Home Forums Classic/Retro Space Games Freelancer So what mods do you reccomend?

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Expires on 11/20/2018

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    • #57267
      Shant
      Participant

      I just played and beat this game for the first time a few days ago. LOVED it. Normally after I finish a game I delete it from the hard drive and never touch it again but there are exceptions when the game in question is truly top notch. This game qualifies and I’d like to extend the experience as much as possible. I was looking through the mods and found mostly tweaks and stuff. Are there any mods that actually add gameplay, like new missions and such? Were there any expansions ever made for this game?



      Expires on 11/20/2018

    • #66202
      Shant
      Participant

      Ah btw, I created a Pinnacle profile for this game (http://www.pinnaclegameprofiler.com) for Xbox 360 controller. Haven’t posted it in their forum as I doubt too many people would use it, but if anyone wants it I’ll be happy to post it.

    • #66203
      sscadminsscadmin
      Administrator

      I like these two personally:

      freelancer-f22/mod-phoenix-mod-t52.html

      freelancer-f22/mod-itano-circus-t42.html

      It has been a while since I played FL and there might even be an updated mod for each of those. I know those two are standalone. Those are generally what I like to play since multiplayer servers tend to go down.

    • #66204
      Shant
      Participant

      So how does it work, you install the mods and the story continues? How do you get started, ie where do you go to get your first new mission?

      Also, can you have multiple mods installed at the same time?

    • #66205
      sscadminsscadmin
      Administrator

      You will need to use mod manager to enable/disable mods. You can only have one game changing mod at a time. There are small little mods that don’t really change the game that can be enabled with others. It depends on the mod if story is intact or if they have created a a open world (which is the way FL should be without a story, or very minor one).

    • #66206
      Shant
      Participant

      So if I have one mod installed, I don’t need a mod manager? Can I install one mod, play through it, uninstall it and then install/play the next mod? Or would I have to uninstall the whole game and start over?

      Also, the two mods you reccomended, are they both ‘game changing’ mods?

    • #66207
      sscadminsscadmin
      Administrator

      Yes you need to have the mod manager installed: FLMM v1.31

      Here is a good description of Itano Circus: http://www.moddb.com/mods/itano-circus

      And in the download description of Phoenix it has most of the info you are looking for: Phoenix Mod v1.04

    • #66208
      Shant
      Participant

      Cool thanks. I keep seeing the word vanilla. What is that?

    • #66209
      GeraldineGeraldine
      Participant
      Shant wrote:
      Cool thanks. I keep seeing the word vanilla. What is that?

      I think it might refer to a clean install of Freelancer as in without any mods. Just they way it is when you normally install it. Also have a look for the discovery mod. Highly recommended. ๐Ÿ˜‰

    • #66210
      Bullwinkle
      Participant
      Shant wrote:
      So if I have one mod installed, I don’t need a mod manager? Can I install one mod, play through it, uninstall it and then install/play the next mod? Or would I have to uninstall the whole game and start over?

      Short Version

      You want FLMM (Freelancer Mod Manager) because it makes it simple to install and manage mods. It’s free and quite a bit easier than learning how to install mods by hand.

      Sure, the mod manager makes it as easy as toggling a mod “on” and “off”. Activate one, play it, then deactivate it and activate another. The mods do not contaminate each other. Mostly. ๐Ÿ™‚ When everything works correctly you can experiment with different mods without ever reinstalling the game.

      Long Version

      Modding is entirely a community-supported reverse-engineering “hack” with very little help from the original authors. The game engine is designed to make it easy to extend the game — or even to create new games based on the same engine. But there is no Official Freelancer Modding Handbook — the “how-to” information is spread across the Internet. Fortunately there are places like SpaceSimCentral that help to organize and share the information.

      I’ve never seen a simple description of how mods work, so I’ll take a stab at it here. There is a LOT of information on the Internet about Freelancer and modding it, but even the “beginner” tutorials seem to assume some understanding of how it all works. I won’t attempt to explain everything and I will even tell you a couple of small lies to make the story simpler, but this should help you get started. The “lies” are just telling you one way (or tool) to do something when there are often more than one method or tool to do the job. I won’t actually tell you anything wrong. Not intentionally, anyway. ๐Ÿ™„

      Freelancer is highly extensible but it requires a few specialized tools to do so. The majority of the files that make up the game can be edited, added to, or extended. You can make huge changes to the game simply by editing text files. Well, almost simply — see “.INI” files below.

      Tip – Back up Freelancer before modding. Applying packaged mods is a snap with FLMM but it is pretty easy for a combination of mods to make the game not run correctly. And, by “not run correctly”, Freelancer usually just crashes when it doesn’t like something. Just copy the game folder “Copy of Freelancer” will do. The default location (for Windows XP) is:

      C:\Program Files\Microsoft Games\Freelancer

      Just copy that tree. You can leave your copy in C:\Program Files\Microsoft Games\. If you ever scramble Freelancer completely, just re-copy the tree back into the Freelancer folder. It is much faster than reinstalling from CD.

      Freelancer commonly-modded file types, what they do, and what you need to work with them

      .flmod Freelancer Mod Manager (FLMM) mod package. A mod can change anything from a single word in a .INI file to making vast changes in thousands of files. A .flmod package is simple a .zip compressed archive with a special extension so that FLMM will know what to do with it. Mod packages can be scripted (.XML) or they can replace files. FLMM stores each mod as a folder tree and simply replaces the files in the Freelancer tree with the modified files. It can activate a mod (replace original game files) or deactivate a mod (restore the original game files). FLMM will not allow two different mods to replace the same file at the same time — this is why most large mods must be played individually.

      Scripted mods use a simple .XML script format to apply changes to files. FLMM will allow multiple scripts to modify the same file but it will warn you that it may not work correctly. This makes it possible to apply multiple mods at the same time.

      Unless otherwise noted, the following files are in the DATA tree (under C:\Program Files\Microsoft Games\Freelancer).

      .INI Once decompressed, these plain text files control the vast majority of the game. An amazing amount of changes can be made simply by editing plain-text “.INI” files. Well, almost plain text — .INI files are supported by the Windows API (Application Programming Interface) and they are a simple way to organize data, parameters, controls, and pretty much any program information that can be stored in a single line of plain text. Freelancer’s .INI files are compressed on the CD, but you can expand them and use them as plain text files. Freelancer automatically figures out whether a .INI file is compressed or not and handles it either way.

      The easiest way to get uncompressed .INI files is the Freelancer SDK. “SDK” means “Software Development Kit” but don’t let that scare you if you are not a programmer — the FLSDK is simply the uncompressed .INI files for the entire original (a.k.a. “vanilla”) game. Other tools include Bini (a command-line tool good for batch files) and BiniQDU which is a windows program. Many other tools decompress Freelancer .INI files in addition to doing other things.

      .fl Saved game file. This is your saved game, which stores information about your character, ship, cargo, credits, rep, rumors, and bases visited. The default location is My Documents\My Games\Freelancer. Dive down the tree to find your .fl files. For Single Player games you will find them in My Documents\My Games\Freelancer\Accts\SinglePlayer. The IonCross Character Editor is easy to use but is not 100% compatible with all mods, so keep a copy of your game file before using it. The Freelancer Simple Save Editor always works, but some of the information will take you a while to understand.

      .cmp, .3db, .sur, .utf, .ale These are various 3D files which include both image and data (node) trees. You will see them for ships, characters, planets, bases — most graphical objects. Drizzt4.0’s Complete Freelancer Ship Editing & Creating Tutorial is an awesome starting point for more information about Freelancer image files.

      .dll InfoCards.dll contains names, rumors, ship, and equipment “info cards”. A couple of other .dlls contain other text and information that can be edited, but the file that most common is InfoCards (in the EXE folder). Editing these message .dlls requires something like Visual Studio (M$) or utf_edit (free).

      InfoCards.dll Editing Tip Ignore the Ship Editing tutorial’s advice and just think of InfoCards.dll as a list that can contain either a name (plain text) or an infocard (formatted text). Each name or infocard has an ID number. Get the Freelancer Empty DLL and follow the instructions to make your own infocard file (“MyInfoCards” or whatever you like) and add it to Freelancer.ini (one of the few .INI files in the EXE tree rather than the DATA tree). Then create a new ID for every name or infocard that you create. While the .dll can store both a name and an infocard with the same ID, don’t do it.

      Freelancer.exe There are a few things that are hard-coded into Freelancer.exe that you might want to change, such as the maximum speed indicated on the HUD (999). There are various published offsets if you want to hack Freelancer.exe with a hex editor, but there are at least three versions of the .exe (probably more due to mods) and I have only seen published offsets for two of them. Note that Freelancer.exe is a compiled file which is not intended to be modified, so hacking it is an “adventurous” task at best. Jason Hood’s FLHack is an easy way to temporarily modify the game without actually changing the file. FLHack does not work with all versions of Freelancer.exe but, if it works for you, then it is the way to go.

      OK, that’s the overview. I did not develop any of this stuff… I just play the game. As a programmer, I find that exploring mods is just as much fun as playing the game and exploring star systems. I have played Freelancer many times, and have gotten a kick out of running through the story line with more money, more accurate guns, harder missions, etc. For my tastes, Freelancer is the perfect game. It is a shame that the engine was used once and then not officially expanded. But the interest of the community makes the game continue to be fun seven years after its first release. And there are new mods in development!

      My favorite hacks of all time — speeding up the game

      There are some tedious parts of the game that become annoying after a few plays — being unable to skip long cut scenes, the time that it takes to explore the vastness of space, and the completely pointless 10-second jump gate animation. You can hack engines and thrusters to make your ship faster sub-light, or add two lines to Constants.ini (in the EXE folder) to improve cruise speed. These hacks are not universally “good” because they mess up the autopilot and, sometimes, the Artificial Intelligence (AI) characters (a.k.a. NPC’s or Non-Player Characters). I recently heard a lot of background screaming over the comm link when my AI characters cruised right past docking rings and burned up in a planet’s atmosphere or smashed themselves into asteroids — whoops. Speed kills… even for AI’s!

      Two clear winners are shortening the jump gate animation and faster acceleration in trade lanes:

      DATA\FX\jumpeffect.ini


      [JumpGateEffect]

      jump_out_tunnel_time = 0 ; Instant Jump Gate (was 5)

      jump_in_tunnel_time = 0 ; was 5

      DATA\FX\gate_tunnel.ini


      [gate_tunnel]

      time_to_max_speed = 0.5 ; Faster trade-lane acceleration (was 5). Minor SPOILER — easier escapes.

      DATA\Constants.ini


      [EngineEquipConsts]

      CRUISING_SPEED = 450 ; default = 300. Note that this also speeds up NPCs.

      CRUISE_ACCEL_TIME = 1 ; default = 5. Minor SPOILER — easier escapes.

