Posts by Shadowtech

    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

    I was just checking out Freelancer massive add-on v1.1 and Wow have you seen the earth system(S), Dame, its incredible, I realize youve put allot of work into the one youve made but It would be awsome if you considered useing this system, its actually 5 systems, that are HUGE, together that make up our solar system, there Incredibly done, I believe they were done by someone in russia, theres a update that someone found on a russian website and he uploaded to lancer reactor, Its VERY exact, jupider its twelve moons (Thats one of the systems) etc. Jupider it so big that when you get 36k away it compleately fills the screeen, each of its moons are like 200k+ away from each other, I didnt realize you could build such huge systems, just figured there was a default size. Anyway just a request, I think if you looked at it you would be HIGHLY Impressed, and you could transfer your factions over, you could base a faction in each its own system (ie EA Police in earth system, thugs in pluto system etc) I realize you prob wont like this idea but dame theses systems are the best ive seen. Also just incase you do want to check it out theres a more updated vertion on lancer reacter, then the one in FMA 1.1 at leased I think it is. Please consider it. PPPLLLEEEEAAAASSSSEEEEEE <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

    But will it still work? (Pinball) Don´t DLL´s have to remain in the exact placement order that the developer place´s them in the freelancer.ini to work? or does FLMM somehow fix this? Also did you somehow stabalize the massive battles? I have not CTD once since playing 3.2, There is a prob with the radar jammer though, Datastorm says that theres 2 different kinds of Radar jammers, one is sold ONLY at jupiter but it always causes a CTD, Datastorm says that the other is sold at various places but it isnt actually at any of them. Edited by - Shadowtech on 28-11-2003 19:00:08

    Thanks mike, he has this in his pinball read me: There is a special trick which allows you to use The Pinball with other mods. It uses the 8-th DLL, while most mods use the 7-th. To install The Pinball alone simply doubleclick it to put it into FLMM and then activate it in the FLMM. To install the Pinball with another single DLL mod as the second one, do the following: 1) Install The Pinball into FLMM (doubleclick) 2) Go to the Pinball folder under FLMM mods folder and delete the afiller.dll 3) Activate your first mod. 4) Activate the Pinball 5) Activate any other non-DLL mod you want to use. To have this change permanent do the following: 1) change the Pinball.flmod to Pinball.zip. 2) open with any zip utility and delete the afiller.dll from it. 3) change back name to Pinball.flmod What is DLL? DLL stand for a Dynamic Link Library and in this case contains names and infocards used by Freelancer. Mod can use 1, 2, 3 or no DLL at all. Most mods uses only one DLL. Some uses more. In this case you cannot use The Pinball with them. Soms simple mods uses no DLL at all. They can be used with any other mod if they don´t modify the same thing. Does rebalance use more than 1 DLL or whatever he means above? Thanks for the help sorry to be a pain :/ Also couldnt I just add a dll to the freelancer.ini resorce section Edited by - Shadowtech on 27-11-2003 18:35:47 Hmmm....after looking at the freelancer.ini for rebalance mod it seems I cant use pinball, pinball used the 8th DLL spot but in rebalance this is in the 8th spot: DLL = flmm1.dll ;added by FLMM. DO NOT EDIT it says DO NOT EDIT so I guess I cant replaace it with pinball.dll <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> Dame why does FLMM take up 3 DLL spots <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> Perhaps once Rebalance is installed the FLMM Dll spots dont matter? Edited by - Shadowtech on 27-11-2003 19:21:13 Michael Due too my own stupidity I owe you a apology, I said in a earlyer post that you sold missle launcers without selling the missles, but because I wasnt familiar with the &quot;cluster&quot; type missles I didnt realize they used energy not ammo, so I looked eveywhere for cluster ammo :/ and of course didnt find any, Sorry about than my friend..... Edited by - Shadowtech on 27-11-2003 20:38:14

    Michael or anyone, I have a dumb question, If another mod dosent use any files rebalance does than it should be compadible right? Tygrys pinball system doesnt use or overight any files of re-balance so it should be ok to use right? Edited by - Shadowtech on 27-11-2003 17:39:44

    Ahhh, yes sorry I didnt think of PVP, I dont play pvp cause I have direcway satalite, though its realy fast, It works in burst transmition, and ships your fireing at on second will be hehind you the next <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> not good for online games like freelancer. But yes good point, I didnt think about that

