Freelancer Rebalance 3.12 discussion

  • First Post! Bwahahahah! But one sad case, the server I always play on has gone down. Sniff sniff! Will the mod still be updated? Whoa, took a real long time for the mod to be released on LReactor. Lucky for me (us), you uploaded it to Fileplanet. The eagerness and excitement to play it nearly killed me like cancer. Edited by - GameShark03 on 22-10-2003 15:50:15

  • Im with g-shark, Anticipation is killing me. Both servers I was on ,Toms game, Zulu Alpha 24/7ish both down and I cannot find another server hosting this mod. What did this force me to do? Dl TNG 1.7, Personally I need 3.12 im my life PPPPLease let us know ASAP if there are any servers out there hosting. On another note, prob already know this but I cannot trade in the earth sys, kept tellin me I was cheating every time I attempted to Launch. FYI

  • Reddawg, that happens when the server has updated to Version 1.1. Most mods are compatible with Version 1.0. If the server is running Version 1.1, you cannot do the following. You cannot buy TIEs. You cannot buy TIE Weapons You cannot collect c10 weapons dropped by enemy ships (will kick you from server as cheater when docking/undocking) You cannot buy certain Rebalance Mod Accessories and Shields.

  • Hey Everyone, FEI, I didn´t do anything other than the hornet, The other wing commander ships were done by Spawn, or Slayer or something like that, I don´t really remember. Also the original hornet that was in Rebalance, wasn´t mine either. Mine was a more accurate remake. I haven´t looked at the latest version of Rebalance, so I´m not sure which one is in there, but the one with the guns on the tail stabilizer is not mine. Also, I´m going to be making more Wing Commander Fighters soon, and I told MD that he could use them in RB, so keep an eye out! <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>

  • Acnowledged John. I modified the sticky post, giving you credits for the right ship. Looking forward for those Salthi, Scimitar and maybe Rapier(my fav.) models...<img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>

  • hey steele, Your ships look good, I´ll have to get with you when I reach the WC3-5 era. So far I´m doing all my ships from scratch. I´m also thinking about redoing some star wars fighters here and there. I know there´s alot already done, but some of my old fav´s are missing or done badly. Anyway, thanks for the offer. Thanks for altering the credits MD. I just don´t want to take credit for something I didn´t do. I´m working on Salthi now, but my texturer, Kurgan, Is having a problem with his milkshape, so there´s a minor holdup. I´ll be back on track soon though, I hope.

  • Steele and John: i was also a XWA fan and did some modifications on my own(regarding ships speed, weapons and warhead loadout)...small world right? the Cygnus build both the Assault Gunboat and the Missile Boat(as well as the shuttle). The AG was one of my fav craft in XwingvsTie Fighter, and if you wanna build one maybe this will help: 90 mglt speed(90 in FL), 100 SBD shields(probably class 6 will do), 2 SFS-ls4 blasters and 2 Ion cannons, plus dual missile launchers. Probably 2 turrets will fit as well since is an assault craft....

  • Thanks for the stats MD, it saves me from having to dig my old X-Wing Strategy guide out of the closet. Another ship I might do is the R-41, I haven´t really seen a playable version of it around anywhere.

  • I saw the new Earth System with tradelanes! LOL. WOnder if that would be added. The new T-Fighter done by Porche looks real cool. Cannot wait. Anything new in the next update? I have been out quite a while. So no FL for me meantime, but I will be back to support MD in whatever his work is, no matter what. LOL.

  • your welcome john. i know all xwa ship stats from memory, so if you wanna build more models ask me. for the R-41: 100 mglt top speed, 30 sbd shields(class 2-3), 2 lasers, 2 ions and dual missile launchers. Nice ship as well especially if you use the upgraded model from darkasbers opt station. g-shark, i´ll think about the Earth system, but here´s what i planned for a 3.2 version till now: -added Porshe´s Jedi T-Fighter available at Shinagawa Station in New Tokyo -added Silver Fire´s weapon Pack 1.1 including the new mass drivers and rocket pods. -weapon type for the Barragers, Sunfurys and the Kusari Hyper Pulse is now mass driver class so they do very little shield damage. -shield capacitors offer increased protection against pulse, missile an capital ship type weapons, also slightly increased vs Tachyons and Neutron class. They´re almost impervious to mass driver weapons. -all battleship and cruiser/destroyer turrets have reduced effects vs shields. This increases the realism since these turrets were made for capital vs capital battles and fire mass driver like projectiles. Only BS and CA flak and missile turrets do full shield damage. -the cruise speed comes at a price now: not only it will render weapons unusable but it will drain the main reactor´s power at very high rates. you may have to pause the cruise to allow the power to recharge. -engines also drain power in normal mode from the fusion reactor, even if at lower rates. if you go at top speed you´ll notice a slight decrease in power regen, so reduce your speed to achieve better regen rates -mounting fusion reactors upgrades will increase cruise time and weapon regen rate at max speed.

