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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

Post Tue May 20, 2003 11:20 pm

how exactly do you get this thing to work?

CLOAK!!! I need cloak! Where are those darn cloaking devices micro$oft promised us!!!!!!!!!!!

Post Wed May 21, 2003 8:27 am

i'll post here the last version features:
v09d:
-fixed gunboat IDS? name problem
-greatly increased BS and Cruiser damage and range of turrets for lvl 2 and 3. BS engage now at 5 km away, and cruisers at 4 km! varied their cargo as well, fixed their loadout to include more varied types of turrets.
-fixed the Object Unknown display for Pirate Capital Ships, they all have now correct designations coresponding to their class and house of origin.
-added more encounters in the Omicron systems, now the GMG guild joins the fray flying Kusari capital ships. Frequent battles between 2, 3 or more fleets are taking place near Malta, Crete, Freeport 5 and Freeport 9!
-added buyable Battleship Flak Turrets to planet Malta and planet Crete, they're intended for use with the gunboats since they're too big for fighters.
-increased gunboat shield battery/nanobot loadout(doubled them).
-added suport for Jedi Starfighter from Porsche and White Star Cruiser(babylon 5). please DL both ships from LR and copy their respective directories to FL\data\ships.
-White Star Cruiser is buyable at planets Los Angeles and New Tokyo and the Jedi Starfighter at planet Junyo, Shi***u, and BS Yukon, California.
-increased transport turret damage for GMG and IMG guilds, also increased further turret damage for stations, trade lanes and docking rings.
-fixed the corvettes engine display, pls download latest Porsche's version from LR and overwrite the first one.
-re-added junkers CSV at planet Pittsburg with 4/1 gun/turret this time(guess I missed the old scrappy guy).
-added stealthblades mkI as standard weapons for the TIE's and for the new Jedi Starfighter.
-included MP Neutrality MOd v1.1 from Integer Man, for better MP starting choices.
-Battleship killing mission in random missions are making their FIRST appearance in a FL mod, they're available in the Omicron Gamma and ALpha systems and at Leon base, at High player levels.

Post Wed May 21, 2003 10:40 am

Aside from the ever-upgrading StarWars ship pack (which btw is in a convenient FLMM package, thanks), the Babylon 5 ship pack... is all over the place. The Babylon 5 forum has a new thread asking about this, no replies from the creators yet. Anyone here gotten the new Babylon 5 ship into the game? Oh yeah one more thing, is it the White Cruiser ship download, or the Babylon 5 ship pack? Btw the contents of both zips are just as disorganised

Anyone flying the Babylon 5 ships care to explain how you did it? I created a bunch of new files (guessing at the directions) but all I got for my pains were crashes :/

" In Defeat, Malice; In Victory, Revenge[! "

Post Wed May 21, 2003 11:28 am

Sorry for the late reply.

Been busy making the changes Dutch suggested.

Im working on V5 of Hostile Universe and hoping to fix all ships before it is released. Dan will be getting the new models/ships as soon as they are ready. However there is much do to.

My Todo list.

Rebuild the starfury to reduce its poly count.
Add 2 skins to the ship and 2 configurations. Standard and Psi Omega colour schemes with increased stats on the latter and thus more expensive.

New ships.
The Thunderbolt (Starfury).
Nial Heavy Fighter (minbari).

Both of which will be sent to dan when ready.

Warning: the Nial uses custom weapon models. In this case a small black sphere that is hardly noticable and thus does not look to odd when added to the Nial. It means all weapons Dan wants to support on the Nial will need a new entry that uses the new model. I suggest simply copying existing weapons and making a change to the name to say Minbari XXXXXXX so players can see the weapon is designed to be almost invisable on the Minari fighter. The change is simple but im looking at a way to make the minbari weapons a special class so the others will not appear. The only way i can see this working is if i reorganise the weapon classes into weapon groups. So all Light fighter weapons are in one class, Medium fighter weapons in another class and heavily weapons in another class. This would free up 7 class for custom weapons for the new ships that are being built. So the minbari and other fighters that lod with standard fl weapon models can simply be given a new special weapon catagory so only the weapons they look right are used. It also means those weapons can be customised. A option that becomes available due to the new for a new weapon class.

If anybody already knows how to add new weapon class, please contact me. It would save me a lot of time and research.

[email protected]

But this is for my mod, im just giving dan a heads up here so he can consider how he wants to do this.

Giskard



Edited by - giskard on 21-05-2003 12:32:35

Post Wed May 21, 2003 4:13 pm

Titanite, get the Babylon5 ship pack from the downloads page.
Create a folder in DATA/SHIPS. Name it bablyon. Dump the 3 whitestar files inside. Then add r_cruiser1.ini in DATA/COCKPITS.

MD, the White Star is too big. Can't really see what I was shooting at. (Yes, I know it was suppose to be bigger than the usual). You can go crazy in turret view. And the Cruiser Turret, it is suppose to be a silent turret? I get no sfx when firing that.

By the way, thanks for the Mod update.

Post Wed May 21, 2003 6:39 pm

I know this problem has been discussed before but I haven't seen a fix for it.

Problem: X-Wing and Starfury skins not rendering...

I have a micron P III 800 with NVIDIA TNT 32 MB...

I'm running freelancer at 1052 X ...well whatever number goes with it, and the problem has been a problem since the x-wing first was included with the mod. All other ships render correctly.

I'm running it at max detail and the starfury and x-wing still are't showing up. Ideas? Tips? Help? Fixes?

Post Wed May 21, 2003 7:26 pm

The White Cruise ship, when I check it out at the shop, I cannot see the model of the ship in the purchase screen. And when I SELECT SHIP, it does not show any weapon slots, nothing even there!

