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Freelancer Rebalance 3.12 discussion

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

Post Thu Nov 27, 2003 5:46 am

One more thing, EVERY Bace should sell EVERY type of ammo. Not weapon systems but ammo, if every base doesnt sell every ammo, then that makes the weapon system useless I think this is very important, as it is now bases that sell a peticular missle launchers, dont sell the missles for that launcher. Also I think Engines recharge WAAAYYY too slow, I have 2 mk V injecters and it takes forever to re-charge, I had to modify the power supplys to raise re-charge rate thrusters should depleate faster than they regen but the way it is now, it takes 100 times longer to recharge than to use them. Anyway this is just my opinion. I know this would take allot of work, especially the ammo at every base, allot of copy/pasteing but the end result would be much better IMHO

Edited by - Shadowtech on 27-11-2003 06:04:21


DISREGUARD COMMENT ON AMMO, I was too stupid to realize that "Cluster Missles" use energy not ammo, sorry about that...

Edited by - Shadowtech on 27-11-2003 20:40:23

Post Thu Nov 27, 2003 7:51 am

Ok, Lukr, Nemrod and Shadowtech, the Tempest turrets will be sold on EFA bases, ammo will be added when its necesary and the Damocles gun will be scaled down(again). it was much more devastating in Fightspace than it is curently in RB anyway. The Javelin has more hardpoints than the Tempest, and more armor. What other type of upgrade may be possible here? The class for the Whitestar will be changed.
The Balistner was already incorporated into the mod . I didn't add it because it had way to powerful weapons. Damocles cannon is nothing compared to its Assassin Missile Launchers or Main guns. If i'll add it i must scale those down a lot.
The Tempest really has only 1500000 armor. i'll upgrade the infocard.
About the way thrusters recharge its better this way since it'll make all of you manage the thuster energy better. In the original games thrusters recharge was way too fast, making you able to travel long distances using them. Now keep the thrusters only for battle, for evasive maneuvers. Generally use twin turbo powerplants if you want more thruster energy and recharge. I'll add more thruster recharge and energy to powerplant upgrades as well.
The Far planets on EFA are not really there. The system is composed of 4 base planets and 1 orbital base for now. the far planets are jus a side effect.
TG-diablo, i don't know why the mod will not install with flmm 1.2.6 beta. perhaps because that one is a beta? The criminal factions have battleships so everybody can fight those, also to make the capships fight each other. I'll remove the Nomads from the EFA so there'll be no crashes reltead to them.

Post Thu Nov 27, 2003 8:36 am

The Tempest has 30 gun/turret hardpoints and 12 torpedo hardpoints
The Javlin has 25 gun/turret hardpoints and 7 torpedo hardpoints

Yeaahh add , The Balistner, I saw it in fight space, Yea it was powerful but he made EVERYTHING uber in that mod, (600000000 hit point shields) 1000000 damageing guns etc...

The naginata has 200,000
The Javlin has 750,000
so 400,000 sounds right for the Tempest since its between the other two size and powerwise

hey man Im not knockin anything in anyway just makeing suggestions I love this mod


Edited by - Shadowtech on 27-11-2003 08:39:24

Post Thu Nov 27, 2003 8:40 am

Thanks mike like I said the only problem with crashing i ever found in the rebalance was with the nomad battleship in earth alliance never knew enough to figure out why it did it its just on every server i played on it did this.. other than that i think you have done a great job on this mod and plan on playing it for a long time ...

As for thruster regen if you make enough creds go get a tie engine and the mark v fusion injectors and an upgraded power supply and it evens it out....

When it comes to the domecles main gun leave it as is it may be powerful but it adds something to recon with when someone has the collosus or advanced champion shields .. so I think having a weapon this powerful evens the field a bit cause you know someones gonna go phsyco and will need a lesson taught to them by someone in a ghost heh !

and a minor thing I tried to put an scanner mIV on my ghost but it wouldint fit cause after i put an up graded power supply on it it didnt have enough cargo space it only has 30 ... I love the ghost it makes a great intrusion vehicle into enemy territory just wish i could get the deep scanner mIV on it and the power supply ...lol

Keep up the great work this mod rivals another mod which I will not name heh but yall know which one !!!!!!!lmaoooo

Post Thu Nov 27, 2003 9:08 am

Hmmm I seem to be confusing the ships in fightspace, I succesfully added the The Balistner, and it wasnt the ship I thought it was, turned out to be that REALLY big planet sized ship, The one I was talking about was that arrow shaped aircraft carrier looking ship, the one just under The Balistner

If the enemy had colassus shields then the domecles main gun would be good, I havent seen anyone equipt with that shield yet though If the gun stays it should be equipt on oppenent ships so you have to face it, stick it on that funny looking pancake ship also I think it shouldnt be sold only very rarly droped diablo, like 0.20% anyway just my opinion.

