*** ALL Rebalance Mod FANS *** READ : Massive Addon/Fix for Rebalance 3.5

  • Heya Bej, Thanks for the info. I´ve been a bit curious about all those extra numbered ini´s myself. Can anyone explain to me thier significance, and if they´re in fact required? If they´re not, I may indeed go in and do some extensive &quot;thinning&quot; <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> I´ve made some interesting discoveries for Rebalance. But I´ll save those goodies for later. Ro9ue and I have some ideas that we´re also working on together for a new mod that we´re thinking about. No release date set, this one´s gonna be slow and steady, and done right <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Keep us informed of anything you guys run into, and I´ll do what I can to keep up my end <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Talk to you all later <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> ArchKaine Some say ignorance is bliss, I say they´re just too blissful to know better.

    Death to the enemies of life.
    Life to the enemies of death.


  • Uh, I´m not sure if my problems been mentioned. To check I´d have to do a crapload of reading and I´m lazy so screw it. But I´ve noticed in many systems, Alaska is the first that comes to mind, if your ship is ´too big´ you can´t take off from some stations whose launch bay doors open inward. You become trapped inside when launching and either have to quit and load by yourself or destroy the station, wait for some pissed off faction to kill you, and then load again, thus starting over. So yeah, thats my bug/problem/glitch, whatever you want to call it.

  • ive noticed that with the last version to. i think its the very center station in the alaskan ship yard. id just blow the ship yard up lol and use the ioncross thing to edit the faction or just exit out and move my ship agian. but thats just me, hey anyone know when an release date is going to be yet? jw no rush.

  • Heya Warrior, Please don´t start begging again for a new release, it´s not going to happen anytime soon. We´re working on it slowly, and I mean that. Ro9ue and I don´t want yet another &quot;Rebalance Fiasco&quot;. So we´ll release it after it´s been debugged, tested, certified as ready, and with no pre-announcements. I´m really sorry for this man, but I´m afraid that this time it´s just plain necessary <img src=smilies/icon_smile_blush.gif width=15 height=15 border=0 align=middle> Rest assured that Rebalance WILL return, but not soon. So play with the one that´s out there, and if you want to, edit whatever you want to make it fun for you. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> If you discover anything interesting, let us know. If you see something that needs pointed out, let us know. Sorry to shoot down any hopes of a new release anytime soon man, but I think you´ll agree that slow and steady for now is the way to go <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Talk to ya later man <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> ArchKaine Some say ignorance is bliss, I say they´re just too blissful to know better.

    Death to the enemies of life.
    Life to the enemies of death.


  • i thought the numbered ini´s were for the purpose of the difficulty rating changing batch file - perhaps the source of all the crashes. i know that previous rebal´s that the hard version was prone to crash a bit , especially around berlin and colorado - the last few versions most crashes occur when hackers are around - probably when a hi level hacker is spawned and is equiped with a non existing weapon say xxx_05 when the _o4 is the highest version declared but the modder got too happy upping the difficulty of the npc´s. I did the same thing on my personal rebal 3.12 - souped up the junkers so that I gave the upper level junkers non existent guns and would crash myself in the vaterlands because of this. perhaps the runnign of the diff batch file cause all the mess with this mod - someone modded the easy ini´s, someone the med ini´s, etc.... Maurice

  • i didnt mean to sound as if iam begging or anything. its just no one posted anythign for some time and all. also i havnt really had time to stop by and post since ive been at work along with school, and haivng some relationship problems to. anyway, keep up the good work and everything. sorry if i sounded as if i was begging and all. also if i could i would mod and try to help you out, but all i can do is site back and relax. well, keep up the good work and all. i got to go for now. Edited by - warrior17 on 3/31/2005 9:59:32 PM Edited by - warrior17 on 3/31/2005 10:04:22 PM

  • Heya Warrior and guys, First off, my apologies to Warrior for coming across more harshly than I intended to. I didn´t realize that I was being that harsh at the time that I posted that. Well, just so people know, I´m going to start filtering through the multi-level inis and see if what wass pointed out above is true. If that´s the case, I´ll fix what I can and go from there. Hopefully it´ll be something that solves a boatload of problems. Keep your fingers crossed, I know I will <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> ArchKaine Some say ignorance is bliss, I say they´re just too blissful to know better.

