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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 Mon Mar 22, 2004 12:44 pm

Very minor error (in ver. 3.40 as well)- Sigma 13 jumphole to Alaska still reads as "Firelance-Freighter" at both ends - FYI. Love the mod, looking forward to scoping out the new systems.

Keep up the outstanding work.

Post Mon Mar 22, 2004 1:26 pm

Please pardon the dumas (aka dumb ass) question here but, Why do I need to install the fl sdk to use rebalance 3.40?

and while I am here, did you tweak silverfires weapons for your mod? just curious if I should address my suggestions to the creator of rebalance or to siverfire.

Aethelwulf

Post Mon Mar 22, 2004 1:58 pm

Although Rebalance can operate without sdk installed... but it is highly recomended that you do. For one thing it ensures your ini files are fresh and without error. For two, it may (depending on your computer) help freelancer run smother because they are decompressed already so not only are they readable and editable, some computers will have less trouble opening and reading through page files. Basically, if you don't do install SDK first, and you do get problems, chances are you will know why.

Chibi

Post Mon Mar 22, 2004 7:34 pm

well I tried doing the clean install of freelancer, then installed the sdk.

the result
flmm would not activate ANY mods for me

so for now I will be content to run rebalance with out the sdk

now does anyone besides me find that the rocket pods projectile velocity is way too slow to be useful... I cant be sure right now but I do belive they are slower than torpedoes which imo is too slow *shrug*... also I think the mass driver's do too much shield damage for what they are supposed to be.... should I be posting that here or addressing those comments to silver fire?

oh and are there currently any active mp servers running rebalance 3.4?

Aethelwulf

Post Mon Mar 22, 2004 7:44 pm

Hey, Michael Dan, in a few earlier posts, I mentioned expanded ammo for Photon weapons. I originally thought about an ammo capacity of say 1200 or 1500 for such weapons, but then I thought of these two possibilties:
1) Ammo for EACH Photon Cannon is 800 (or at least 500), not 800 rounds PERIOD, reguadless of if you have 4 or 5 of the weapons mounted.
2) I kinda like this idea better, since ammo for all guns is not available in all locations -- a new piece of equipment, like an Ammo Pack or Refillable Clip. You could buy one or two (or maybe even more, depending on ship), and when you buy ammo, it would be put into one of these Packs/Clips (in Ammo dealership screen, buy 800 rounds, and those go right to Clip for storage/backup later).
When you launch, you will still have 800 rounds max available; you fight some, go to another system, fight a little more, use up all 800 rounds, and land on a base that doesn't sell ammo for that weapon. But you then can mount one of your fresh, full Ammo Clips from you hold, and now you have 800 rounds again
Each Clip could take up a few cargo spaces, maybe b/t 1 and 3? Perhaps they cost 7 to 12k per Clip. If you like this idea, and want to incorporate it in a later version, you can most ceratainly change those numbers; maybe make 'em occupy more space, or cost 2 or 3 times as much -- it's up to you.
I think such an addition would add another unique gameplay aspect to this already fantastic mod , if such a thing is possible. thanks

PS - the pics look very nice; will those new weapons come with the ships, or will they not be out until the next version?

Edited by - Ro9ue on 3/22/2004 8:02:09 PM

Post Mon Mar 22, 2004 10:09 pm

Aethewulf, the rocket pods were not tweaked by me in any way, i let those in the s_fire's original config. the mass driver do very little shield damage, to verify this please mount 6 or 8 Venom's and try to take out the shields of a Titan...
the lines that defiines the drivers effect on shields are as folows:

[WeaponType
nickname = W_Driver
shield_mod = S_Graviton01, 0.075000
shield_mod = S_Graviton02, 0.075000
shield_mod = S_Graviton03, 0.075000
shield_mod = S_Molecular01, 0.200000
shield_mod = S_Molecular02, 0.200000
shield_mod = S_Molecular03, 0.20000
shield_mod = S_Positron01, 0.175000
shield_mod = S_Positron02, 0.175000
shield_mod = S_Positron03, 0.175000
shield_mod=S_CapSpec01, 0.1
shield_mod=S_CapSpec02, 0.05
so you see max damage is 0.2(20%) on molecular shields, and on gravitno shields they got almost no effect(7.5%).

Well i don't know if these ammo clips can be implemented Ro9ue, since the max ammo storage is defined in the constants.ini file and the ammo is always linked to the weapon, not seen as an separate entity. But i can increase max ammo per container capacity and see if it works...having 800*5 = 4000 ammo can't hurt.
The ships and guns from WC will be probably released as a separate ship pack but will also be part of the next version of the mod.