      [PhySysConsts]

      ANOM_LIMITS_MAX_VELOCITY = 450 ; must change this with CRUISING_SPEED above.

      Favorite Hacks, Part II

      Learning how to earn money in Freelancer is part of the fun, but the trade system is complex. Modders have spent thousands of hours re-balancing the trading system, discovering “best” trade routes, adding new commodities, etc. I find all of this overly complex, when all you really need to make money in Freelancer is a bigger cargo hold. With a large cargo hold you can buy a few commodities ever time you see a good deal, and leave yourself space to pick up something else along the way. That makes trading as simple as knowing where things are produced (like diamonds in Rheinland and the Omegas). Sell when you find a good customer, and don’t sweat whether you are making the best deal ever. With a large hold you will always be making money, so it doesn’t matter whether you make the “most” or not.

      One way is to fly a freighter. The Lane Hacker’s Dromedary (only sold at Mactan Base in the Magellan System) is a versatile pirate freighter with a huge hold and lots of guns. But you cannot buy it early in the game when you need it, because your “level” or rank is not high enough. Solution: Edit your saved game to increase your rank.

      If 275 tons (or whatever the units are) is not enough cargo space for you, then make your own. With Dr. Who’s phone booth in mind (and it’s fourth-dimensional huge interior), I like to put a 1,000 ton hold in a fighter. Or 6,000 ton. ๐Ÿ™‚ Then you can buy and sell at most bases, tractor goods from your pirating missions, and have a tough enough ship for attacking bases and capital ships. OK, so it breaks one of the strategy rules of the game, but it makes trading a lot more interesting (and more realistic). Here’s how:

      DATA\SHIPS\shiparch.ini


      [Ship]

      hold_size = 600 ; change this line from whatever it was, like 80 for a Rhino, for example.

      ; NOTE: Each ship has a nickname which you will have to figure out or look up. For example,

      ; a Rhino is li_freighter. A Defender is li_elite. A Dromedary is bw_freighter.

      ;

      ; While you’re in this file, is there any good reason that you should not be able to load your

      ; tractored Nomad Cannons or Blasters on your Dromedary? I didn’t think so.

      ; Increase gun levels by changing or adding lines similar to the following:

      ;

      hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03

      hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03

      hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03

      hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03

      hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03

    • #66211
      Shant
      Participant

      Holy cow…thank you Bullwinkle! That is a HUGE help.

      OK, well I probably won’t be doing any modding anytime soon, and apart from trying out the speed boost and jumpgate animation shrinker that you provided, I don’t envision editing any text files (unless I have to).

      For my purposes, at least for now, I just want to keep the game going. So, please correct me where necessary. If I read you right, all I have to do is:

      Step 1 – Download & install FLMM

      Step 2 – Copy my FL game data tree

      Step 3 – DL & install whichever mods I want to play

      Step 4 – Start FLMM and enable the mod I want to play

      Step 5 – Start the game as usual

      …and it’s as simple as that?

      Separately, a few more questions.

      1 – I’ve had the Discovery mod, Phoenix, & Itano Circus reccomended to m me so I’ll start with those. Any other mods you reccomend trying?

      2 – Are the 3 mods mentioned above all game changing mods? IE, do they all add new missions? And if so, does that mean there are new rumors, dialog, etc…?

      3 – Do the in-game changes made by the mods run concurrent to the original missions/story, or do they replace them altogether? In other words, if I install a mod, do all traces of the original story disappear or will they still be there for me to pick & choose?

      Can’t thank you enough for that, once again.

    • #66212
      Bullwinkle
      Participant
      Shant wrote:
      Holy cow…thank you Bullwinkle! That is a HUGE help.

      Glad to help. I have learned a lot from others, so it is nice to be able to contribute back to the community.

      Sure, start small; one mod at a time, and try other people’s mods before making your own.

      Small changes to your list:

      Step 1 – Copy my entire Freelancer tree: C:\Program Files\Microsoft Games\Freelancer. Get it all, including the DATA, EXE, and DLLS trees. Mods can change things in any of the sub-folders.

      Step 2 – Download & install FLMM

      Right. For some reason, version 1.31 is more universally accepted than 1.4x

      Step 3 – DL & install whichever mods I want to play.

      Right… a note about “installing” FLMM mods. The easy way, after FLMM is installed, is to make sure that the mod has an extension like “MyMod.zip.flmod”. Then all you have to do to install the mod is to double-click the file and FLMM will do the rest of the installation. Some mods download with the correct extension while some require you to add the .flmod part.

      Note that, by default, the Home Edition of Windows does not let you see file extensions. This causes much more confusion than it solves. If Windows Explorer does not display file extensions, then fix it:

      Tools | Folder Options | View |

      [ ] Hide extensions for known file types <== Uncheck this box.

      Step 4 – Start FLMM and enable the mod I want to play

      Step 5 – Start the game as usual

      Yep! It’s that simple. FLMM does most of the hard work for you.

      Shant wrote:
      1 – I’ve had the Discovery mod, Phoenix, & Itano Circus reccomended to m me so I’ll start with those. Any other mods you reccomend trying?

      I am plan to try Phoenix and Itano Circus myself. Discovery is pretty good, and it does some of the speed-ups for you. Version 4.80 is the last version of Discovery that includes the single player story line, so you might try that rather than the newer versions (which are tuned for multi-player). The story line is basically the same, but the missions are more challenging, the payouts higher, and there are some cool new ships to try.

      After watching all of those cut scenes a billion times, I can’t tell you how much I appreciated the new uniform that the Crossfire mod has for Juni! When you activate Crossfire choose Sexy Outfit 2. I liked the uniform so much that I saved it for use with other mods.

      Crossfire, by the way, has an extremely cool Sol System, complete with a dockable Earth. It is done to scale, so it will take you like a week to get from Pluto to Earth (just kidding about the week, but the system is HUGE compared to most Freelancer systems). The planets all have moons and there are a couple of in-system jump gates to speed up travel from the Keyper Belt (Pluto) to Jupiter, and a special trade lane from Jupiter to Earth that neatly takes you through the Van Allen asteroid belt.

      Oh, and Crossfire adds a final mission to the story line, with a cute twist at the end. It is worthwhile to play Crossfire just for that final mission to Earth.

      Shant wrote:
      2 – Are the 3 mods mentioned above all game changing mods? IE, do they all add new missions? And if so, does that mean there are new rumors, dialog, etc…?

      Let’s talk about terms for a moment. Remember that most of the big modders are primarily multi-player people who do not play the story line. I think that DarkOne’s use of the phrase “game changing” was perhaps a shortcut way to explain what I tried to say about the way that FLMM can either replace files or script minor changes. I believe that he meant that you cannot use two mods at the same time that change game files by replacing them.

      In other words, FLMM comes with a couple of small mods that you can use with other mods (a gun, a ship, faster cruise speed). But mods that make a lot of changes (such as the mods that you mentioned) can only be activated one at a time. You can install as many as you like, but FLMM will usually make you disable an active mod before you can activate another.

      So, yes, most mods have “new missions”, but they are typically changes to the missions that you get in the Bar or on the Job Board. Some are pretty good. If you are thinking of extensions to the story line, that part of Freelancer has had less work than others, mainly because it is much easier to edit ships, guns, systems, and bar missions than it is to add a cut scene or extend the story line script. Remember, none of this modding stuff is supported by Microsoft (although they don’t seem to mind mods that don’t infringe on their copyrights).

      And, yes, new rumors and infocards. Don’t expect new cut scenes or audio dialog, unfortunately. As I said, the Crossfire team got pretty creative in their Mission 14, and they added new music and other sounds.

      So that leads us to your next question:

      Shant wrote:
      3 – Do the in-game changes made by the mods run concurrent to the original missions/story, or do they replace them altogether? In other words, if I install a mod, do all traces of the original story disappear or will they still be there for me to pick & choose?

      Some mods have no story line at all… just exploring. Many are built with the multi-player game in mind. Some mods let you play the original story line with different variations. Some add a little to the story line. Some replace the story completely. Have fun exploring!

      — B

    • #66213
      Shant
      Participant

      Wow I guess that covers all the bases. Thanks again man! Will let you guys know how it goes.

    • #66214
      Shant
      Participant

      Do you have a link to the crossfire mod?

    • #66215
      Bullwinkle
      Participant
      Shant wrote:
      Do you have a link to the crossfire mod?

      http://www.moddb.com/mods/crossfire/dow … nt-version

      You may have to disable your antivirus program before it will install. There is a false alert with some checkers (including mine – Norton).

      Merry Christmas!

      B

    • #66216
      SolCommand
      Participant

      “Shattered Worlds” is a cool mod also, very well made.

      http://www.freelancer-swwt.com/

    • #66217
      cultist
      Participant

      for me discovery was the best

      i played a lot of Single Player

      sadly the differences between SP Discovery and MP Discovery are big.

      they should focus on the SP part too

    • #66218
      SolCommand
      Participant

      I played Discovery also a wile ago but I guess it all depends on what mod you’re looking for: total conversion, tweaked vanilla etc

    • #66219
      cultist
      Participant

      imagine what could be done if microsoft releases the code for freelancer

    • #66220
      Shant
      Participant
      SolCommand wrote:
      “Shattered Worlds” is a cool mod also, very well made.

      http://www.freelancer-swwt.com/

      Where do I download the mod from? I can’t find any download links on that site…

    • #66221
      Bullwinkle
      Participant
      Shant wrote:
      SolCommand wrote:
      “Shattered Worlds” is a cool mod also, very well made.

      http://www.freelancer-swwt.com/

      Where do I download the mod from? I can’t find any download links on that site…

      :)… yeah, figuring out how to download the Shattered Worlds mod is a bit like finding wrecks in the game — you have to follow little clues! I followed the link at the bottom of the page to ModDb (which hosts downloads for many mods), read the page there, found a link to another page which led to another page which linked to a .PDF file that gives instructions for how to download.

      Or, as it turns out, you can just go the the Shattered Worlds Forums page and click the big, friendly, button that says, “Getting Started”: (http://freelancer-swwt.com/Forum/index.php?action=page;id=4)

      Edit: On closer inspection, I see that this is a multiplayer mod only. ๐Ÿ™

      By the way, SolCommand is a modding “top gun”. Check out his web page: http://solcommand.blogspot.com/

      After playing a couple more of these mods (BigDaddy and Phoenix), I am beginning to think that none of them have a story line that is much different from the vanilla version. Many change details that make the original storyline missions different… new ships, weapons, commodities, rumors, bases, systems… but (mostly) not different missions (or story). Like you, Shant, I would love to find different stories to go with the changes in the game.

