New "Freelancer Rebalance Mod" by Michael D.

  • Very nice mod! This is what I´ve been waiting for. No huge, annoying changes, just intelligent re-balancing. Keep working, this is the right way. Perhaps you should talk to Xerx and Thundercleese. They are working on a similar re-balancing mod and your work seems to be "compatible". Joining your work could result in a real kick-ass-mod. Here´s a thread about Thunders ideas: http://www.lancersreactor.org/…lancer+Editing&M=True And here´s his website: http://www.damnrecursion.com/fl/mod_index.shtml

  • This is cool I gonna test it. Downloaded it and installed it via FLMM but that way didn´t work. So gonna have to do it the hard way ... <b>&quot;To know the light, you must see the dark.&quot; </b>

  • For Radiation: make a separate copy of the Freelancer instaled directory and copy the file there, in the Data folder. If this is not working try to reinstall Freelancer, erase all save games and do the same as above. This should do the trick... first of all thanks for the comments guys...those in &quot;comments&quot; section. I have already made a thread in Fl Editing Mod Anouncement Forum(wich is here by the way <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>). See you all there. I´m very pleased that a lot of people enjoyed it, I didn´t expect it but it feels very nice....I have plans for better versions as wel as a FlMM version...as soon as I figure out the XML scripts...it will take some time, but it´l be done. For Tinman, the freighters have a slightly better handling, but I didn´t include more weaps because i thought there were alredy enough, 8 of them just seems enough. Anyway the freighters HAVE more firepower, just try to mount some Advanced Starbeam Turrets(very RAPID fire) and u´ll see what I mean. Or the Tanto turrets from Blood Dragons later in the game! And everybody please check out the Banshee/Valkirye or the Falcon/Eagle as they look Awesome with the weapons on wingtips. Actually the Banshee looks like a Klingon BOP(Bird of prey) and the Valkyirie looks like a WWII Focke Wulf 190, which belonged to the Germans! The Freighters will be addresed in the next versions...not huge stuff but something less noticeable...slightly increased handling, maybe a cruise disruptor for mounting missiles...increased scanner range, certainly more reactor power, for high level weapons. We´ll see. Your ideas here will be appreciated. 2nd Lieutenant Michael Dan. Freeport 5 Zoners Base, ship:Titan <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>, allies: Corsairs, worst enemy:Red Hessians..<img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

  • In fact working with FLMM scripts is easier than you might think. Upsides: - your mod remains compatible with other mods - makes teamwork easier when working on same files - if you can read the XML files, you can understand where and what changes will be made - small file size Downsides: - takes more time to write than simple editing in original files - no loop or advanced filter functions (UPDATE... WHERE...) - no editor yet, you have to use html editors or notepad

  • I test your mod today and one the first look it´s looks like a great update of the normal Gameplayer,... I hope you add in a new version - that the new Weapons-Classes and Energy-Class show´n in when you are @ the Ship Dealer,... it´s make it easy to get a overview,... Thanks alot

  • Just to let you know guys, you can make an auto-installing mod archive without making a XML script (or just a small one with author/description data). Please read FLMM´s documentation (HelpHow Do I) for much more info. This mod WILL NOT work with FLMM as it is. Michael zipped this up with non-standard directory structure. If you extract it into FLMM´s mods folder, it will look like this: &quot;modsflrebalancemodequipment&quot; (etc...). IT SHOULD BE &quot;modsflrebalancedataequipment&quot;. Read FLMM´s documentation for more info. I put requested features into FLMM; no-one has requested advanced search/replace methods, Chris, so that´s why they aren´t there! <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> I will be adding automatic dll resource methods to FLMM in a couple weeks, and after that I will probably make a tool to automate making mod scripts.

  • Hey Mich: First off, nice job. Second you need to clean up some of my files that you used. For instance you have the capital shields from my mod but don´t have any capital ships. Also some of the items still are referencing the ID´s of my DLL´s which you don´t have. This could cause problems later on. ALso in the random mission which the ships, you forgot the change some of the HP for the bases, they are still set at 3,000,000. Using the regular weapons in your mod they are almost impossible to destroy. Other then that looks good. Just have a small request....since you did use some of my files and some of the concepts, just a small note about where you got your ideas and resources from in a credit portion would be nice...thanks. Part of the Freelancer SDK Team <A href=´http://www.homebs.com/flsdk/´ Target=_Blank>http://www.homebs.com/flsdk/</a> Tutorials, Utilties, Mods, and much more.