Edited by - Shadowtech on 27-11-2003 09:14:58

Post Thu Nov 27, 2003 3:55 pm

This is true but anyone who buys a tempest has access to the collosus not saying where to get it but you and I know where to get the good stuff lol and you and I both know well that some ppl just like to be ****s and pvp to piss ppl off lol the drop idea is good but doesnt help you when someones in a tempest going after you while your in a lower class ship and you cant even dent their shields lol so I think it should stay where and the way it is to even the odds and the price of 1 mill helps espeacilly now that the ai uses bots and nanos making it harder to make creds on the mod.....

Its a good mod and I dont want to see the weps down graded or ships ,cap ships should take 3 to 4 players to take down its justa adds more realisim and i am talking about player cap ships and with those shields they are hard to kill but not impossible ...... I have been killed and have killed someone with either of the so called super shields , but not with out a heavy price on repairs after wards heh....

Post Thu Nov 27, 2003 4:11 pm

Ahhh, yes sorry I didnt think of PVP, I dont play pvp cause I have direcway satalite, though its realy fast, It works in burst transmition, and ships your fireing at on second will be hehind you the next not good for online games like freelancer. But yes good point, I didnt think about that

Post Thu Nov 27, 2003 5:00 pm

Michael or anyone, I have a dumb question, If another mod dosent use any files rebalance does than it should be compadible right? Tygrys pinball system doesnt use or overight any files of re-balance so it should be ok to use right?

Edited by - Shadowtech on 27-11-2003 17:39:44

Post Thu Nov 27, 2003 6:22 pm

yep, if FLMM sais it's ok(the pinball mod is not red), then go ahead and install that.

Post Thu Nov 27, 2003 6:30 pm

Thanks mike, he has this in his pinball read me:

There is a special trick which allows you to use The Pinball with other mods.
It uses the 8-th DLL, while most mods use the 7-th.

To install The Pinball alone simply doubleclick it to put it into FLMM and then activate it in the FLMM.

To install the Pinball with another single DLL mod as the second one, do the following:
1) Install The Pinball into FLMM (doubleclick)
2) Go to the Pinball folder under FLMM mods folder and delete the afiller.dll
3) Activate your first mod.
4) Activate the Pinball
5) Activate any other non-DLL mod you want to use.

To have this change permanent do the following:
1) change the Pinball.flmod to Pinball.zip.
2) open with any zip utility and delete the afiller.dll from it.
3) change back name to Pinball.flmod

What is DLL?
DLL stand for a Dynamic Link Library and in this case contains names and infocards used by Freelancer.
Mod can use 1, 2, 3 or no DLL at all.
Most mods uses only one DLL. Some uses more. In this case you cannot use The Pinball with them.
Soms simple mods uses no DLL at all. They can be used with any other mod if they don't modify the same thing.

Does rebalance use more than 1 DLL or whatever he means above? Thanks for the help sorry to be a pain :/ Also couldnt I just add a dll to the freelancer.ini resorce section

Edited by - Shadowtech on 27-11-2003 18:35:47

Hmmm....after looking at the freelancer.ini for rebalance mod it seems I cant use pinball, pinball used the 8th DLL spot but in rebalance this is in the 8th spot:

DLL = flmm1.dll ;added by FLMM. DO NOT EDIT

it says DO NOT EDIT so I guess I cant replaace it with pinball.dll
Dame why does FLMM take up 3 DLL spots
Perhaps once Rebalance is installed the FLMM Dll spots dont matter?

Edited by - Shadowtech on 27-11-2003 19:21:13



Michael Due too my own stupidity I owe you a apology, I said in a earlyer post that you sold missle launcers without selling the missles, but because I wasnt familiar with the "cluster" type missles I didnt realize they used energy not ammo, so I looked eveywhere for cluster ammo :/ and of course didnt find any, Sorry about than my friend.....