      I will say that I find variations in NPC (AI / enemies) behavior to be pretty fun. Both Crossfire and BigDaddy did nice jobs with that. BigDaddy starts out brutally hard but gets easier if you survive long enough. I built my own weapons at first, but found that the game is more survivable if you can struggle your way through the first few missions. It is not even easy to run away in BigDaddy… the NPCs are merciless about chasing you down. Hauling cargo is more profitable, but you have to earn your credits. Just getting your cargo from Fort Bush to Pittsburgh can be rough! If you are a good pilot, it is an interesting challenge.

      Did you try Crossfire? That is still at the top of my “most creative mods” list. When you get to Mission 14 (and the wreck puzzle that follows), you will see some Alliance and Coalition ships with crazy behavior; flipping end to end while playing goofy music through the comm. They seem to emit some kind of disruption field… if you let them get close to you then your own ship will go berserk for a few seconds.

      It is vaguely reminiscent of the Infinite Improbability Drive from Zaphod Beeblebrox’s Heart of Gold (from Hitchhiker’s Guide to the Galaxy).

      Well, almost, but not quite, entirely unlike the Infinite Improbability Drive…

      Don’t panic.

    • #66222
      Shant
      Participant

      I tried the crossfire mod, 1.7. Problem is it kept messing everything up. I couldn’t ‘deactivate’ it in the mod-manager without some sort of error. Then it asks if you wanted to restore backups. I click ‘yes’, but after that I can no longer activate crossfire anymore. Strange issue, never happens with any other mods.

      Good thing I backup my Freelancer folders like you told me. Still managed to lose all my save data though…I need to find where the game saves are stored to ensure that doesn’t happen again.

    • #66223
      Bullwinkle
      Participant
      Shant wrote:
      I tried the crossfire mod, 1.7. Problem is it kept messing everything up.

      Hmmm… could you restate that in less technical terms? Were you able to play the game?

      Quote:
      I couldn’t ‘deactivate’ it in the mod-manager without some sort of error. Then it asks if you wanted to restore backups. I click ‘yes’, but after that I can no longer activate crossfire anymore.

      Oh, yeah… I forgot to warn you about that when I mentioned the false virus thing. ๐Ÿ˜ณ Crossfire has some quirks but it is fun enough (IMHO) to be worth a little extra effort. Here are notes from my experience:

        [*:17rmq7rg]Crossfire installs differently than most mods. It has a real installer program. I assume that has something to do with their anti-cheat code, which is also the reason for a different launcher program and the false virus alert. For those of us who only play single-player mode, anti-cheat is useless, but we get stuck with the unintended side-effects.

        [*:17rmq7rg]Because of the Crossfire installer, it is no surprise that FLMM cannot deactivate Crossfire correctly. I didn’t even try to do it that way, but I’m a professional geek.

        [*:17rmq7rg]FLMM’s “restore backups” technique is pretty simple… it removes everything it added during mod activation and restores the original files. Well,

      almost all off the original files… there is a known bug in FLMM 1.31 that does not always restore one of the DLLs properly. Darkone has a copy of the culprit DLL in the downloads section, but I find that just copying the Freelancer tree is easier and more thorough (plus it allows me to keep a history of any of my own mods with which I am currently experimenting).

      [*:17rmq7rg]Unfortunately, the developer(s) of FLMM never fixed FLMM 1.31. Instead, they made a major overhaul to FLMM for versions 1.4x (and 1.5x?). The bad news is that 1.4x+ is not compatible with 1.31 mods, which is pretty much every major mod in existence. So the community is in a weird state of limbo… 1.31 has a minor bug, but 1.4x+ is somewhat pointless. I believe that there are legitimate reasons for this situation, but it is still a pain for you (and the rest of us).

      Quote:
      Good thing I backed up my Freelancer folders like you told me.

        [*:17rmq7rg]I am glad that you had a backup of your Freelancer folder! That is the easy solution to all of the potential problems with mods.

        [*:17rmq7rg]The only problem with restoring your Freelancer folder is that it could leave FLMM in a state where it thinks that Crossfire is still active. So you cannot deactivate Crossfire but you cannot activate other mods. There is a simple solution for this, which I will describe in another note. Do you use REGEDIT? If so, then it will be no problem for you. If not, then I want to be very careful to give you 100% bullet-proof instructions. Good?

      Quote:
      Still managed to lose all my save data though…I need to find where the game saves are stored to ensure that doesn’t happen again.

        [*:17rmq7rg]Saved Games include all of the information about your current game, including your ship, weapons, cargo, and systems visited. As a result, Saved Games may be mod-specific. Using a Saved Game with the wrong mod can crash Freelancer.

        [*:17rmq7rg]Because Saved Games are mod-specific, FLMM automatically puts them into separate folders every time you activate a mod. So you have not lost your Saved Games — FLMM just moved them for you.

        [*:17rmq7rg]Don’t feel bad about not knowing where your saved games are stored. Microsoft, in an attempt to make things easier for you, actually made it much more difficult than necessary. I would like to post a full set of instructions on this topic, but it is complicated by different versions of Windows. Perhaps Darkone will let me use the Wiki?

        [*:17rmq7rg]The short version is that single-player games are in:

      Documents\My Games\Freelancer\Accts\SinglePlayer

      (Vista) (or My Documents\My Games\Freelancer\Accts\SinglePlayer for XP). If you look at that tree in Windows Explorer you should see one or more sub-folders created by FLMM. Your saved games for each mod are in those sub-folders. You can simply copy a save from one of the sub-folders into the SinglePlayer folder and it will be visible in Freelancer.

      [*:17rmq7rg]Note that Saved Games have computer-generated names and there is no easy way to see the title that you created for the save. Usually you can work with “Autosave.fl”, or perhaps you can identify your saved games by Date Modified.

      [*:17rmq7rg]If you want to know more about Saved Games I can go into a little more detail. Or check out the IonCross Freelancer Character Editor. It isn’t perfect, but it is an easy way for a human being to view (and make minor changes to) a saved game.

      Feel free to ask questions or report troubles here…. I will be happy to help as much as I can.

    • #66224
      Shant
      Participant

      Thanks bullwinkle, well beyond helpful as usual.

      Here’s what I’m thinking. When I restore the Freelancer vanilla and then run FLMM and activate crossfire for the first time, it works and activates without any errors. I was able to play for a little while. The problems started when I shut the game down, started FLMM and tried to de-activate crossfire in order to try another mod. I’m thinking as long as I don’t deactivate it I won’t have a problem.

      Besides I’ve tried a few of the other mods and crossfire seems to offer the biggest changes. I noticed the ship AI is much rougher. Enemy ships ‘wag’ from side to side when I’m on their 6, making it hard to focus my fire on them. I wasn’t even able to get to Pittsburgh during my first run! I don’t mind it though, since there’s no difficulty setting I’ll just approach it as though the game’s on ‘hard’ mode (more like ‘very hard’!). Still, it’s hard for me to tell if I’m being too aggressive or not aggressive enough. I never had to use hit & run tactics during my first playthrough of vanilla. If that’s what it takes, I’m fine with that as well. It adds a different gameplay element.

      At what point do I start to see the new ships/weapons? Oh, and what do I do with those million dollar licenses?

    • #66225
      Bullwinkle
      Participant
      Shant wrote:
      Thanks bullwinkle, well beyond helpful as usual.

      Here’s what I’m thinking. When I restore the Freelancer vanilla and then run FLMM and activate crossfire for the first time, it works and activates without any errors. I was able to play for a little while. The problems started when I shut the game down, started FLMM and tried to de-activate crossfire in order to try another mod. I’m thinking as long as I don’t deactivate it I won’t have a problem.

      At what point do I start to see the new ships/weapons? Oh, and what do I do with those million dollar licenses?

      Right, that’s all good.

      To be honest, I only activate mods in FLMM. Instead of deactivating a mod, I change the name of the Freelancer folder, make a fresh copy from my vanilla backup, and use FLMM to activate another mod.

      The trick to doing this is to clear FLMM’s “memory” of the activated mod.

      If you are familiar with REGEDIT, look at HKey_Local_Machine\Software\Freelancer Mod Manager. You will see a string value for each activated mod with a name such as mods\Crossfire1.70. I just change the name by adding “x-” to make the name of the string x-mods\Crossfire1.70. The only important part is that the prefix “mods” must be changed to something else (almost anything else will do).

      If you are not familiar with REGEDIT, then maybe forget that I mentioned it? ๐Ÿ˜‰ It really is not hard, but REGEDIT has the ability to screw up your PC if you do something wildly wrong like, say, deleting the SOFTWARE key. That would be, um… bad. As in “reinstalling-Windows-from-scratch bad”. But, if you are careful, it is not all that hard and not all that mysterious. Finding some of the wrecks in Freelancer is more difficult.

      If you make a Restore Point before fiddling with REGEDIT you should be pretty safe. Mostly. Probably. ๐Ÿ™„

      Shifting topics, there IS a difficulty setting in Freelancer. It is in PerfOptions.ini, which lives in Documents\My Games\Freelancer (above the Accts\SinglePlayer folder where your saved games reside). The default value is 1.0. “God mode” (invulnerable) is 0, and anything above 1.0 increases the difficulty.

      Figuring out whether to fight or flee is part of the game, and will depend on your shields, weapons, skill, number of opponents and their ships/weapons/skill, etc. It’s all about situational awareness, and it is part of your job as pilot to figure out what to do in each battle. I think you knew that… I’m just covering all of the bases, as usual! ๐Ÿ™‚

      The million dollar licenses are for multi-player. I think they put a logo on your ship. If you fly around without one (in a sophisticated ship), then everybody picks on you… in other words, you have no friends at all. Yikes!

      I’ve played so many mods in the past couple of weeks that the ships and weapons blur a little… if memory serves, I think that I found a ship called the Raven’s Claw that served me well in Crossfire. You can find it as early as the Liberty section of the game (after your second stop on Pittsburgh), although it is a bit expensive.

      How much of a hint do you want here? If you want specifics then we should start a new thread clearly marked “Freelancer Spoilers”.

      You will find other ships and weapons scattered throughout the game. Here are a couple of general “rules of thumb” (but beware of the exceptions to the rule!):

        [*:2czydkmp]Ships can show up on almost any base, but the best fighters are usually sold by military factions (on battleships) or at outlaw bases. The Outcasts have some of the best gear, but the Corsairs have good stuff, too.

        [*:2czydkmp]The best smuggler/pirate freighters (big cargo and many guns) are usually sold by pirate factions… as you would expect. I mentioned the Dromedary in another thread… it’s the best vanilla pirate freighter, sold only by the Lane Hackers at Mactan Base in Magellan.

        [*:2czydkmp]You may have to hack your saved game to raise your level in order to be able to buy some ships. I just set my level to “30” at the beginning of the game, and that allows me to buy anything I can afford. The levels, IMHO, are a little half-baked, so it feels more like fixing a bug than cheating to me. ๐Ÿ™„

        [*:2czydkmp]If the Outcasts and Corsairs hate you (probably because you are too much of a wuss ๐Ÿ™‚ ), then try the Zoners (at the Freeports). The Zoners are highly independent, with only a mild dislike for outlaws. Otherwise, they will trade with almost anyone. Some of the Freeports have the best-available “civilian” ships and weapons.

