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**Archived** Epsilon Mod - **Use New Thread**

Here you can find news, get help and comment about the ?Epsilon Mod? for Freelancer

Post Sat Nov 22, 2003 12:56 am

and.......

Post Thu Nov 27, 2003 4:29 pm

Harrier has uploaded the mod, we are hoping it will be on shortly. Please leave any comments on it in this forum.

A note on future releases: I've recently come across aa little skill I have for making new sound effects. So we will probably have new sound effects in future releases.

Post Fri Nov 28, 2003 11:02 pm

Nice job, guys. I lurk in here every now and then, but this one's worthy of a post. Any (rough) idea when you plan to have the whole thing finished?

Post Fri Nov 28, 2003 11:15 pm

Thanx for the comments,

With a bit of luck the second stage should be out before Xmas, all we need are factions and systems, I have done another 4 weapon cmps and have one more almost complete, so weapons are well in hand, as to the rest that depends on the other team members, any offers will be greatly appreciated....

Harrier


Retreat[![! ---- I'm too badly messed up now[![!

Post Sat Nov 29, 2003 2:34 am

Parabolix.... Hi, this is off topic but, I noticed your link to 'mr. men' and the link to RAD. I too am hearing impaired. I gather you have a lot more exp in modding and such and was wondering if you had seen my 'wish list....' topic in gen discussion? for a subtitle display on screen mod. you are the only one else that's made mention of any kind of hearing disability so I was kinda... hoping to pass on the topic to you for feedback or maybe even a mod
if you have any feedback I'll look in the gen discussion forum.
thanks.

If I'm not here accepting the things I cannot change, I'm off somewhere ranting and raving about not being God.

Post Sat Nov 29, 2003 2:59 am

Hay guys looks real good!

Just downloaded the MOD, haven’t played yet though...
My friends and I have been looking for something to spice the game up; we may have just found it!
Had a couple of questions...
- I thought I read earlier in this post that nonbots/shieldbatts, missiles and the like are only going to be 1 credit....is this true?
- If this is true; am I right in assuming that these new ships can be made “untouchable"?
- have you done anything with the AI? I.E.- are the NPCs any smarter, can/do they use nanobotts/shieldbatts, do there shields regenerate?

That’s always been my biggest hang-up with FL... after while there’s just no challenge anymore...

Anyway, if you have a couple answers to help enlighten me I would most certainly appreceate it.

PS- if it works out that we dig your mod and decide to run it, i have my game server on a T1 in northern California that can accommodate a fair amount of people or multiple games... I’d love to help you guys with a state side testing ground...
PSS- we'll probably play tomorrow, ill post back with the IP when it’s up....


Later...
Phattooth

Post Sat Nov 29, 2003 11:38 am

Thanks to all for your comments,

Shawn barry - parabolix is looking into your request, our initial investigations dont look good tho as the game does not seem to support your request, however we will keep you posted.

Phattooth - I do hope you find some spice in our ships

To answer your other queries:

Nanobotts and shield batteries have had a price rise they are not 1 credit but 20 still I always thought they were too dear so in this mod they are discounted... LOL

As to “untouchable" .... they are fast so that makes them hard to hit.. that will change as we equip the npc's with them. we intend (permission pending) to make the game much harder with regen shields and smarter faster npc's and AI - wait till the Spiders appear - they make the nomads look like pussies and will attack in "swarms" again it is something we are working on and hope to solve some problems fairly soon, once we get that sorted ...

If you dig the ships, can you keep us informed as to your progress with the mod and server as we have already started on stage 2 and would love another test site .... especially a t1 .....LOL

Harrier


Retreat[![! ---- I'm too badly messed up now[![!

Post Sat Nov 29, 2003 10:59 pm

Some random thoughts for you guys...

I think I've probably played most of the big mods, but the only ones I really stuck with were Hostile Universe and Rebalance. Why? They both added two things that kept the game on my hard drive: Miscellaneous ship upgrades and new missions.

Having things like engine, power plant, armor, and etc. upgrades goes a long way towards making things interesting. Ships themselves definitely add to the "cool factor" - for a while, but they need to be as customizable as possible. After all, your ship IS your avatar. I took my A-Wing in Rebalance through the entire time I played the mod; I never bought another ship. The several reasons for that were as simple as they were vital. Every time I met my match I just got better upgrades (and ships are too expensive in Rebalance). I also didn't want to give up my tricked out space Humvee. The more customizable ships are, the more attached to them you become.

Missions. The stock FL missions got boring fast. Rebalance was good with this, but HU was really innovative. Ferrying prisoners, passengers, and wanted men all over the system was pretty original and very cool. The treasure hunt was another great idea. What I would love to see would be things such as espionage, recon, and transport missions: Go pick up something or someone in a hostile system, go scan this ship that's defended by a horde and run like hell, take this cargo to the corporate base on the other side of Sirius. I haven't even tried to mod FL yet, so I don't know how hard mission types are (very, I'm assuming), but they're extremely welcome additions to any mod.

One other thing... Oddball weapons are fun, too. Silver Fire's cluster munitions immediately come to mind here. Odd weapon ideas I've had, but been too lazy to mod myself: A gun that has some seeking ability. Kind of like a missile with extremely low maneuver. I haven't yet seen any literal cannons in any mod either. Extreme damage and energy consumption, low velocity, very low refire? The more weapons available, the more viable different tactics become.

I got to play some of the mod last night. The cool factor is high, and it got me thinking.

Edited by - von Murrin on 29-11-2003 23:00:40

Post Sun Nov 30, 2003 12:38 am

von Murrin - yeah we have thought about those too. we already have started making those "oddball" weapons....we were going to include them in version 1 but we are keeping them for version 2....along with new models for them...we have a gun that fires at 4, and does 4000/3000 damage....but you can imagine the energy consumption....etc...



Edited by - parabolix on 30-11-2003 02:38:01

Post Sun Nov 30, 2003 2:44 am

i love the mod guys but i would like chaingun seperate

Post Sun Nov 30, 2003 3:02 am

do you mean you would like to just have the chaingun and not the ships?

Post Sun Nov 30, 2003 4:04 am

yup the mod is cool but i love the chiangun and like to go through the game with
the guns

Post Sun Nov 30, 2003 4:16 am

oh I see what you mean...yeah I'll talk it over with Harrier and when we have finished the guns after the next version has been released maybe we'll release a weapons mod

Post Sun Nov 30, 2003 6:21 am

please!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Post Sun Nov 30, 2003 7:48 am

3000+ damage?!
LOL - I like it.

Looks like it'll have lots of stuff I really want, so I'll stop pestering you.

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