Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Freelancer: Evolutions 1.27

Here you can find news, get help and comment about all the Mods for Freelancer created by Pathfinder Studios, such as the ?Evolutions Mod?

Post Thu Dec 18, 2003 9:25 pm

Hi Chips,

thanks for this great mod. No technical problems, I´m impressed. I´ve played it in singleplayer modus with starting the storyline.

For me there are two little problems. You have increased the cruise speed (or not?). It was extremly difficult to beat Hovis in the race. You need a lot of luck and a light or medium fighter to miss no gate!

And I think the difficulty could be a little bit rebalanced. For me (flying a falcon), it is no problem to kill 6 bounty hunters (lvl 18) and 4 battle ships in the mission in omicron alpha, but I need a lot of time (and get less money) to kill 6 corsairs with legionairs (lvl. 9). Maybe the the small fighters should be not so quick and fast and the very heavy fighters coould be a little bit faster (not so easy to kill).

Your systems are graet (waiting for more), the new ships are fine and placed well.

If you would ask me, I wish me more new systems, a heavy fighter with one class 10 mount, that the enemys can drop shilds, engines, powerplants, etc. (stations, and platforms as well) and new missions (escort, flying passengers, etc.).

Waiting for "Revolutions"

Sorry for my bad english, greetings from germany

Lars



Edited by - starwalker on 18-12-2003 21:27:20

Edited by - starwalker on 18-12-2003 21:28:28

Edited by - starwalker on 18-12-2003 21:29:56

Post Thu Dec 18, 2003 10:13 pm

Oh - someone spotted my evil plans for the name - lmao. I can confirm that when updated there will be some major changes (as in updated to revolutions!!)

1. New systems. I will probabily not make such massive 3d ones though - as each one of them takes about 10 times longer than ordinary ones! I have to check each one for crashes in 3D too!! Which means the testing takes about 10 times longer for each one as well - arggg!!
However, good news is that i can fill the systems with more stuff - like wrecks and so on (i would have put tons into the ones i made, but the problem is then that no-one finds them! lmao!
All in all it means i can make alot more systems - and I do have plans for the types of systems as well! lol

2. More ships - preferably new ones! Just wish i knew a shipmaker who had alot that he wanted to see in a mod. Of course, they would have to be good ships!

3. New weapons and effects........lets face it, everyone loves playing with new weapons!

4. More 2nd hand stuff - including lines of things, like 5 thrusters, shields, guns etc etc etc - and of coures MORE SHIPS!! Also featuring various states of disrepair to!! To be honest, the ones in the mod DO have alot different. Mounts are less, lower rank mounts, missing lights, carries odd amounts of bats and bots, less cargo space, or more as they are usually ex pirate stuff!

5. More commodities!

Good thing is that if i don't have to do AI and all the other small things, i can make them alot quicker! lol

Post Fri Dec 19, 2003 6:10 am

this mode rates on a scale of 1 to 10 (1 being bad and 10 being good) a - 20
I reinstalled FL
I copied the DLL's over...
I even went so far as getting the beta 8 of FLMM.
and still this mod was giving me IDS's on all equip,or planet and system names.
what happen to the name of trade lanes (well i love going from nowhere to nowhere)and taking off from noplace and landing on no place.
or even landing on Station Who-Knows is system I Have No Name.
I will say I like the concept for the mod...
combat ii challenging...you really have to pay attension.
I already deleted the mod...I might download it again if all IDS and trade lanes,planets, systems and all the other things are fixed...till then I wont be wasting any more time on it ( or any other mods by the same maker)




Edited by - Phoenix_1_au on 19-12-2003 06:38:48

Post Fri Dec 19, 2003 8:15 am

lmao - another person who doesn't read properly. I AM working on that, but it will take about 100hours of MY TIME AGAIN to fix that problem. The reason? Not me, but YOUR operating system. So I am sorry that it doesn't work on your OS, but it worked on mine. Unfort, none of the beta testers had 98 or ME either, so i never knew about it till released! I have spent hours trying to find out what i need to do, and it has come down to the fact that i have to redo ALL the names. Now seeing as i made 200 character (for bases) names alone, this is a MASSIVE TASK!!

oh - so just to let you know, its not the mods fault - its win98 not recognising the dll files. XP is fine -sorry!


Oh - i also have to say that posts like that REALLY get me going. I cannot help but think WHY SHOULD I SUPPORT AN OPERATING SYSTEM THAT MIRCOSOFT ITSELF DOESN'T SUPPORT ANYMORE!!!!!

It makes me wonder why i should spend time working on it, but working on it I am!

Edited by - Chips on 19-12-2003 08:20:09

Post Fri Dec 19, 2003 8:30 am

chip if you have a list of stuff you put in email it to me i need nick n real name of stuff this way i can add to ioncross easyer n any updates you put in send it to me so i can keep up to date with all the stuff
base /system/ships/and so forth
at [email protected]

mess with the best die like the rest or be terminated from the shadows

Post Fri Dec 19, 2003 1:24 pm

Well chips for me to run XP, I have to buy a new comp...and....that type of money is best spent on my kids....so at this time i have to put up with with Win98se...

Apart from those problems, it's good mod...
I understand it's going to be a big task to rectify those bugs...
but may I suggest dont make your mods only for xp...as not every one has XP, and those ppl will miss out on some good mods coming from an up and coming mod maker...
Also, I may be still running the above OS, but I have done beta testing for some mods so the makers of them can see how a low end comp can handle there mods.


my comp's spec's are:
IBM Aptiva
CPU: AMD k6-2\ 450mHz MMX
RAM: 128MB SD
3D FX: Prophet 4000XT 64MB (PCI)

If you would like i can test your mod to see how well it works....and you can trust me to tell the truth...