    Death to the enemies of life.
    Life to the enemies of death.


  • From the difficulty batch file... :high cd data copy constants3.ini constants.ini cd.. cd dataships copy loadouts3.ini loadouts.ini cd.. cd.. cd datamissions copy ptough3.ini ptough.ini copy pilots_population2.ini pilots_population.ini cd.. cd.. cd datamissionsm01a copy npcships3.ini npcships.ini cd.. cd.. cd.. echo high difficulty level set, press any key to exit pause goto done :med cd data copy constants2.ini constants.ini cd.. cd dataships copy loadouts2.ini loadouts.ini cd.. cd.. cd datamissions copy ptough2.ini ptough.ini copy pilots_population1.ini pilots_population.ini cd.. cd.. cd datamissionsm01a copy npcships2.ini npcships.ini cd.. cd.. cd.. echo normal difficulty level set, press any key to exit pause goto done :low cd data copy constants1.ini constants.ini cd.. cd dataships copy loadouts1.ini loadouts.ini cd.. cd.. cd datamissions copy ptough1.ini ptough.ini copy pilots_population1.ini pilots_population.ini cd.. cd.. cd datamissionsm01a copy npcships1.ini npcships.ini cd.. cd.. cd.. echo low difficulty level set, press any key to exit ... as you can see ptough, pilots_population, npcships, constants, loadouts all got changed. Maurice

  • arch, dont worry about it. all i really want is my life to get back to normal. everything around me it seems is shot to hell right now. sorry on language. but iam also confused on alot of stuff. take your time on the mod, but dont worry about being sorry.

  • Heya, Would like to offer any assistance possible, as my interest in this mod goes back a while ;o). Also have an updated version of my ship pack coming soon for an addition (if needed). Aug Just-another-pilot-with-no-spacebar...