  • Okey. What I doing wrong? I start your modded version of FL and find myself in Omacron Major with a mission to dock at planet Toledo. The only problem I have is that there is nothing in the system except three suns. Am I missing something or have I been struck with a huge case of the dumba**? The Fangman

  • First off, Excellent work to u and Reynen for hi contributions. I like the SLIGHT mod u have given. My buddy and I used to talk about how the game univers was off kilter: like we determined that the Kusari Navy could have been defeated by two Rhineland hvy fighters lol, and stuff like that. Now the game (so far, just started) seems more viable. Not to mention tha fact that flying my lite fighter might be as well! Question tho´ u state that all LF´s are now 5/1 config but my patriot isn´t. U did mean 5 guns 1 turret right or am I confused?? Thx 4 the info

  • Thanks IGx89. Now I can get the mod to work with FLMM. It doesn´t have to be the hard way after all. <b>&quot;To know the light, you must see the dark.&quot; </b>

  • Hey, I am loving this new mod! And props to Reynen for his contributions, he deserves some credit. I *love* the new missions to destroy different bases of sorts. I haven´t seen any ´base´ kills yet or battleship kills, but I´ve only taken one weapons platform killing mission :-) I love the new speeds, and the whole ´balancing´ scheme of things, it makes it so much more fun. I was in a dogfight with some Lane Hackers, and I just hit an enemy with a Stalker missle, and then I ran into them... and then it instantly spit me back into windows. Freelancer was still ´running´ but I couldn´t switch to it, and it eventually became not responding... =( First ´crash´ i´ve experienced with your mod. Anyhoo, suggestions: 1) I haven´t played too much with the new mission payments, so maybe this is already fixed: But the missles/mines/countermeasures are kinda expensive...? Maybe reduce their prices for em like 30%ish? I DUNNO, if you think they are fine, they most likely are. 2) Are you planning on ´adding´ anything like weapons or ships? 3) Are you planning on extending the leveling limit and adding any weapons and ships for those levels? :-) 4) How about adding the TIE or other cool ships in from mods, balancing them into their class among the game? I feel like I just want to keep playing with this new mod. Keep up the great work, this mod is great combined with the OpenSP v1.1 Anyhoo, don´t mess with it much, because it is really good the way it is :-) Possibly just add onto it, and just fix bugs... I guess thats my suggestion.

  • Hi, great work but I´m having some problems installing the MOD. I´´m following your instructions but some changes don´t work while others do. The speed changes are working but I can´t mount the missiles on cruise disrutor/torpedo hardpoint. And the weapon configuration changes (5/1 for LF, 7/1 for HF) doesn´t seem to work. Am I missing something? Thanx for your help and keep on modding

  • Reynen, I have already mentioned U at the orginal post and I will do it again: thanx, u deserve the credit for some of the ideas. But don´t forget that I helped u with some info in your mod as well, like the shield rescalling and the weapons loadouts on some fighters, so I think the credits are reciprocal. The reason because some of your setting are in my files it´s because I instaled and tested your mod for a couple of weeks and without FLMM, so when I switched back to my mod files some files i did´nt use remained from the your mod instalation. Anyway I had begun the work on my mod from the day I bought Freelancer and saw the weapon and ships mod for the demo version. That´s probably before u begun work on yours and certainly before u released verision 1.4. So you see I could not borow too much from your mod. I will clean up the mess in the next upload, rest asured. To you and the others thnx again and i will try to improve based on sugestion as the time will allow it...

