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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 Oct 30, 2003 8:29 am

where can i ge 3.12 i have looked at the dl page but its an old version there.
I need it to test my MOD for compatibility, i finished my custom ships already.

My MOD is designed for an easy insert to another mod without any hazzles.
it contatins my ships, two ghost bases for my ships, and a few weps.

Ghost bases --- is actually a fully functioning bases without any people inside except for the docking sequence.

Are you feeling lonely or just plain horny then Click Here!!! and you'll have lots of fun...

Post Thu Oct 30, 2003 9:05 am

Get 3.12 from FilePlanet ifyou cannot find it on LancersReactor.

Post Thu Oct 30, 2003 8:12 pm

Firebase, u can get the Rebalance 3.12 both from LR's downloads and from Fileplanet. Btw nice idea of a mod....
Reddawg, good luck in building your first server. let me know too when you finish it.
G-shark, i unfortunately did not note the IP's, but if u will connect to the global server u'll get a list of servers available, and the above ones among others.
I've tested RB in MP with the 1.1 patch and found indeed that most TIE's are causing kicks, except one: the TIE interceptor. I flew it with no problems in all systems, and all weapon configs. right now i'm in EFA.
The TIE weapons are NOT causing any crashes(i mean the TIE SFS L-sx ones) i used these with no problems on all ships. There is a crash when buying the Valk interceptor from Fort Bush.
G-hark, if you remember, what equipment was causing the crash in EFA when you bought it?

Post Fri Oct 31, 2003 8:32 am

thanks


Are you feeling lonely or just plain horny then Click Here!!! and you'll have lots of fun...

Post Fri Oct 31, 2003 8:58 am

Found the servers online. Too high ping for me, looks like Freelancer GameShark03 is ground to a planet for a while.

Equipment, well, not crashes. But kicks from the game. Because of Version 1.1. Other than that, all equipment is fine. Mostly the 5/10 million credit shields. Uhhh, are these considered as equipment?

TIE Weapons/Ships does not crash the game, just not compatible with Version 1.1. Get kicked. LOL. But on a 1.0 server, you can buy and use the weapons/ships. I restated this to reconfirm what I meant earlier.

Post Fri Oct 31, 2003 6:54 pm

G-shark, try out Riverside rebalance server, shows under 150 ping for me, been havein lots of fun. Come tonight and check it out!!! I'm looking to have my own server up when 3.2 comes out.

Post Fri Oct 31, 2003 11:59 pm

Hey! Long time no Rant.

I like the mod, great work.

Has anyone else noticed this about the Star Wars models. They are periodically invunerable till they turn, and a destroyable side becomes available.
I have noticed this on all of porsche's ships. If you have torps those always hit, and the shields work right. But if you notice 90% of the time your shots which should hit don't. I noticed it when playing Multi and we had a Defiant on the board. His phasers were locked on but the beam went right through the model. We tried it with other guns, and got the same results.

The Defiant is wonderful, actually almost tooo good. Phasers are uber. It only takes a second or two to kill any ship(other than the SW ships).

Destroy base combat missions. The beams from the cap ships are still invisible. Can anything be done about that?

That, believe it or not,( besides the hornet not regestering properly on ship info cards) was all the bad stuff I saw.

Post Sat Nov 01, 2003 5:46 am

i have one comment to make about the mod.. great work
Capships that actualy have mass instead of getting bounced
around like they were a fighter when hit by another ship.

A problem or 2 i have seen though is this. One, why are bwings
Slaveships and milenium falcons so hard to hit( the seem to be hittable
only at certain angles and in the very center, otherwise you fire right
thru them). Two, capship encounters in alpha gamma etc is fine but.. so many?
Nearly every time i undock i thres 1 or 2 fleets out there, what happened to
capships being expensive pieces of hardware to not be thrown around like that.
Maybe 1 in 4 times undocking have a fleet out there, thereby making seeing them a little more of a sight sintead of.. oh my another hessian fleet out to kil me.

Post Sat Nov 01, 2003 9:27 am

RedDawg, I have been there and I love it. LOL. Riverside server works for me.

Lex, those Bwings are not the fault of the mods, but the model creator. The creator made the skin look nice, but the "body" of the Bwing does not match the skin.