  • Hey all you guys, First off, let me apologize for disappearing off the face of the planet for a few months. I have been very busy with school and a pseudo-job, and I have had very important AP exams in the past few weeks. But now those are over, and next week I am taking the easier end-of-semester finals for the other 5 of my classes. So summer is almost here - w00t! <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Now, as you all probably learned from ArchKaine, he and I are working on a new mod. As of right now, 2 other people are also helping: <b>awts0c, </b>the creator of the <i>Firbolg </i> Rheinland LF, currently our head shipwright; and <b>EngineOfDarkness, </b>who is helping with some ini aspects. Oh, and it is with both happiness and sadness that I pass this on to the Rebal community: I think good ol´ ArchKaine has finally found the next path in his life - he has entered the Navy Reserve. I give him a hearty slap on the back for having the motivation to take such a big step - I think we all should. He also says that he will try try to help modding, but understandably so, might not have as much time to do so. So for the time being, we´re waiting on news from him. But I now have more time again, and awts0c is making ships left and right <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> So we´re still alive, if anyone was wondering. Sorry for the time in purgatory there <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Alright, well, on to the good stuff. When I first realized that something had gone terribly awry with Rebalance 3.5, I was nervous. It was working fine on my machine, I thought I got all the files I edited in the mod file, but apparently, the only explanation I can think of really, I missed one or I left one out that was not updated ... <b>Something </b>obviously went wrong, and out of the 2535 files of Rebalance, I just could not seem to pin it :p So, it was with much chagrin and disappointment that Arch and I decided to put the mod on hold -- he had some family issues to deal with, and wasn´t too sure what mess I had made :p, and I was overloaded with school, friends, family, lack of sleep, etc. We just could not communicate efficiently (limited internet due ti Arch´s brother and sister-in-law) or figure out what the heck went wrong. And there is little to be done with a project that huge ... <img src=smilies/icon_smile_sleepy.gif width=15 height=15 border=0 align=middle> However, we decided that we are starting a new mod, one that will be a very large expansion to Freelancer. It will not be the next vesion of Rebalance - we are starting from the ground and building up. We started off the SDK 1.4 framework, and have been working from that. We are tenatively calling the mod <b>Sirius Expansion </b>(no pun intended :p ), or <b>SirEx </b> for short. SirEx will bring some large changes to the FL universe, some wof which include: - totally revised and edited ships (all ships in the game); - more stratification of ship classes; - totally revised weapons, shields, and other equipment (all equipment); - many new ships, all of which will fit with the FL universe (awts0c has a penchant for designing ships that fit Houses´ and factions´ styles very well). So no more Unioners in Xwings or EAP Javelins attacking you; - new systems, all of which will be complete, populated, and hopefully beautiful (that´s the hard part, eh?) - more RPG-feel, reputation-wise. You will have to work to stay in factions´ pants (no more shooting a few BHs and a Lib Policeman, and then jumping onto the Corsair pirate boat :p) There are many things that we are trying to do in this mod, none of which are final or near completion. In the very scant free hours I have had in the past 2 months, I have made some changes already, getting ready for the summer - for when the real fun begins <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> <b><i>-=: NOTA BENE :=- </i> </b> One thing of note here: <b>This mod will not be a compilation mod. </b> We are looking to give a real and unique feel to it, a <i>Freelancer </i>sense yet with a noticeable and significant touch of its own. If we can at all avoid it, we are not going to throw a bunch of ship packs together and then say &quot;Look at the mod!&quot; No, there are a few snazzy ships shared by a few generous mods and modders, but aside from about 8 or 10 (of the current ~ 45 or 50 new ships - a still-growing number), all other ships will be original and unique to SirEx. It is not that other ships, like Porche´s awesome Star Wars ship packs and Firebase´s great ships, are not great ships - it´s just that a lot of other mods have used them, and we´re going to try to release some new ones to enhance the experience. @ Augur, if you are so inlcined, the team would be honored to receive your help and your superb work! I will drop you an email about it =) And yes, we know that this is not Rebalance, but it will hopefully have elements that resemeble it. I honestly hope that the fact that this is not Rebalance does not turn a lot of modders or players away. It will have similar elements that Rebal has (to an extent - we most certainly are not copying or stealing big MD´s hard work), but it´ll have its own feel to it, too. If anyone is interesed, I can keep the forum updated on a regular basis with news. One thing I would like to say, though, is that this mod does not have a release date as of right now. We are keeping it loose because, as was seen a few months ago, rushing and/or cramming modding into a busy schedule simply does not put out quality work. So we are taking our time, and we will make this mod as good as we know how <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> And we also want to keep a few things for the Freelancer to discover on his/her own, so we might not divulge <i>everything </i>... <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Well, I apologize again for the long time underwater, but I can be on the forums much more now. So until later, take care, all. <i>~ Ro9ue </i> Edited by - Ro9ue on 5/18/2005 3:13:55 PM

  • @ Ro9ue I´ve been cleaning up the beta3 version for a week now &amp; I´ve discovered that the ships &quot;battleaxe&quot;,&quot;t-bird&quot; both ask for collision groups that are not there.Do you have the missing cmp or 3db files for these ships,if so

  • Bejaymac, Yeah, I also noticed that when I was editing the ships in Rebal. The Slipstream, too, was originally supposed to have destructible components, but those were lost somewhere along the line a while back, I guess. I think I remember reading in the Gen Editing Forum that the <i>Battleax </i>was released originally as its own mod, an addon of it own. So I will go see if I can find that and then check out the parts <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Also, a thing of possible import regarding .3db files: I´ve figured out how to make custom .3db models files -- for bullets, missiles, and thrusters, mines, etc. (fixed equipment - still working on revolute gun models, but not quite there yet). So I think I might try to make a ship with destructible parts over the summer ... just as a heads up to a possible develpment down the road <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Ok, well, I´m going to go see if I can find the <i>Battleax, </i>so until later, later. Ro9ue _________________________________ &quot;Do or do not. There is no try.&quot; <i>- Jedi Master Yoda </i> Edited by - Ro9ue on 5/20/2005 2:36:47 PM