  • Ok, some more answers after readed all the posts <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> : -mallrentacop, I also said there are exception, like the Banshee which I consider to be the &quot;heaviest&quot; of the light fighters with a 6/1 weapon config AND the Patriot which will be the lightest with 4 weapons and the posibility to mount a missile launcher. There are other exceptions like the Piranha as it has 2 turrets, one firing backwards and one only forward, so it takes 2 to to cover the entire arc, got it? This LF becomes available after the mission to escort the convoy to Station Willard, and since it has more guns, and energy levels, maybe u consider to upgrade to it. Fangman, i don´t know what u are doing wrong but perhaps u should erase all the saves and try again. If this does not work, try reinstalling the mod...or even the entire game. Phr00t, thanks for your post and apreciation, about the missiles/cms prices I am thinking about actually increasing them, because the player can make more money in the missions, so there must be something to spent the money on! The TIEs are already here, one in California system other on Mactan and the third in Dublin. And they´re balanced too, the T/F has 4/1 weaps config, the T/I 6/1 and the Defender 8/1. Extending the level limit...hmm, this is probably not worthy, because the mod its generaly oriented to SP campaign, but maybe I´ll bring more high level weapons down, and maybe some pirates with´em too, what do U say?! Already the corsairs and mollys are flying elite ships at lower levels, others are to come... Also in the new version U should check out the gaians and hogosha as they will fly capital ships at higher levels. but remember to take the adequate tools with you or you´ll be blown to dust(´like my ship and my milion credits that by the way you still owe me!&quot<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Micheal D.

  • Just mentioning to you Dan that some of the infocards in the game are not showing the correct info. For instance the TIEs and also the Banshee fighter. Wow, it is one expensive ship but I haven´t gotten it yet. <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Oh yeah one more thing. Because of the way you have incorporated the missiles to use the same slot as the torp and cd, the button to launch missile is mixed with torp. So in default firing a torp would be SHIFT+q whereas q is to fire missile, now q does not work. You have to press SHIFT+q to fire a missile. This is only the case if you bought a missile launcher. However, if you have both a missile and torp launcher, pressing SHIFT+q would still fire a missile but q won´t fire a torp (If you thought that it could have mixed up). So now you have to press the weapon slot number to fire the torp. I haven´t tried what would happen if you had a cd yet. Need more people to confirm this. <b>&quot;To know the light, you must see the dark.&quot; </b> Edited by - RaDiAtIoN on 22-04-2003 17:49:43

  • Hey, thanks for the feedback... HRM increasing them? But I´m poor! :-) But thats because I haven´t beat too many missions yet, I´m in a piranna and I´m getting difficulty 10-12 missions that I really can´t beat, when I was in the un-modded version I was taking 5-7 difficulty missions at the same point... If I head back to liberty, will there be easier missions...? Hrm, possibly keep the missle prices as is for a little bit then... Wow, TIE already there! Hrm, I wouldn´t suggest bringing the higher level weapons down, because I would feel like I want to work to get them... I know it is heavily for the SP campaign, but the SP campaign finishes rather quickly, and you spend more time not in the SP campaign but ´freelancing´ and there should be plenty to do then as well, like work for later levels and bigger weapons to take out those bases and cruisers on those awesome new missions <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> You know you know... Keep up the good work!

  • UPDATE: If you have both missile and torpedo launchers, and press SHIFT+q, both of them will fire. Haven´t tested what would happen if you have either missile and cd or torp and cd. I have reached in SP the blood dragon´s base. I took a look at the ships selling and was a bit surprised. You said that the dragon is a VHF now and also that the hammerhead is the poor man´s VHF. What I can´t understand is that how come the armour of the dragon is soo low compared to the hammerhead. In addition to that, the dragon costs very cheap compared to the hammerhead. Hope you can clear this up. <b>&quot;To know the light, you must see the dark.&quot; </b> Edited by - RaDiAtIoN on 22-04-2003 20:38:27

  • Radiation, the value of the Blood Dragon fighter resides in the combination of firepower, maneuvrability, high level guns and energy for the weapons. The price will be upgraded too, and the real armor is 4800, which is better than the Anubis, even it´s not showing up on the ship infocard, that´s because it shares the same slot with the Kusari Dragon. The added maneuvrability coupled with a high level shield will compensate for not having too much armor. I could´nt increase the armor too much because the BLood Dragons pirates also flew it and they would have been too hard to beat. Anyway just take it for a ride against Kusari Fighter´s and you´ll see what I mean. Well I have some other updates to come, for know i have made a couple of cannons especially for the TIE´s, the Stealthblades mk1 special, and they would be availble in the next update. These have original Star Wars sounds, and will be uyable at Calif. Minor and Mactan, where are the TIEs, too.