Posts by PhotonGun

    Ooooo! Nice! Any chance of the House Gunships being turned to Star Wars types? Liberty=The Rebel Blockade Runner Bretonia=? Rheinland=Commerce Guild Support Destroyer Kusari=Light Mon Cal Cruiser Also I feel that the ARC-170 Starfighter &amp; Tri-Fighter would make very fine additions the the TIEU collection <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> As soon as I figure out how to put up Pics on the web I´ll show ye some pictures. (Read: As soon as I feel like it.)

    Well the Star Wars ships are nice. You should try to keep a few. I cursed you cause´ now Im semi-permanently attached to the internet. Im 15 and don´t have much free time. The free time I do have seems rather spent with playing FL, HW2 etc. We are the Photons. Feel our explosive wrath! Edited by - PhotonGun on 6/5/2005 9:21:22 AM

    I keep getting this&gt; &quot;Error: FLMM has determined that ´TIE Universe v2.1´ won´t properly activate.&quot; &quot;Error: Unable to find dest ´archetype = li_dreadnought´(...) in ´C:Program FilesMicrosoft GamesFreelancerdatashipsloadouts_special.ini´&quot; I have SDK 1.5 installed. I reinstalled FL before installing SDK and TIE U. Help? We are the Photons. Feel our explosive wrath!

    Well that might explain it. I downloaded Monkey Universe 1.84 Mod by Black Eagle submitted by Gestoord. Apparently he added a shippack... Also I modified the files so Trent is wearing a br_male_elite_body. And I swithched it araund so I was flying the &quot;Sith Infiltrator&quot; equipped with 6 &quot;Luger A&quot; that I got when I picked up Prof. Quintain... erm... I think thats it. The problem seems to be compounded by the Osiris. It SHOULD warp out of the system, correct? Well out of frustration I went to the jumphole and guess what? I found the Osiris still there by the jumphole except it was labeled &quot;Unknown Object&quot; and you can still dock with it like any other base! You can even buy the Order Ships AND Equipment AND Comodities! I also noticed 1 or 2 Nomad Jumpgates that ive never seen before there. Messed up huh. @_@ We are the Photons. Feel our explosive wrath!

    [Hyde Mode)MORE OR WE LYNCH YOU! [Jekill Mode)Please? [Hyde)NOW! Oh and before I forget a litle overdone joke thats not all that funny: WHATEVER YOU DO DONT DO A BARREL ROLL![Ship starts bouncyng off strange black spiky things) NOOOO! WERE IN THE BADLANDS YOU FOOL![Explosion) HEY! You never told me you had level 8 guns on your ship! [Blows up wreckage of traitorus fool and makes towards the nearest base to test new weapons) We are the Photons. Feel our explosive wrath! Edited by - PhotonGun on 6/2/2005 7:54:32 PM

    Bloody Heck! Someone post a link to the place I can download this thing already! It looks really cool! Great idea! To those of you that think its too hard*[Note)*: (Sheild Regen etc...) If you want to change the NPCs by yourself you have two options: (1). You can totally disable the bot and bat using of the NPCs: For this go to the pilots_population.ini in the Data/missions folder and search for the line &quot;repair_id = repair_fighter_both&quot;. Change all these lines to &quot;repair_id = repair_fighter_never&quot;. Then do the same thing with all the files &quot;repair_id = repair_fighter_both_ace&quot;. (2). You can also decrease the amount of bots and bats the NPCs are carrying: For this go to the loadouts.ini in the Data/ships folder and change all the lines with &quot;cargo = ge_s_battery_01, zzz&quot; and &quot;cargo = ge_s_repair_01, zzz&quot;. Change zzz[Note) to a number you like. You have to do this for every loadout in this file, as these loadouts are for all the fighters and freighters in the game that are flown by NPCs. [Note) is: &quot;zzz&quot; is the number of Bots/Bats. *[Note)* is: WARNING!This only works if Silvik´s MOD dosent use some other method! I hope this helps! We are the Photons. Feel our explosive wrath! Edited by - PhotonGun on 6/2/2005 2:01:41 PM

    Problem&gt; The Mission after rescuing President Jacobi, Where you have to get a Nomad battery, Wont start. The Osiris dumps me saying it has to leave because the Jumphole is de-stabilizing. Fine so far. Now I move towards the Mission Waypoint.... When I get there nothing happens. Im in plain sight of the &quot;Nomad Lair&quot;.... Still nothing. I atack the Lair.... Nothing. I cant damage it or the Generators. Juni and King keep spouting battle chatter but there is not an enemy in sight. They also keep firing missiles randomly and seemingly without aim. If I get close to the generators and attack them Juni and King do the same... To no effect. The Timer, however, keeps going until I fail the mission. Help Please. PG

    Thanks very much. This really helps. Im going to have to disable this until imat least level 10. (Mutters abaout a single fighter that lost him 2 hours.... Stinking badlands...)

    Hi Black Eagle! Abaout the MOD: AWSOME just about sums it up. However I am feeling slightly frustrated..... The AI in random missions keep using sheild batteries and nanobots. Dont get me wrong this adds a very pleasant level of dificulty to the game but whats annoying is that they restore only in little bits.... Consequently it takes FOREVER to finish 1 Random mission.... I just dont have the time to stick araund trying to kill the same old pirate for 30 BLEEDING MINUTES! DIE ALREADY YOU.....!! I think this would be solved if they restored in whole bars instead of just 1 Battery or Nanobot at a time. As some people will find the challenge quite to their tastes it would be fine if you could just tell me what line of code controlls this behavior. I have all the needed modding tools. Im running Monkyes Universe 1.84 Final Version. THANK YOU! PG. Edited by - PhotonGun on 5/29/2005 3:25:59 PM