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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 Fri Nov 21, 2003 2:15 am

i have another question
why if the max equip lvl of the starfury is 7, only can use lvl 5 shields?
why if the max equip lvl of the x-wing is 9 can use lvl 10 shields?

in my sp games i use the corrected version of the ships...
but i want to use the starfury in MP but a lvl 5 shield is a little low for some missions
and if i use a lvl 7 shield i got a kick for posible cheating!

bye!!!





Edited by - Nemrod on 21-11-2003 02:17:47

Post Fri Nov 21, 2003 5:56 pm

Shadowtech, the infocards problems regarding fusion injectors mixed with ships engines are now all corected. browse back on this forum to find out the systems locations, or use Fl Datastorm 2.2.
The cloak/radar jammer will become only a radar jammer since its exactly what it is.
Thurmo, this is a well known error, the hidden hardpoint most NOT be removed only sold. this will take care of the problem. if u try to remove them the game will crash.
Nemrod that kick was becuase of the 1.1 patch.
Anyway v.3.2 wll be out very soon, it's basically ready only it needs some more testing regarding the new improved self-repairing AI ships. This will be scaled by levels.

Post Fri Nov 21, 2003 6:16 pm

but in the 3.2 version, the diferrents between the infocards and the shiparch.ini are corrected?

Bye!!



Edited by - Nemrod on 21-11-2003 18:16:49

Post Fri Nov 21, 2003 8:05 pm

Well I fisished the game with my Naginata got stuck a few times but managed to get out of it each time anyway Im not sure how to use FL Storm, I mean I know how to use it, it shows all the jump points for the earth alliance but not the other systems that I see. Ill find them eventually though now that Im done with the storyline, I can go explore. Glad to here 3.2 will come out soon I cant wait to see it. Michael Dan your doing excellent work.

Post Fri Nov 21, 2003 8:08 pm

Can I help test? I have allot of time on my hands and all weekend to kill (No money )

Post Fri Nov 21, 2003 11:28 pm

I am also looking forward to 3.2, just got my jands on 3.12 and am getting ready to run it. I have been usin the 3.01 and had a queation on the EFA system. I can't remember if it was Mars or Mercury, dang memory LOL, but the Planet Killer and the 2 other ships there didn't display right when using them. You were stuck using the outside view and the ships would respond opposite to an extent of where you were trying to direct its flight. Has anyone else ran into this or just a fluke with me. It's done that on those ships since the EFA has been introduced, or should I say those planets that had the bigger ships, since memory has failed me. Once I ever find another ISP I will be running the Rebalance Mods on my server, at the moment I cannot stay coneected to the internet for any length of time, due to their Network changes. Looking forward to the new update, keep'em comin!

Post Sat Nov 22, 2003 4:07 pm

another question:

exploring, finally i find the Centauri Repulic system and here i find the adv champion fr shield (2 versions, one of 30000 shield capacity and the other one 2300000 shield capacity), Now the extrange thing:
im using the starfury omega (the original version, no my modded one) and i can mount those shields!
y check in the st_equip.ini and both are capital ship shield lvl 10!

the starfury is only lvl 7 (lvl 5 max shield :/) and is a light fihter!
how in the hell can i mount those shields?
can anyone check in mp?
if is legal, i want to buy one in mp (off course, cost $5000000 and $9999999)

bye!!!

Edited by - Nemrod on 22-11-2003 16:18:57

Post Sat Nov 22, 2003 4:39 pm

Nemrod where did you find the Centauri Repulic system at? I cant find any of the systems except the Earth alliance system, not with FL storm, or useing Ironcross editoe to open up map.

