Freelancer Rebalance 3.12 discussion

  • Cluster missles should use ammo, atherwise there cheap and defeat the whole point of missle launchers and haveing to buy ammo for them, afterall why buy a missle launcher and pay 14,000 for a misssle when you can buy a cluster type missle, granted the damage isnt as good, but some of them are pretty dame good, anyway just a thought. I dont think any frieghters have torpedo slots, that may be why the slave doesnt, its a cargo/balance deal, course I could be confusing that with TNG I know thats how they see it, kinda makes sense though since frieghers are for trading not so much battle though, not to familiar with the slave though never cared for it myself. I can´t seem to get the costume changers to work in open SP. Mike if I can figure out how to add the earth systems to rebalance would you consider useing it? not sure I can figure it out though....Ive been trying for my own use, not as easy as I thought <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> gotta find a tutorial somewhere on this. Edited by - Shadowtech on 29-11-2003 19:47:34

  • the slave1 is not a freighter!!!! &quot;SLAVE-1 is a highly modified Firespray-Class patrol and attack ship originally designed for planetary law-enforcement and interdiction duty. Fett has rebuilt this outdated vessel to be the perfect bounty-hunting ship. It has several hidden weapons systems, a dedicated sensor masking and tracking system, interior prison cages, reinforced armor plating, and powerful shield generators, all of which enable Fett to fend off assailants and disable the craft of his quarry. The interior sections are cramped, containing only enough room for Fett´s living quarters, his equipment locker, and the six prisoner cages, which includes a contraband Force cage to contain Force-using individuals. The bottom rear section of the hull has fully rotating twin blaster cannons. SLAVE-1 also conceals a forward-firing concussion-missile launcher and ion cannon as well as a turret-mounted tractor-beam projector and a pair of proton torpedo launchers that are also on a turret. Combatants are normally so intent on avoiding the blaster cannons that they blunder right into the hidden torpedo launchers´ field of fire. In addition to combat-grade shields and sensors, SLAVE-1 has an illegal sensor masking and jamming system that allows it to slip through sensor grids undetected. This system, thought to be an Imperial Navy military secret, was somehow acquired by Fett and has given him a decisive advantage on many hunts. He can use the system to sneak onto worlds undetected, much to the dismay of his targets and planetary law-enforcement agents. SLAVE-1 has dummy proton torpedoes mounted with homing beacons and S-thread trackers. By tagging a ship with one of these dummy beacons, Fett can use his contraband HoloNet transceiver to track ships through hyperspace. Inother words, once he has found you, it´s almost impossible to dodge the infamous Boba Fett.&quot; the millenium falcon is a freighter........ Edited by - Nemrod on 29-11-2003 21:33:30

  • OK, my bad, as I said not familiar with the slave one. Interesting history though, In fact it kinda makes me see it in a new light. Its easy to add torpedo launchers to it though if you just play SP Edited by - Shadowtech on 29-11-2003 21:36:01

  • OK I have a major issue lol you cannot buy niobium on mercury ! it boots you from the server saying your cheating, is that the new server opperator doing this or the mod if its the mod how do we fix it so it doesnt do that ?

  • i find the first 3.2 server: Heide-Holstein-Rebalance 3.2 (only 12 players) and nerv-hq dissapear.. anyone know why? upgrading maybe? bye! Edited by - Nemrod on 30-11-2003 16:57:38

  • thanx for all the feedback and bug reports guys. keep it up. i´ll be off for a while since i´ll move into a new home so see you all after that(it´ll take a few days). I won´t be able to work on the mod in the meantime.

  • Cool Mike glad to see you are in top of things I will be glad once we finally get all the bugs out cause this is by far the best mod out.. even though it crashes alot for some reason ? prolonged battles in the earth alliance system does it sometimes dont know why and you cant buy niobium in earth alliance with out getting kicked for cheating havent figured that one out either ? up date badlands server down temporarely should be back up in a day or two we hope...

  • damn, i lost a lot of time looking for the server <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> anyone know something about nerv-hq? bye!

