Freelancer Rebalance 1.0b features and feedback

  • No way to get rid of them. The only thing they´re good for (except the obvious power your ships engines) is to use as trade in goods when changing ships. In other words don´t buy an Upgrade Engine MkIV unless you want to keep the ship you put it on a longer period of time <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>

    -------------------------------------------------------------------------------- Some people say: "If it ain`t broken, don`t fix it" I say: "If it ain`t broken, break it!"

  • I need help, it happened when I crashed with the game. Not the mods fault, but maybe you guys know what I am facing here. I play Freelancer with the mod, everything is smooth. I only lost some of my sounds. Like Dialogues and Engines and Transmissions .. the only sound I can hear when I play the game are ONLY the shooting of the guns. I thought it was a soundcard prob, so I reinstalled the drivers and even tried the WinXP recommended drivers. All applications work fine. But I only get this side effect when using Freelancer.

  • I´m enjoying the update, but I´ve run into a problem ever since it´s introduction. Every so often, my server hangs. I´m suddenly having to restart the server every few hours (or less) in order to clear the problem. Checking my console, I´ve found a lot of errors popping up. Since I never checked my console before I started having this problem, I don´t know what´s typical, and what´s not. Let me give you an example of some of the errors: E:FLScratchSourceCommonArchetype.cpp(868) : *** WARNING: [Simple nickname = 0xa430b845 value is not unique. Aborted second version. E:FLScratchSourceCommonGoodList.cpp(432) : *** WARNING: Good (0x9af32f02) nickname different from equipment E:FLScratchSourceServerspaceStarSys.cpp(540) : *** WARNING: StarSystem::enter(): CLI(1) System(Ku06) E:FLScratchSourceCommonCExternalEquip.cpp(142) : *** WARNING: CExternalEquip: Object (0xacb8ab45) missing hardpoint (HpDockLight01) for item (0x94a7d787) I´m afraid I can´t list the final, killer error, since the server seems to quit responding when it happens. All these errors appear around the time the server starts and players start entering. &quot;E:&quot; is my CD-ROM drive. Aside from the Rebalance 1.0b mod, I also have Porsche´s Star Wars Ship Pack and the White Star Cruiser ship in place. Any ideas folks? Thanks for your help.

  • Just stopping by to say that I LOVE the Marine Dropship. Between first arriving at Leeds and going off to find the babe archaeologist, I saved up the money to buy the Dropship. Even with 40% of its cargo space occupied by the engine, I managed to make back the money I spent on it by carrying... food rations. Not only that, I can dog fight with it without resorting to turret mode. Just one thing: What´s the limit on Bots/Batteries? Even if I spent $300,000 on one or the other, I apparently wouldn´t have reached the Dropship´s limit yet. - the First Evil

  • I have exactly the same problem as Ether Dragon. I have re-installed and copied, re-installed and copied, bleh! Any help would be great. -edit- the only difference is I can´t join a game at all. Edited by - Meatwad on 27-05-2003 01:55:48

  • First off, lemme say this is the greatest Freelancer mod ever <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Secondly, before i begin what amounts to a list of gripes and requests, let me say that if i didn´t love this mod so much, i wouldn´t have taken the time to post this <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> -There are several inconsistencies with the infocards for the information when u purchase a ship, and when U´ve already purchased said ship. For example, several ships have max weapons class listed as 5 when it is infact 6, and the starfury lists a cargo space of 60 when u purchase it, but it turns out to be 35. -The Dropship was missing the shield_battery_limit and nanobot_limit in the shiparch.ini, allowing the dropship to purchase 466 shield batteries (which surprisingly enough, i couldnt afford =). Its easy enuf to fix, even for the uninitiated modders, but i just thought i´d mention it <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Also, the dropship is missing contrails. I wub contrails D: -There´s a Millenium Falcon model floating around somewhere, can u put this in the next version of the mod? Huh? Pretty Please? -Can we tone down the damage from Docking Ring guns? I only say this because it took me 3 tries to escape Planet Manhattan (even on easy =) since i was in range of the docking ring´s AND the cruiser´s guns, and to top it all off I started from a stationary position. It took a combination of super StarFury Strafe and lightning quick shield battery reflexes to survive that encounter = -The blockade runner should cost more if its a lvl 10 Elite freighter, somewhere around the bounds of 500-600k. If u can carry 575 cargo AND class 10 freighter shields and guns, it needs to cost more than 375k =. Either that or bring down the specs on this sucker. She´s quite the uber ship, I must say. -The White Star Crusier is butt ugly. Who likes this ship? Honestly? I just needed to say that. -I love the starfury model, but i hate how its so assymetric. the Left wings are thicker than the right wings, and the cockpit is mounted slightly off centre, making the guns look funny. Anyone else noticed this? Is anyone else as anal as i am to think that the starfury could use a touch up? No? Ok, I´ll shutup then. The dropship bug is the only real important thing to mention there, but i´ll list more requests/bugs/gripes as i see em.