        [*:2czydkmp]The Bundschuh also have exceptional gear in the vanilla mod. Their role in other mods varies. You will naturally arrive at their base (Bruchsal) at a later point in the game, but you can go there on your own (as long as you attain the proper reputation with them).

        [*:2czydkmp]Another place to get top gear is on wrecks. The hardest-hitting (Level 10) guns are only found on wrecks (or, in some systems, by killing Nomads).

      By the way, don’t feel as though you have to pay attention to Juni’s constant whining about hurrying up to do her next mission. She will wait until you are done earning credits and getting the gear that you want. So, when you have the chance to “get a job”, take it as an opportunity to prepare for the next wave of missions.

      Notes on travel restrictions:

        [*:2czydkmp]At the beginning of the game you are restricted to New York. The best fighter in New York is usually the Defender. The Rhino may not look like much on paper, but it packs a lot of forward-facing-guns and a lot of cargo space on the cheap. It is a little sluggish to turn, but good enough when you slide.

        [*:2czydkmp]As I mentioned, in Crossfire, I think there is a jump hole from New York to another system that has very high-end ships (at high-end prices). ‘The good news is that you can get there without leaving New York (although you may have to hack your level).

        [*:2czydkmp]After your first trip to Colorado, you can travel throughout Liberty. That’s California, New York, Colorado, and Texas. Don’t forget the prisons in Texas… in some mods they pay well for prisoners.

        [*:2czydkmp]When you get chased out of Liberty you can go pretty much anywhere in Sirius with a couple of exceptions: You cannot go from Texas directly to Rheinland (although the long routes through Krusari or the Omegas work), you cannot go from Colorado to Krusari space, and you might have trouble using jump

      gates from Magellan or Cortez back to California. However, you may be able to get back into Liberty via jump holes. If you have some spare cash, a couple of bribes will bring your rep right back up to normal so that you can resume trading in Liberty again. Since Manhattan pays best for a couple of commodities, it can be handy to be able to return to Liberty.

      [*:2czydkmp]Even when the authorities all hate you, there will usually be an outlaw or independent base that will welcome you. It is a good idea to get a feel for where the different factions have their bases so that you can find a friendly base wherever you are.

      If you want to know specific bases for ships and/or weapons, we really should start a different thread. It is not super-secret information, but this is an adventure game, after all.

    • #66226
      Shant
      Participant

      Yeah I should’ve been more specific in that question. What I meant was, when will I start to see the crossfire unique weapons/items? So far on manhattan and pittsburgh it’s all the same weapons/ships as vanilla. Crossfire adds a lot of new gear, does it not?

      Yeah I use regedit fairly often. I was going to ask you if you thought it was a good idea to rename the freelancer folder after each mod that I activated for it, but then I realized that the mod would remain activated in FLMM. Having tried to deactivate a mod after putting my vanilla folders back got me into trouble once already so I figured I’d scratch the idea. Your regedit idea will fix that. This, it seems to me, makes for the best solution. Full proof. I’ll rename my folder “Freelancer – crossfire”, and then put “Freelancer” (vanilla) back, do the registry trick, and I can try other mods without worrying about crossfire. That sound about right?

      Oh, on your suggestion I downloaded discovery 4.80 (I don’t play MP). It doesn’t, however, have the flmm extension, it’s rather just a collection of folders and files. I think you warned me about this once already, but how do I implement these mods? Install the folders over vanilla?

      Lastly, on the fight/flight thing, it’s not a question of knowing when to run or fight. I realize I should run when I’m getting my ass kicked, along with the factors you mentioned. My query is more about the situations where I don’t have the luxury of running. My ship is absolutely worthless at the moment and I’m getting creamed, but I can’t run or the guy we have to protect will get killed and I have to go back to last save. But the enemy ships are tearing through me with ease and I can’t tell if it’s because I’m being too aggressive…let me ask it like this. Do you ever find yourself needing to fire up cruise and get away from the enemy until your shields return, and then go back to continue combat and repeating this cycle as necessary? I never had to do that in my vanilla playthrough, I’m just wondering if that’s going to become necessary with crossfire.

    • #66227
      Bullwinkle
      Participant
      Shant wrote:
      So far on manhattan and pittsburgh it’s all the same weapons/ships as vanilla. Crossfire adds a lot of new gear, does it not?

      Unless I have my mods confused, one of the best Crossfire-specific ships is available immediately, right from New York, before Juni unlocks the gates to the rest of Liberty. If you want me to tell you where it is then we should do it in a clearly marked “spoiler” thread, ok?

      Quote:
      Your regedit idea will fix that. This, it seems to me, makes for the best solution. Full proof. I’ll rename my folder “Freelancer – crossfire”, and then put “Freelancer” (vanilla) back, do the registry trick, and I can try other mods without worrying about crossfire. That sound about right?

      Exactly! That is precisely the way that I do it. If you also keep track of your saved games, then you can flip back and forth between mods without having to start at the beginning again.

      Quote:
      I downloaded discovery 4.80 (I don’t play MP). It doesn’t, however, have the flmm extension, it’s rather just a collection of folders and files. I think you warned me about this once already, but how do I implement these mods?

      Just change the mod’s file name, giving it the .flmod extension: Discovery480.zip.flmod

      Then use it with FLMM.

      (.FLMOD is just an invention by the author of FLMM that associates properly-formatted .ZIP files with FLMM)

      Quote:
      My ship is absolutely worthless at the moment and I’m getting creamed, but I can’t run or the guy we have to protect will get killed and I have to go back to last save. But the enemy ships are tearing through me with ease and I can’t tell if it’s because I’m being too aggressive…let me ask it like this. Do you ever find yourself needing to fire up cruise and get away from the enemy until your shields return, and then go back to continue combat and repeating this cycle as necessary? I never had to do that in my vanilla playthrough, I’m just wondering if that’s going to become necessary with crossfire.

      Worthless ship… so you’re still in the Starflier that Juni gave you? That is perhaps the most vulnerable time of the game because you have weak shields, thin armor, and she gives you those wimpy Liberty lasers to start. Yes, about the only thing you CAN do in the Starflier is run away. Oh, but then your buddy, King, drags you into a couple of knife fights against superior numbers of well-armed and well-trained enemies… yeah, you’re pretty much toast (*heavy sigh*).

      The safest thing to do would be to give up and go play a Sid Meier’s game. ๐Ÿ˜€ But Juni is counting on you… Heck, the very survival of humanity in the Sirius Sector depends on your ability to survive those first couple of missions! I know you’re going to man up and meet the challenge!

      Here some early game tips:

        [*:355y883p]The Starflier has one advantage over all other ships: It is the lightest and most nimble ship in the game. Use that to your advantage and avoid being hammered too hard.

        [*:355y883p]Cruise engines are great for escaping from pirates, but they have two problems in battle. First, they take five seconds to warm up. Your thrusters don’t work during those five long seconds, so you cannot even slide or run… you are a sitting duck. Second, if you flee too far from the center of combat during a mission, then Mission Command (the “Big Brother” people who pay you) will fail the mission on you.

        [*:355y883p]However, you can still use thrusters and slides to avoid being hit, and you can weave through asteroid fields to further avoid taking fire. That gives your shields a few seconds to recharge, which can make the winning difference.

        [*:355y883p]Note that the combination of sliding and thrusters allows you to keep your speed up while increasing your turn rate — a double win. When combat is inevitable, turn your engines off and just slide your way through the battle.

        [*:355y883p]Also note that you can conserve your thrusters while sliding. Just tap your thrusters once in a while to keep your speed up.

        [*:355y883p]Another good defensive technique is to

      fly in a corkscrew pattern. Pick a visual point of reference (star or planet, for example), and keep it in your field of view as you fly in moderately tight circles. So you are headed roughly toward your point of reference, but your ship is constantly changing direction, right? It is very difficult for the NPC’s to clobber you while you do that. They might get in a shot or two, but they won’t get you with a full salvo.

      [*:355y883p]Now that you have a couple of survival techniques, let’s turn our attention to squeezing more firepower out of your little Starflier. The Liberty lasers are the weakest of all lasers, and lasers are the weakest guns in the game. They can be effective weapons, but you will need more than the Starflier’s three guns to do much damage with them. Sell your lasers, and sell your nanobots and shield batteries, too (now you really have to avoid taking much damage for a mission or two!). That will give you enough credits to buy LavaBlade plasma cannons. These hit MUCH harder than lasers.

      [*:355y883p]Remember to use your tractor beam after ever kill. You may pick up nanobots or shield batteries from the wrecked ship, in addition to valuable cargo and maybe even bad-ass weapons.

      [*:355y883p]Remember, also, that enemies drop unused bots and bats when killed. Therefore, the more quickly you can kill an enemy, the greater your chances of recovering bats and bots from them.

      [*:355y883p]Note that your targeting computer considers many factors — speed and direction (vector) of the enemy, your own vector, and the average vector of the “ammunitions” of all of your guns. In other words, if all of your guns have the same speed, then your targeting computer will be more accurate.

      [*:355y883p]Since the physics are Newtonian, the vector of the ammunition is added to the vector of your ship. If you are sliding backwards, your gun’s shot will be slower. If you are thrusting directly toward your enemy, then the speed of your gun’s ammunition can be nearly doubled. Use that to your advantage.

      [*:355y883p]If you watch the enemy AI behavior closely enough, you will see that they have some “habits”. One is that they tend to evade when you attack, and attack when you evade. This gives you a clue that you can use to your advantage.

      [*:355y883p]Finally, let’s put all of the above together to give you an effective offensive maneuver. I think of it as “space jousting“:

        [*:355y883p]Target a single enemy ship (“R” key).

        [*:355y883p]Turn your engines off. Fly at full thruster speed directly toward your enemy.

        [*:355y883p]When your enemy is in range, fire all your weapons and do as much damage as you can. The combination of your ship’s vector and your gun’s vector will give your weapons maximum accuracy, speed, and damage.

        [*:355y883p]Use your peripheral vision to keep an eye on your shields. If your shields get too low, then break away. Otherwise, keep hammering the varmint.

        [*:355y883p]As you pass the enemy, flip end-to-end without using your engines (still sliding). You will now be flying backwards, away from your enemy, at high speed, but your guns will be facing the enemy.

        [*:355y883p]Keep sliding backwards until you are about 1,000 klicks from your target. Since you just hammered your enemy, he will usually fly away from you, too, so this only takes a couple of seconds.

        [*:355y883p]Your enemy will turn to attack you again, but you now have the advantage because you have already made your turn! Lean on your thrusters and head full speed at the enemy, repeating your assault.

