Let's start with last posts: Shayne, there a part of the new RB readme file and the answer to your problem:
instalation of the Rebalance mod :
-Make sure you first do a fresh install of Freelancer (either erase the old FL folder and reinstall, or install to a new location on your drive)
-install the Freelancer SDK 1.3, to be sure all ini files are corect,
-open FLMM, choose: Restore Backups, then "Choose a different Freelancer Directory" and point to your newly instaled FL folder
-Erase the old Rebalance mod from FLMM and d-click on the mod's file to load it again.
-Last step to do is to activate Rebalance 3.30 from FLMM(you have to use FLMM 1.2 beta 9 from LR).
-You can find both FL SDK 1.3 and FLMM 1.2 beta 9 on Lancers Reactor downloads section.
Tylium, your fix was recieved by baked an he let me know. I told him to incorporate the fix in the final patch, so it will available for all to download. It's possible that baked will add all the final patch + tylium's dagger Xr patch to the main mods archive and re-post it...that will be the best way.
The complaints about the mods stability comes mostly from MP area, an area that i did not test too much or too thourough.
Lukr, that is not the best way to reduce encounters/crashes in EFA, but by reducing the density and max battle size to each zone. if you completely erase some encounters you'll not get them anymore in that area, and this is not the way it was meant. If you remove the one in the example there'll be no EFA police patrols to defend Earth...and that's not right at all
Probably reducing the percent probability of each encounter to occure will help too:
encounter = area_defend, 1, 0.090000 - instead of 0.90000 it could be 0.010000
for a 1% chance for an EFA patrol to appear, instead of the current 9%.