And about the engines showing 0 speed, it is the way original infocards were built, i only change the speed to my upgrade engines and XW + Firespray so those will display corectly. gonna fix this in a future version...
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New "Freelancer Rebalance Mod" by Michael D.
Here you can find news, get help and comment about the ?FL Rebalance Mod? for Freelancer
well the crashes in rheinland are being quite often reporte but only in multiplayer, or with OpenSp activated, they do NOT apear in SP game...the reason is i did not test the mod in MP, gonna do it with OpenSP to see if that happens...
And about the engines showing 0 speed, it is the way original infocards were built, i only change the speed to my upgrade engines and XW + Firespray so those will display corectly. gonna fix this in a future version...
And about the engines showing 0 speed, it is the way original infocards were built, i only change the speed to my upgrade engines and XW + Firespray so those will display corectly. gonna fix this in a future version...
I just finished the story, flew the last missions in the expensive ship. It was mounted with the class 7 graviton it came with, same shield as the centurion in bretonia... It had 6 nomad prototype and the 2 diamondbacks i managed to salvage during the story
Fighters went down fast at the end, battleships took a tad longer but 3 - 4 torpedoes and 700 units of 6 nomad prototypes and 2 diamondbacks were too much for even a nomad battleship to take in a single pass. I arrived at manhattan with all 63 nanobots and 55 shield batteries.
I had to leave behind my engine when i bought the Sabre though. Still running the version i downloaded last friday (or was it saturday ?), it crashed only twice, i wrote about that allready. I will do more exploring now, will let you know if i run into problems. I'll update it tomorrow.
Fighters went down fast at the end, battleships took a tad longer but 3 - 4 torpedoes and 700 units of 6 nomad prototypes and 2 diamondbacks were too much for even a nomad battleship to take in a single pass. I arrived at manhattan with all 63 nanobots and 55 shield batteries.
I had to leave behind my engine when i bought the Sabre though. Still running the version i downloaded last friday (or was it saturday ?), it crashed only twice, i wrote about that allready. I will do more exploring now, will let you know if i run into problems. I'll update it tomorrow.
I am still experiencing crashes after reinstalling Freelancer with 0.5e build 4. I am running OpenSP v1.1, but I should be able to disable the OpenSP v1.1 mod after saving a game with it, because it would just think I'm done with the missions, correct...?
EDIT: No luck, game crashes upon loading my game with OpenSP v1.1 disabled. I'm running out of options... I have Windows XP Pro, GeForce 3 with 43.45 drivers... I'm running OpenSP v1.1 and your rebalance mod build 4.
Edited by - Phr00t on 06-05-2003 04:59:33
EDIT: No luck, game crashes upon loading my game with OpenSP v1.1 disabled. I'm running out of options... I have Windows XP Pro, GeForce 3 with 43.45 drivers... I'm running OpenSP v1.1 and your rebalance mod build 4.
Edited by - Phr00t on 06-05-2003 04:59:33
I don't know what to say Phroot. Try to disable OpenSP and play from beginning. Worse comes to worse reinstall FL and then only enable the Rebalance mod and see if everything works from there.
I have a feeling mine works fine because I don't run any other mods with it. Last time I tried running the mod with Reynen's open map mod but that caused some weird error.
"To know the light, you must see the dark."
I have a feeling mine works fine because I don't run any other mods with it. Last time I tried running the mod with Reynen's open map mod but that caused some weird error.
"To know the light, you must see the dark."
Phroot, after I de-activated and uninstalled the previous build, I noticed some files in the FL directory have not been overwritten. So I did a 'Restore Backups' in FLMM. I installed the latest Build after that. Maybe you should check if there are any left. Also try moving your existing savegames elsewhere or delete them.
I copied the Slave1 folder to Data/Ships and the dll in the FL EXE folder. So far, the latest build has solved my crashing problems. I didn't run any other mods.
I copied the Slave1 folder to Data/Ships and the dll in the FL EXE folder. So far, the latest build has solved my crashing problems. I didn't run any other mods.
Hi there. I'm a newbie to these forums and this mod, figured I'd sign up considering I read stuff on the site and these boards so much.
Anyway, I've got a little problem with the rebalance mod, I've never used any mods before but I got FLMM to install build 4 ok, just wondering if I need to start a new game to get this to work... I tried loading up my current SP game after activating the mod, but it crashed the game when I tried to launch from the base I was on. I figured I need to start a fresh game to play with no problems. Would I be right in assuming so, or am I doing something wrong? I installed/activated the mod ok, and stuck the Slave1 files in the Data\Ships folder too, but no avail.
Thanks if any of you guys can help, I'd really appreciate it. Unmodded Freelancer gets kinda boring after a while. :p
A little note, if I've been too vague in explaining my prob, just ask me, well, whatever you need to know.
Edited by - BGSarevok on 06-05-2003 09:41:26
Anyway, I've got a little problem with the rebalance mod, I've never used any mods before but I got FLMM to install build 4 ok, just wondering if I need to start a new game to get this to work... I tried loading up my current SP game after activating the mod, but it crashed the game when I tried to launch from the base I was on. I figured I need to start a fresh game to play with no problems. Would I be right in assuming so, or am I doing something wrong? I installed/activated the mod ok, and stuck the Slave1 files in the Data\Ships folder too, but no avail.
