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Nephilim

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1

Monday, October 27th 2003, 11:54am

Cool. Brings a real EVE-ish quality to FL.

    Greece

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2

Wednesday, October 29th 2003, 8:26am

I am new to the modding world so if any of my questions looks like a ... forgive me. My question is : New Liberty v1.5 Alpha & Real Space v1.0 Alpha can be installed both as add ons to each other ?
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JamieKirby

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3

Wednesday, October 29th 2003, 8:53am

Well, i tried it and i don´t really like it at all. The AI seems to ram you alot in the normal game and it usually only did a little amount of damage depending on the ship ramming you, but with this mod, it makes it like 1000x harder. The AI seems to use those nano things, which is good, but they i witnessed a BloodHound (Rogue Light Fighter) use up to 50 or so to repair the shields, now i know ships can hold different things, but i don´t see how a ship in the New York System could hold 50 of those things. I normally can take out 20 BloodHounds in a Starflier using Justice MkI Lasers with minor damage to the hull, but most of the time with no damage at all, but with this mod. I can´t take out 2 BloodHounds, since they ram you and you lose shields and 80% of your shields, while the AI ship is not damaged at all. This mod has potential if you can make it fair to both the AI and the Player. (Noob, Vet and Pro Players) So, until it is more fair or something better comes out, i am sticking to the normal game.
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hrulghin

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4

Wednesday, October 29th 2003, 2:54pm

I love this mod. It looks so much more realistic now. The harder AI the better I say. The npcs should have the exact same capabilities as the pcs. The only thing I can see is wrong right now is that the npcs can use one shield battery or nanobot at a time, but I dont know if that can be changed. JamieKirby: I can easily take out two bloodhounds with the starting ship and equipment, they never ram me. And they use 10 nanos and 10 shield batteries, wich should not be a problem.
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Louva-Deus

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5

Wednesday, October 29th 2003, 4:53pm

@iniochos - No they are seperate projects but I may combine them into 1. @JamieKirby - It sounds like you are running several mods because no npc ships have 50 nano/bats in this project. The max any ship has is 30 and that is only Very Heavy Fighters.
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ReAction

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6

Wednesday, October 29th 2003, 5:38pm

You need to put randomness into it. The enemy ships seem to use them at a specific point (about 3/5 drained shields, and just before damage point hull.) They should use it more randomly rather than at this point, as it´s unrealistic in the heat of battle. Especially with the beginning weapons it takes so long to take down 4 ships. The universe may be going for realism but there is a limit, it needs to be a little brighter on the light side. Such a fricking big star and yet so little light on the close side.
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    Greece

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7

Wednesday, October 29th 2003, 5:48pm

For what i see its my choice. What about the other mods. Is your project a simple add-on working with other mod or it is a mod itself ? Sorry asking such questions but with all these mods, add-ons,re-skinning and so on i am bit confuzed. Thanks again
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Moorkh2

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8

Wednesday, October 29th 2003, 8:34pm

Very good ideas here. Definitely a worthy addition to FL. I really hope this can be combined with some of the other work out there which address other areas where FL had weaknesses. Slowly, ever so slowly FL is becoming the game I hoped it would be <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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Louva-Deus

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9

Wednesday, October 29th 2003, 9:57pm

@ReAction - I plan on adding some more settings for the repair rates based on pilot difficulty. As for the sun/light thing the only thing I can do about that is to set the color of the light coming off it to pure white. @iniochos - It is a mod in of it
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BlackEagle03

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10

Thursday, October 30th 2003, 2:13pm

this mod is great, but i think that there should be some lights on stations or tradeline. because if i look around i suddenly crash into them*g* Achte auf deine Gedanken, denn sie werden Worte. Achte auf deine Worte, denn sie werden Handlungen. Achte auf deine Handlungen, denn sie werden Gewohnheiten. Achte auf deine Gewohnheiten, denn sie werden dein Charakter. Achte auf deinen Charakter, denn er wird dein Schicksal.
Signature from »BlackEagle03« Achte auf deine Gedanken, denn sie werden Worte. Achte auf deine Worte, denn sie werden Handlungen. Achte auf deine Handlungen, denn sie werden Gewohnheiten. Achte auf deine Gewohnheiten, denn sie werden dein Charakter. Achte auf deinen Charakter, denn er wird dein Schicksal.

CptSavage

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11

Thursday, October 30th 2003, 6:55pm

The mod works great, I use it in tandem with OpenSP1.1 to collect scrap metal.
Signature from »CptSavage« EVERYBODY! GET READY TO GET SAVAGE! *Start playing Jungle Boogie*

Louva-Deus

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12

Thursday, October 30th 2003, 7:15pm

@BlackEagle03 - There are lights on things and it looks fine to me. Do you have your monitor brightness/contrast way down or something? Primary Developer of the <A href=´http://eoa.seriouszone.com´ Target=_Blank>=EOA= Players Consortium</a>
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fine_trader