  • hey rouge (sorry for spelling it wrong), with the sirus ex. have the raven claw from rebalance? PLEASE say it will, if not can you do me the honor of putting it in a mod of its own that will be compatable, PLEASE. out of every ship i have flown i have loved it the best. so PLEASE put it in, also with the extra spaces for the shields and all. its one of the reasons why i love it so much next to its look and handleing and weap numbers.

  • @ Ro9ue,I,ve looked at both ships with HARDCMP &amp; the t-bird´s basically a saucer shape so it doesn´t have anything to break off.The battleaxe looks like it´s still Work In Progress,it´s stats say 5/2 for weapons but it´s only got 1 weapon hardpoint,I´

  • Hey people, Hey look, I didn´t actually fall off the planet <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Anyway, I just dropped in to let you all know that I´m busily studying and training for my Military duties. Regrettably that forces me to put any modding on the back burner for a while, but I will do my best to keep in touch with, and up to date with, all the modders involved with Rebalance and Sirex. If you guys want to drop me a note, you´re welcome to, but please don´t make any feature requests of me for now. I´m busy enough as it is <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> By the way, if any Mod Team Members would drop me a note, if even just to say Hello, I´d appreciate it, so that I can start some sort of dialog exchange with you all to get to know your strong points. The better that we can take advantage of all team member´s strengths, the better the mod that will evolve from all this <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Let me know what you all think, and kill a few nomads for me <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Talk to you all later, ArchKaine Some say ignorance is bliss, I say they´re just too blissful to know better.

    Death to the enemies of life.
    Life to the enemies of death.


  • Hey hey, bro, long time no see <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Keep up the hard work, and we´ll keep you up to date <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Ah, ok guys, the <i>Battleax </i>is composed of a few separate 3db files, all of which are <b>inside </b>of the CMP file. So the files the shpiarch references are not nonexistent, they ajust aren´t as visible as the rest of them. I´m not sure about the Tbird, as I can´t seem to find its model anywhere ... though it is probably similar to the <i>´Ax. </i> Well, I don´t have a lot of time at teh moment (have my last - repeat, <b>last! </b> - final today, and then I am done!) But until 915 this mornign, I am still a student, so gotta do well. But warrior: we can see about putting the <i>Ravenclaw </i>in there, though we had hoped to stay away from others´ work unless we soecifically asked them and we thought it added an importanat taste/thing to the mod that we´d not be able to replicate or compare to with something of our own ... We´ll see. It´s a good ship, dont get me wrong, but it´s a little uber for the mod and it´s not ... well, all that uncommon anymore, you know? But again, that´s something for later. Got a few new ships and ideas starting to come together - keep you posted on them. I have to get studying for the last exam, so for now, take care. <i> - Ro9ue </i> _________________________________ &quot;Do or do not. There is no try.&quot; <i>- Jedi Master Yoda </i>

  • It´s good to see people trying to keep this mod alive. I´ll dl it as soon as you guys release it. Keep up the hard work! Question- Will there be some order oriented things in the mod? Like new order ships, encounters, and being an actual faction?