Post Sat Nov 01, 2003 8:24 pm

Winston, nice to see you came back.... The SW ships suffer from the same problem as the other custom ships...they lack proper .sur files, and as g-shark said, their body do not match the skin. If you liked the defiant you should try the Naginata or Tempest as well...
I have some very nice graphics for the new guns in version 3.20...the BD Dragon's breath and a new powerful laser for Liberty or EFA(it'll be like a Vengeance with Salamanca sized graphics).
Lex, same prob with the .sur files for you as well. About the fleet encounters in Omicron Alpha and Gamma, these were already reduced from the previous versions. There's a limit and if i cross it(like reducing too much the density for a sector) there may not be anything for you to see...perhaps some VHF's fighting, but not capships.

Post Sat Nov 01, 2003 10:38 pm

Ok well on to other things that can be changed then that i have noticed.
Damocles main guns mountable on fighters.. shouldnt happen.
Damocles small turrets 1100/750 100x a second for an energy cost of 25
and is mountable on fighters.. needs to be fixed.(it does more dmg than the main gun).
Info card on buying tempest says 400k hull, but when you have it it has 150k hull, which is correct?.
Info card on hornet has some of the code thrown in for some reason.

Concerning the model fixing, TNG mod has the models working properly for the various ships so maybe you should give them a call see if you can use thier files to fix the ones in your mod.

Ill post more when i see any problems worth mentioning.

Post Sun Nov 02, 2003 4:53 am

Info Cards were usually made up by model creator.
Thought usually the main gun for a BShip would be the best, and the turrets were made as support. Main guns are powerful but have a handicap of not having the ability to turn unless the ship does.

Lex, u have to think of other ships as well. Played with you on Riverside and saw you there. You take a serious interest on Battleships, nice to know ppl use them. But take note, that having piloting Battleships online is a major strain on the servers bandwidth when it comes to fighting and even when ONLY spectating battles, even when among friendlies and neautrals.

Proof? I used to play a server called "Tom's Game", until people started using Battleships with its 8000 cargo to trade and start battles. The server kept lagging and crashing. Until the host got so fed up, he quit. And this server was in the same region as Riverside. I ... WE dont want this to happen, right? Another server wiped off the Net?

Lex, on the server, it would be nice if anything had a chance against anything. If the battleships are made too godly. Then fighters wont really have a chance. Fighters should have their equal share of weapons to take battleships out. Like maybe. 10mil credit shield should be for fighters only? Who knows?

Post Sun Nov 02, 2003 1:13 pm

thnx, Lex. tempest has 150 k hull in fact. The other info is the original value. will be fixed as well. Damocles small turrets? Let the fighters have them too, as gshark very well pointed, battleships already have too many powerfull weapons, very heavy armor and are more maneuvrable than it should.
In fact one new adition to v3.12 will(hopefully, depends on its creator) a fighter, Antaeus, will have a single class 10 turret. So it'll be able to mount a Naginata forward gun, Tempest main gun or a Javelin beam cannon.
The stats on those Damocles weapons were established by the guys from Fightspace mod team(including Glock36, Wanderer and Firebase), not by me. I didn't balance the in any way except for the Naginata FWD gun and Tempest main turrets.

Post Mon Nov 03, 2003 8:43 am

Wait, you want one gun that can be mounted on a fighter that does nearly 3x the dmg per second than ALL the guns on the tempest combined?
(im not including the torp mounts)
thats 2500 energy for 75000 hull dmg and 110000 shield dmg from one gun( several fighters have more than one turret mind you)
ALL the tempest guns combined do 28500 hull and 18000 shield a second at a cost of 4200 energy a second

There is fair and there is completely unbalanced, and what you want is completely unbalanced

Post Mon Nov 03, 2003 8:48 am

Yes, fast, deadly, and VERY POWER CONSUMING. Not like you Battleship owners, we have power plants that only go to 11k and Powerplant Upgrades with 24k only. Only takes less than 5 seconds to drain them dry with only 2 of those guns. Mind you.

We can blast the oblivion out of ppl when we are limited. Don judge judge by power of destruction. Think, power/speed/power consumption. The faster the gun, the faster the drain. Actually, it is madness and illogical to use such power consuming guns. Unless they know how to counter this power threat.

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