  • SHERLOG: Thanks for the info But, no joy, didn´t work, tried everything from going in with guns blazing to just shut down the engine and wath the cruisers slaugher the rheinlanders. for those asking I´m talking about mission #3. where the objectives arent completed and the game just does not advance.

  • Pyrex: Oops, the increased docking ring damage was my fault, I think. Sometimes I forget this is a rebalance mod and not a &quot;let´s make the game fun past LV 38&quot; mod <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> It´s just that when you get the higher ships/shields, station turrets become negligible so I asked if they might be increased. But I forgot all about mission 3. Ouch! So, Michael, I´ll second reverting the station/docking ring turrets back to how they were. It didn´t fix what I was hoping it would, anyway (enemy ships swarming bases in some areas). -Brett

  • There´s a discrepancy between the A-wing´s infocard with the A-wing. On the infocard it says it has 4 guns and 1 turret but in actual fact, it only has 2 guns and 1 turret. Michael, you could either change the infocard or the A-wing to have 4 guns. <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> <b>&quot;To know the light, you must see the dark.&quot; </b>

  • I have mission 3 problems as well. First off, I get fired upon immediatly during the cutscene, while Juni is talking. So, I have no chance at all even to respond, so by the time cutscene is over, I am dead. So, that´s problem #1. Problem #2 is the one already mentioned, way too powerful guns on cruisers, etc.... They are taking off my shields in one hit basically. That´s just insane. I like the mod, like most changes, and new ships (excepting the white-star-cruiser), but this basically means you have to start the game over un-modded. I guess this mod is much better for either MP or Open SP. Even then though, you do not want to go anywhere cruisers might take you on. Oblomov

  • Michael, I have recently finished playing the full mission list from the start on Ver. 06c and anytime I could afford it (and was in the right place) I added a ship. 1. A Dagger from the Junkers in New York. 2. A Cylon from Pittsburgh 3. An X-Wing from Manhattan 4. A Star viper from Los Angeles 5. An A-Wing from BS Hood (traded The Dagger but took it to Kusari)(Hard Killing battleships in a Dagger) Played a few levels save - went back got another ship did it again - boy do I hate Hovis - why can´t there be a &quot; Kill Hovis (I only talk to racers) Mission&quot;???? In Kusari the Viper became a Falcon (great loadout by the way!) I finished with 4 ships (plus I added a Sabre in Omicron Beta for the last few missions (easy)): Cylon, X-wing, A-Wing &amp; Falcon At the conclusion: Cylon came out with 3 armour upgrades at L36, the X-wing at L32, A-wing L35, Falcon at L37. Great mod!!! Comments - The Cylon is one of the best!! 4 x Adv tarantulas, 2 x Flashpoint or Debilitator Turrets depending on location - Nomads don´t have shields. EATS Centurions for breakfast - Sabres and Titans are another matter. It has something to do with the shape - I love the armoured wood louse!! The X-wing needs better shields or more NanobotsBatteries as it gets damaged easily - shape again I think. The A-Wing is fast and nimble - it took on the Nomads in Omicron Beta, Unknown, and Omicron Minor with L7 Shields when I went looking for Weapons from the monkeys at Planet Primus and collected 4 x Nomad Blasters at level 17. The Viper needs to be rated higher or the disrupters/torpedo slots should be able to carry guns. It´s a great ship to fly but is under gunned in the weapons shields area, as most of the missiles you are allowed early are pretty poor - maybe equip it with a couple of catapults as standard. If you are going to make it a penalty (?), to add better features make the cargo holds bigger to compensate as loot collection becomes a nuisance when you get &quot;tractor failure&quot; almost as soon as the fighting starts cause you´ve spent your hard earned on better bits that are taking up cargo space. One tip for others who read this: - If you want better weapons either take on &quot;the bad guys&quot; or go salvage the wrecks (lot easier whenever you are in &quot;neutral space&quot<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> cargo is an added bonus!! Most of the better weapons are in ´em - located conveniently as the story takes you there. Use the time off not flying missions - become the salvage man! &quot;Trent, you better go out and earn some credits - we could use them&quot; (&quot;while I sit in a bar on my lovely arse&quot<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>, &quot;I´ll call you when I find out something&quot; - Juni Anyway, - I saw Ver. 10b on Lancers reactor so I loaded it so I could try some more ships, problem is when I buy the Jedi from BS Yukon, all is ok till I try to go somewhere - game crashes. Delete autosave no difference. Does this mean I have to start all over or can I simply add the ships, if so, how? Regards, Harrier Retreat[![! ---- I´m too badly messed up now[![!