    Hmmm I seem to be confusing the ships in fightspace, I succesfully added the The Balistner, and it wasnt the ship I thought it was, turned out to be that REALLY big planet sized ship, The one I was talking about was that arrow shaped aircraft carrier looking ship, the one just under The Balistner If the enemy had colassus shields then the domecles main gun would be good, I havent seen anyone equipt with that shield yet though If the gun stays it should be equipt on oppenent ships so you have to face it, stick it on that funny looking pancake ship <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> also I think it shouldnt be sold only very rarly droped diablo, like 0.20% anyway just my opinion. Edited by - Shadowtech on 27-11-2003 09:14:58

    The Tempest has 30 gun/turret hardpoints and 12 torpedo hardpoints The Javlin has 25 gun/turret hardpoints and 7 torpedo hardpoints Yeaahh add , The Balistner, I saw it in fight space, Yea it was powerful but he made EVERYTHING uber in that mod, (600000000 hit point shields) 1000000 damageing guns etc... The naginata has 200,000 The Javlin has 750,000 so 400,000 sounds right for the Tempest since its between the other two size and powerwise hey man Im not knockin anything in anyway just makeing suggestions I love this mod <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Edited by - Shadowtech on 27-11-2003 08:39:24

    One more thing, EVERY Bace should sell EVERY type of ammo. Not weapon systems but ammo, if every base doesnt sell every ammo, then that makes the weapon system useless I think this is very important, as it is now bases that sell a peticular missle launchers, dont sell the missles for that launcher. Also I think Engines recharge WAAAYYY too slow, I have 2 mk V injecters and it takes forever to re-charge, I had to modify the power supplys to raise re-charge rate thrusters should depleate faster than they regen but the way it is now, it takes 100 times longer to recharge than to use them. Anyway this is just my opinion. I know this would take allot of work, especially the ammo at every base, allot of copy/pasteing <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> but the end result would be much better IMHO Edited by - Shadowtech on 27-11-2003 06:04:21 DISREGUARD COMMENT ON AMMO, I was too stupid to realize that &quot;Cluster Missles&quot; use energy not ammo, sorry about that... Edited by - Shadowtech on 27-11-2003 20:40:23

    I love the repair AI, Anything that makes battles tougher is better, still have a prob with the radar jammer not sure why, in the version you upload to LR PLEASE make tempest turrets for sale so we can replace blown off ones, I agree that the Damocles main gun is too devatating, takes the fun out of battle, I had 2 but removed them yea they cost allot of power but that doesnt matter considering what it hits it kills, lukr, great Idea never thought of that with the power supplys <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Also I agree with you that the Javelin sould be upgraded, its a badass ship but the Temest can rip it to pieces in seconds as big as it is it should have more weapons mounts than the tempest but it doesnt, Can you consider adding The Balistne? It looks kinda cool and would be the top badass ship. anyway great version, glad you added jupiter, good work on the trade lanes in EA. Another suggestion, ALL large ships should have warp drive not just starwars/star trek ships, I added warp to them in my game but you should do it &quot;officially&quot; The missions are better now <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> your really honing this mod to perfection, one thing I noticed is in one of the other added systems you dont see the gate you came from so I had to restart from a save cause I could get out. Hopefully youll fill out those other systems to be as good as EA, I knoe its allot of work though, they should have some unique stuff so its worth going to them, Ive said it before but I really love that you added really far planets in the earth system, theres three that I noticed with satalites that are far away, I REALLY hope you add a base to each of them, perhaps thats where you could sell the Best ships at. Do you use freelancer explorer? Also what is the Tempests Hit points 150,000 or 400,00? the info card says 400,000 but in ship.ini its 150,000, thanks for your hard work and I hope you keep rockin out the cool additions <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Edited by - Shadowtech on 27-11-2003 06:37:17

    Ok I have 3.2 first Feedback I can give is the injector Infocards are still reversed (MKIv and mkV) Tempest hitpoints on Infocard dont match actuall points. Installing 3.2 compleatly crashed FLMM 1.2.6 wont even run, had to install 1.2 and it worked. Will let you know if I see anything else