Edited by - Shadowtech on 27-11-2003 20:38:14

Post Fri Nov 28, 2003 10:52 am

Yes S-tech, Rebalance uses 5 DLL's, the modinfo.dll, 3 flmm generated ones and the rbmod.dll. You gotta put the pinball.dll after all these other dll's in freelancer.ini in order to work.
Lol about the cluster missiles. Well i did say in the sticky post that they use ammo but is not true....they're use energy. so that's no need for ammo...

Post Fri Nov 28, 2003 4:55 pm

in the last days i lost a lot of time playing in MP..
and find some things

1. NPC are cheaters
2. The Adv Champion Freigter shield (30K shield capacity) works fine in any ships but the one of 2300000 shield capacity crash the server.
3 . U can mount the adv champion in the shield slots and in the upgrades slots. I have now a Slave 1 and can mount 3 shields (90k shield capacity!!!), no one can take down my shield, i thin u can limit the number of shields
4. Kill nomads in Earth system dont crash the server (yesterday i kill 3 battleships, 20 gunboats and a lot of fighters and all ok)
5. The fighters lovers (like me) need a weapon like the damocles
6. javelin = possible cheat

i think thats all
bye!!!



Edited by - Nemrod on 28-11-2003 21:33:18

Post Fri Nov 28, 2003 6:52 pm

But will it still work? (Pinball) Don't DLL's have to remain in the exact placement order that the developer place's them in the freelancer.ini to work? or does FLMM somehow fix this? Also did you somehow stabalize the massive battles? I have not CTD once since playing 3.2, There is a prob with the radar jammer though, Datastorm says that theres 2 different kinds of Radar jammers, one is sold ONLY at jupiter but it always causes a CTD, Datastorm says that the other is sold at various places but it isnt actually at any of them.

Edited by - Shadowtech on 28-11-2003 19:00:08

Post Fri Nov 28, 2003 11:02 pm

Nemrod:
-Damocles mounts in torpedo slot, so u can mount on a normal fighter, also not takes up much space (no need for torps), can mount on a light fighter.
-"javelin=cheat": you mean the power plant? imo now it is, but an expensive one (~3mill to buy the ship, if you buy the sabre after it costs only ~700k, but you lost your previous engine, lots of bribe...). It should take up much space, so could only be mounted on big ships "battle freighter", cruisers, or sacrifice other addons. And could be an OK deal.

Now i am sure that in low level (in ny) battleship kill missions something attacks me without any visual/audio effect (no other graphical/audio glitch).

The whit star has a huge shield zone, like a sphere around the ship. Does this work on all ships and just i didnt notice?
And it bounces like a ***. A light fighter crashes into me and i fly away and make 3 turns in half second. Also wanted to dock in the centauri jumphole, with low speed, crashed into the structure around the hole and flew 2.5k away in a few seconds. eh
Played with the blocade runner and longsword torpedo bomber, both handled normal.
(but i remeber, the tempest did the same bouncing in asteroid field)


Also both 3.12 and 3.20 causes FLMM to crash at start. Exactly if i have OfferBribeResources.dll rbmod.dll RemoteClient.dll Server.dll in the /exe dir. If i remove those, it installs the mod correctly and after replacing them works.

Edited by - lukr on 28-11-2003 23:09:12

Post Sat Nov 29, 2003 5:18 am

I was just checking out Freelancer massive add-on v1.1 and Wow have you seen the earth system(S), Dame, its incredible, I realize youve put allot of work into the one youve made but It would be awsome if you considered useing this system, its actually 5 systems, that are HUGE, together that make up our solar system, there Incredibly done, I believe they were done by someone in russia, theres a update that someone found on a russian website and he uploaded to lancer reactor, Its VERY exact, jupider its twelve moons (Thats one of the systems) etc. Jupider it so big that when you get 36k away it compleately fills the screeen, each of its moons are like 200k+ away from each other, I didnt realize you could build such huge systems, just figured there was a default size. Anyway just a request, I think if you looked at it you would be HIGHLY Impressed, and you could transfer your factions over, you could base a faction in each its own system (ie EA Police in earth system, thugs in pluto system etc) I realize you prob wont like this idea but dame theses systems are the best ive seen. Also just incase you do want to check it out theres a more updated vertion on lancer reacter, then the one in FMA 1.1 at leased I think it is. Please consider it. PPPLLLEEEEAAAASSSSEEEEEE

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