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Freelancer Rebalance 3.12 discussion

Here you can find news, get help and comment about the ?FL Rebalance Mod? for Freelancer

Post Tue Dec 09, 2003 11:07 pm

with pleasure sweents. it was a lot of work indeed, both by myself and by the fans that helped with the bug reports, suggestions and even by making small parts of the mod(like the npc ships loadout, or some of the new jumphole network). But it was rewarding and posts like yours are reminding me of all it was done since the begining...
Npc's don't have shield batteries in 3.12 though, only their shields are regenerating. in 3.20 they really use shield batteries and nanobots to repair both shield and hull(1 of each at a time), and the better they are the faster they use the repairs.
The X-wing like fighter is a Starfury from Babylon 5 series. it has light armor but it's very maneuvrable.
barn.door, the house move is done. it was very tireding but i got it over with. ...

Post Thu Dec 11, 2003 5:17 pm

Congrats on moving...was there last October.

Looking forward to "3.20 final"...does that mean you've reached an end point Michael?

I have to admit to buying X2 and playing it, but I am starting to miss FL. X2 is cool and all, and more complex, but there just seems to be something missing in the game, some kind of Ummph. Maybe I just haven't played it enough yet.

FL kinda has that with all the masonic/illuminati symbolism in the game - gives it more of a realistic flare - being of course that Freemasonry is the largest fraternal order on this planet.

Anyways...

Post Thu Dec 11, 2003 11:05 pm

Well, version 3.20 final will be out soon on LR. I already send it. I don;t know if it is the final version but certainly is the most complete. There are not any more things to add or none that i can think off now. It seems that the FL's posibilities were all explited so it almost nohting left. Let's hope for a sequel. Meanwhile enjoy Rebalance 3.20 final......
v3.20 final:
-the AI controled Npc ships will effectivelly use their nanos and shield batteries to repair their ships and recharge shields!
-at default and hard level, the easy and medium npc pilots will repair their hulls while the hard and ace ones(above level 12) will repair both the hull and recharge the shield using nanobots and shield batteries.
-at hard level the repair rate will be much faster and the baddies will have more nanos and shield batteries!
-Added the LI Heavy Ion Blaster, a Liberty design combining the advantages of a laser cannon and a plasma blaster.It have improved graphics+sounds to make it look and feel like a Liberty super gun.
-The BD "Dragon's Breath" Laser cannon now has much improved visual quality making it look more like a pirate super-laser gun.
-added Silver Fire's weapon Pack 1.1 including the new mass drivers and rocket pods. Modified cluster missiles to have less tracking abilities, but to be able to fit into weapon, turret and torpedo slots. making them some of the most versatile weapons ever available.
-shield capacitors offer increased protection against pulse, missile an capital ship type weapons, also slightly increased vs Tachyons and Neutron class. They're almost impervious to mass driver weapons.
-all battleship and cruiser/destroyer turrets have reduced effects vs shields. This increases the realism since these turrets were made for capital vs capital battles. Only BS and CA flak and missile turrets do full shield damage.
-added tradelanes all troughout the EFA system linking planets and jumpholes. Also added a new base near Planet Jupiter, the Jupiter Observation Station.
-added Porshe's Jedi T-Fighter available at Shinagawa Station in New Tokyo.
-added the Antaeus made by Konfliction industries, buyable at BS York and Tsushima Station.
-weapon type for the Barragers, Sunfurys and the Kusari Hyper Pulse is now capital class so they do reduced shield damage.
-the TIE turrets now have 360 degree rotation angle, making them usefull on freighters as well.
-the cruise speed comes at a price now: not only it will render weapons unusable but it will drain the main reactor's power at high rates. you may have to pause the cruise to allow the power to recharge.
-engines also drain power in normal mode from the fusion reactor, even if at lower rates. if you go at top speed you'll notice a slight decrease in power regen, so reduce your speed to achieve better regeneration rates.
-all engines have infocards showing the theoretical max speeds, the energy draw and the cruise energy draw.
-mounting fusion reactors upgrades will increase cruise time and weapon regen rate at max speed.
-added commodity vendors to plot spawned bases such as Baxter Research Station and Glorious Station.
-ship vendors are working corectly now on Holman Outpost.
-beware of the powerfull explosions of battleship in Random Missions, these really hurt now! Nomad Battleships hurt the most.
-random mission have further variation as cruiser/destroyer class ships can be both defensive and capital class stations.
-ships have been moved arround again so expect surprises. Run the Data Storm on the modded FL folder to avoid these if you prefer to know exactly where the ships are.
-fixed the hardpoints for the Javelin Assault Cruiser, added more so now it has 32 gun/turret HP''s, 8 main guns and 24 secondary support turrets.
-added the Leviathan Warship Class "Balistner" from the Fightspace mod available in the EFA system. It's the ultimate Capship in terms of firepower and protection.
-the mod is compatible with the 1.1 patch except some TIE ships and the SkyHawk. players buying the Skyhawk or the TIE ships(the TIE Bomber and Tie Advanced) will be kicked as cheaters. The other 3 TIE ships(Fighter, Defender and Interceptor) are working normally.

Post Thu Dec 11, 2003 11:39 pm

"for all good things there is never a ending, they just keep on getting better and better"

Post Fri Dec 12, 2003 3:18 pm

the mod is finally out on LR so everybody with feedback or bug reports please place your posts here...

Post Fri Dec 12, 2003 7:15 pm

Hi I've been lurking for quite awhile.
First off I'd like to say great mod!
I am the mod manager for our gaming group so it's my resposibility to locate mods and test them out before our group tries them. We have tried several of the other major mods and while they all have their benefits and weaknesses I can say without a qualm that Rebalance is (excepting a few small bugs) by far the most professional and polished mod released to date.
Anyway it's my job to do hotfixes for our group in order to address group concerns with any mod. I was wondering if the full release of 3.20 final has fixed the problem with the gallofree's guns floating around and through the ship?(haven't had a chance to DL it I'm posting this from work)
If so great, if not would you be interested in the fix I implemented for our group until the full public release was made? Basically I took the HP's that float just inside the hull(and which will turn out of the hull when used for a turret) and changed them to shield components. Basically making the gallofree into a blockade runner with massive shielding systems and only 4 guns.

Anyway it was just a thought and since I already did the footwork on it I figured I'd make the offer.

And again GREAT MOD!

Crymson

Post Fri Dec 12, 2003 7:58 pm

Sure crymson, a gallofree with more shild generators will allow mounting more defensive equipment like the shield capacitors and fusion injectors. so it's a welcome fix. mail me so we can discuss the cmp file transfer.
Also i've created a new thread specifically for Rebalance 3.20 in the Mod Announcment Forum so see you all there.

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