  • HI! MD your Mod is the Best around here! But how about some more SW ships and some Privateer ships? And please Work on the stats for the lambda Shuttle! Greetz Madjedi

  • My thoughts regarding cluster missiles is that they make the SP game WAY too easy. I breezed through EVERY battle, including the last ones, and that wasn´t even fully decked with Clusters. I actually sold some of my clusters when I realized that I was blowing up the enemy and his loot in one shot. No challenge on 3.12 with level 2 difficulty However, I haven´t run 3.20 through SP , so I haven´t tried it with the new AI using nanos and shields, nor have I tried it on level 3, only level 2. Clusters are the new uber weapon for SP play.

  • List of active Rebalance servers: Widowmaker Serv.Rebelance mod (version = ?) Two Geeks rebalance 3.12 Tom´s Game (rebalance 3.12) Mathias Haus rebalance 3.12 Mod Galactica [rebalance 3.01 Endymion (rebalance 3.12) Heide-Holstein - Rebalance 3.2 nerv-hq dissapear <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> bye! Edited by - Nemrod on 03-12-2003 01:56:55

  • Yes Thurmonator, I agree I have a tempest (The coolest dame ship period!!) Which has 12 torpedo slots which I filled with clusters, made the game a breaze. One solution is to have most NPC´s equipt with cluster missles, from battleships to fighters. What I did was &quot;borrow&quot; chips idea and in my game I changed all gunships to have 100,000 hitpoints, cruisers to 300,000 and battleships to 500.000 points something I hope MD does. Also removed all my clusters. With ships haveing these kind of hit points, the secret to takeing them out is to target a specific section and hammer away <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> but I figure its only fair to crank up HP´s since the tempest has 400,000 and the javlin 750.000 or something, and the battleships had only 69,000 or something, the hit points for all ships need a over haul IMHO. Edited by - Shadowtech on 03-12-2003 18:11:48

  • Hey MD how can I make the earth alliance forces and others that use these ships be deadlyer? The never fight to there potential, when they fight they only fire with a few guns, the naganata never fires its main gun, the tempest doesnt even have any small turrets just its main guns, and the javlin fires like 1 gun, how can I modify things so NPC ships have all the guns there supposed to have?

  • I figured out the crash problem when buying the radar jammer from jupiter, til MD makes a official fix heres what you can do: Open the Goods.ini, the very last entry is the radar jammer, replace with this: [Good ;&lt;- add bracket nickname = jammer_fighter equipment = jammer_fighter category = equipment price = 20000 item_icon = equipmentmodelscommodities
    n_iconsEQUIPICON_gun.3db combinable = false ids_name = 460651 ids_info = 460651 shop_archetype = equipmentmodelsweaponsr_radar_jammer1.3db Note that equiptment line will be changed from Cloack_fighter to jammer_fighter Second open misc_equip.ini do a serch for 460651, that will but you in the Ammo entry for the radar jammer, replace whole thing with this: [CounterMeasure ;&lt;- add bracket nickname=jammer_fighter_ammo hp_type=hp_gun hit_pts=2 loot_appearance=ge_s_cm_02_ammo_crate units_per_container=10 force_gun_ori=false one_shot_sound=fire_no1 const_effect=no_gun01_rank01_proj seeker=LOCK time_to_lock=0 seeker_range=1500 seeker_fov_deg=35 lifetime=8 DA_archetype=equipmentmodelscountermeasuresge_cm_mark2.cmp material_library=equipmentmodelsge_equip.mat ids_name=460651 ids_info=460651 mass=1 volume=0 hull_damage=6000 energy_damage=0 owner_safe_time=8 force_gun_ori=true requires_ammo=false linear_drag=0.5 range=1000 diversion_pctg=80 Then the entry right under that is the jammer gun, replace with this: [CounterMeasureDropper ;&lt;- add bracket nickname=jammer_fighter ids_name=460651 ids_info=460651 hit_pts=1000000000 DA_archetype=Equipmentmodelsweapons
    o_fighter_gun.cmp material_library=Equipmentmodelshardware.mat HP_child=HPConnect mass=1 volume=2 munition_hit_effect = pi_tachyon_04_impact power_usage=1000 refire_delay=0.33 muzzle_velocity=0 flash_particle_name = no_gun_01_rank01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = jammer_fighter_ammo separation_explosion=sever_debris AI_range=999 cloakin_time=4 cloakout_time=4 cloakin_fx=no_cloakeffect05 cloakout_fx=no_cloakeffect05 lootable=true Dont know if that last one changes anything but I dont remember if I changed anything in it, as I messed with it for a while, wont hurt anything if it doesnt though Remember to add the end bracket as it doesnt apper on these forms, I dont know if this was what MD had in mind, but it allows the Radar Jammer to be purchaced in jupider station without CTD, and it works <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Edited by - Shadowtech on 03-12-2003 19:56:50

