mitchel looked funny. Was in the bar with other ppl, but whe switched to the equipment dealer, the campaign-video started. Seemd a bit weird, as i think parts of my ship was visible there. Not the whole ship, but the landing pad, and some weapons
And if somebody has problems with getting to the nomad power cell, then try the other side. I made the mistake to try to enter on the wrong side
Yes, I cannot believe the trade routes in the Iowa system!!
It is so absurd (but quite profitable ) that you can but Cardamine for 179, dock on a base right above that planet, sell Card for 750 each.
THEN you can buy VIPs for 2k each from that base, dock on first planet, sell all of VIPs for 12k each, buy Cardamine....
Holy friggin' crap, do the profits rocket through the roof!!
Uh, Michael Dan, if you read this, perhaps you should deeply consider changing these routes; you did say that you wanted to cut out fast/easy, ridiculously profitable, same-system trade routes, didn't you?? Lol, I belive this counts as such (if it doesn't, i don't know what does )
~PS - I don't mean to be brash or surly there; I just thought this little aspect of the new version could really detract from MP experience, as no one'll have any trouble buying anything at all, including capships. Run the said trade route for about 20 mins, and you've got somewhere around 4 or 5 million, i'm guessing.
It is so absurd (but quite profitable ) that you can but Cardamine for 179, dock on a base right above that planet, sell Card for 750 each.
THEN you can buy VIPs for 2k each from that base, dock on first planet, sell all of VIPs for 12k each, buy Cardamine....
Holy friggin' crap, do the profits rocket through the roof!!
Uh, Michael Dan, if you read this, perhaps you should deeply consider changing these routes; you did say that you wanted to cut out fast/easy, ridiculously profitable, same-system trade routes, didn't you?? Lol, I belive this counts as such (if it doesn't, i don't know what does )
~PS - I don't mean to be brash or surly there; I just thought this little aspect of the new version could really detract from MP experience, as no one'll have any trouble buying anything at all, including capships. Run the said trade route for about 20 mins, and you've got somewhere around 4 or 5 million, i'm guessing.
hi michael I have been running a reballence server since the 3.2 and the 3.3 has over 300 accounts have downloaded the 3.4 and the server has been averaging about 8 players and they all love your mos but it is not stable!!!!!!
there is still 2 many random battle ship encounters through out the system
if 3/4 players r fighting in these encounters it will crash the server EA / malta
seem 2 be the main aeras that cause crashes
there r jump gates that dont work ny2alaska ill 2 carolina cant find new jersey
trade lanes jump holes jump gates r mis marked through out the mod
cannot find bird of prey many players looking 4 it its in the read me tex
several of firebases ships r missing or not were thay r listed {datastorm)
there is missing ship dealers trade dealers un populated bars through out the mod
I know that this is a beta I have players compiling bug lists as they find them will post at this site the new lists of bugs in a day or 2
also I was wondering if u could put some more planets in the babalon 5 systems they r way 2 big and need 2 b filled up with planets & bases
also what about the colition dont u think that they would have found us by now ? maby u could reduce the other BS encounters were they r clustered and put in some colition encounters in ny /britiona ect not clustered up
Have A Great Day
there is still 2 many random battle ship encounters through out the system
if 3/4 players r fighting in these encounters it will crash the server EA / malta
seem 2 be the main aeras that cause crashes
there r jump gates that dont work ny2alaska ill 2 carolina cant find new jersey
trade lanes jump holes jump gates r mis marked through out the mod
cannot find bird of prey many players looking 4 it its in the read me tex
several of firebases ships r missing or not were thay r listed {datastorm)
there is missing ship dealers trade dealers un populated bars through out the mod
I know that this is a beta I have players compiling bug lists as they find them will post at this site the new lists of bugs in a day or 2
also I was wondering if u could put some more planets in the babalon 5 systems they r way 2 big and need 2 b filled up with planets & bases
also what about the colition dont u think that they would have found us by now ? maby u could reduce the other BS encounters were they r clustered and put in some colition encounters in ny /britiona ect not clustered up
Have A Great Day
Lukr and ro9ue, The trade routes in Iowa are fixed in the final version, these were made by Augur not by me, and i did not have time to check'em out till now.
otherwise you can imagine they're would not be there....
