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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 Fri May 02, 2003 9:04 am

Hehehe. I meant install only. I didn't say activate didn't I? So if I just installed them and not activate them then I could just ... same as the previous post.

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

Post Fri May 02, 2003 5:17 pm

I have only played this mod for about 5 minutes, so I didn't get to see any battleship encounters... does this mean when I get missions to "kill ships" that I could have to kill some battleships? COOL!

One big problem for me tho: This mod is no longer compatible with Rey's open map mod? I've been using that mod from the start, and now I popped on 0.5e and I can't install the rey's map mod :-( Could you either add the whole map to your mod, or allow rey's map mod to be usable? THANKS!

Where do you get/buy armour upgrades and scanner stuff? Do some NPCs have the armour upgrades...? I just hope everything is staying balanced well...

Okay, keep up the great work!

Post Fri May 02, 2003 6:26 pm

I have just installed 5e and all the new ship info cards are ok but the names of planets and ships in the nav map and targeting computer seem to have become corrupted (5d was ok).
Just to make sure I haven't been a dumbass with the install this is what I did.
extracted the exe and data folers from 5e and put them in their own folder in the FMM mods folder, then activated the mod which it said was ok. I looked in the Freelancer data and exe to make sure it had swapped the files and they seemed to be ok too - any ideas?

Post Fri May 02, 2003 6:48 pm

Hi. I've been playing your mod since it came out. It's great. Keep up the good stuff!

I think I might have the same problem with Sentinel84. All commodities and ship names have been replaced with IDS?, planet/ship/solar names in the nav map are blank. And so are peoples' names in the bars etc

I have tried wiping the savegames and re-installing. The problem still remains. I don't recall this in previous versions. Any help would be appreciated.

Post Fri May 02, 2003 7:01 pm

You know what would be cool for the X-wing? If it could lock its x-foils into flight position when it goes into cruise mode and goes back to attack position when out of cruise mode ... hehehe. Just storming.

Sparepart and sentinel: I don't seem to get that problem. I installed it fine. All you need to do is double click the mod .flmm file after you downloaded it. It should auto install its own. But your problem seems to be because that you didn't remove the previous version of the mod before installing the new one or you didn't install the mod properly. Do you use FreeLancer Mod Manager? Get it and install it. Then all you need to do to install mods that are configured for this tool (You'll know coz it will have the flmm extension) is double click it and its auto install into the appropriate places.

Oh and Michael Dan, the X-wing is still missing 2 torp slots. It has instead one cruise slot. No mine slot either. . I know that the cruise slot has a torp but can't be used untill later in the game since its level based. One more thing, the infocard for the CSV ship on Pittsburg is missing. I am talking about the ship with the skull and bones as the icon.

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

Edited by - RaDiAtIoN on 02-05-2003 20:42:37

Post Fri May 02, 2003 8:43 pm

radiation, yes, the X-wing will get the torps in the next version, along with it's own engine which will have starwars sounds also. i'm upgrading them for the TIE's as well, and got a AG(assault gunboat) engine sound for the firespray.
The armor upgrades are available at most of the common bases and gradually troughout the campaign, and npc's already have some kind of armor scalling in mission files and i'm not gonna alter that.
Phroot you'll only have missions to kill cruisers at higher levels, with some factions(junkers, hogosha). BS kill missions will folow soon but only at very high levels, probably 17 to 19 or some.
sentinel and spare84: try removing the last mod completely from flmm and deactivate the option which makes files readonly in your FL directory(second in Options menu of FLMM). then double click on new versions file and install it. it is possible that some of your dll files in exe directory could not be overwriten by the instaler since they was readonly. that's why all infocard problems.

Post Fri May 02, 2003 10:33 pm

Michael Dan: i tried what you said and no luck. I also copied the data and exe folders manually to the Freelancer directory and still no luck. I had backed up the original data and exe folders - copied them back and tried the whole thing again and still no luck. any more ideas???
Oh and my system is an athlon xp2000, radeon 9700 pro, 500mb ram, win98 and freelancer uk version

Edited by - Sentinel84 on 03-05-2003 00:20:17

Post Sat May 03, 2003 12:20 am

uninstalled, deleted the folder and reinstalled freelancer from scratch before starting

I have found a temporary workaround by replacing the namerescources.dll with the original one - this has fixed the rescources,planets and ship names although i still get info? showing up on the buy ship screen with modded ships although some of the new info cards work and some don't.
on the buy engines and powerplants screen some of them show up fine and the info cards work and some but others have info? and the info cards don't work either - this was the same before i relaced the namerescources.dll.

