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Freelance RB 3.30 bug reports, comments and tips thread
Here you can find news, get help and comment about the ?FL Rebalance Mod? for Freelancer
Probably my stupidity but can someone please tell me how I can install this MOD. I want to play it so badly, but when I try to extract it with WinRar it says --> Unexpected end of archive <-- And when I rename de file from Flrebalance330.zip.flmod.zip to Flrebalance330.zip.flmod and dubbel klik it, FLMM says --> The central directory was not found in the archive <-- What do I do wrong???
Hi, i've been having a couple of problems since i installed the mod, im not sure if it is something wrong with the mod itself or my computer. I installed the mod long after i finished the campaign and and everything seems to work fine most of the systems except some liberty systems like illinois, new york, and texas, in illinois and new york the game freezes everytime i try to leave a base or planet, it has happened in most of the bases that i've visited in those systems including planet manhattan and all of the bases in illinois. In Texas the same thing happened when i visited a base which i cant remember now, the other weird thing that happens is that even though i am level 38 ever since i installed the mod i can't do missions in advanced systems like omicron gamma, omicron alpha, or even Tau-37, everytime i try to look for missions in a bar it says : " come back when you are a more advanced pilot" , i've been playing a long time after i installed the mod and i haven't advanced in level so i guess 38 is the max; also in the Nial empire and Centauri republic everytime i try to look for a job in a bar a message is displayed that says that too many people are accesing the job database or something like that...why does these things happen? if anyone has a similar problem or has an answer please reply....Thanks
the problem with the level ranking is because you have played to max level before putting the mod on and when the new ranking file was activated it didn't acknowledge the fact that you are a higher level
solution: try starting a new game and the problem with the rank should fix it's self, it may also fix the problems with the new systems
When did I realise I was god, well I was praying and I realised I was Talking to Myself
solution: try starting a new game and the problem with the rank should fix it's self, it may also fix the problems with the new systems
When did I realise I was god, well I was praying and I realised I was Talking to Myself
Replicant: glad i could help
MD: could you add the ships created by Wrath of achillies to the next version of the mod (if there is a next version) and maybe replace the cylon raider and colonial viper with the new versions created by Porsche? thanks!
When did I realise I was god, well I was praying and I realised I was Talking to Myself
MD: could you add the ships created by Wrath of achillies to the next version of the mod (if there is a next version) and maybe replace the cylon raider and colonial viper with the new versions created by Porsche? thanks!
When did I realise I was god, well I was praying and I realised I was Talking to Myself
Most ships from other mods (like Porche's ships) have been updated with the most recent models. So the Cylon, Viper, Slipstream, etc. all look nicer now.
I don't know for certain about Wrath of Achilles' ships, but I do know that we have added some of Baene's recent ships (all pretty cool) as well as about 8 or 10 custom ones. And there are bonus ships that even I do not know about -- MD won't even tell the rest of the team about them for now So these should satiate the desire for new ships for a while, at least, right?
Rebalance v3.5 should be out some time in the next month. That's all I'll say for now.
"Do you see the slightest evidence anywhere out there that man was the climax towards which creation had been straining from the beginning? That creation came to a screeching halt with the birth of man?"
- Ishmael
I don't know for certain about Wrath of Achilles' ships, but I do know that we have added some of Baene's recent ships (all pretty cool) as well as about 8 or 10 custom ones. And there are bonus ships that even I do not know about -- MD won't even tell the rest of the team about them for now So these should satiate the desire for new ships for a while, at least, right?
Rebalance v3.5 should be out some time in the next month. That's all I'll say for now.
"Do you see the slightest evidence anywhere out there that man was the climax towards which creation had been straining from the beginning? That creation came to a screeching halt with the birth of man?"
- Ishmael
Hey, I love your mod, but I have a problem!
I played with your mod for a while, and quickly realized I am TERMINALLY SUCKY at Freelancer. I died often enough without having to worry about incredibly slow energy refills, draining cruise engines, improved enemies who use repairing items, etc. etc. etc.
