New "Freelancer Rebalance Mod" by Michael D.

  • I have only played this mod for about 5 minutes, so I didn´t get to see any battleship encounters... does this mean when I get missions to &quot;kill ships&quot; that I could have to kill some battleships? COOL! One big problem for me tho: This mod is no longer compatible with Rey´s open map mod? I´ve been using that mod from the start, and now I popped on 0.5e and I can´t install the rey´s map mod :-( Could you either add the whole map to your mod, or allow rey´s map mod to be usable? THANKS! Where do you get/buy armour upgrades and scanner stuff? Do some NPCs have the armour upgrades...? I just hope everything is staying balanced well... <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Okay, keep up the great work!

  • I have just installed 5e and all the new ship info cards are ok but the names of planets and ships in the nav map and targeting computer seem to have become corrupted (5d was ok). Just to make sure I haven´t been a dumbass with the install this is what I did. extracted the exe and data folers from 5e and put them in their own folder in the FMM mods folder, then activated the mod which it said was ok. I looked in the Freelancer data and exe to make sure it had swapped the files and they seemed to be ok too - any ideas?

  • Hi. I´ve been playing your mod since it came out. It´s great. Keep up the good stuff! I think I might have the same problem with Sentinel84. All commodities and ship names have been replaced with IDS?, planet/ship/solar names in the nav map are blank. And so are peoples´ names in the bars etc I have tried wiping the savegames and re-installing. The problem still remains. I don´t recall this in previous versions. Any help would be appreciated.

    Do you really think that Liberty Navy would just let their mighty battleships get dirty and full of scratchs? That wouldn`t look very good compared to Rheinland battleships. You know: firepower is nothing, image is everything. -mrfg

  • You know what would be cool for the X-wing? If it could lock its x-foils into flight position when it goes into cruise mode and goes back to attack position when out of cruise mode ... hehehe. Just storming. Sparepart and sentinel: I don´t seem to get that problem. I installed it fine. All you need to do is double click the mod .flmm file after you downloaded it. It should auto install its own. But your problem seems to be because that you didn´t remove the previous version of the mod before installing the new one or you didn´t install the mod properly. Do you use FreeLancer Mod Manager? Get it and install it. Then all you need to do to install mods that are configured for this tool (You´ll know coz it will have the flmm extension) is double click it and its auto install into the appropriate places. Oh and Michael Dan, the X-wing is still missing 2 torp slots. It has instead one cruise slot. No mine slot either. <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>. I know that the cruise slot has a torp but can´t be used untill later in the game since its level based. One more thing, the infocard for the CSV ship on Pittsburg is missing. I am talking about the ship with the skull and bones as the icon. <b>&quot;To know the light, you must see the dark.&quot; </b> Edited by - RaDiAtIoN on 02-05-2003 20:42:37

  • radiation, yes, the X-wing will get the torps in the next version, along with it´s own engine which will have starwars sounds also. i´m upgrading them for the TIE´s as well, and got a AG(assault gunboat) engine sound for the firespray. The armor upgrades are available at most of the common bases and gradually troughout the campaign, and npc´s already have some kind of armor scalling in mission files and i´m not gonna alter that. Phroot you´ll only have missions to kill cruisers at higher levels, with some factions(junkers, hogosha). BS kill missions will folow soon but only at very high levels, probably 17 to 19 or some. sentinel and spare84: try removing the last mod completely from flmm and deactivate the option which makes files readonly in your FL directory(second in Options menu of FLMM). then double click on new versions file and install it. it is possible that some of your dll files in exe directory could not be overwriten by the instaler since they was readonly. that´s why all infocard problems.

  • Michael Dan: i tried what you said and no luck. I also copied the data and exe folders manually to the Freelancer directory and still no luck. I had backed up the original data and exe folders - copied them back and tried the whole thing again and still no luck. any more ideas??? Oh and my system is an athlon xp2000, radeon 9700 pro, 500mb ram, win98 and freelancer uk version Edited by - Sentinel84 on 03-05-2003 00:20:17

  • uninstalled, deleted the folder and reinstalled freelancer from scratch before starting I have found a temporary workaround by replacing the namerescources.dll with the original one - this has fixed the rescources,planets and ship names although i still get info? showing up on the buy ship screen with modded ships although some of the new info cards work and some don´t. on the buy engines and powerplants screen some of them show up fine and the info cards work and some but others have info? and the info cards don´t work either - this was the same before i relaced the namerescources.dll. Edited by - Sentinel84 on 03-05-2003 01:22:36