      [*:355y883p]Using the corkscrew and space jousting, even your puny Starflier can take out most of the enemies in New York. The Outcasts that hang out in the Badlands are tougher, especially when they team with a wing of Rogues. However, by the time that you get there, you should have had a chance to upgrade your own ship and weapons.

      [*:355y883p]Since Juni’s missions are mostly combat, many players prefer to upgrade to stronger fighters. The Defender is the strongest fighter in Liberty (do you know where to get one?).

      [*:355y883p]However, as mentioned elsewhere, I find that a Rhino equipped with LavaBlade guns and turrets is a formidable craft. It has twice the cargo space of the Defender, with similarly tough armor, and it has more guns than the Defender. You must be good at sliding in order to maneuver a Rhino effectively, but the jousting technique gives you enough of an edge to be able to take out even the very quickest of light fighters.

    • #66228
      Shant
      Participant

      Phew! This mod is very unforgiving! An average battle that used to take 5-7 minutes now takes nearly an hour! The enemy’s shields recharge almost as fast as I can damage them, and when I do manage to do some damage, it seems every enemy has at least 3-4 bots/bats, so I have to get them to use up all their bots/bats and then slowly widdle down their hulls.

      Fortunately I got lucky a few times and made it to a battleship where I bought the defender. I still feel dreadfully under powered and outgunned.

      Quote:

      if all of your guns have the same speed, then your targeting computer will be more accurate.

      HA! THat’s brilliant! I would’ve never thought of that one.

      The lavablade…is that the one with a refire rate of 2.00? That may take some getting used to…I’ve been relying on missiles to do the bulk of the work for me. I use the lasers to chop away at their shields/hulls and when I know they’re out of bots/bats, I start firing missiles in conjunction with jousting. I find it very hard to hit them with missiles from behind, we need to be coming at eachother.

      Haven’t tried the corkscrew yet, will give that a go on my next run.

      The rhino…is that a freighter?

    • #66229
      Shant
      Participant

      Oh I checked out solcommand’s page you posted for me. Looks like he’s putting in a lot of work! Is it primarily a ‘new ships/bases mod’? Any idea when it’s looking at completion or if there’s a beta? Hard to find that info on his site.

      Also, he links a mod on that page called XLR…ever heard of it? http://www.smfweb.com/forums/xlrdev/index.php

    • #66230
      Bullwinkle
      Participant
      Shant wrote:
      Oh I checked out solcommand’s page you posted for me. Looks like he’s putting in a lot of work! Is it primarily a ‘new ships/bases mod’? Any idea when it’s looking at completion or if there’s a beta? Hard to find that info on his site.

      Hopefully SolCommand will respond directly, but my sense is that he is a graphic artist who makes 3-D models that can be used in games (and, perhaps, in other places?). I believe that he is contributing the artwork part of the job, so that a more programmer-ish kind of person can turn it into a finished mod.

      But don’t take that as “official”. ๐Ÿ™‚

      I have seen him around on other boards… he seems to know what he is doing (as in, he’s a pro).

    • #66231
      Bullwinkle
      Participant
      Shant wrote:
      Phew! This mod is very unforgiving! An average battle that used to take 5-7 minutes now takes nearly an hour!

      Yep. The assumption is that you have already played vanilla Freelancer at least once, so you probably want more of a challenge this time. ๐Ÿ™‚ Stick with it… you will sharpen your piloting skills and the missions are definitely win-able.

      For me, the first few missions are always the most difficult. That Starflier really is a “hunk of junk” as Tobias puts it. But jousting is sort of a “hit-and-run” technique, and it is effective, even in the Starflier.

      Here are more tips about weapons:

        [*:eqb2m7jr]In order to compare weapons, multiply Refire Rate x Damage to get amount of damage per second.

        [*:eqb2m7jr]NPCs have quicker reflexes than you and they target more accurately than you can (pesky AIs!). Therefore, if you hit them with a laser shot, they will immediately begin to evade. So, just because you tagged them with one laser blast does not mean that you be able to continue to hit them for the several seconds required to destroy them.

        [*:eqb2m7jr]That is why a harder-hitting weapon (such as a plasma cannon) is more effective against AIs. You may not get as many hits with a plasma cannon, but each hit does enough damage to be significant, even if they do evade your second and subsequent shots.

        [*:eqb2m7jr]Missiles in Freelancer kind of suck. You would think that they could develop better homing devices if they can travel faster than light, wouldn’t you? Oh, well… some people do well with missiles and mines, but I put three LavaBlades on a Starflier before I fly the very first mission.

        [*:eqb2m7jr]The only missiles that really hit their targets effectively are the cruise disruptors (Wasp and Hornet in vanilla… some mod has a Mosquito that is quite excellent). Hint: They have uses beyond just cruise disruption.

        [*:eqb2m7jr]Since missiles consume credits and don’t really work all that well anyway, considering using all guns.

        [*:eqb2m7jr]Add a mine if you want to add a little more firepower. The NPC almost has to run into a mine, so the time to drop it is just before they pass you (or if they are chasing you).

        [*:eqb2m7jr]The hardest-hitting guns in the game are slow compared to lasers and tachyon guns. They also have low refire rates. Learn to aim better, and use them effectively while jousting, then you won’t have to chase the NPCs for an hour just to get in a lucky shot!

      Quote:
      Fortunately I got lucky a few times and made it to a battleship where I bought the defender. I still feel dreadfully under powered and outgunned.

      OK, that’s great! The Defender is pretty good, and its turret fires forward which effectively gives you an extra gun. Try fitting it with all LavaBlades and see how you do.

      Note that the cheapest LavaBlade hits a lot harder than even the best lasers in Liberty.

      Also, keep your eyes peeled for a better shield for your Defender. The farther you get from Manhattan, the better the available gear becomes. If you get a chance to sneak out of Liberty early (before being chased out), then you can make friends with the Outcasts or Corsairs and buy truly superior gear from them.

      Tip: Graviton shields have the best price-to-performance ratio. I always buy the best graviton shield available.

      Quote:
      Quote:

      if all of your guns have the same speed, then your targeting computer will be more accurate.

      HA! THat’s brilliant! I would’ve never thought of that one.

      ๐Ÿ™‚ Your enemies are computers, so it helps to think like a computer in order to beat them!

      Quote:
      The lavablade…is that the one with a refire rate of 2.00?

      Yep. It took me a couple of times through Freelancer before I figured out the above tips about how the AIs behave and how to beat them at their own game. Like you, I flailed with lasers for a long time before I finally tried the LavaBlades.

      Quote:
      Haven’t tried the corkscrew yet, will give that a go on my next run.

      It’s a life-saver, literally, when you’ve been hammered too hard. ๐Ÿ™‚

      Quote:
      The rhino…is that a freighter?

      Yep, it is the budget-rate freighter available at Pittsburgh, among other places. It doesn’t look fancy and it doesn’t handle like a Porsche, but it gets the job done. A Defender has 6 guns while a Rhino has 8…. that means an extra couple of hundred damage points per hit, or more.

      Think of it as a tank with big cargo hold, and maybe it will be more appealing. ๐Ÿ™‚

      BTW, I see that Crossfire 1.8 is now in “public beta”. It is HUGE compared to 1.7… the download is seven times larger! I just installed it so that I could give you better answers about Crossfire. I will let you know if I discover anything interesting.

      The one thing that I have noticed already is that the installer does not cause a virus alert, which is nice.

    • #66232
      Shant
      Participant

      How were you able to change your rank from within ioncross? There are a lot of options there but nothing for pilot rank.

    • #66233
      Bullwinkle
      Participant
      Shant wrote:
      How were you able to change your rank from within ioncross? There are a lot of options there but nothing for pilot rank.

      Nuts… that is one of the things that you will need the Save Game Editor for. ๐Ÿ˜ณ

      I uploaded the Save Editor (and the IonCross Editor) to the Freelancer / Tools area here. With any luck, this should be the link.

      Here is what it looks like… as the name suggests, it is pretty simple:

      [hsimg]http://lh6.ggpht.com/_biKAIDtcThA/S0fc-5lHHJI/AAAAAAAAAHo/142n3OZPGec/s720/FL-Save-Editor.jpg[/hsimg]

      At first, just ignore the stuff that is not obvious and stick with the easy things such as Rank and Money. When you feel up to it, you can edit anything about your character here, including reputations, cargo, etc.

      The IonCross Character Editor is more human-friendly, but it won’t let you edit the Rank.

    • #66234
      Bullwinkle
      Participant
      Shant wrote:
      Phew! This mod is very unforgiving! An average battle that used to take 5-7 minutes now takes nearly an hour!

      I just ran through Mission 1 in Crossfire 1.8 and, as you say, it is pretty tough. You are tightly restricted on ships and weaponry, even though Crossfire at least gives you some “angel capital” to get started.

      As soon as I got the Starflier I upgraded the shields and bought the three biggest plasma cannons that they would sell me (LavaBlade Mk IIs). The Order ships (Avenge the Donau) take some work but they don’t shoot back much.

      The Rogue ships go down in one or two passes with those LavaBlades, usually leaving bots and bats behind. That’s good, but there are a lot of them and it can be hard to survive long enough to kill them all!

      As soon as I landed at Pittsburgh the first time, I upgraded to a Rhino. They don’t sell plasma cannons at Pittsburgh so I had to buy laser turrets. Still, the 8 guns on the Rhino do a good job… taking out the tougher Rogues around Pittsburgh and Maine in a pass or two of jousting.

      You probably noticed that you have to be very careful when approaching the Rogue base near Pittsburgh. Those Weapons Platforms are brutal. You have to take out those two platforms quickly in order to be able to focus on the fighters.

      I am just beginning with Crossfire 1.8, but my experience so far is that it feels more stable than 1.7, even though it is a beta version. When you are ready to try it, you can find Crossfire 18 beta here.

      Another difference in version 1.8 addresses your earlier question about fancy Crossfire ships. The Pittsburgh Ship Dealer sells a Werewolf Very Heavy Fighter that sports a vicious-looking cannon. In fact, the entire ship looks like part of the cannon, as though they slapped an engine and a cockpit on a huge cannon and called it a “ship”.

      The Werewolf costs 8 million credits, but it looks as though it might be worth saving up for. ๐Ÿ™‚

    • #66235
      Bullwinkle
      Participant
      Shant wrote:

      At what point do I start to see the new ships/weapons?

      Well, I just explored around before meeting Juni on Manhattan for Mission 2 (in Crossfire 1.8). I am impressed with what the Crossfire team has done since version 1.7. The overall feel is more polished, it seems more stable, and there is a place you can go that reminds me of Alice’s Restaurant (because you can get anything you want!).

      There are ships galore, and most of the weapons and other goodies as well. So you can beef up your ship to a very high level before you even leave New York (officially).

      I know that you just installed 1.7 and the 1.8 version is only a couple of days old, but I think you’re going to like it.

      I’ll bet that your saved games from Crossfire 1.7 will work with 1.8… it is worth a try, at least.