Don't get me wrong. These are brilliant additions, as there are obviously many, many people who needed the extra challenge.
Me, on the other hand -- I suck so hard at Freelancer I could pull the moon out of orbit.
I was wondering, then, if there's ever a plan to release a "beginniner's version" of this great mod. I'd like to enjoy the extra weapons and ships without constantly being blown to pieces. Or, lacking that, is there a way for me to do it myself?
Any help would be appreciated.
I played with your mod for a while, and quickly realized I am TERMINALLY SUCKY at Freelancer. I died often enough without having to worry about incredibly slow energy refills, draining cruise engines, improved enemies who use repairing items, etc. etc. etc.
Don't get me wrong. These are brilliant additions, as there are obviously many, many people who needed the extra challenge.
Me, on the other hand -- I suck so hard at Freelancer I could pull the moon out of orbit.
I was wondering, then, if there's ever a plan to release a "beginniner's version" of this great mod. I'd like to enjoy the extra weapons and ships without constantly being blown to pieces. Or, lacking that, is there a way for me to do it myself?
Any help would be appreciated.
Well, there are ways to do this yourself, but before we try doing all of that mess, try playing Rebalance on its lowest difficulty. All you have to do to do this is go to your C:/Program Files/Microsoft Games/Freelancer folder, and then look for an MS-DOS batch file called "difficulty." Double-click this file, and it will automatically go in and activate the alternate versions of numerous files, such as the ones that control the NPC (or AI) ships' piloting abilities, loadouts, and the weapon capabilites.
This should make it easier for you, so give this a try first. If that's still too hard ... maybe try to get just a little better? No offense, I know that some people just aren't as hot hands on the stick, so to speak, as others, but .. maybe at least try to play a little more and improve some of your flying/fighting skills a tad; Rebal will be infinitely more fun if you can I hope this helps.
Edited by - Ro9ue on 8/8/2004 10:54:07 AM
This should make it easier for you, so give this a try first. If that's still too hard ... maybe try to get just a little better? No offense, I know that some people just aren't as hot hands on the stick, so to speak, as others, but .. maybe at least try to play a little more and improve some of your flying/fighting skills a tad; Rebal will be infinitely more fun if you can I hope this helps.
Edited by - Ro9ue on 8/8/2004 10:54:07 AM
Issues
Someone using the Ragnarok mod pointed out a very big problem with the FLRebalance mod.
In the market_ships.ini file, some, if not all of the entires have had their format changed, for instance:
[base
base = li01_02
Becomes (in FLRebalance)
[base
base=li01_02
Notice it no longer has gaps. This change of format means that most XML scripts used by standard add on ships and the like won't work with FLRebalance because they cannot find the specified lines because FLRebalance has a different format to the default files.
I think maybe you should consider reformatting that, and any other such changes to ensure standard add ons still work. Afterall, FLMM is a wonderful program for combining multiple mods together, and it seems almost ignorantly elitist to say "FLRebalance is FLrebalance, why should it support mods?" It is, afterall, fully compatible with other mods if they sue the right method of XML scripting, it's just that basic change of formatting that is buggering up the process.
Thats just my two pennies on it anyway.
- Ryuujin
Someone using the Ragnarok mod pointed out a very big problem with the FLRebalance mod.
In the market_ships.ini file, some, if not all of the entires have had their format changed, for instance:
[base
base = li01_02
Becomes (in FLRebalance)
[base
base=li01_02
Notice it no longer has gaps. This change of format means that most XML scripts used by standard add on ships and the like won't work with FLRebalance because they cannot find the specified lines because FLRebalance has a different format to the default files.
I think maybe you should consider reformatting that, and any other such changes to ensure standard add ons still work. Afterall, FLMM is a wonderful program for combining multiple mods together, and it seems almost ignorantly elitist to say "FLRebalance is FLrebalance, why should it support mods?" It is, afterall, fully compatible with other mods if they sue the right method of XML scripting, it's just that basic change of formatting that is buggering up the process.
Thats just my two pennies on it anyway.
- Ryuujin