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Here you can find news, get help and comment about the ?FL Rebalance Mod? for Freelancer

Post Fri Jul 11, 2003 11:21 am

MD, I did what you instructed about the NoSP part and all, and guess what happened. There was no SP missions all right, that is good ... just like the Multiplayer ..

BUT THE NEW GAME STARTED with a Starflier right in the middle of Omicron Minor!! I was fragged!!

Post Fri Jul 11, 2003 1:11 pm

Somthing wrong with my "openspplay.bat" even when i've updated it i start in the omicron major system... with no thruster.. kinda hard starting out there... Hope this will be fixed asap... Still a great mod... but i dont bother to start doing all the sp missions all over again.. or start in omicron major for that sake

Post Fri Jul 11, 2003 2:32 pm

Thanks for your useful reply
I've changed the file in no time
And now........im activating the mod

Post Fri Jul 11, 2003 4:19 pm

Ok.I've tested some of my old save with the new version of your mod.
The new mission with multiple capital ship are beautiful.My only complain is the HUGE stream of plasma from the deadly wounded ship.

I've encountered a problem.My preferred weapon,the Kusari "Hyperpulse" photon blaster show very huge explosion when the projectile hit a target.The explosion is a resource eater and my Framerate fell down.

EDIT:The Gallofree still had the external visual problem.I can fix with the old method?

Edited by - Frontier Fan on 11-07-2003 17:24:42

Post Fri Jul 11, 2003 6:05 pm

Long, the textures on the Elite ships are not missing, they are meant to look that way, but there are some .bat files into each ship's folder that are changing the textures(combatcobra.bat in case of Cobra MKIII).
docking animations had to go cause of the flyable capships, besides its must faster this way so i don't understand all the whinning.
nomad torps are indeed too strong, i'm gonna reduce their damage in half and make them consume energy while firing.
Gameshark, v0rtex, i just did a re-fresh install of the game in a separate drive/folder, recopied the mod and the BAT patch, and everything works fine, the game with OpenSP activated starts on MAnhattan at level 6. and its reversible, if you run normalplay.bat an restart the game it will start into SP campaign again. I suggest u dou the same fresh install and erase all old savegames(even if keeping my old saves did not altered the way OpenSP was working).
Fromtier fan, that explosion at impact is a feature of the HyperPhoton, also present for the DragonsBreath. i suggest u get a better video card, at least a GF 3 TI or even GF4. The explosions are very cool especcially on capships.

Post Fri Jul 11, 2003 7:44 pm

Maybe i wasnt too clear in my explanation
In rebalance 1.9 the explosion of the Hyperblaster shot was small...
Now is big like half a Liberty Cruiser...
I use this weapon in other 5 ship.Never got a problem in 1.9.
Maybe its because i use some old 1.9 save?
Btw...i run my Freelancer with all the setting at max and this is the first time i notice some resource problem.
My system is a 1.7 ghz intel processor,with a soundblaster live and a 3d blaster 4 mx.640 mb of ram.A bit old,but for freelancer was good.
Other game i run with no problem:
Il-2:Forgotten Battle
Unreal Tournament 2003

Post Fri Jul 11, 2003 8:36 pm

I've got a question about this:

Is your current worth supposed to jump from 500 to 13,516 after you accept the first mission? Because by the time I'm finish mission 1 I'm at 42,000, and after I sell some stuff I'm already supposed to meet Juni at the bar and I haven't even left Pittsburgh!
---
Okay, I think I found the problem. My current worth goes up when I sell something. Is that part of the mod?

Edited by - outrider2400 on 12-07-2003 02:57:27

Post Fri Jul 11, 2003 9:26 pm

Hi MD

Is it possible to reactivate the Landing sequences if you play SP and only use fighters and no capital ships?

Post Fri Jul 11, 2003 10:10 pm

MD!! DON TOUCH THE NOMAD TORPS!! They are good as they are, it has been the best missile/torp weapon I have ever used ever since you stripped me from my missiles (by making them take cargo space!!)~~!!

Missiles/Torps don use energy, and since the technology is unknown and alien! Let's leave it that way! Puh-leese!! Raise the price to 600k or something, or put them on the hardest planet to reach! Just don change any specs of its performance!

You change it to a harder to reach planet, and I will get there! Raise the price, I will buy it ... but if you tweak this .. sigh .. I would have nothing else to say, but "Missiles were cool when they had no cargo limit and etc"

Noone uses the missiles anymore in my area, because of cargo limit. stalkers are crappy, normal missiles are just not worth to keep in stock, and torps are too slow!! Let the Nomad Torpedo be!! Raise the price or change it to another base!

Besides, the Nomad Torpedo is the only weapon that I have seen worthy among all other missile types, ever since you added cargo limit.

Post Sat Jul 12, 2003 11:04 am

Tried out the Open SIngle Player BAT and it does not work. I did this ..

Enabled OopenSP with a new game, the game starts at Omicron Minor with no thruster.

Loaded Normal SP and saved and enabled OpenSP, and the game goes into a FOREVER mission loop. All I can do it "MEET JUNI AT EQUIPMENT". Talk about Deja Vu.

Post Sat Jul 12, 2003 6:50 pm

jus a quick question about the cloak, i kno its missile jammer but the readme and info relates to "invisible to the naked eye" is this true cos i got shot to s**t by some capital ships (i came through victorious to tell this tale) so am i actually invisible or is that just mp and not sp?

any help much appreciated

Buc

PS - MD do u do anything else except mod FL, cos if so, when do u find time to do this amzing work!!!

You call that a ship, THIS is a ship[![![!

Post Sat Jul 12, 2003 9:55 pm

Frontier Fan, I used the Flak cannon graphics for the impact of the HyperPulse ammo so it should'nt be THAT big(first used torp impact graphics so u can imagine...). nice system u got there it should hove no probs at all...mine its quite equivalent, with a GF5 Ti5200 graph card and have no problems with slow down when firing the HP blaster.
bucfan, the cloak only works in unmodded MP servers, as it was originally intended, but it has a effect of reducing the enemy fire that hits you(makes them miss) and make 'em prefer your allies instead of you in SP. The capships still can kill you very easy, np bout that. And yes i do other then FL modding, work all day(as a Freelancer, but in the real world), and modding only when got spare time...
Gamehark, weird errors u got there, i wonder why...? try the step by step fresh instalation again...maybe it will help solving these.

lynxair, the missiles are meant to be mounted into torpedo/CD slot, this is the way of the Starlancer, no mixing/messing up with the weapons slots anymore. downside is indeed u cannot fire them separatedly but think about it, u gaininng an aditional weap slot(or 2 in some cases). Anyway U can fire them separetedly by pressing the repective number for the missile/torp, or assign a weapon group to each one.

Edited by - Michael Dan on 13-07-2003 10:08:29

Post Sat Jul 12, 2003 10:37 pm

Maybe its because i use some old save.
I'll try to sell and rebuy the kusari Hyperpulse cannon and see if something change.

Post Sun Jul 13, 2003 8:55 am

Could you please check whether Stiletto works as it should: under 1.9b I couldn't mount missiles into any of gun/missile slots although they would be mounted onto torp/disrupter hardpoints. But once mounted the only way to fire them was to ativate them with the main guns and use RMB... No response to "Launch missile" mapped to either mouse or keyboard. Other projectiles (mines and torps and CMs) worked as normal.

Cheers

Post Sun Jul 13, 2003 9:26 am

@lynxair

The missiles only ever mount to the torpedo harpoints now, it was one of the first 'balance' changes to be made.
As they are in torpedo slots you now use the fire torpedo button to fire them.

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