    • #66236
      Shant
      Participant

      Yeah, may as well try 1.8. I suppose I should just copy over a vanilla installation and install 1.8 from scratch via flmm, yeah?

    • #66237
      Bullwinkle
      Participant
      Shant wrote:
      Yeah, may as well try 1.8. I suppose I should just copy over a vanilla installation and install 1.8 from scratch via flmm, yeah?

      Yes, exactly.

      Also, try copying your Autosave.fl, from the Crossfire1.70 folder that FLMM will create, back into your SinglePlayer folder (Documents\My Games\Freelancer\Accts\SinglePlayer). If it crashes, then just start a new game.

      Were you able to edit your rank with the Save Editor?

    • #66238
      Shant
      Participant

      Yeah I was, but I’m gonna leave it as is. Reason being, I’m going through the game way too fast now, and bumping up the rank will only speed things up more. I’m already past the dexter hovis (racing) part. Last time it took almost a week to get that far.

    • #66239
      Bullwinkle
      Participant
      Shant wrote:
      Yeah I was [able to edit my rank], but I’m gonna leave it as is.

      Sure, I understand.

      I just wanted to make sure that my instructions made sense, and that you found them (because I edited a message — adding links and a pic — rather than posting a new one). Personally, I kind of hate it when people give only a half-useful tip, but I never know for sure what the reader knows and what he/she doesn’t know (plus I assume that others will read the thread in the future). So I tend to write everything I can think of, in the most organized way that I can, but sometimes too much information can be as confusing as too little! ๐Ÿ™„

      In other words, I know that I write too much sometimes, but it is hard to know which parts to leave out! ๐Ÿ™‚

    • #66240
      Bullwinkle
      Participant
      Shant wrote:
      I’m going through the game way too fast now, and bumping up the rank will only speed things up more. I’m already past the dexter hovis (racing) part. Last time it took almost a week to get that far.

      Yeah, I feel ya on that one.

      First, remember that you can adjust your difficulty in PerfOptions.ini (in Documents\My Games\Freelancer). If you buy a better ship, then maybe adjust your difficulty. Try 1.5 or thereabouts… it makes the AIs tougher but not impossible.

      Second, you bring up a very interesting point, Shant, and it is one that I have been thinking about in the background for a couple of weeks now. I have an open question that I would like to ask of you (and anyone still reading this thread) — would it be helpful to have a few mini-mods that could make small adjustments to the game while co-existing with whatever major mods you may be playing?

      This applies to Single Player only. The Multi-Player crowd would consider it “cheating” unless it is built into whatever mod the server runs.

      I am thinking along the lines of small mods that you could activate or deactivate within FLMM without screwing up, say, Crossfire. For example, you mentioned the Hovis race, which is tuned for vanilla cruise speeds. The race is quite challenging in vanilla but, in Crossfire, Hovis just blows past one of the gates and gets lost, making it far too easy to win. So an example of my idea would be a small mod that temporarily sets cruise speed to vanilla speed while you compete with Hovis, then allows you to return to normal Crossfire speeds for the rest of the game. This would be similar to the Speed Mod that comes with FLMM, but with more options.

      While I am at it, FLMM makes it easy to give the user choices, so the mod could allow you to, for example, crank your cruise speed way up for easy exploring of an uncharted system, then go back to a more normal speed for playing the missions.

      Note that any mod implemented with FLMM requires you to exit the game in order to activate or deactivate the mod.

      Here are some ideas:

        [*:20ew47f4]Shorten or eliminate the 10-second jump gate animation that serves no purpose other than eye candy.

        [*:20ew47f4]Better ship, weapon, and/or shield, available at Manhattan, purchasable at Level 0, to take some of the repetitive frustration out of playing Mission 1 (if you have already played it before). This could be as simple as allowing the player to buy a Patriot or Rhino on Manhattan before the first mission.

        [*:20ew47f4]Larger cargo holds, which allow you to make money faster, without having to do the same run over and over again. You would still need to trade intelligently, but there are only so many times I can do the “diamond run” from Dresden to New Tokyo before I want to scream.

        [*:20ew47f4]Expanded Speed Mod, with more choices.

        [*:20ew47f4]Dromedary (or other ships, such as Very Heavy Fighters – VHFs) purchasable at low level, so that you can buy them during the storyline game, when you need them. Most of the really great ships can only be purchased after completing the storyline, which is pointless for those of us who only play the storyline.

        [*:20ew47f4]Turn off the intro movies.

      Things that I have played with, some of which are just for messing around (they could unbalance the game):

        [*:20ew47f4]A gun that actually hits what you aim at. It is viciously effective — perhaps too much so. Maybe it could be tuned differently.

        [*:20ew47f4]Cruise disruptor missiles that do some damage when they hit (explosive and/or EMP-shield-damage).

        [*:20ew47f4]Faster engines, thrusters, and/or cruise speed. I have not found a single setting that works in all scenarios, so the idea would be to allow the user to change speeds for a single mission, then return to “normal”.

        [*:20ew47f4]More powerful power plant — so that guns recharge faster.

        [*:20ew47f4]Instant-on Cruise Engine (or faster-charging cruise engine… vanilla takes 5 seconds to charge). Makes Cruise Speed easier to use, but also makes it harder for enemies to nail you as you try to flee.

        [*:20ew47f4]Discount Debit Card. Buy, say, $1,000 (or $1 million) for $1. Just a cheap way to increase money without making repetitive cargo runs.

      Things that I would love to do but are impossible, difficult, or I just don’t know how:

        [*:20ew47f4]Faster Trade Lane Top Speed. This is hard-coded into Freelancer. While it is possible to change, there is no reliable way to automate the change in a way that will work under all circumstances.

        [*:20ew47f4]Skip the cut scenes. The cut scenes are a big part of the fun of Freelancer, but some of them are pretty long. Like Dexter Hovis’s long-winded race tutorial… if you have to run the course a dozen times in order to beat him, that’s something like half an hour spent just listening to him say the same thing, over and over. The best idea I have come up with is to truncate the cut scenes… like play the first 10 or 15 seconds, then just cut it off. It’s not very smooth, however. Too bad you cannot just press Escape to skip them, as you can with the intro movies.

        [*:20ew47f4]Instant take-off and landing. If you really want to find all of the surprises in Freelancer, then you have to stop at a lot of bases. Each base has a few seconds of animation during docking and take-off that do not matter much to your ability to evade enemies but which take up time, making it a little tedious to visit all those bases. My sense is that there might be a way to shorten this, but I have not yet figured out how.

      If I could get my hands on the source code for FLMM, I could do more with it, but I have not seen it posted anywhere.

      So here are my questions:

        [*:20ew47f4]Do any of these ideas sound fun or interesting?

        [*:20ew47f4]Do you have ideas of your own that we could add to the list (at this point, I am mostly interested in small-ish projects).

        [*:20ew47f4]Which ideas would be your favorites?

    • #66241
      Shant
      Participant

      Funny enough the race was far easier for me in vanilla, I beat Dexter the 2nd time so I only had to listen to his tutorial the first time. I don’t know why it was so easy for me the first time, I’m thinking I had a weak ship which was more maneuverable. This time I had the crusader, and I must’ve raced him 20 times and couldn’t pull it off. Then I played with max cruise speeds and realized the faster you go the harder it is to beat him, not easier. In the end I had to cheat and swapped out my crusader for a starflier and beat him right away. It’s all about maneuverability.

      Yeah those ideas sound good. I would think cutting off the jumpgate sequence is a definite because it won’t mess with the balance of the game. Another one I like is increasing afterburner speed. Honestly though, after this playthrough I’m pretty sure I’ll be done. I almost never play through a game twice…but 3 times? I really doubt it.

    • #66242
      Bullwinkle
      Participant
      Shant wrote:
      the race was far easier for me in vanilla, I beat Dexter the 2nd time

      As a programmer, I am kind of fascinated by the AI behavior, so I watch it closely. Dexter Hovis misses a gate on his second time through the course, so your best opportunity to win is on the second try (or 4th or 22nd, or so on). His reflexes are computer-fast and -accurate, and he flies the Dagger, which is the best light fighter in the game. I am not sure that it would be possible to beat him if he did not miss a gate… I never have. It is more like he loses to me rather my winning.

      Quote:
      I played with max cruise speeds and realized the faster you go the harder it is to beat him, not easier. In the end I had to cheat and swapped out my crusader for a starflier and beat him right away. It’s all about maneuverability.

      Right. The faster the race, the greater the advantage in Dexter’s computer-fast reflexes… up to a point. When the cruise speed is too high, he misses the gates and cannot recover, so you are better off using thrusters rather than cruise speed.

      And you did the right thing by getting a Starflier. I wouldn’t call that “cheating”… it’s like buying another ship just for that mission. You really have to try a few (or many) different ships in order to get all of the fun out of the storyline, so don’t feel bad about hacking your level or money in order to do so. Anyway, the Starflier is probably the only ship more maneuverable than a Dagger, so it is the right call for the race track!

      (By the way, the Dagger is a very popular ship in multi-player because of its high maneuverability and five guns. It hits pretty hard for such a nimble ship. You have to make friends with the Liberty Rogues in order to buy one at Buffalo.)

      Quote:
      cutting off the jumpgate sequence is a definite because it won’t mess with the balance of the game.

      Yeah, it’s the first thing I do when I start the game. You said that you experimented with cruise speeds but you didn’t say whether you did it with the Speed Mod or by editing Constants.ini. If you are into editing the .INI files, here’s how to shorten the Jump Gate effect:

      Freelancer\DATA\FX\jumpeffects.ini

      [JumpGateEffect]

      jump_out_tunnel_time = 1 ; Change all lines like this to 0 or 1 rather than the default (often 5)

      jump_in_tunnel_time = 1 ; Do the same with these lines (was 5)

      Ironically, it appears that Crossfire 1.8 changed (it auto-updates itself) so that some of the ship- and weapon- mods don’t “stick” without a lot of extra effort. It is beyond the capability of FLMM to correct, and I hope that the Crossfire team will make another update so that they don’t do their anti-cheat stuff in single-player mode. I can fix it for myself, but it would be hard to package in a way that would be easy for somebody else to implement.

      In other words, Crossfire 1.8 wiped out some of my ideas (including afterburner speed) after I posted them. ๐Ÿ™ But the good news is that Crossfire makes so many excellent ships and weapons available from New York and New London that all you really need is to hack your Level (and, maybe, money) in order to buy them.

      Quote:
      Honestly though, after this playthrough I’m pretty sure I’ll be done. I almost never play through a game twice…but 3 times? I really doubt it.

      Yeah, I’m the same way… usually. Freelancer is the only (non-card) game that I have played more than twice. But Freelancer is special because:

        [*:iflh5ufa]It is so highly adjustable that I can keep the game interesting by trying different combinations.