Post Mon Mar 22, 2004 11:02 pm

*sigh*

okay before I posted my question about why you were supposed to install the sdk first for rebalance 3.40, the mod worked fine on my system.

so after the response I got, I completely uninstalled every thing freelancer related
reinstalled frelancer in a clean install, installed the sdk, then tried to reload and reactivate the mod and it didn't work
the mod wouldn't activate

plus my computer started acting funny with the monitor spontaneously shutting down on me

so I had to reboot and use the last known good option

that rolled back my direct ex version to 8.1

so finally after about 5 hours of wrestling with direct x and nvidia drivers I finally got it back to the point I was before I tried rebalance 3.4 in the first place

(ie it worked fine with out the sdk)

now I get the powered by rebalance freelancer screen but then it just quits on me.

what's wrong??????

I just want to play freelancer WAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHH!!!!

Aethelwulf

Post Tue Mar 23, 2004 5:10 am

@Dolfo, cc: MD

Yeah. You have to go to the Rebalance url to get a good download. The TLR download site is iffy for some of us. Finally got a clean copy down from the Rebalance URL.

Post Tue Mar 23, 2004 6:17 am

Aethelwulf-> delete the saved games from my document/my games/freelancer/accts , and it should be fine. (If your pc started acting like that, i think something else caused that.)

Post Tue Mar 23, 2004 7:52 am

Michael love your mod have been running a server with it all the way back 2 v3.2 I even have 3.12 loved the green starter ship.
now I have lowered the encounters in the EA 2 low and it helps but the other areas r still crashing the server esp theata/beta/alpha
how do I reset those aeras and some players want 2 know if I can Increase the mission diffuctly sense I do not know how 2 mod [yet is this possable and would u tell me how 2 do it will check back here
Also there r still several bugs in the mod would it be ok if a few friends of mine and I worked on them would like a bug free verson 4 my server esp with it being moved 2 a 896 uplink dsl line that is costing me money ,and the fact that everybody loves the mod the only complaint is the constant crashes. Thanks 4 the good work.

have a great day

Post Tue Mar 23, 2004 8:34 am

Aethewulf, you did the instalation right but i think you didn;t erase the savegames from a prevoius version of the mod or from other mods...do that, since the startup crash ussually appears becuase of this.
DRKMatter, you're free to edit the mod to remove those crashes if it's really neceassary. It was quite stable during MP after-beta testing though...

Post Tue Mar 23, 2004 12:14 pm

LOVE THIS MOD! ok ive had some teething probs with getting all this freelancer stuff working but it was worth the frustration. being able to tone down the difficulty and capship encounters also saved me the headache of 're-tuning' the freelancer files. i dont have the time these days to spend hours stuffing around. much gratitude to the peeps that made the rebalance its given freelancer on my comp a new lease of life!

Post Tue Mar 23, 2004 1:35 pm

Micheal,
that is the strange part, I did delete the save game files... I deleted the whole folder and the mod wouldn't activate

I restored backups with the mod manager and no luck either.. but I am back to using it with out the sdk and it is working just fine

Aethelwulf

Post Tue Mar 23, 2004 4:01 pm

Gosh, sorry about your troubles, Aethelwulf; I know it's frustrating. Sorry I couldn't be more help :Increasing the ammo capacity for the guns would work; I just didn't really know how good an idea that'd be. The weapons that use ammo are great b/c of the tremandous damage they do, but buying ammo (and having a limited amount of it) is the big catch. I was afraid many more people (including me ) would use the Photon weapons less carefully if the ammo capacity was just raised, since they wouldn't have to be too sparing with their shots. Plus, ammo for all guns is not available in all locations, so a Clip would permit you to travel without worries of hiving to sell a gun b/c you couldn't get any ammo. But if ammo clips aren't a possibilty, increasing the ammo storage would be fine.
I just figured that if other little pieces of equipment (like shield capacitors/powercells, engines, tractors...) had been incorporated, another little thing would be just as easy. But, again, if the code won't permit such a thing, that's fine. I just wanted to offer it up. thanks

Post Wed Mar 24, 2004 12:27 am

your mod is cool and i managed to incorporate my new ship the black lance with out any trouble.

There is one thing i noticed... a pod missile called Copperhead, if not mistaken, and the Radar Jammer CM, do this two has no model to be represented.

Here is what i did. installed Freelancer SDK, activated your mod and then activated the black lancer mod - my new custom ship ... now i bought those two, the radar jammer and the copperhead. There is no weapon model... is it me or this weps don't really have models?


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