Someone help! Cannot use it, hangs the game when I come out of dockings, and ummmm .. I dunno what to do T_T

Edited by - GameShark03 on 21-05-2003 21:53:00

Post Wed May 21, 2003 9:24 pm

Im fixing and rebuilding Starfury, I still need to contact kurgan about the Xwing.

Dutch gave me some tips that he says fixes the problem on low end machines. Ive taken his word for it and am acting on it. The textures work for me you see so I cannot tell if there is a problem locally.

Heres some developement shots of new models im working on for my mod, Dan will be getting them too for his if he wants them. Scroll down the page to see the newest models.

http://www.respawn.co.uk/invboard/index ... =797&st=15

The nial needs more work on the texture but the thunderbolt is almost ready.
I took for test flight today to check all the gun mountings where right and see how well it handled.

Check this out.
http://www.respawn.co.uk/modules.php?na ... e&artid=37

Only needs minor tweaking now.

Giskard

Edited by - giskard on 21-05-2003 22:26:09

Post Wed May 21, 2003 10:31 pm

giskard: good work on those models, can't wait to see them ready. i talk to kurgan today and he has an update on the phoenix, also he allowed me to use the other ships, that Armored Marine Dropship(from Aliens movie) included. i think I'll include those into next version(by the way it will be version 1.0!)
Titanite and Gameshark: the white star it's easy to install: "Titanite, get the Babylon5 ship pack from the downloads page.Create a folder in DATA/SHIPS. Name it bablyon. Dump the 3 whitestar files inside. Then add r_cruiser1.ini in DATA/COCKPITS", it's from sparepart post(thx sparepart for the info).
The next version will have the r_cruiser.ini be included, unfortunately the other ships will not be, since i can't upload more than 2.3 mb on my yahoo mail (.
v1.0 will be probably ready by tomorow and it contains BS kiling mission troughout bretonia + kusari as well.

Post Wed May 21, 2003 11:40 pm

Michael D

First off: love your mod, and appreciate all the work you have abviously put into it.

But..
Could you make a comprehensive list of all the changes from an unmodded game to your version. And ships needed\supported etc..
The version updates are getting quite long and backtrack upon themselves etc..


The Only difference between Me and a Madman is I'm not Mad.

Post Thu May 22, 2003 12:34 am

Good idea on the built in support for missing ships (B Wing). Wish id thought of that

BTW the new starfury (not the thunderbolt) model looks great, i got lot more detail on it this time around than i did last time and its more accurate too. Only used 2000 polys so far but i still have to make the engines and the cockpit yet. Still, it beats the 5000+ polys the old model used.

Giskard

Edited by - giskard on 22-05-2003 01:34:45

Post Thu May 22, 2003 2:44 am

Cool. This mod has reached version 1.0. A favour Michael, could you include all the ships that need to be downloaded in your readmes instead of just saying that I need to download the whitestar cruiser only. Its just to avoid confusion and needless people asking what ships to download as well.

"To know the light, you must see the dark."

Post Thu May 22, 2003 4:47 am

This is the first version I downloaded. Is there any chance of getting a list of what ships need to be downloaded? I'm looking through this thread but I still don't think I found them all.

Thanks

Post Thu May 22, 2003 5:49 am

Giskard, saw your models. Can't wait for build 1.0! I'll finally be able to fly a starfury with a skin. and an omega skin too... *drool*

Anyway...

Ships you need to download to use this mod good and proper. (v9.0d)

Slave 1
A Wing
B Wing
Corellian Corvette
Jedi Starfighter
White Star Cruiser

The star wars ships are all by porsche and they are avaliable in Porsche's most resent ship pack.

The white star cruiser can be downloaded from either the white star cruiser model or the babylon 5 ship pack.
The directory you need to install the white star cruiser into has already been mentioned. I'm mentioning it again because it never hurts to remind people.

The whitestar.cmp and whitestar.mat go into a directory....
FREELANCER\DATA\SHIPS\BABYLON
The r_cruiser.ini goes into....
FREELANCER\DATA\COCKPITS\LIBERTY

[edit umm... 0522003..
Yet another list of things that are strange... shorter list this time...

- Xenos: gunboats have same problem that pirate cap ships used to have.
- I suspect this applies to all other factions being given new cap ships with the mod.
- Rheinland Military - They're EVERYWHERE! They're in Liberty! They're in Bretonia! They're in Kusari! They're in Rheinland! They're in the Edge worlds! They're in the Border worlds! You can't hide from the Rheinland military!!!
- I've seen them in nearly every system between Omnicron Alpha and Omega 41. Darned if I know why. It's just cool and creepy at the same time.

....

Love the progress of the mod! It really has come far from that first build! Almost to 1.0!! Already it's the best mod out there. Period.

Edited by - Drassnia on 22-05-2003 07:05:49

Post Thu May 22, 2003 8:06 am

thanx drassnia for the ship installing past and the quick review of most important features. and yes I wanted the Rhienland to be everywhere, just because I love killing them and the looks of their 2 fighters: The Banshee and The Valkyrie.
As for installing the ship there are 2 packs to DL: the SW ship pack from porsche, with awing/bwing/corvette/jedi starfighter/slave1, and the Babylon 5 ship pack. Install them both into FL\data\ships in their default dirs and copy the file r_cruiser.ini from Babylon 5 ship pack into fl\data\cockpits\liberty(NOT in fl\data\cockpits\rheinland as it was in the B5 pack). that's all.
Still have to figure out how to upload more on my mail(any sugestions guys? what sites offer free mail and permit atachments up to 10 mb?)

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