  • Update: Earlier I went after the corsair wrecks in Omega 7 and whilst shooting the first one it threw me to winblows :-( After loading autosave I managed to get all six angelitos there and on my way out the gas blew up my ship, oh well... But just now after completing a mission I took at Montezuma and I destroyed the Large Spacestation, my entire computer frooze up. I am going to retry that. I just destroyed it again, i guess 1 large exploding station, 6 weapon platforms, some bounty hunters and several supporting rogues was too much for my computer after 5 hours of blowing up most of what is out there. Was that mission there in the original game ? Anyway, it´s generally a lot busier out there, I spotted big fleets patrolling in bretonia on my way back to liberty to try and kill some cap ships myself :-D I also spotted Rheinland squadrons patrolling near planet leeds, LOL. Edited by - DJvGalen on 03-05-2003 03:08:38

  • Any luck getting the cruise speed above 300? seems kind of pointless when most of the thrusters in this mod can do 300+. I notice in the constants.ini file it has Cruise_speed = 400 but it doesn´t seem to be taking effect. I know you have to add a Max Velocity key in there too (check out the speed mods that come with FLMM) but i think you have something either in the thruster or ship definitions thats over writing that value.

  • Guttersnipe: The cruise speed is 400. Unfortunately the indicator in the game is hard coded to show 300 as the cruise speed. Weird eh? Anyway, its easy to know in game is it truely 300 above or its at 300. If the cruise speed is at 300 then you strafe a bit and the speed should decrease by 1 or 2. If it doesn´t then that means the cruise speed is actually above what is indicated. Michael, IMHO you should decrease the thruster time. I mean right now I got the X-wing and I just upgraded to engines MK2 which gives me 180 speed. Now, when I use it with my heavy thrusters, I could go as high as 450 more or less. That is already more than the cruise speed! And right now you could thruster quite a long time. Maybe you should increase the thruster fuel usage so that maybe you can only thruster 3-5 secs tops. Just an idea. <b>&quot;To know the light, you must see the dark.&quot; </b> Edited by - RaDiAtIoN on 03-05-2003 08:11:51

  • ditto problem with with the IDS? NPC, ship, base, planet, commodity, faction names are screwed up. When flying through space, any solars and ships show the distance and the icon, no name or faction is given. Info cards don´t appear to be updated either... Titan 70/70 nanobots/shields (in infocard) Titan 73/73 nanobots/shields (real game) I don´t know what´s wrong. I did a fresh install and I loaded a new game but it´s still buggy.. my save games definitely have the problem with the names. Please fix soon when you get around to it. Thamx.

  • the infocard problem will be solved in 0.5e build 3. please wait to download that one, not build 2, which is curently released, cause this baby stil did not have the fix. it appears that I used some adresses in Nameresources.dll that I shouldnt and now I fixed that by rewriting all names and infocards of the new items in a new file(modinfo.dll). sorry for the trouble the 0.5e and 0.5e2 caused, i had no idea that will mess so much up(or at all!). So again wait till version 0.5e3 appears on lancers downloads an get that, it should´nt cause any trouble. funny thing that in my instatalation and also in Radiation´s instalation the IDS problem didn´t appear...weird.

  • djVgalen: if you have problems with Corsairs in Dublin try to buy the Pourpoint lvl5 positron shield from BS Essex. It´s now almost equal to the sentinel in capacity and charge and offers best protection against neutron and tachyon weapons, that means Corsairs, Mollys, and Rhinelanders(and Kusari Naval Forces Lately). I keeped it till i got to Osiris and served me well...<img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>. Radiaton, u are right, the trhusters ofer too much speed for too long, I will increase fuel consupmtion to the more advanced ones to let them offer lets say 10-15 secs of burst tops.