Post Fri Dec 19, 2003 1:30 pm

yo, I bring you some yummy bugs: even after the patch and the update there are still inconsistancies with the info (F9) displays of certin planets namely that they do not list the actual comodities being sold eg: Planet Sprague - Omicron-3, and Planet Carinea - Omicron Alpha. Carinea is the staple of what is wrong, its info discribes it as an uninhabitable planet which is <RESTRICTED> but you can land, trade, buy ships, guns, ect.. now this isnt so bad if it wasnt for the second part, commodities being sold at this planet (and Sprague) don't show up under their trade list, eg: one of them sells cadimine but look down on the trade list and it doesnt appear at all. This means that it is impossible to know what the planet is buying short of having the items in your hold.

2 more things, Planet Sprague also suffers from a problum with the tabs at top of the screen. when one the landing pad you have access to the bar, commodities trader, equiment trader and ship trader, go to any of them other than the landing pad and you lose 2 of these tabs. not a major glitch but something to note.

As for crashes, I finally found one, and I guess if your not the cRaZy exploring type then its all good, the problum is in the UNKNOWN system, move past the star and toward the right side of the map and the server crashes. its never crashed before, never had any problums with any of the updates, Im running xp and everything is beautiful, Ive been hosting and playing in on my own server which I have now crashed 2x because of this system. wierd no?

something else Im also noticing is a lack of scary capships roaming around. Ive been through abunch of the major systems and their boarders and have only encountered 1 on the rim, a nomad bat. and only briefly as I had to run like a bi*ch and catch up to my shields which like dirty buggers ditched me and ran off at first sight of it (or perhapse it was its many many guns and those of its escorts ) in any case that was the 1 and only. I have noticed you have put in atleast 1 new battleship as a base but can you hint at a place where there can be expected to be, well, more of them roaming around, maybe even fighting each other (so that I may feel terribly small and scarily insignifigant in my vhf - I love the slipstream: dual advanced pirate thursters, I never need to use cruise again, well unless i get lazy... soo lazy)

Post Fri Dec 19, 2003 2:02 pm

appologies for the duplicates, I couldnt find the original thread I was responding to and so made a new one here.. atleast this one gives abit more detail...

Post Fri Dec 19, 2003 7:24 pm

Okay - i aint giving up on IDS problem - its just catching flak constantly over it. I really wish i had 98 when i started - woulda made this a hell of alot easier. I just did it this way as then it wouldn't conflict with others mods, or they could expand on mine without probs. I will be trying, only problem is not just the ones that i added, but even worse, the existing ones i changed...........which are tons of the bloody things - lmao!! I musta changed about 100 alone as well. Well - am working through this slowly, unfort though - time is definatley against me!

I will make sure any additions from now on either use FLMM to generate them, or add them to the spare dll files i included. I may gradually change some of the existing ones over as well (like adding commodities so names appear). Only real problem is that i typed them out, and you cannot copy and paste the ids info again.........as it doesn't let you 'right click' on the damned stuff. It is my bain for the moment, cause everytime someone tells me of somethign else, i cannot help but think.......'but there are peeps that cannot see anythign full stop!!). Bugger!!

keep the bug reports coming though please! lol, will obviuosly be a while once they are all ironed out properly - but that is what needs doing. Anyone think that i should remove teh shield killers from the AI too? I think it is scaring alot of poeple off is all!!!

Post Fri Dec 19, 2003 7:29 pm

OH man - you would have loved the mod wayyyyy before it was beta.....

it used to be that within two mins of launching from manhatten, you were greeted by nomad battleships, rheinland, kusari, liberty, outcasts, corsairs, rogues all in battleships - and fighting each other. I used to have lots of fights in EVERY system, but as someone pointed out...............its kinda annoying to go everywhere and be fighting capships or sommat.........so i removed most of them, and turned down the percentage chances, mainly as pointed out that how on earth would a house be able to afford about 1000 battleships! lol

They are now conifined to cap plantes, jumpgates to external systesm *ie liberty to independant, kusari to independant* and also the nomads are around in sig17 and 13. HOwever, having them in omega 41 blasting you to pieces in a minefiled was NOT funny - lol

Post Fri Dec 19, 2003 9:34 pm

lo chips, great work on the mod, just lags my puter a bit,ya know?
So...do you play evolutions online chips, seein as TE's gone cos youve got more time now?
If you do e-mail me an tell me where
kthxbai
Doob

Post Fri Dec 19, 2003 9:41 pm

Aye, as i sort some stuff out i will be on termos server

Also - peeps, visit the site, input what you wanna see (sorry about the lousy site stuff - but I mod first, learn HTML second! lmao!


Visit the forums - make some input!

Website: Pathfinderstudios

Contains all the latest on the Evolutions mod

Post Fri Dec 19, 2003 11:21 pm

Okay - i have taken out the shield killing guns from the NPC's for a while. this is to not scare off newbs who don't like hard fighting. This can be brought back in at a later date though.....hehe

I made some nice improvements for to change some thigns though

Website: Pathfinderstudios

Contains all the latest on the Evolutions mod

Post Sat Dec 20, 2003 12:20 am

I also have a test part for the poeple who cannot see IDS numbers. Hopefully this little test part will let you see the ships and commodity names as well....

Website: Pathfinderstudios

Contains all the latest on the Evolutions mod

Post Sat Dec 20, 2003 4:21 am

Great MOD Chips, I like what you did, now my ships are having a hard time killing those enemies, lol...

Do you know now how to create those random missions....

All I do for LOVE

Return to Pathfinder Studios