    LOL Thats exacly what I did, and yes its HUGE, WAAAAAAYYYYY to big. And I also tried to add it to a base to purchase and I CTD I tried it before you mentioned it LOL, I wonder why since you can buy it in Fightspace. you HAVE to have ghost dockring enabled in Fightspace or youll never get off the planet since its as big as a small planet. It would make a great random encounter though, something to really make people fear. Theres another cool ship in Fightspace thats kinda cool, it looks kinda like a aircraft carrier, that would be cool to add. That battle base they built was really cool BTW I Can´t seem to stop messing with the Tempest Destroyer <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> Ive been modifying it to better represent its looks, I made it so it has 6 Thrusters, so it matches the 6 thrusters burners, By looking at its mass compared to many ships, I gave it a total of 4 Fighter Shield Slots, same as the Lancer, and I gave it 3 shield slots, due to its big size it would have the space for the Generaters (But Im not so sure haveing 3 shields is any different then haveing 1 they seem to go down just the same), yea it may be unfair but it seems to better fit the ship, I increased cargo space too since its such a big ship. but on the flip side I only play level 3 difficulty (BTW That was a Excellent addition, all the .BAT file choices!! I didnt even notice them for a long while) Anyway its just for my own game not Multi-player. More feedback: You should reduce the chance of Deep Scanners being droped, when you start in Open SP mode the massive battles outside earth you can launch tractor in 15 or so Deep scanners from the massive battle land, land sell for $12,000 each, repeat and never fire a shot, makes money far to easy to get Also Many of the hardpoints on the Lancer are messed up ie: only fire on one side of the ship, the hardpoind &quot;Float&quot; around the ship. Edited by - Shadowtech on 24-11-2003 21:58:40 Edited by - Shadowtech on 24-11-2003 22:14:33

    Hmmm Looks pretty cool, not sure about the engine drain though, Haveing it drain in cruise...well...Ok... but in normal flight? Haveing your weapons depleated in combat AND your engines would kinda make you a sitting duck, But havent tried it yet so I´ll wait and see. As long as yoy can do the SP Story cause theres some times when you need full engines like in misssion 6- the race with whats-his-face. And the time limit missions. Will Warp still work? Also where is the Damocles Ship at? I know its not buyable but looking at its stats in the ship.ini it looks like a deadly opponent, 10,000,000 hit points. Is it in game anywhere? Its in the folder with the javlin, tempust and nagasaki(HHAHA SP) and thoses are the best looking ships so I curious how it looks. I also noticed that those ships dont fight you, the nag?????? just twirls in circles. Anyway look foward to seeing the changes you made.

    Yea 3.2 is out!!! Now if file planet would just update.... Glad you did more work on the EFA, on the next update you should add a base to one of those FAR away planets or two, in the EFA and sell something unique there to make the long journy rewarding. Also just a request, could you make Tempust specific Torpedos? Since all its other weapons are tempust specific. I checked out the Lancer, its bigger and has 4 sheild upgrade slots, Allot more armor and cargo, but cant compeate with the Tempust´s many weapons and torpedos IMO. Plus The Tempust just looks cool <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>. Reminds me of the awsome battleship in Starblazers (Remember that) all it needs is a wave motion Maingun <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>. Also can you update your First post to show all the new updates for 3.2? Thanxs for all the hard work.

    **UPDATED** Michael Dan please check this out again if you already read it. As fun as Earth alliance, create, malta(SP) and all the massive awsome mega battles are (sometimes seems like 200+ Battleships, destroyers and fighters <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>) they cause way too many CTD´s, They do add a sence of epic-ness to the fleet battles, but 40% of the battles CTD, you sould scale back those battles a little say perhaps only 25 or so ships per side (as theres 2-3 or more sides). I have a farly good system and I CTD so I can imageine what happens on others computers. Keep them big but cut the size in half. Also Tempust weapons should be sold incase of a turret being blown off (The main Foward guns are sold but not the turrets) The Damocles does MEGA Damage and should be sold for $9,999,999 also the Nomad Torpedos say the have a turn radius but they don´t turn also they should be $7.000.000 since they require no ammo, I think they should but not to expensive since they dont do that much damage, ALL Torpedo launcers should require ammo. Also Armor Upgrade 4 actually gives a little better that 100% improvement. Do Ships with multiple shield slots get a benifit cause all shields are set to combinable=false in ST_GOOD.ini or is this mean something else? Specs: AMD Barton 2800+ 1536 DDR Duel channel ram Nvidia Dolby Digital Sound Storm ATI Radion 9700 Pro (256 meg ram) 240 gigs Hard Drive Space Windows XP SP 1 ********************************************************************************************* ********************************************************************************************* Oh By the way Ive since changed my favorite ship, The Tempest Heavy Torpedo Destroyer RULES!!!!!! Tempest Heavy Torpedo Destroyer : Weapons: 16 AA Tempust Turrets (Class 9) 6 Tempust Foward Guns (Class 10) 8 Tempust SAM Turrets (Class 10) 12 Torpedo/Disruptors <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> (Can get very expensive) Defence: 4 Counter mesure Droppers 2 Class 10 Shield Slots 3 Fighter Shield Slots 4 Thruster Slots 4000 Nano/Sheild bots 400000 Armor 3000 Cargo Hold Edited by - Shadowtech on 23-11-2003 17:21:20