  • Oh starwars sounds for the engines. That would be cool. Can´t wait for that one. On another note, there are only 1 version of raphael guns which came with the X-wing? I mean there are no higher level raphaels? Just asking. <b>&quot;To know the light, you must see the dark.&quot; </b>

  • Ummm, Dan... I, ahum, saved up for the centurion and you were nice enough to include the level 7 Graviton shield with it, this provides enough protection... Atleast enough for my 7 Dublin dusters MK2 to finish off any anoying corsairs. I must say that it takes ALOT of punch to take down a single Liberty cruiser, but I managed to kill a few without using any torpedoes. Anyways, did you figure out yet how to include Escort missions ? The guys from frost works claim they solved that, I sure would love those in your mod. Perhaps the cool looking B5 Thunderbolt could also be included in your mod ? I did notice one HUGE change, even after purchasing a new ship the bounty hunters remain hostile, in the original game you get some piece of mind after swapping ships. It is annoying to leave a tradelane and find 4 bounty hunters, 4 mollys and some corsairs waiting for you and when you kill the bounty hunters they get reïnforcements from the JUNKERS ! I also hear everyone talk about missing names, it appears I don´t have that problem. I wonder what purpose the expensive Deep scanner serves though, costs 36.000 credits but I notice no scanning improvements. And I can´t sell my engine after purchasing a upgrade engine ? I am going to try the race now, I´ll buy the mk2 engines and see how it affects the race. Another thing, the Centurion comes with Corsairs heavy fighter Power module, when I switch to the more expensive mk2 power module it is of less performance ? I can constantly fire all 7 dublin dusters without my power bar reducing with the corsair module, but after the upgrade the bar reduces slightly after each 7 shot volley.

  • I just won the game with the mod. This time I won it using the X-wing. At the end I had 4 Usiels, 1 Debilitator turret, 1 starkiller launcher, an adv. sentinel L.F Shield Class 6, Power core MK3 and a Engine upgrade Mk2. The others are relatively the same. This time around it a little harder. My shields were like paper ... almost. Oh yeah. This is for modders out there how come the new ships in the cinematics the LOD seems a little screwed. It would disappear at some camera angles and range. At least I think its the LOD. The funny thing is it only occurs in the cinematics. Haven´t tried this mod in MP though so if can see other players can actually see players with those ships disappearing at some range. <b>&quot;To know the light, you must see the dark.&quot; </b> Edited by - RaDiAtIoN on 03-05-2003 17:42:14

  • DjVgalen: you´re not entirely right, the MKII upgrade module costs 75k and has 8600 power reserves sow it´s only 300 less than Centurion´s; it was ment as an upgrade for HF like Barrakuda, Dragon, even Anubis, who has 5400, your Centurion comes with a pretty powerful power module which by the way it´s not cheap, costs 50k...i did not raised the prices of these incorporated modules too much because they would have increased very much the total cost of a ship...the Centurion it;s already 300k, and that is a difficult sum to get it takes lets say 12-15 missions at 20k + the value of your fighter(barracuda or crusader). that advanced scanner has a double range even if u not see it on the map, but when u´ll fly arround searching for derelicts you´ll notice they appear form a longer distance(5k instead of 2.5k)

  • I give up, I cannot beat Hovis with this mod installed, how come his cruise engines exceeds my 455 afterburner ? At the start I fire up engines and turn on afterburner and he shoots right past me ? Even flying at normal cruise speed I keep missing gates after the half way mark. I hate that mission, took me 3 runs in the original and now it is impossible. Can I skip it ? I want to move on to Kusari space and the blasting missions. But I´m guessing that i´m either stuck at this point or I need to load my old save game, great back to ****ty crusader and 50k cash :-( Edit: will keep trying the race cause that savegame stinks, crusader with starbeams, class 4 shield and 40k heading for the rheinland battle fleets. Dennis Edited by - DJvGalen on 03-05-2003 22:41:26 Man that took way too much effort, any idea why it´s soo much harder now ? On the first play I beat Hovis in 3 runs and now, Jees I stopped counting after 2 hours or so... Edited by - DJvGalen on 04-05-2003 01:09:04

  • no it´s not impossble but it is indeed very hard with the centurion, it´s one of the worst maneuvrable heavy fighters...try with the Banshee, that´s my highest recomendation, it has the fastest cruise charge time so u will have a head start IF u hit Shift-W in the second the race starts. Use the cruise, not the afterburner.it´s also very nimble and u´ll probably beat Hovis with your eyes closed...I just did. It has only one weapon less than the Centurion so that shouldn´t be a problem.