Post Sat Nov 22, 2003 4:53 pm

the gates to Narn and Minbari empire systems are in the dublin system, near the batleship Hood and the Leeds jump hole (easy to find usinga a deep scanner mkI)

the gate to Centauri republic system is in the Edinburhg system, really far at the bottom left corner of the map (really hard to find)

if u want the exact locations, just ask ^^

bye!

p.d.: pics of the shields:



thanks



Edited by - Nemrod on 22-11-2003 17:13:00

Edited by - Nemrod on 22-11-2003 19:15:11

Post Sat Nov 22, 2003 5:15 pm

Thanks Nemrod, I'll check it out

Post Sun Nov 23, 2003 5:05 am

**UPDATED** Michael Dan please check this out again if you already read it.


As fun as Earth alliance, create, malta(SP) and all the massive awsome mega battles are (sometimes seems like 200+ Battleships, destroyers and fighters ) they cause way too many CTD's, They do add a sence of epic-ness to the fleet battles, but 40% of the battles CTD, you sould scale back those battles a little say perhaps only 25 or so ships per side (as theres 2-3 or more sides). I have a farly good system and I CTD so I can imageine what happens on others computers. Keep them big but cut the size in half. Also Tempust weapons should be sold incase of a turret being blown off (The main Foward guns are sold but not the turrets) The Damocles does MEGA Damage and should be sold for $9,999,999 also the Nomad Torpedos say the have a turn radius but they don't turn also they should be $7.000.000 since they require no ammo, I think they should but not to expensive since they dont do that much damage, ALL Torpedo launcers should require ammo. Also Armor Upgrade 4 actually gives a little better that 100% improvement. Do Ships with multiple shield slots get a benifit cause all shields are set to combinable=false in ST_GOOD.ini or is this mean something else?

Specs:
AMD Barton 2800+
1536 DDR Duel channel ram
Nvidia Dolby Digital Sound Storm
ATI Radion 9700 Pro (256 meg ram)
240 gigs Hard Drive Space
Windows XP SP 1

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Oh By the way Ive since changed my favorite ship, The Tempest Heavy Torpedo Destroyer RULES!!!!!!

Tempest Heavy Torpedo Destroyer :
Weapons:
16 AA Tempust Turrets (Class 9)
6 Tempust Foward Guns (Class 10)
8 Tempust SAM Turrets (Class 10)
12 Torpedo/Disruptors (Can get very expensive)
Defence:
4 Counter mesure Droppers
2 Class 10 Shield Slots
3 Fighter Shield Slots
4 Thruster Slots
4000 Nano/Sheild bots
400000 Armor
3000 Cargo Hold

Edited by - Shadowtech on 23-11-2003 17:21:20

Post Sun Nov 23, 2003 5:27 pm

In addition to above I also noticed The tempust Info card is messed up when you read it from the info screen (cargo) also armor lists different then when you buy it.

Post Sun Nov 23, 2003 6:20 pm

thanx both Nemrod and shadowtech for your extensive reports. the 3.2 version is already uploading to Fileplanet so i can't change the equipment sold on EFA bases. it'll be done later...but i did a lot of changes to the EFA by adding tradelanes, a new Jupiter station, and varied equipment an all bases.
Shadow, i'm glad you like the Tempest, it's a very powerfull and versatile capital ship indeed, also you should try the Javelin Assault Cruiser...it has even more firepower than the tempest(but no AA or SAM turrets...)
Unfortunately I tried to reduce the size of the battles in Omicron systems or EFA and failed...if I reduce them any further then now(this means reducing the density and maximum alowed battle size for that area) the big capital ships will not appear anymore, there'll be just some VHF's doing the battles and that's nor epic or massive.
Nemrod you can check in the shiparch.ini file, the starfury has class 5 fighter shields and nothing more!
The real reason is that those 2 shields are in fact declared as capital class shields but a capital class does not exist in the mod. So that's why those shields can be mounted on any type of ship with any class of shield. The price is the only limit here.
You'll probably get kicked as cheater anyway if you buy one on the omega, since the 1.1 patched server checks to compatibility between the ship asnd the equipment you mount...

Post Sun Nov 23, 2003 6:51 pm

Yea 3.2 is out!!! Now if file planet would just update....