  • sabreXR-&gt; has L10 turret. isnt it capital ship only? -the hull costs only 705000cred. Think its a ´bit´ stronger. The original Sabre hull costs 995000. Titan hull is 1288000. - 200 cargo - more than the fedex??? And i agree with others, NPC capital ships should be tougher. give them shields&amp;batteries. or at least some nanobots. (not 2000, but now u can take down a group with any l10 ship). And modify the loadout to give them more weapons (tempest/javelin turrets cost 1cred so would be perfect since they wouldnt drop lots of cash) Cluster missiles should be downgraded. (best normal missiles do 2440 damage/sec and the missiles cost much. cluster lancer does 5200/sec damage) Cluster neutralizer has a ROF 8,33/sec. (most be a mistake) damocles is an uber longest range, no need of ammo, most powerfull. And can be bought at several places. Take the sunslayer from original game-&gt; it was sold only at bundschu base. They have no allies-&gt;no bribe-&gt;hard to get without making others angry. Either make it a drop-only form a powerfull ship (i know you sad the damocles ship crashes the game). Or sell at some other idiot location, eg. at a hessians base (other faction othervise used only for target practice). sunslayer torp does less damage, slower, costs 18k/pc (sunslayer launcher+33torps=1million). The D-gun infocard (40k/30k damage)and the ammo infocard(20k/15k) is different. Give the order thruster a normal price. Not if 24k would matter if you get to unknown systems, but... Back to the the javelin powerplant. Still think it sholud be bigger. But the main problem is it is cheaper than the upg powerplant5! The sabre-&gt;javelin-&gt;sabre change costs was 983k. And 983k&lt;&lt;&lt;1,5mill! (and can be cheaper if you bring a cheaper ship). Went on a little testing: dual damocles+dual Javelin beam gun(and some &quot;normal&quot; l10 weapons)-&gt; 2 battleships died before it emptied.

  • Ok guys my net is back and ready for action... nemrod, S-tech, lukr, TG-diablo, nice thinking and lots of usefull sugestions. lets review some: -making cluster missiles use ammo was my original intention but i gave up cause was too much ammo to add to all bases, But i;ve reduced their fire rate from the original SilverFire´s mod, also increase the energy consumed and decreased their maneuvruabilty. I think that´s enough trade off abd even if these remain much powerfull than the orginal missiles they make a usefull addon fighting against self repairing and more acurate AI pilots. I´ll try to downscale the damage a little and perhaps their maneuvrability even more. thnx for the jammer bug fix s-tech i´ll include it in 3.20 final. S-tech, If you can add those earth systems they will be a welcome to rebalance. freighters generally have only CD slots for mounting missiles. thnx madjedi, i´ll add more SW ships as soon as the models will become available. anyway RB has the most important SW ships and weapons already in it. Sabre XR´s turret was meant to be class 10. Is an upgrade from the class 9 o the normal Sabre. Capital ships will have more hitpoints in encounters. please note that the capships in random missions already have between 200000 and 400000 hitpoints. Edited by - Michael Dan on 09-12-2003 13:01:41