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FL Rebalance 3.40 Comments, Bug reports and suggestions

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

Post Sat Apr 03, 2004 10:07 pm

Using the upgrade 2.0 I noticed on Planet Mimbar using the whitestar it will CTD on me when I try to enter the bar.

Also noticed that in the Troy System you cannot buy any ships.

Aslo in the EFA system the Jumphole to California leads to Texas so it should be renamed to Texas Jumphole or Jumpgate.

Post Sun Apr 04, 2004 12:14 am

Not sure if this has been asked before, didn't see it, but I'm currently flying the Tie Phantom found at Freeport Four in Magellon. In the game its from, and in its description, it says it has the ability to cloak. How do I do that?

And another question, is at the base I got these from there were only cannons found on X-Wings, and the turret of the Falcon, is there a good cannon that sounds like the Tie Fighter's?

And at last, where's a more TIE Fighter like engine? The one this ship came with sounds nothing like it.

Great mod BTW, and thanks in advance for your answers.



Edited by - Ren Scotson on 4/4/2004 1:20:18 AM

Post Sun Apr 04, 2004 2:25 am

The TIE phantom could cloak in SW movies, but it was never implemented in XWA nor in FL. A solution for cloaking/decloaking in FL Singleplayer was not found at this time.
The TIE style weapons can be found on Research Station Willard, along with the TIE Bomber and TIE Avenger.

The TIE Phantom comes with a TIE engine with SW sounds, another one can be found on the TIE Avenger(the Adv. TIE engine) or bought in several locations in California and other systems.

Post Sun Apr 04, 2004 7:20 am

You can buy TIE weapons at: CA Minor, BS Hood, Willard, and Alaska Research II.
TIE engine at Hood, a planet in NY, two planets in CA, and one of the Alaska bases.

Post Sun Apr 04, 2004 12:41 pm

Probably not worth bothering you with but....
The manticore is described as a vhf, but is fitted as std with hf shield. When I tried to change the shield for another I unmounted and coud not remount the std shield. I can now only mount lf shields... what a bummer....

The manticore was a bit low cost at around 120000 though so what can i expect?

Really enjoying the mod thanks for your work.

Post Sun Apr 04, 2004 12:52 pm

I am having difficulty downloading the FL Rebalance 3.4. When I try the download, my download manager indicates it will take 5 to 6 hours. Once I started the download it goes for 10 to 20 minutes, downloading at best 3000KB of the 52.6MB then the manager indicates the file to be completely downloaded (done). Is it possible to break FL Rebalance 3.4 into four files of approximately 13MB to be downloaded. The largest file I have downloaded so far is 22MB. I would welcome any recommendations you have.

Post Sun Apr 04, 2004 5:14 pm

Where are you downloading from? If you're using LancersReactor, give RebalanceMod.com a try. It has the complete file, although I don't why LR wouldn't. I had that same problem, downloading it and only getting a, say, 20 MB download, then check the DL page and it said file was 25 MB ?! This was because I was downloading the mod at the same time Michael Dan was uploading it to that site, so I only got a fraction of the mod. Then FLMM would say I had an incomplete archive or something, so I tried downloading from somewhere else, and I didn't have any problems.

And doggo, I've found the same thing of shields is true with the Ryuoken; comes by default with a HF shield, but if you unmount it and try to mount a better HF shield, you can then only use LF shields :\ Ah, well, that just means you have to get the best LF shield out there unitl/if this problem is fixed.

Edited by - Ro9ue on 4/4/2004 6:18:02 PM

Post Sun Apr 04, 2004 10:44 pm

Cant u just make it work in flmm instead of all the install procedures u have to follow?

Post Mon Apr 05, 2004 7:45 am

I seem to keep getting booted out randomly with the message "You have lost your connection to the server" at whatever server I play. I'm not sure if this is a bug or what, its been happening ever since I started playing multiplayer.

Post Mon Apr 05, 2004 12:45 pm

Hi shadow this is the admin from oregon/usa servers the prob could be with the version u have be sure that it matches with the server u r playing on
The other thing is that this mod is a cpu killer and has several probs there is just 2 mutch going on and u add in the battleships with all there weapons & torp/missles a couple of players in a battle will crash server
The ironcrooss server operator also reads most everything in mod as an error and will overload and crash the server I get a lot of overload messages when the server crashes
It would b nice if MD would fix the probs that the mod has and relesae a new v before all the players move on to another mod

What about the bonus !!!! oh juni

Post Mon Apr 05, 2004 4:59 pm

TommY, what do you mean, "can you make it work in FLMM with out the install procedures"? You have to install the mod before you can activate it...
There's only one way of installing/activating the mod that I know of, and that way does use the FLMM. I don't really know what you're asking

Post Mon Apr 05, 2004 10:56 pm

The mod WORKS with FLMM, but the above install procedure is the SAFEST and for your own good...if you're too lazy to do that Tommy, you will certainly have CTD's...it's up to you.
Drkreaper, you can move to any mod you want, but rest assured the RB 3.40 was extensuvley tested in MP and proved stable on most platforms. If you'll reduce the EFA and Omicron ALhpa+Gamma encounters to low or none, you'll wipe away most of the server overloads and crashes.
I can't reduce the encounters any further without risking to loose the gameplay feeling the mod is intended to create...

Post Tue Apr 06, 2004 5:55 am

Hello Michael Dan,
I am a member of the WGC clan which is new to FL.
We have a dedicated server up with 3.4 on it.
Can you shed any light on the following issues in 3.4?

Note: We have followed the installation procedure with a clean install, SDK, and then FLMM using it to install the mod.

(1) We are having problems with the server crashing alot. It seems to happen in waves as the number of players increase. We are scratching our heads at the culprit, we rechecked everyones game install to make sure they followed procedure, but so far this has had no effect on the crashes.

(2)upon starting the game; some players find the next series of buttons are all blank as they enter mp.
2)upon joining a server, these players have "DEBUG=" in front of their nickname.
Everything seems to work ok, it is just annoying to have Debug with nick and blank buttons at the beginning.

Thankyou,
Zathrus

Post Tue Apr 06, 2004 9:59 am

Zathrus, read the post above:
"If you'll reduce the EFA and Omicron Alpha+Gamma encounters to low or none, you'll wipe away most of the server overloads and crashes.
I can't reduce the encounters any further without risking to loose the gameplay feeling the mod is intended to create..."
Use the modsettings.bat file for that. Set it to none if the crashes still appear.

Post Wed Apr 07, 2004 2:39 pm

Michael:

FYI: Please forgive me if this has already been pointed out, but the Maine Docking Ring and the Hydra B hull (from your addon) have the same IDS_Name (490754).

Related(?) problems: I can't pull up the ship vendor on Maine. Also, the prison near Maine pops up with a window full of code instead of a description when the pointer is passed over it while in space. Clicking on the prison immediately crashes the game.

Trying to deactivate the addon then reactivate your mod blew up in FLMM, so I have yet to see if a new install without the Hydra B addon will fix both of these issues. I'll let ya know.

Been following your mod for awhile now, and it's always been a blast to play. Thanks for the hard work!

Hobag

Edited by - hobag on 4/7/2004 3:41:47 PM

Edited by - hobag on 4/7/2004 4:23:30 PM

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