        [*:iflh5ufa]Mods such as Crossfire add such a huge amount of new space — and new puzzles — to explore.

        [*:iflh5ufa]I have yet to find another game, since Freelancer, that I like as much.

      Speaking of puzzles, have you found the Crossfire-specific systems and ships that you asked about? Or the puzzle(s)? There is at least one that will take you a while to figure out. And you will probably need a well-equipped Very Heavy Fighter to survive in some of the Crossfire systems.

      If you have gone beyond New London without finding new systems to explore (and new ships to experiment with), then you may be rushing through the missions. You will get other chances later, but the Crossfire extensions don’t lead you by the nose the way the storyline does… you have to do some exploring in order to get the full benefit (in case you have not already done so).

      I don’t want to spoil your fun by giving away too many clues, but just be sure to read the News in a bar before hanging up the game forever. ๐Ÿ˜Ž

    • #66243
      Bullwinkle
      Participant

      Finding wrecks, secret bases, hidden jump holes, and some other crazy Crossfire stuff, requires exploring off the beaten track… outside of the Trade Lanes. Space is vast, and Freelancer underscores the vastness by sometimes-long cruises in between destinations.

      Q) How do you explore a new system without a tedious grid search?

      A) Use the Nav map to display common Patrol Routes for Friends, Foes, and Neutral Factions. The Patrol Routes will show you where the NPC’s go. Sometimes it is just some rich gas cloud or asteroid farm but, other times, there might be something interesting there. If you see many Patrol Routes converging on one spot, then you can bet that there is a reason that the AI’s are all going there.

      Of course, Rumors, paid Information Tips, and the News sometimes give you clues about where to search as well.

      Also, especially in Crossfire, you can sometimes see a distant object with your eyes that your scanners might not pick up. When I cruise to a destination, I often sit in the turret seat (“H” key) and look around while I let the autopilot (“Go To…”) do the flying. This works whether or not your ship is equipped with a turret.

      For Example, BPA Newgate is a prison ship, in Bretonia, that pays well for prisoners that you tractor after a battle. It is not on a Trade Lane and the story line does not take you there. You have to find it for yourself… and, once you locate it, you have to figure out how to get in without being blown to smithereens. Hint: I tried autopilot the first time, which is how I know about the “smithereens” part. ๐Ÿ˜ฎ

    • #66244
      Shant
      Participant

      Wow I’m glad you mentioned that I should read the news. I have not been doing that. I’m already in New Tokyo and have not seen any new crossfire specific ships or new systems. Thank goodness you mentioned it now, at least I can go do some back tracking before I’m at the end!

      Prison ships…so they’re the ones who buy the ejected pilots and pay more than $1 for them? I have not encountered a prison ship as of yet.

      So you’re saying anytime you’re in a new system, you check the nav map and check the trade routes, and wherever there’s activity, you check there? Haven’t tried that before, will do so on my next play. I’ve got around $200,000 saved up now and would really like a top notch ship, as the enemies’ shields are really powerful now and I’m beginning to get out-gunned again. But I don’t want to cheat either, no more messing with my save game. I guess I should be doing more exploring than I’m used to.

    • #66245
      Bullwinkle
      Participant
      Shant wrote:
      Wow I’m glad you mentioned that I should read the news.

      Good! It sounded as though you might be rushing past some good things and I didn’t want you to miss them, but I also didn’t want to give away too much.

      The Crossfire extensions have multiple entry points, so you have not missed the major stuff yet. You can start the News thing at any point — even after Mission 14. But you have already gone past great ships and a couple of interesting points. That’s what those Saved Games are for, aren’t they? ๐Ÿ™‚ Or, as you say, it’s not that hard to just go back. Maybe you can make it a profitable cargo run.

      The ship levels (rank) and commerce are balanced better for multi-player than for single-player, and the Crossfire money balance is even more tuned that way. If you don’t hack your rank then you cannot fly the best ships until after the storyline. If you plan to stop soon after the story ends, then what is the point of depriving yourself of the fancy gear? If you feel that the game is too easy with a great ship, then crank up the difficulty.

      But I am pretty sure that you won’t think the game is too easy when you get deep into the Crossfire systems. If you think Nomads are tough, wait until you take on a pair of Dom K’vash gunboats (*evil grin*). They make Nomads look like rookies. ๐Ÿ™‚

      As for money, well, you have already seen that some runs can net you 1,000 credits per unit of cargo. It still takes a lot of repetitive cargo runs to earn the $8 million that some of the Crossfire ships cost. Personally, I expand my cargo bay, which feels like a good blend between keeping the game balance while reducing repetitive runs. However you do it, it will take a long time to be able to try even a few of the fancy ships without hacking something… whether it is your money in your saved game, or the cargo hold in shiparch.ini, or something.

      So find your own path on modifying things, but remember that Freelancer was designed from scratch to be easy to modify. And you DID beat the game the first time you played it in straight vanilla mode, so it is not really a question of cheating so much as a question of what will be the most fun for you?

      Quote:
      Prison ships…so they’re the ones who buy the ejected pilots and pay more than $1 for them? I have not encountered a prison ship as of yet.

      Yes, exactly. In fact, the prison ships pay quite well for those prisoners. Maybe you found LPI Sugarland or LPI Huntsville when you were in Texas but did not know what they were? No matter… the point is that they are worthwhile to watch for. There are only a few prison ships in the game. As far as I know, only one is close to a Trade Lane (in Texas). The rest are off the main trade lanes so you have to look for them.

      If you are only going to look for one prison ship, I recommend finding BPA Newgate. It is, um, “different”, especially if you find it on autopilot. ๐Ÿ˜‰

      Quote:
      So you’re saying anytime you’re in a new system, you check the nav map and check the patrol routes, and wherever there’s activity, you check there?

      Yes, exactly. During the “get a job” phases of the game, I ignore Juni’s whining about hurrying up to meet her. I take my time to look around, because that is where a great deal of the fun in the game is… hidden away for you to find. Also, it allows me to earn more credits and buy better gear, which makes the later missions, um, “differently fun”.

      You can even Decline missions from Juni… she will wait around until you are ready. She will pout a bit, but she will wait.

      Wrecks are great places to pick up free cargo and high end weapons, so they are worthwhile to look for. The Level 10 weapons sell for high prices so you can either keep them for your ship or sell them to make a profit. Wrecks are often in dangerous places (that’s why there are wrecks there). ๐Ÿ™‚

      Quote:
      I’ve got around $200,000 saved up now and would really like a top notch ship, as the enemies’ shields are really powerful now and I’m beginning to get out-gunned again.

      Vanilla Freelancer has four Very Heavy Fighters (VHFs): Anubis, Eagle, Saber, and Titan. Each have slightly different characteristics, and are only sold on one base, so you may have to look around for them. Obviously you will also have to be friendly with the proper factions in order to land on those bases. Crossfire adds many more VHFs, as well as some other interesting ships. It takes a big “Defense Budget” to try them all, but that’s why I gave you the Save Game editors.

      When you go back to Bretonia to find BPA Newgate, you should also look for The Corridor. It’s like going to the Galleria. ๐Ÿ™‚

      I don’t know how far you want me to go with hints, so just let me know if you want more… like specific systems, maybe?

      One more point of interest to check out if you are going back is in Omega 3, near Planet Sprague, east of Cambridge. I am not sure what to make of it at this point… it’s just “interesting”.

    • #66246
      Bullwinkle
      Participant

      Another improvement in Crossfire 1.8 is that you no longer have to work through the original story line in order to play the story line extensions. In Crossfire 1.7, the player had to go through the original story line in order to get to the extended “Mission 14” (the vanilla Freelancer story line ends at Mission 13).

      However, Crossfire 1.8 uses the News and Rumors systems to give puzzles to the player. So, in the 1.8 version, a puzzle replaces what was previously Mission 14.

      You can play the old story line if you want — the missions are harder and there are a zillion new ships and bases to explore. But you can start the Crossfire-specific extensions at any time, by reading the News and following clues there. Once you follow the first clue, subsequent clues will usually come by News and Rumors, although you may stumble upon Secret Storage Containers with Data Disks that contain further clues.

      It is more like an adventure game that way. The puzzles replace cut scenes for extending the story line. It is an excellent solution to the problem that modders run into — everything about Freelancer is easy to mod except for the cut scenes.

      In other news, I also found out why Crossfire is not more popular than it is… the developers are a bit nutty about trying too hard to control the Crossfire environment. ๐Ÿ™‚ Between that and the fact that they speak English as a second language, they don’t make a sterling first impression. In the end, though, they work hard to make Crossfire excellent. I am not sure why they work so hard at it, but I am glad that they do.

      I still like Crossfire, and 1.8 cleans up a lot of 1.7’s rough edges, even while it is in beta.

    • #66247
      GUNSMIF
      Participant

      Any advice for starting up on multiplayer???? i hear it can be a bit of a drama getting going?? ๐Ÿ˜•

    • #66248
      Bullwinkle
      Participant
      GUNSMIF wrote:
      Any advice for starting up on multiplayer???? i hear it can be a bit of a drama getting going?? ๐Ÿ˜•

      That’s an easy one… get the Discovery(*) Mod and join the Discovery server: http://discoveryfl.com/

      Then just start exploring and trading. Soon enough, somebody will come around to give you a hand. They will know that you are new because you will be in a Starflier. Most of the folks who take the time to greet newbies are nice and friendly. In fact, most of the folks in New York are friendly, because that is where newbies start. You won’t run into tough competition until you are ready to handle it.

      Multi-Player (MP) has a Chat feature so that you can talk with others.

      Each MP server has its own rules — read them and follow them, or expect to be punished. ๐Ÿ™‚

      A common rule at most servers is “No PvP in New York”. That means that newbies, like you, flying around in your Starflier, don’t have to worry about human pirates attacking you. The NPC’s (Non-Player Character — or AI’s) might attack you, but not humans. “PvP” means “Player vs. Player”.

      When you get a better ship and move out of New York, then it is up to you to be able to handle whatever you encounter. Usually there are groups or “clans” that you can join. When you do, they will give you tips, train you, and fly missions with you.

      Some MP servers use “Role Play” which means that you participate in a huge, multi-authored, interactive, “story”. You may be expected to declare yourself as Cop, Mercenary, Trader, Pirate, Smuggler, or Freelancer — and you will usually be expected to behave accordingly.

      PS: (*) It does not have to be Discovery. Any MP mod will suffice because all of the communities welcome new players. “Fresh meat” makes the game more interesting for the more seasoned players. — (just kidding!) ๐Ÿ™‚

      Well, mostly kidding. ๐Ÿ˜‰

      I only mentioned Discovery because it is designed to have broad appeal, they have phenomenal documentation, and many of the board members speak English as their first language. In other words, it is just an easy place to start.