  • I have been away from Rebalance Mod for quite some time. Still waiting for some ppl to start hosting Rebalance Servers again. T_T About Version 3.2: So what you are saying about the cruising is, cruising now drains from our powerplants? Cruising too long would drain all your power, just like weapons at continuous fire? So we have to buy Power Injection upgrades, so that we do not feel the energy pinch by the cruising? A faster power regen would cause the cruise charge up to be shorter? Edited by - GameShark03 on 27-10-2003 02:07:38

  • Yes, cruising too long will drain all power, forcing you to drop out and let the power recharge. When you mount a power injection upgrade, you´ll be able to cruise for a longer time, since the drain of power will be slower. Also weapons will regenerate faster even at max speed. Almost space sims since FL(see freespace or XWA) had a balance between weapon power, engine power output and shield regeneration rate. The engine drains power from the main reactor, is not running free, it must have an energy source, and the shileds drain power from there as well. All cruise drain will be calculated in balance with the ship´s default powerplant, so if you buy a powerplant upgrade, lets say a mk1 for the hornet, the cruise may not drain the power anymore. But if u will buy an upgrade engine, the engine upgrade mk1 for ex., the cruise will drain power again(the upgrade engines and powerplants will be balanced regarding cruise and normal impulse speed power consumption). Edited by - Michael Dan on 27-10-2003 21:35:04

  • Again, I´m with shark. I´m lost in TNG 1.7 only because i cannot find a server hosting this fabulous mod. Please keep us posted on where we can go!! I want rebalance back snif_snif.

  • MD Is that whole cruise drain thing a good idea? What if you are in areas where there are no jump gates and you need to get from place to place? Wanted to address some areas of 3.12 that i was wondering if you knew if there is a fix for or if they are there for a purpose -when buying Engine Upgrades (MKI, MKII, etc) if you have an existing MKI and are purchasing the MKII, you can´t sell the MKI and is stuck on your ship -certain ships can carry more utilities upgrades than others (Anubis has three slots for combo fusion reactor, shield capacitor, etc, while others have just two) Can this be updated on their ship infocards? -on Starviper, if you purchase and go to your weapons loadout, you get a CTD if you try to unmount those included weaps in the wip tip hardpoints. i´m not sure how to describe that ... The fix would be to transfer those weaps during the purchase process so they are no longer there when you actually own the ship. -the Fusion Reactor MKIV info card says it produces 320 energy/sec while the MKV info card says it produces at 240 energy/sec. Error on MKV´s info card? -what is the difference between block and engine? Info card on block says it regenerates thrust and has thrust capacity, while engines don´t. Is this basically missing infocard details? Rebalance MOD is absolutely amazing! I´ll keep playing around and see if i spot anything else worth mentioning ... WJDragon

  • The weapons that cause you to CTD can be avoided. MD used to called them &quot;Phantom Weapons&quot; Where you can see something, but no icon. What you need to do is to trade back those Phantom Weapons because there are kinda buggy and thus, useless in battle. You cannot dismount or click on the ICON of these Phantom Weapons, they cause the CTD. Blocks with PowerPlants, the differences? Well, acording to the infocard, it says it has a thruster regeneration thing, not so sure if that works. Because I preffer PowerPlants and mostly using the default engines. I do upgrade my engines when my ship only has one engine.

  • wjdragon: g-shark is right, the only thing u can´t do with those weapon is unmounting them, at that´s precisely what you(and not only you) did. sell them, and forget them. they´re cuased by some running or docking light hardpoints used as HP´s for weapons. it´s in fact a side effect. The cruise will drain less power when you mount a fusion injector OR a better powerplant, sometimes the draining will stop completely. the idea is that the upgrade engines will need better and better powerplants for cruise mode. for ex if you mount an engine upgrade mkIII you´ll need both a powerplant mk III and a fusion injector mk III. I basically wanted to make cruise &quot;do&quot; something, cause obviously is an exhausting mode for the engine, that graphically requires a lot of enrergy. just shuting weapons down is not enough in my opinion. Anyway the cruise will not stop completely after it drained all weapon energy, but the ship will advance in jumps, slowing it a little. and If you run out of energy u can stop the cruise, wait for the recharge and then get going again. It´ll be something like refueling, in space <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>. The engines not being sellable problem is old an as everybody knows is hardcoded and cannot be changed by us. The infocards with the number of utility slots/ship will be updated in version 3.2 i hope. The fusion injector mk V does not exist yet and on mkIV the extra energy/sec is 390. BLocks(small, medium, heavy and twin turbo) are in fact powerplants and the thruster energy&amp;recharge is a property of the powerplant. These replace the civilian powerplants from the Starflier to the Eagle. there is an error somehwere in the infocards where some BH engine is seen as a block, but don´t let that confuse you. thnx for your good opinion of the mod wj dragon. too bad not too many servers host it, that´s probably of that 1.1 patch that Rebalance is not compatible with, while TNG is... MD

  • Since the engines are unsellable. I have noticed for example if in a Defender that buying a new engine uses up cargo space so I could not get upgrades like a deep scanner and other good stuff. Can you like increase the cargo hold space for all ships? Thx. ps. looking forward to your 3.2.