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Become friendly with the Bundschuh faction

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Post Fri Apr 20, 2007 11:21 am

Become friendly with the Bundschuh faction

Hi all, i need a little help ^_^
I want to buy the Sunslayer torpedo launcher, but the only base that sells this item is a Bundschuh base (Frankfurt D3), and the seller requires to be friendly with me..
How can i make Bundschuh to like me more? ^_^

Thanks to whoever helps

(i love this game)

Post Fri Apr 20, 2007 12:16 pm

You could attack their enemies or get a bribe.

Post Fri Apr 20, 2007 2:05 pm

As much as I had attacked their enemies..I never could seem to get on their good side. I always ended up finding a bribe...usually right on their base.

Post Fri Apr 20, 2007 2:39 pm

Thx a lot guys
i will try to get to their base to find a bribe ^^

Post Fri Apr 20, 2007 8:43 pm

Or you could edit your .fl save file with IONCROSS Freelancer Character Editor and change your reputation via there without spending any credits.

Edited by - dudeofthed on 4/20/2007 9:43:23 PM

Post Sat Apr 21, 2007 5:54 am

They are usually neutral with you when you complete the story line. Then all you need to do is dock on their base, run some missions for them or find a bribe if you want to save some credits.
But, if you're in an Anubis and trying to get to their base, watch out for the Unioners especially if you're coming through the Hamburg System. Those fellas are packing at least lvl 7 or lvl 8 ships.

Post Mon Apr 23, 2007 1:42 pm

I've reached their base and i've found a bribe for ~ 100,000 credits.
Now i've my suppa-torpedo and i'm happy
thx to all

Post Mon Apr 23, 2007 10:49 pm

But why would you want the torpedo anyway? They don't do anything and are very slow.

Post Tue Apr 24, 2007 5:31 am

Hey dudeofthed,
Not my sunslayers! They're very dangerous ordinances now!
Although these are still slow, they track better than a stalker missle, it follows the targeted ship (or tracks toward it) , has a longer range and it can kill an entire wing of ships.. including capital ships.
BUT, the only drawback to these nasty weapons is: they are very, VERY expensive at a cost of 3 million credits each torpedo. (This is to discourage players from buying & dispensing a very powerful ordinace like candy...or make them go bankrupt)
Now, the Starkillers have been modified to track the same as the Sunslayers in
my mod, but only cost a measely 1 million credits each. BUT do the damage that the original Sunslayers did at 10,000. (Good for small stations and those nasty, NASTY nomads)

They are indeed very powerful, destructive and dangerous ordinaces (in my mod)
but they are not intended to be used litely or without indescretion.
HA!

Edited by - Rankor on 4/24/2007 6:32:07 AM

Post Wed Apr 25, 2007 11:32 pm

When i used the Sunslayer it just kept on going forward. I was trying to kill a wing of rogue ships. It was very slow and did not kill them at all.

P.S How can you change the destruction of the sunslayer and starkiller. And how do you change the speed.

Thanks,
Dudeofthed

Post Fri Apr 27, 2007 6:57 am

Before you consider editing files, consider a change of tactics:

Immediately before launching your torpedo, apply your thruster. See, a torpedo travels at 60m/s (140 when combined with your ship's base speed of 80m/s)- not fast enough to overtake enemy ships within its 1500m max range, even if they fly straight. That is also not fast enough to catch an enemy in a head-on pass unless the pilot is asleep at the helm. However, if you apply your thruster, all that extra speed gives the torpedo (or missile, or mine for that matter) an extra boost when you launch it. Instead of 140m/s, your torpedo is now traveling at a bone-breaking 260m/s, which is more than fast enough to intercept an enemy ship running away from you and fast enough that you can peg an enemy in a head-on pass before they can react.

As an added bonus, your ordinance also does loads more damage that way. All ammo-based weaponry in FL gets a huge damage bonus based on velocity relative to target at impact. Therefore, a torpedo launched from a ship that is sitting still will travel at its own base speed of 60m/s and do its base damage value to whatever it hits (probably empty space at that speed. The highest possible damage value is applied to a head-on shot where both ships are traveling at cruise speed (300m/s)- this would only be possible with engine kill- that gives the torpedo a velocity relative to target of 660 (300+300+60) and needless to say nothing is living through that. Realistically, your best shot is a head-on, thruster-assisted pass that gives your torpedo a velocity relative to target of either 340 or 460m/s, depending on whether or not your target is also thrusting. It is possible to take out a class 10 VHF in one solid hit using tactics like these (even a sunslayer would require two shots otherwise)

The short version: use your thruster to give your torpedo/missile/mine a boost, and try to make lots of head-on passes.

Post Fri Apr 27, 2007 7:14 am

And if you get the fire & thrust timing wrong you will thrust ahead of your own torp and end up blowing your own tail off along with half your weps.

It actually works better on the higher level NPC as they move a little slower so level 15 up VHF may be killed in one shot while Rogues and the like move a bit quicker and thus waste your creds. They also work against the bigger and slower moving targets, exactly as a torp should, but realistically in single play vanilla freelancer I never found a real need for such an expensive round of ammo.

In multi play they can work as good PvP wep strippers if you don't time the shot right but they can be shot out out of the sky right in front of your face and do more damage to your own ship.

Edited by - Druid on 4/27/2007 8:45:35 AM

Post Fri Apr 27, 2007 2:00 pm

Here is my setup for the Sunslayer. It's in the weapon_equip.ini (in the DATA\EQUIPMENT folder)

[Explosion
nickname = torpedo01_mark02_explosion
effect = ku_torpedo01_impact
lifetime = 5.000000, 5.000000
process = disappear
strength = 500
radius = 1000
hull_damage = 250000
energy_damage = 0
impulse = 0

[Munition
nickname = torpedo01_mark02_ammo
explosion_arch = torpedo01_mark02_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_torpedo
detonation_dist = 150.000000
lifetime = 56.250000
Motor = torpedo01_mark02_motor
force_gun_ori = false
const_effect = ku_torpedo01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 2700
seeker_fov_deg = 90
max_angular_velocity = 5.580670
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 265164
ids_info = 266164
mass = 1
volume = 0.000000

If you look up the one you have in your files, just compare the differences.
Trust me, this is absolutely WILD to watch.
Then, in the weapons_good.ini, I set up the cost of the Torpedo itself per unit to 3 million credits.
For the launcher, that costs a whopping 6 million credits.
You see, it's still slow..but with adjustments to seeker_fov_degree & max_angular_velocity as you see above, it becomes a serious "Homing" torpedo.
When you fire it, the best thing you can do is <span style="text-decoration: underline">RUN!</span>. Simply because if you happen to be within its blast radius, you also die.

Also, you see the "energy_damage" is still set to "0" . That's because the game engine determines that automatically at one half the hull damage factor. So at 125000 implied energy damage, there isn't any shielded ship in the game that can withstand it.
----------------
I also did something similar with the Starkiller, giving it the damage potential of the original Sunslayer at 10,000 but with the same "homing" ability. (More survivable if you get too close) BUT, those cost 1 million credits each.
Then, I gave the weak Nomad Torpedo a very nasty disposition to counter the Sunlayer and Starkiller since it doesn't require ammo. I gave it the same "homing" abilities but adjusted it's damage output to 10,000. It takes two of those to take out a d19 nomad.

Edited by - Rankor on 4/27/2007 7:23:45 PM

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