      PPS: Many of the mods include the no-cd feature that Darkone mentioned. So you might be able to skip using your CD just by installing the mod — no Daemon Tools required. That depends on the mod, of course.

    • #66249
      HunterKiller
      Participant

      I recommend the Underverse v 2.24 mod to anyone that wants something to really get into when it comes to a new playing field. Check out the forums @ http://underverse.us and experience the way of the Underverse for The “Underverse Awaits You.”

    • #66250
      zhokar
      Participant

      Hey guys.

      This is my first post on the forums and already i’m being a thread-necrophiliac.

      Iรƒฦ’ร†โ€™รƒโ€ รขโ‚ฌโ„ขรƒฦ’ร‚ยขรƒยขรขโ‚ฌลกร‚ยฌรƒโ€ฆร‚ยกรƒฦ’ร†โ€™รƒยขรขโ€šยฌร…ยกรƒฦ’รขโ‚ฌลกรƒโ€šร‚ยดve read up on some great info on mods in this thread and was hoping you guys could help me out, because I am a bit frustrated at the moment.

      I installed Freelancer again yesterday and wanted to do some trading. I had forgotten that the system gates need to be unlocked one after the other by Junky’Zane during the campaign. So after an hour I had myself running into the Magellan gate in my Rhino – access denied.

      I started googling and found several tips. One would be installing the OpenSP mod – but this would completely remove the campaign. Then I found out about editing the initialworld.ini – but this only seems to work for LAN games, in local single player gates seem to be locked through the save files. Then I tried with the Discovery mod – only to find out the vanilla campaign isn’t playable. Also I haven’t looked into it yet, but I guess both Discovery and Crossfire have altered commodity prices/availability In Discovery I didn’t even manage to find the “Flint” wreck in New York. Did I take a wrong turn or did they change wrecks as well?

      My questions are:

      – Is it possible to play the original campaign without gate restrictions in Discovery or Crossfire?

      – Is it possible to fly the “good” trade routes from vanilla in both mods or have they been modified too much?

      – Is there any way (modded or unmodded) to play the original storyline without gate restrictions at all, so I could fly around and trade for a better ship earlier (Doesn’t feel like cheating if you actually play for it ๐Ÿ˜‰ )

      – If so, is there any way to play the original campaign with the graphics from Crossfire or one of the other great graphics mods?

      xoxo, zhokar

      Edit: Also the only working save game editor only seems to work with win98 / 2000 / XP savegame directories and cannot be modified to look into the Vista directories without disassembling the program.

    • #66251
      Bullwinkle
      Participant

      If you want to play the campaign, then the easiest way is to just play the missions. Juni unlocks the Liberty gates at the end of Mission 2. In some mods you can get to Magellan via a jump hole in California — it depends on the mod.

      In both Discovery and Crossfire there are new trade routs, ships, equipment, and systems available immediately from inside Liberty. There is no need to unlock gates early.

      That said, there are ways to do what you want. None are as easy (or fun), as just playing the mod:

      > – Is it possible to play the original campaign without gate restrictions in Discovery or Crossfire?

      In Single-Player (SP), yes. Any of your requests would get you quickly banned from the Multi-Player (MP) servers.

      (You may have to work around the launchers, depending on the solution that you choose:

        [*:39sut4ht]If you edit your saved game, then no workaround is required.

        [*:39sut4ht]If you edit any of the INI files, then you may need to disable or disconnect your Internet connection to prevent some launchers from “updating” your INI files to match the server.

      )

      > – Is it possible to fly the “good” trade routes from vanilla in both mods or have they been modified too much?

      Most mods change the economy substantially. That includes Discovery and Crossfire.

      > – Is there any way (modded or unmodded) to play the original storyline without gate restrictions at all, so I could fly around and trade for a better ship earlier (Doesn’t feel like cheating if you actually play for it ๐Ÿ˜‰ )

      In Crossfire, find the jump to Custodian (from New York). There are plenty of ships, weapons, and lucrative trading routes in and near New York.

      > – If so, is there any way to play the original campaign with the graphics from Crossfire or one of the other great graphics mods?

      Crossfire supports the campaign, as does Discovery Version 4.79 (the last version of Discovery to support the campaign).

      > the only working save game editor only seems to work with win98 / 2000 / XP savegame directories

      Which save game editor did you try? IonCross?

      The Freelancer Simple Save Editor should work on any version of Windows and can open save games in any folder. You may need a tool such as FLDev to decode the hash numbers in the save game so that you know which gate is which.

    • #66252
      zhokar
      Participant

      Hey,

      thanks for all that info. Concerning the vanilla singleplayer, I am only allowed to move to California, Texas, New York, Colorado after mission 2. The Magellan gate is locked in both California and New York for me. Do you happen to know, how far into the campaign i would need to be for the HONSHU-YANAGI-BERLIN-MAINZ-HONSHU trade route?

      And yes, I tried the IONCROSS editor.

      Edit: Almost forgot – so is there a mod/.ini change that just lets me go where I want without changing anything else?

    • #66253
      Bullwinkle
      Participant
      zhokar wrote:
      I am only allowed to move to California, Texas, New York, Colorado after mission 2. The Magellan gate is locked in both California and New York for me. …

      And yes, I tried the IONCROSS editor.

      Edit: Almost forgot – so is there a mod/.ini change that just lets me go where I want without changing anything else?

      Right, the gates out of Liberty remain locked until the Flee from Liberty mission. However, the jump holes may not be locked. In vanilla I think there is a jump hole from California to Cortez or Magellan. The state of the jump holes (locked or not) varies between mods, so just give it a try.

      Once you get out of Liberty, you can go anywhere in the game.

      The IonCross editor makes unlocking the gates as simple as pushing a button. If you want to unlock the gates without using IonCross, you are going to have to work harder. It is possible, using the tools that I mentioned, but not straightforward.

      Maybe the second-simplest solution, after IonCross, is to use the Freelancer Simple Save Editor to unlock all of the gates. Just delete the lines that say “locked_gate = …”

      PS: If you are headed to Honshu, then going through Colorado is the quickest route. The only reason to go through Magellan is if you want to buy a Dromedary along the way. You will have to hack your level with the Save Editor in order to buy a Dromedary.

      (PPS: I would put the Simple Save Editor in the Download section here, but the button to Upload a File is missing again (sigh) ).

    • #66254
      HunterKiller
      Participant

      Why not just do the Campaigns and then do the exploring? Once you find Ashcroft, (mission 3) you’ll get the gate codes from Juni. No need to cheat the game. Even then, you’ll still have to do missions for Juni before you’re finished to be able to explore freely unless you get the Freelancer Mod Manager and find the No Story Mod to install. Geez. ๐Ÿ™„ Once you’re done with the story, you’re free to do whatever.

      If you don’t want to worry about any of that, find a 1.0 server that’s laid back and you can trade to your hearts content and have someone to chat with and find out the best all around places to trade. MP is not so bad and there are some great, smooth running Vanilla servers out there.

      Run Luxury Goods to Hawaii (sigma-19) then Artifacts back to NY.

      By the way, Discovery RP 24/7 and CF aren’t the only mods out there that have good trade routes and ease of game play. Disco is mainly RP and those that don’t want to RP aren’t really welcome if you’re on the main server. However. there are some Disco servers that are really laid back but, they aren’t the only mods out there that you can enjoy while trading. CF, not sure how they are about players not wanting to RP.

      Sorry BW, but those aren’t the only mods concerning Freelancer. Why not advertise for the whole of the Community?

    • #66255
      Bullwinkle
      Participant
      HunterKiller wrote:
      Sorry BW, but those aren’t the only mods concerning Freelancer. Why not advertise for the whole of the Community?

      I was just answering zhokar’s questions. Advertisement has nothing to do with the conversation…

      But I agree with your suggestions, of course.

      ๐Ÿ˜‰

    • #66256
      panzer225MAAZ
      Participant

      panzer225MAAZ here-Of all the open single player mods for Freelancer my NUMBER ONE MOD is Rebalanced 3.55,very stable,you can actually play the mod without the universal cheat “perfoptions.ini” adjustments.Most mods,like Discovery 4.85,Phoenix 1.05,Crossfire 1.81,Frontierspace 1.75,Freelancer:The Next Generation 2.7.6 ,STILL HAVE ORIGINAL PARTS of Freelancer.Each have “special parts”, but FALL SHORT!!!IT HAS EVERYTHING,BUT EVEN Rebalanced 3.55 has it’s FAULTS!!!Rebalanced 3.55 has #1. Everything in each ship is CHANGE-ABLE!!!ENGINES,POWER PLANTS,SHIELDS,SHIELD CAPACITORS,FUSION INJECTORS,SHIELD SUPPORT GENERATORS,NANO-BOT and SHIELD BATTERY ENHANCERS,OVER SIX TYPES OF THRUSTERS,FOUR KINDS OF TRACTOR BEAMS!!!WEAPONS!!! GUNS and TURRETS in all SEVEN KINDS OF BEAM WEAPONS PLUS MASS DRIVERS!!!OVER THIRTY!! KINDS OF MISSILES!!!PLUS you ARE NOT left with ordinary torpedoes !SEE WHAT HAPPENS WHEN YOU TAKE A TORPEDO WARHEAD and ADD A CRUISE MISSILE ENGINE!!There are over 11 types of Torpedoes,from the original starslayer to Quantum Torpedoes,Some are SLOW as molasses,to 3 times faster then “normal cruise speed’!!Everything dropped in Battles IS SELL ABLE !!! IT’S very easy to make money!! The only problems with Rebalanced 3.55 is #1.the level-price change is STILL ORIGINAL FREELANCER!! Which means you can increase to the next level in battle,make a quick trade deal,etc.,etc.! #2. they STILL have trouble with TURRETS!! You CAN mount a NOMAD BATTLESHIP TURRET on a Patriot MK 2a fighter,which IS ABOUT 10 TIMES BIGGER THAN THE SHIP ITSELF!! AND STORE 3 EXTRA TURRETS ON BOARD!!!

    • #66257
      HunterKiller
      Participant

      Try this one and I’m sure you’ll not be disappointed.

      freelancer-f22/the-underverse-mod-t1394.html

    • #66258
      Skox
      Participant

      I highly recommend this mod: http://discoveryfl.com/

      Forum site http://discoverygc.com/forums/index.php

      One thing you have to have on mind if you want to play this Mod : This is RP server , with strict rules. My suggestion is that you read that rules on forum . If you are interested , join and have tons and tons of fun , if you can log on … usually server is full ! ๐Ÿ˜€

    • #66259
      numidianian
      Participant

      Well, I didn’t actually played it and don’t like any mods in general, but this sounds promising: Return to Earth mode.

    • #66260
      GeraldineGeraldine
      Participant

      Yes I saw that, but there has been no recent news about it. I wonder if any progress was made in the meantime?

    • #66261
      PinbackPinback
      Administrator

      Probably dead but it sounded very promising.

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