Glad you did more work on the EFA, on the next update you should add a base to one of those FAR away planets or two, in the EFA and sell something unique there to make the long journy rewarding. Also just a request, could you make Tempust specific Torpedos? Since all its other weapons are tempust specific. I checked out the Lancer, its bigger and has 4 sheild upgrade slots, Allot more armor and cargo, but cant compeate with the Tempust's many weapons and torpedos IMO. Plus The Tempust just looks cool . Reminds me of the awsome battleship in Starblazers (Remember that) all it needs is a wave motion Maingun . Also can you update your First post to show all the new updates for 3.2? Thanxs for all the hard work.

Post Sun Nov 23, 2003 9:26 pm

Unfortunately the sticky post can't be edited it gives an error, but here a complete list of changes(i'll start a new thread when the mod will be updated on Fileplanet and posted on LR):

v3.20:
-the AI controled Npc ships will effectivelly use their nanos and shield batteries to repair their ships and recharge shields!
-at default and hard level of difficulty, the easy and medium npc pilots will repair their hulls and shields slowly while the hard and ace ones(above level 12) will repair both the hull and recharge the shield at faster rates using nanobots and shield batteries.
-at hard level the repair rate will be much faster and the baddies will have more nanos and shield batteries!
-Added the LI Heavy Ion Blaster, a Liberty design combining the advantages of a laser cannon and a plasma blaster. It have improved graphics+sounds to make it look and feel like a Liberty super gun.
-The BD "Dragon's Breath" Laser cannon now has much improved visual quality making it look more like a pirate super-laser gun.
-added Silver Fire's weapon Pack 1.1 including the new mass drivers and rocket pods. Modified cluster missiles to have less tracking abilities, but to be able to fit into weapon, turret and torpedo slots. making them some of the most versatile weapons ever available.
-shield capacitors offer increased protection against pulse, missile an capital ship type weapons, also slightly increased vs Tachyons and Neutron class. They're almost impervious to mass driver weapons.
-all battleship and cruiser/destroyer turrets have reduced effects vs shields. This increases the realism since these turrets were made for capital vs capital battles. Only BS and CA flak and missile turrets do full shield damage.
-added tradelanes all troughout the EFA system linking planets and jumpholes. Also added a new base near Planet Jupiter, the Jupiter Observation Station.
-added Porshe's Jedi T-Fighter available at Shinagawa Station in New Tokyo.
-added the Antaeus made by Konfliction industries, buyable at BS York and Tsushima Station.
-weapon type for the Barragers, Sunfurys and the Kusari Hyper Pulse is now capital class so they do reduced shield damage.
-the TIE turrets now have 360 degree rotation angle, making them usefull on freighters as well.
-the cruise speed comes at a price now: not only it will render weapons unusable but it will drain the main reactor's power at high rates. you may have to pause the cruise to allow the power to recharge.
-engines also drain power in normal mode from the fusion reactor, even if at lower rates. if you go at top speed you'll notice a slight decrease in power regen, so reduce your speed to achieve better regeneration rates.
-all engines have infocards showing the theoretical max speeds, the energy draw and the cruise energy draw.
-mounting fusion reactors upgrades will increase cruise time and weapon regen rate at max speed.
-added commodity vendors to plot spawned bases such as Baxter Research Station and Glorious Station.
-ship vendors are working corectly now on Holman Outpost.
-beware of the powerfull explosions of battleship in Random Missions, these really hurt now! Nomad Battleships hurt the most.
-random mission have further variation as cruiser/destroyer class ships can be both defensive and capital class stations.
-ships have been moved arround again so expect surprises. Run the Data Storm on the modded FL folder to avoid these if you prefer to know exactly where the ships are.
-the mod is compatible with the 1.1 patch except some TIE ships and the SkyHawk. players buying the Skyhawk or the TIE ships(the TIE Bomber and Tie Advanced) will be kicked as cheaters. The other 3 TIE ships(Fighter, Defender and Interceptor) are working normally.

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