    [img=http://members.optusnet.com.au/~audioele/mypic121.jpg] Retreat[!][!] ---- I`m too badly messed up now[!][!]

  • <b>Holandez </b>, yesterday I got a different version of the mission 3 problem, and it looks like the one you are having. I got one of the gunboats before they were all gone, then I took out some fighters. And <b>then </b> Walker complained about the gunboats being toofast for the Cruiser turrets even though there were no gunboats in sight anywhere. A few seconds later all enemies were dispatched but the friendlies were hanging around waiting for something to happen. There were no mission objectives on the nav map but when I hit the ´N´ key I got <b>Destroy the Rheinland Pirates </b>. I cruised around in the general area but I could not pick up any hostiles; OTOH I do not know how big the mission area is. It could be really huge, I never got the warning about leaving the mission area. The same thing happened the second time, except that I did find two Rogues a couple km away and after dispatching them I got the mission success message. It could be that the game scans the mission area for remaining hostiles after the standard objectives have been completed, and generates a ´mop up the rest´ objective if it finds something. If the mission area is large enough then there could be hostiles in it without showing up even on the Deep Scanner; if those hostiles leave the mission area (because they are on a patrol) the chances of finding them are almost nil. <b>oblomov </b>, I do not think there are any cutscenes near hostiles in mission 3, except for the encounter with the 3 Valkyries en route to California Minor. But normally they do not turn hostile until Juni is done speaking and you get back control of your ship. There is a cutscene at the start of mission <b>4 </b> were you are under fire during the whole cutscene (judging from the projectiles the shots seem to come from the turrets of a station or cruiser) but the ´F´ key worked for me.

  • First evil, the Dropship did not have the shield/batteries in original implementation and I just took it that way, without checking. Meatwad, noted the starfury 35 real cargo. a new model will be available soon form griskard and I´ll include it as soon as its ready. The damage from docking rings is in fact the same with that of the bases...i;´ll have to agree it´s a little too much, but u should know that at level 1 of difficulty the damage of all bases and capships is reverted back to normal. So try with that level, the guns are pretty harmless and shield damage is normal too. Holandez, in the v1.1b that will folow i´ve fixed the armor on rheinland ships(it was -4) and they will not be so easy to destroy. Unitl its posted though, try to run the mission at level 1 of difficulty(run level1.bat in freelancer directory) cause the guns of capships have normal damage this way.