I fixed the Raider as well, it's one nice looking porate ship.
DrkReaper, i don't know what beta version you got there, but the tradelanes in the new Iowa systems were fixed in the last one. Also to reduce or even eliminate the number of server crashes use the modsettings/bat file and set the enocunters to low or none both in the EA and in the Omicron systems.
the Alaska j-gate is open in the last version and the New jersey system is active.
otherwise you can imagine they're would not be there....
I fixed the Raider as well, it's one nice looking porate ship.
DrkReaper, i don't know what beta version you got there, but the tradelanes in the new Iowa systems were fixed in the last one. Also to reduce or even eliminate the number of server crashes use the modsettings/bat file and set the enocunters to low or none both in the EA and in the Omicron systems.
the Alaska j-gate is open in the last version and the New jersey system is active.
So is that where the mystery tradelanes in Iowa/Carolina go? to New Jersey?
And on your site (rebalancemod.com), is that version of the v3.40 different from the one that was uploaded the end of last week on cybersrocket?
One last item: Is it possible to increase cannon ammo storage higher than 800? I'm talking about Barrager, Sunfury/Sunfrenzy, and other nice weapons.
If you only have 800 rounds and have a gun that fires 25 in 3 seconds, your ammo lasts for a few fights. However, when you have 2 or 3 of these weapons mounted and still only an 800-round ammo store, you tear through that ammo in about 2 fights. I know having such a short supply kinda balances things, but if you have to dock after 2 fights... it gets annoying. It doesn't help from a monetary standpoint: If you buy 1500 or 2000 rounds at one time and don't have to land for 5 or 6 fights, you spend the same $ as if you fought 2, landed/reloaded, launched and fought 2 more, landed...
Plus, fighting story missions with these weapons leaves you out of ammo with half or a third of the mission to go.
I was just curious if this would be doable in the final version, since it would make fighting with ammo based weapons a little more enjoyable.
Edited by - Ro9ue on 3/15/2004 9:39:26 PM
Edited by - Ro9ue on 3/16/2004 5:49:49 AM
And on your site (rebalancemod.com), is that version of the v3.40 different from the one that was uploaded the end of last week on cybersrocket?
One last item: Is it possible to increase cannon ammo storage higher than 800? I'm talking about Barrager, Sunfury/Sunfrenzy, and other nice weapons.
If you only have 800 rounds and have a gun that fires 25 in 3 seconds, your ammo lasts for a few fights. However, when you have 2 or 3 of these weapons mounted and still only an 800-round ammo store, you tear through that ammo in about 2 fights. I know having such a short supply kinda balances things, but if you have to dock after 2 fights... it gets annoying. It doesn't help from a monetary standpoint: If you buy 1500 or 2000 rounds at one time and don't have to land for 5 or 6 fights, you spend the same $ as if you fought 2, landed/reloaded, launched and fought 2 more, landed...
Plus, fighting story missions with these weapons leaves you out of ammo with half or a third of the mission to go.
I was just curious if this would be doable in the final version, since it would make fighting with ammo based weapons a little more enjoyable.
Edited by - Ro9ue on 3/15/2004 9:39:26 PM
Edited by - Ro9ue on 3/16/2004 5:49:49 AM
Hi Michael the beta is from cybersprocket ultras was running it although his server was PW locked he had a link to the mod
I am going to download the 1 off your site and replace the ! I am running I can only hope that all the accounts will be able 2 move to the new mod with out any probs keep up the outstanding work as long as u continue 2 mod u will always have a server that will run your mods 24/7 oregon usa
Have A Great Day
I am going to download the 1 off your site and replace the ! I am running I can only hope that all the accounts will be able 2 move to the new mod with out any probs keep up the outstanding work as long as u continue 2 mod u will always have a server that will run your mods 24/7 oregon usa
Have A Great Day
Sorry about that Dr. We were in the process of getting up the rebalance site and temp had it on cyber sprocket untill the DSN kicked through for rebalancemod.com. Now that all of the dust has settled you should be able to download from www.rebalancemod.com with no problems.
28 posts
• Page 2 of 2 • 1, 2