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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 Apr 29, 2003 9:23 pm

I don't believe GeoCities is a good server to host files like that, I think that is your problem. Every time I try downloading the file and then going to your page, it says your site had to much data transferring happening... You don't have any other servers to host your file on quickly?

Hrm, if you are into making the gaming expierence more balanced, you should increase the collision damage considerably. Currently, you can hit asteroids almost all day at full speed and not even break a nail... You should be killed in about 3 direct hits from an asteroid or other ship...

Keep the work coming! I love it. Try to keep the 'top level' thing away, so you cannot hit a 'best point' where the game gets boring... =\

Post Wed Apr 30, 2003 11:06 am

Phroot u're right i gotta find a better site or upgrade mine, since it has only 5GB bandwith. about colissions, I tried to set the value on 10 and seems like the shield its wiped out in one hit, combine that with a missile hit and some cannons in the same time and u'll die almost instantly. perhaps 2 or 3 would be a good value...
radiation i'm glad u've finished the game, and even in one of my favorite ships, the Banshee and with StealthBlades, my favorite weaps too. U found too easy cause in the normal game u never get to finish in a fighter like that, both fast, nimble and heavily armed and armored. btw what shield did u use in the nomad missions(11 to 13)?. u might try to play next time in a TIE Defender with modified Stealthblades or a X-wing with Usiels, since they have infocards with their real names and descriptions now and feels right to 'own' one.

Post Wed Apr 30, 2003 9:29 pm

Well I left my comments on the frontpage, take a read and get back to me on it, something strange was happening when I was using the nomad prototypes (after a ship upgrade) and I'm not sure why my eagle/sabre had 4 lvl9 slots and 4 lvl10 slots while the titan had 6lvl10slots and 2lvl9 slots, could be I'm bugged or the mod is - version 0.5c atm running with FLMM.

Great work and thanks! I replayed about 40hrs of gameplay I wouldn't have touched again had it not been for your lovely mod. Keep up the good work

Where is the x-wing purchaseable and what is the ship for sale on calif minor - it shows a skull and crossbones as the infocard? If I select it I get the ship but I didn't have credits to buy it at the time cus I wanted to test out the tie defender

Post Wed Apr 30, 2003 11:51 pm

tact. download version 0.5d and u'll get infocard upgrades, telling u everything about the new ships. the xwing is now buyable at planet manhattan, the tie fighter on pittsburg, tie interceptor on calif. minor(that was that strange ship...)
and the tie defender on battleship hood.

Post Thu May 01, 2003 5:25 am

I was using the level 7 shields if I am not mistaken. Level 7 shields is the highest for the banshee right? Anyway, I was trying to win the game by using a light fighter for more challenge. Even in MP I am using a banshee for a challenge. Right now I am in Omicron Theta alone with that ship. Gonna see if I can get into Omicron Gamma and the unknown systems with it. This is in vanilla FL btw. Oh yeah, the stealthblades in your mod is soo cool. IMO, Tie's sounds of the guns in SW rocks!

Didn't know there was a 0.5d version of your mod. Downloading it now. Gonna check out that X-wing.
*UPDATE* : the file of 0.5d on your website is corrupted. Its mentioned already.
*UPDATEv2* : I downloaded the file from lancer's reactor so its no biggie.

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

Edited by - RaDiAtIoN on 01-05-2003 06:28:16

Post Thu May 01, 2003 11:16 am

Cheers.....lol spotted the x-wing at planet manhattan after re-reading the update :0

Post Thu May 01, 2003 6:27 pm

Hmmm. Gotten the X-wing and the Raphael guns sound great! But there is a slight error regarding the info card and the actual gun slots in game. The infocard says there should be 2 torpedo slots. In game however, there are 4 gun slots, 1 turret slot, 1 cruiser slot and 1 countermeasure slot. If I am reading the infocard right, there should be 2 torp slots instead of the cruiser and a mine layer slot is also missing.

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

Post Thu May 01, 2003 8:47 pm

its true the xwing has only one cruise disruptor, but u've noticed it comes packed with a starkiller torp launcher that u can keep. unfortunately I had no space or time to add the second launcher yet.
Check out the next update, 0.5e as it does some historical changes...and i'm not kidding, it's already uploaded to Lancers Reactor, probably it will be posted tomorow
Armor upgrades, engine upgrades, powerplant upgrades, the ability to sell your ship's internal equipment and outfit the way u like, all is there. plus these things now cost money and they add to a ship's total price, make it more challenging to buy a new one. and when u scan an enemy or friendly ship u'll see all its internal equip, scanner, engine, powerplant. Not to mention battleship/cruiser/gunboat patrols for the 4 houses, in their home systems.

Post Fri May 02, 2003 1:25 am

Wow. It sounds like a new game and what FL should have been. I can't wait!

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

Post Fri May 02, 2003 2:36 am

All right LT!! That next upgrade sounds awesome. Any ETA on new ships, like this one freighter I heard of... the Millenium something or other??? Just a suggestion of course. All the work u've done so far is greatly appreciated. I think I speak for all of us who prefer yr mod to say, Reynen's or FL lvl 2, that you have really extended the life of this game for us all. Oh and I finally got version D installed, hadda lose my save games, though. Should I have to do every time that to upgrade to each version? Thanks again a keep em comin'.

Post Fri May 02, 2003 5:48 am

Wohoo. Just downloaded 0.5e. Just one question though: can we run it together with the slave 1 mod or we have to copy over the folder you suggested?

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

Post Fri May 02, 2003 6:45 am

it is not posible to instal my mod and slave1 with FLMM, so just copy the slave1 directory from his archive to the \data\ships directory, AFTER u installed my mod with flmm. phroot the freighter will have to wait a little cause i got to convert yhe cmp file of the dromedary into milkshape, make some modifications to make it look meaner and then release it.

Post Fri May 02, 2003 7:07 am

So if I get this right, after installing both mods which is the rebalance 0.5e and the slave 1 mod, i go into the FLMM directory, copy the ships folder from the slave 1 mod and put it in the rebalance 0.5e mod ship's folder?

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

Edited by - RaDiAtIoN on 02-05-2003 08:13:47

Post Fri May 02, 2003 7:24 am

NO, just install my mod and copy that directory(slave1) from his archive to freelancer dir. FLMM won't allow u to install both mods in the same time, and it's no need, just copy the slave1 directory into \data\ships, it's all u need.

Post Fri May 02, 2003 7:27 am

in fact your method will work as well...cause if u install my mod after that, it will copy that ship into FL automaticaly. It's just a bit complicated but works.

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