Edited by - Sentinel84 on 03-05-2003 01:22:36

Post Sat May 03, 2003 12:24 am

I have the same problem.

Post Sat May 03, 2003 1:48 am

Update:

Earlier I went after the corsair wrecks in Omega 7 and whilst shooting the first one it threw me to winblows :-( After loading autosave I managed to get all six angelitos there and on my way out the gas blew up my ship, oh well...
But just now after completing a mission I took at Montezuma and I destroyed the Large Spacestation, my entire computer frooze up. I am going to retry that.
I just destroyed it again, i guess 1 large exploding station, 6 weapon platforms, some bounty hunters and several supporting rogues was too much for my computer after 5 hours of blowing up most of what is out there. Was that mission there in the original game ?

Anyway, it's generally a lot busier out there, I spotted big fleets patrolling in bretonia on my way back to liberty to try and kill some cap ships myself :-D
I also spotted Rheinland squadrons patrolling near planet leeds, LOL.

Edited by - DJvGalen on 03-05-2003 03:08:38

Post Sat May 03, 2003 5:57 am

Any luck getting the cruise speed above 300? seems kind of pointless when most of the thrusters in this mod can do 300+. I notice in the constants.ini file it has Cruise_speed = 400 but it doesn't seem to be taking effect.

I know you have to add a Max Velocity key in there too (check out the speed mods that come with FLMM) but i think you have something either in the thruster or ship definitions thats over writing that value.

Post Sat May 03, 2003 7:08 am

Guttersnipe: The cruise speed is 400. Unfortunately the indicator in the game is hard coded to show 300 as the cruise speed. Weird eh? Anyway, its easy to know in game is it truely 300 above or its at 300. If the cruise speed is at 300 then you strafe a bit and the speed should decrease by 1 or 2. If it doesn't then that means the cruise speed is actually above what is indicated.

Michael, IMHO you should decrease the thruster time. I mean right now I got the X-wing and I just upgraded to engines MK2 which gives me 180 speed. Now, when I use it with my heavy thrusters, I could go as high as 450 more or less. That is already more than the cruise speed! And right now you could thruster quite a long time. Maybe you should increase the thruster fuel usage so that maybe you can only thruster 3-5 secs tops. Just an idea.

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

Edited by - RaDiAtIoN on 03-05-2003 08:11:51

Post Sat May 03, 2003 7:58 am

ditto problem with with the IDS?

NPC, ship, base, planet, commodity, faction names are screwed up.

When flying through space, any solars and ships show the distance and the icon, no name or faction is given. Info cards don't appear to be updated either...

Titan 70/70 nanobots/shields (in infocard)
Titan 73/73 nanobots/shields (real game)

I don't know what's wrong. I did a fresh install and I loaded a new game but it's still buggy.. my save games definitely have the problem with the names.

Please fix soon when you get around to it.

Thamx.

Post Sat May 03, 2003 12:46 pm

the infocard problem will be solved in 0.5e build 3. please wait to download that one, not build 2, which is curently released, cause this baby stil did not have the fix. it appears that I used some adresses in Nameresources.dll that I shouldnt and now I fixed that by rewriting all names and infocards of the new items in a new file(modinfo.dll). sorry for the trouble the 0.5e and 0.5e2 caused, i had no idea that will mess so much up(or at all!). So again wait till version 0.5e3 appears on lancers downloads an get that, it should'nt cause any trouble.
funny thing that in my instatalation and also in Radiation's instalation the IDS problem didn't appear...weird.

Post Sat May 03, 2003 1:15 pm

djVgalen: if you have problems with Corsairs in Dublin try to buy the Pourpoint lvl5 positron shield from BS Essex. It's now almost equal to the sentinel in capacity and charge and offers best protection against neutron and tachyon weapons, that means Corsairs, Mollys, and Rhinelanders(and Kusari Naval Forces Lately). I keeped it till i got to Osiris and served me well....
Radiaton, u are right, the trhusters ofer too much speed for too long, I will increase fuel consupmtion to the more advanced ones to let them offer lets say 10-15 secs of burst tops.

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