Posts by RaDiAtIoN

    MD great to hear from you. Its great to know the latest version is almost done and the mission 8 bug is squashed. At least now can continue in SP. But regarding the hike in prices on ships. I don´t know. At its current state, in SP you already have to do more side jobs just to get the necessary items like missiles and such. Not to mention when you want to get a new ship. So unless there is a way to increase the job´s pay or even the SP ones would be ideal. Or else we could be seeing people spending more time doing side jobs than following the story in SP. But of course this is just my opinion. It has to be seen how your increase in prices would actually affect the gameplay. <b>&quot;To know the light, you must see the dark.&quot; </b>

    Great to hear from you MD. You must be really busy. Just take your time and enjoy what you are doing. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Hmmmm. Microsoft must be really pissed with all the modding going on. <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> <b>&quot;To know the light, you must see the dark.&quot; </b> Edited by - RaDiAtIoN on 07-06-2003 21:00:43

    OK its great to get confirmation. So, we are on the same boat then Harrier. There is definitely something wrong with that mission which somehow would crash FL. On how I installed the mod, I simply unzipped it and stashed it in a rebalance folder under the FLMM directory. Currently testing the mod in SP, going through the storyline. Oh yeah, one more thing, the lancer ships rock. <b>&quot;To know the light, you must see the dark.&quot; </b>

    If that is the case then there should be a way to upgrade the weapon level slots and shield level slots. This way you could still keep the ships balanced in leveled constraints but also give power to people who would want to heavily mod their loved ship. Since now we already have upgrades to engines, powerplants, all we need is something that is able to upgrade the weapon level slots and shield slots. But then that is something that is needed to be modded. BUG REPORT: In SP, I have reached the mission where you join the Blood Dragons to commandeer(sp?) the transport that supposedly has the artifacts and Governor Takagi. I have tried twice this mission and somehow it hangs FL on various occasions. All within this mission. I need someone to confirm this in SP. In the meantime I will try again to see if this is repeatable. <b>&quot;To know the light, you must see the dark.&quot; </b>

    BILLM: Its because some of the folder properties are set as read only. You have to manually open the effected file properties and uncheck the read only option. I know because its exactly what happened to me when I installed this mod for this version. Its a slow process but that´s how I did it. <b>&quot;To know the light, you must see the dark.&quot; </b>

    Spawn: I just love the Junko Zane splash screen! Hahaha! What she needs is a whip. <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Reynen: Don´t worry. If I do see your BS landing on stations without the docking ring, I would automatically know it was your work originally. One of the greats in the FL mod making. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> <b>&quot;To know the light, you must see the dark.&quot; </b>

    Uh oh a bug. I bought the valk ship from fort bush. There´s an invisible weapon equipped on the second turret. Can´t remove it since if you click on it in the shop, it will crash FL. <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> *UPDATE*: Just buy a second turret and its gone. DOH. <b>&quot;To know the light, you must see the dark.&quot; </b> Edited by - RaDiAtIoN on 04-06-2003 17:37:05

    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>

    Slap: first download the babylon5 pack and also porsche´s SW´s ship pack. I hope you are using FLMM. Install the porsche´s ship pack by double clicking it. It should auto install into FLMM. Now go into the Freelancer mod manager/mods/Porsches_StarWars_Ship_Pack/Data/. Copy the ships folder and paste it into Freelancer mod manager/mods/flrebalance10bfull/data/. It will say that there is already a ships folder bla bla. Just click yes to all. For the babylon 5 pack, go and unzip it somewhere with folders on. Next just copy the whitestar cruiser folder and paste it in freelancer mod manager/mods/flrebalance10bfull/data/ships. And Bob´s your uncle! The starwars ships and the white cruiser should be installed properly. Oh yeah, only after you have done all that do you enable the rebalance mod. <b>&quot;To know the light, you must see the dark.&quot; </b>

    Cool. This mod has reached version 1.0. A favour Michael, could you include all the ships that need to be downloaded in your readmes instead of just saying that I need to download the whitestar cruiser only. Its just to avoid confusion and needless people asking what ships to download as well. <b>&quot;To know the light, you must see the dark.&quot; </b>

    Ok just downloaded the flmm version from the original post and it works fine. Now gonna test it. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> *UPDATE* However, you must have packed them all wrong Reynen. The flmm mod installed fine but when I checked it ingame and later in the flmm folder of the mod, the only files contained were fladmin.exe, fladmin.ini and the fladmin readme. Gonna try downloading the RAR now. *UPDATE2* The RAR works fine since all you have to do is drop em into the correct folders. But what is weird is that the flmm file that I downloaded size is correct which is 5Mbs+. My question is where did the rest of the files go? *UPDATE3* Testing the game in SP. Remember there was someone (Bob I think) that posted a screenshot about the valk´s headlights and pilot not on the correct position? Well, its still there. And it is kinda funny. Another thing, you said you fixed the nomads not exploding. Do you mean in the first cinematic? Because they still explode. Although you can´t see the explosion since the camera goes forward fast enough but you can hear a torp exploding prematurely and destroying the nomads. Now I know why they wanted to take over the colonies slowly instead of straight out attack. They can´t even shoot torpedoes without ´em exploding in their faces! <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>. Anyway, its not a game stopping bug but its weird nonetheless. I am sure you´ll resolve this issues quickly since you are always on top of things. Good work on the mod. <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> Edited by - RaDiAtIoN on 21-05-2003 19:44:53 Edited by - RaDiAtIoN on 21-05-2003 19:59:29

    Its great to see from the SP cinematic that it takes more than 4 torps to take out a starport. It was one of my beef´s with the game. Btw, Trent looks kinda cool in his new get up but when you reload the game from an autosave his shades are gone. Weird. Anyway, I don´t give comments alot nowadays because I haven´t met any bugs yet or am just satisfied with how the mod is shaping up. Great work again Michael. <b>&quot;To know the light, you must see the dark.&quot; </b>

    After reading the readme for the latest version I can´t help to think that it is cool. Changing the ships of the law enforcement agencies for each house is a great idea on making the game look fresh and also to make your mod unique. Kudos again for bringing a new experience to this game. Anyway, hope what your aim on this mod is nearing completion. <b>&quot;To know the light, you must see the dark.&quot; </b>

    A minor graphical bug for the newest version. You start off with a starflier in the SP. When you activate cruise the thruster graphic/animation is incorrectly displayed. Instead of the usual collecting-energy-into thruster what we get is the thruster is diminishing. And when you actually cruise, instead of getting a bigger thruster what we get is a faulty thruster. It looks like the engines could just die any second. Anyway, its just a minor glitch. Unless of course you meant it to be that way. <b>&quot;To know the light, you must see the dark.&quot; </b>