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13

Friday, October 31st 2003, 9:32am

Would it be at all possible to create some more different random missions. Its just that its incredibly boring playing the same random missions. I don´t know how to mod so I don´t know if this is possible or not. Is it just me or does Freelancer lack something vital... To put my finger on it, its called ´how long it takes to finish the single-player campaign. Cause after that its boring. Try introducing some spice to it. Something to do after you finish the single player game. I know its a big ask but think of the ratings. How about Battleships, of course we´re talking real expensive and of course you´d need the required level. I don´t think Nomad battleships are a good idea because it seems a little unrealistic in that I can´t see humans flying around in alien ships, they probaly wouldn´t know where the forward button is. And as this a mod which tries to make Freelancer more realistic... Hmm, these are some pretty big asks, and you probaly won´t bother to do them, but Freelancer needs theses things! Email me if you want! fine_trader@hotmail.com
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evildweeb

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14

Friday, October 31st 2003, 2:50pm

I like the modification to the sun images, though I must disagree with the system lighting changes. Starting in New York and coming from behind Manhattan, the eclipsed sun looks fabulous and very realiststic. But when moving between the sun and other objects, the light reflection from the object is way below what it should be. All objects in space, regardless of composition (except maybe obsidian) will reflect sunlight. Look at Jupiter and Saturn - very far away and very bright and colorful. Likewise, the tradelane rings and stations should be more reflective on the sun side. New London? It´s darker than Carlsbad Caverns with the lights off. I think you get the idea. As for the tradelanes, I am not sure what modification was done. When I first read the info on this mod, I mistakenly thought someone had finally turned up the lighting beacons for the tradelanes - something that it really needs. You would think with all of this advanced technology they would have installed tradelane beacon lights with more than 60-watt light bulbs. :-) I think you are on the right path, though we just need to weed around the edges a little. I did notice a fair amount of crispness to the images in space which I thought was appropriate, though the lighting is definitely an issue. As far as the AI bots/batteries goes, that too is a good idea though early in the game would not be the best place to throw that one in since early players do not get much more than potato guns to use (with normal SP mode - no other mods). I definitely would like to see more work on this mod, it has serious potential. Thanks, whining over - go back to your regularly scheduled program.

BlackEagle03

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15

Saturday, November 1st 2003, 3:16pm

That´s what i mean EvilDweeb: All objects in space, regardless of composition (except maybe obsidian) will reflect sunlight. Look at Jupiter and Saturn - very far away and very bright and colorful. From:Louva-Deus: @BlackEagle03 - There are lights on things and it looks fine to me. Do you have your monitor brightness/contrast way down or something? no my monitor settings are fine. Achte auf deine Gedanken, denn sie werden Worte. Achte auf deine Worte, denn sie werden Handlungen. Achte auf deine Handlungen, denn sie werden Gewohnheiten. Achte auf deine Gewohnheiten, denn sie werden dein Charakter. Achte auf deinen Charakter, denn er wird dein Schicksal.
Signature from »BlackEagle03« Achte auf deine Gedanken, denn sie werden Worte. Achte auf deine Worte, denn sie werden Handlungen. Achte auf deine Handlungen, denn sie werden Gewohnheiten. Achte auf deine Gewohnheiten, denn sie werden dein Charakter. Achte auf deinen Charakter, denn er wird dein Schicksal.

suziederkins

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16

Saturday, November 1st 2003, 10:24pm

Hi, I&#180;ve checked out your Mod today an think is&#180;s the right way. I suggest to put some more accents in the now (although more realistic) universe. You are right, using the most dominating colour (black) in space, but fot the gameplay it might help to set some points for orientation. Further you should check your MOD for compitability with oher MODs&#180; like the &quot;Earth MOD&quot; if possible. At last you did a great work till now and I wish you the best to develop it!! Greetings SuzieD. ...wer nicht fragt bleibt dumm!
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Louva-Deus

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17

Sunday, November 2nd 2003, 11:49am

@fine_trader - When the time comes I will probably look into those. @EvilDweeb - The next version will be much better with the lighting. Now the tradelane lights were doubled in size which hardly seems noticeable but unless I find a better method of ma
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justme

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18

Sunday, November 2nd 2003, 1:30pm

i still think you should have sun flares and spine...might even look gorgeous in the dark <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>
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justme

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19

Sunday, November 2nd 2003, 1:38pm

and if you are combining the Liberty mod...i suggest allowing all heavy fighters to ben able to use lvl 10 guns and shields, a la the eagle, titan and sabre.... and equip the navies, with those shields and guns..... Also to spice it up, in single player campaign i noticed that there is a battleship at every jumpgate to allow u permission to jump.....that should spcie it up a bit if u have to find jump holes out of system if u in the bad books
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evildweeb

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20

Monday, November 3rd 2003, 10:05pm

In response: @EvilDweeb - The next version will be much better with the lighting. Now the tradelane lights were doubled in size which hardly seems noticeable but unless I find a better method of making them brighter there is a limit to how big they can be without looking really messed up. ======= I don´t think it is as much a matter of size as it is intensity. Unless there is some control over the entire tradlane figure which would restrict altering the beacon intensity and flaring. As for my monitor, I have a 22-inch Mitsubishi, and believe me, contrast is not an issue. I have already altered contrast to be able to play other &quot;dark&quot; games as well. I never understood the penchant for darkness to the point of not being able to function. You can´t really &quot;hide&quot; in computer game darkness as the rest of the bots and NPCs know exactly where you are. The ethereal feeling of dark space works only if the depth aspect is in play, otherwise one is simply playing in on black paper. Just my two cents, and THANKS!

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