  • This is my first post here - so I´d like to say that this is a great mod. One silly question though - why don´t the cruiser turrets on the white star cruiser have any sound effect - the forward gun does? Have I installed it incorrectly? cheers, JV

  • Thanks for the update Dan Couldn´t finish the mission with the mod on so deactivated the mod and loaded the last autosave, finished the mission and landed, saved and reactivated the mod. everything fine now. Btw, notced that when leaving manhatan in mission #4 with Juni sha starts talking with Trent right in front of the docking ring, meanwhile some cruisers are shooting at them, so when juni finishes Trent´s ship explodes. took me a couple tries to pass that hitting Shield and hull recharge keys right when juni is about to finish talking. Thats all for now Keep up the good work

  • I have no problem playing your mod in SP, but whenever me or my Dad set up a server for MP I get a funky error in FLServers console. What happens is, I load the mods and copy the ships into the directories in the instructions. When I startup the server I get several errors. When I try to start a charachter my game locks up, as does the server. Since it locks up I can´t see the error that really killed it. I have gone so far as setting up another hd for just freelancer. I use windows xp and the KING of all video cards, the Geforce MX420 64MB. These ar the errors I get: E:FLScratchSourceCommonArchetype.cpp(868) : *** WARNING: [Simple nickname = 0xa430b845 value is not unique. Aborted second version. E:FLScratchSourceCommonArchetype.cpp(868) : *** WARNING: [Simple nickname = 0xa1472585 value is not unique. Aborted second version. E:FLScratchSourceCommonArchetype.cpp(868) : *** WARNING: [Simple nickname = 0x99a63289 value is not unique. Aborted second version. E:FLScratchSourceCommonArchetype.cpp(868) : *** WARNING: [Simple nickname = 0x9f128e4a value is not unique. Aborted second version. E:FLScratchSourceCommonArchetype.cpp(868) : *** WARNING: [Simple nickname = 0xb7899b0d value is not unique. Aborted second version. E:FLScratchSourceCommonArchetype.cpp(868) : *** WARNING: [Simple nickname = 0xb9ef2885 value is not unique. Aborted second version. E:FLScratchSourceCommonArchetype.cpp(868) : *** WARNING: [Simple nickname = 0xbd9f260e value is not unique. Aborted second version. E:FLScratchSourceCommonArchetype.cpp(868) : *** WARNING: [Simple nickname = 0x93df1a08 value is not unique. Aborted second version. E:FLScratchSourceCommonArchetype.cpp(868) : *** WARNING: [Simple nickname = 0xb5f4de0e value is not unique. Aborted second version. E:FLScratchSourceCommonArchetype.cpp(868) : *** WARNING: [Simple nickname = 0x91f13bc0 value is not unique. Aborted second version. E:FLScratchSourceCommonArchetype.cpp(868) : *** WARNING: [Simple nickname = 0x95937f0d value is not unique. Aborted second version. E:FLScratchSourceCommonArchetype.cpp(868) : *** WARNING: [Simple nickname = 0xa2a038c5 value is not unique. Aborted second version. E:FLScratchSourceCommonArchetype.cpp(868) : *** WARNING: [Simple nickname = 0xaf352302 value is not unique. Aborted second version. E:FLScratchSourceCommonArchetype.cpp(868) : *** WARNING: [Simple nickname = 0x84e20589 value is not unique. Aborted second version. E:FLScratchSourceCommonArchetype.cpp(868) : *** WARNING: [Simple nickname = 0x8ef5a048 value is not unique. Aborted second version. E:FLScratchSourceCommonArchetype.cpp(868) : *** WARNING: [Simple nickname = 0xa29bbd86 value is not unique. Aborted second version. E:FLScratchSourceCommonArchetype.cpp(868) : *** WARNING: [Simple nickname = 0xa4c18104 value is not unique. Aborted second version. E:FLScratchSourceCommonGoodList.cpp(432) : *** WARNING: Good (0x9af32f02) nickname different from equipment E:FLScratchSourceCommonGoodList.cpp(432) : *** WARNING: Good (0xbaf35302) nickname different from equipment E:FLScratchSourceCommonGoodList.cpp(432) : *** WARNING: Good (0x9af34702) nickname different from equipment Starting logic thread... Server running, ready for log in. Connecting to list server... Established connection to list server... Sending game information to list server... I really would like to play this multi, but can´t seem to get it right. Any help would be appreciated.