  • Hey guys, Update here. <img src=smilies/icon_smile_cool.gif width=15 height=15 border=0 align=middle> We´ve been working on ships for about 2 weeks now, and I´ve gone back and cleaned up all the ones I made during school. I have finally figured out some things that are quite useful, like saving ship´s skins (mat files) as .dds instead of .tga. This drastically cuts the size of mat files -- for example, I had a .mat for some Blood Dargon ships that was 3.00 MB with .tga files. I reduced it to 513 KB by using .dds. So the DL rate will be alittle faster when the mod is ready to be released. Also, made some new equipment (.3db) models: - <b>New thruster </b> (maybe more to come) - <b>New shield generators </b>(as of now, maybe more) - <b>New CM dropper, </b>modeled but need to figure out how to make it a .cmp that has multiple parts ... - <b>New ordinace models: </b> --- ship-to-ship missile (like other missiles, just .. er, a new model ... To be new <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>) --- gun shells (for ammo-based gatling guns and the like) --- long-range cruise missile (ideal for large wings of fighters or for gunboats) --- anti-capship torpedo (bigger than regular torp model, a fat torp. Ideal for cruiser- and destroyer-class ships) --- capship nuke (fired by - and <b>only </b>by - capships. Meant for capship-to-capship battles. One of these is as long as a <i>Defender. </i>Ship interception of one of these in a fighter is not advised) <i>Ah, and I love TLR; I trust everyone like I do my family. But just to preserve originality of the mod, some things will not be posted here yet. Taking into account the slim possibility of the idea being implemented before this mod is done should the idea be posted, they´ll remain undisclosed for now. </i> New custom fighters and ships are complete for these factions: ~ <b>Xenos </b> ~ <b>Blood Dragons </b> ~ <b>Red Hessians </b> ~ <b>Corsairs </b> ~ <b>Outcasts </b> ~ <b>Zoners </b> (actually, still wokring on their freighter, but fighters are ready) ~ <b>GMG </b> (same as Zoners, need freighter) ~ Rheinland mercenray faction. Going to be a lot more merc factions, too, not just Rheinland. They´ll have faction-specific stuff, and also be the only ones to offer high-paying missions (up in the 400k range). &gt; Each house will have a &quot;CIA&quot; branch, comparable to LIberty´s LSF, which will have its own advanced Light and Heavy fighters. Advanced = higher equipment abilities, batter handling and speed, etc. The VHFs of the Houses, basically. ~ <b>LSF </b>(Liberty) and <b>RIA </b>(Bretonia) are not complete. Still WIP ... ~ <b>KSS </b>(Kusari) complete ~ <b>RSB </b>(Rheinland) complete <b>awts0c, </b>our head shipmaster, has ships for these factions more-or-less complete, last time I checked: ~ <b>Gaians, </b> LF so far ~ <b>Mollys, </b> LF so far ~ <b>Golden Chrysanthemums, </b> LF and HF We are still working on ships, with some more still on the drawing board. After a while, we will begin actually ´modding´ the game. But hey, gotta have a little extra <i>umph </i>to add to the existing universe, right? Everyone needs a set of engines to cause a little mayhem, so we´re ensuring that <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> A lot of other factions are slated for ships, equipment, and weapons still. Some probable changes are shield modifiers (recharge, capacity, like many mods now), armor enhancers, mass reducers, possibly cargo pods (increase hold size. Still concept, not tested or coded), new shield types, altered weapon class system - I don´t personally like the current (rather arbitrary, IMO) classification, so there are some probable changes to be made. Ah, and The Order. This is probably one of my favorite factions, just because they pwn N0m4ds1 <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Or rather, they can be made to (actually pretty weak in regular FL, disappointingly so). I am hoping to make The Order a major faction, one that has ships, weapons, equipment, bases, missions (vs Nomads <img src=smilies/icon_smile_evil.gif width=15 height=15 border=0 align=middle> Watch it, you dirty parasites), and a system or two under its vigilant guns - er, watch <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Well, this update is not complete, excatly, but basically, we´ve been churning out ships and equipment so that we have a nice, wide array from which to build the mod. I am going to try to figure out how to post pics, and once I do, I might be able to release some eye candy ... Well, for the moment, that´s all folks. Will report in when next report is ready <img src=smilies/icon_smile_cool.gif width=15 height=15 border=0 align=middle> <i>- Ro9ue </i> Edited by - Ro9ue on 6/12/2005 7:17:38 PM