Thanks if any of you guys can help, I'd really appreciate it. Unmodded Freelancer gets kinda boring after a while. :p
A little note, if I've been too vague in explaining my prob, just ask me, well, whatever you need to know.
Edited by - BGSarevok on 06-05-2003 09:41:26
BgSarevok, u'll probably have to start the game all over if it crashes when u launch, the modifications made to ships, encounters, equipment and weapons make the mod incompatible with normal game play. U won't get bored this I can asure u, and everybody take notice that all gates+jumpholes are unlocked now after mission 2, so u can go let's say to magellan or galileo and make some cash fast or just sight-seeing...
Thanks for that, I've started off using the mod in conjunction with OpenSP, no problems now, plus the changes I've seen so far are great. It'll be a bit of a disappointment going off and raising money for a Titan or a Sabre again, (or maybe even for one of the new fighters) but I suppose it'll be worth it. Thanks again for your help.
A minor graphical bug for the newest version. You start off with a starflier in the SP. When you activate cruise the thruster graphic/animation is incorrectly displayed. Instead of the usual collecting-energy-into thruster what we get is the thruster is diminishing. And when you actually cruise, instead of getting a bigger thruster what we get is a faulty thruster. It looks like the engines could just die any second.
Anyway, its just a minor glitch. Unless of course you meant it to be that way.
"To know the light, you must see the dark."
Anyway, its just a minor glitch. Unless of course you meant it to be that way.
"To know the light, you must see the dark."
I have a weird glitch and I don't know how to make of this.
In one of the missions, you will have to help Van Claussen and company destroy the experimental Nomad ships. The thing is that upon reaching the minefield, Van Claussen and Boltzer (both mission-critical people) just stop there. While the rest flew on ahead.
If you went ahead and engage, you will get a 'You fled from the battlefield' message and have to reload. If not, you can just sit on your hands and nothing will move on. It won't go to the next scene.
In the meantime, I'm stuck here and can't proceed. Damn.
In one of the missions, you will have to help Van Claussen and company destroy the experimental Nomad ships. The thing is that upon reaching the minefield, Van Claussen and Boltzer (both mission-critical people) just stop there. While the rest flew on ahead.
If you went ahead and engage, you will get a 'You fled from the battlefield' message and have to reload. If not, you can just sit on your hands and nothing will move on. It won't go to the next scene.
In the meantime, I'm stuck here and can't proceed. Damn.
Question... Is it possible to intergrate new systems and jump holes from other mods into yours? So far, your mod is the most active and has had a history of intergrating the work of others in order to make a spectacular mod even better. It would be great to see the well done systems and jump lane gates of others (with their permission?) into what is already a spectacular mod. With FLMM...atm... you can't really have many mods running at the same time. So... yeah, if you get around to it. It would be really good. possibly for v1 or v2?
sparepart: just load the autosave after the message, next time Von Klaussen and Botzler will came with u...only first time they act weird.
drassnia: that is not a bad idea, but i've not finish to explore the existing systems, having to test and retest SP many times...and u're asking for more?! maybe, but until v1.0 is still a long road.
what i really had in mind for quite some time is a weapon called "DonKavash Energy Beam" which should be a charging beam weapon and have the effects similar to what happened to Trent's ship in the cutscene at the end of the campaign. Should be slow but powerfull enough to take out even a Battleship in a few shots...just a thought, don't know if it really posible. Maybe I'll make even a buyable "Artifact" to power it, if it works.
drassnia: that is not a bad idea, but i've not finish to explore the existing systems, having to test and retest SP many times...and u're asking for more?! maybe, but until v1.0 is still a long road.
what i really had in mind for quite some time is a weapon called "DonKavash Energy Beam" which should be a charging beam weapon and have the effects similar to what happened to Trent's ship in the cutscene at the end of the campaign. Should be slow but powerfull enough to take out even a Battleship in a few shots...just a thought, don't know if it really posible. Maybe I'll make even a buyable "Artifact" to power it, if it works.
One. Mega kudo's to MD for a sweet mod!
and two) just a small idea for your mod. Since in the ini files i find references to ejected peeps being bought and sold for 1200 a piece i was wondering if you could make these cargo items droppable by battleships especially since in single player they say go to the escape pods when one of the scripted battleships gets waxed. Just a thought also would be nice if it would effect your rep if ya sold like navy guys to outlaw bases or outlaw gunboat survivors to the police bases .. Heheh(thats prabably way too much to ask)
and two) just a small idea for your mod. Since in the ini files i find references to ejected peeps being bought and sold for 1200 a piece i was wondering if you could make these cargo items droppable by battleships especially since in single player they say go to the escape pods when one of the scripted battleships gets waxed. Just a thought also would be nice if it would effect your rep if ya sold like navy guys to outlaw bases or outlaw gunboat survivors to the police bases .. Heheh(thats prabably way too much to ask)
Hey hey. Check out my post on the main page news topic, I think I said a few important things about your mod.
I believe this 0.6b corrected all of my crashing problems!
I can now play, and test at the same time.
I miss the cruise engine graphics a bit... what was the real reason for getting rid of them...?
Keep up the good work!
I believe this 0.6b corrected all of my crashing problems!
I can now play, and test at the same time.
I miss the cruise engine graphics a bit... what was the real reason for getting rid of them...?
Keep up the good work!