 
 
    Title: 1001 BEFORE FP7
 

    A Freelancer mod
    By 1001  
 
 
 
"It's not clear what happened to a pilot named Edison Trent after he helped the Order in removing the Nomads from the Sirius sector.
People heard only rumors, half truths about adventures and some tough decision he had to face, but no one can speak of certain facts. Only one thing is known for sure, and I can tell you: it's how this whole story has begun..." 


 
--------------- DESCRIPTION ---------------

1) You play the original FL story, but from its very beginning this time, so you start from Leeds with a CSV and $2500. Your mission: make the deal of a lifetime! You can't wait to leave Bretonia, but maybe you'll need more money and a better ship before venturing into the Borderworlds... Anyway, you heard some stories about the Sigma systems and Omicron Major, so you marked its location on your navmap. You should try and reach it to see if there's something interesting for you.

2) The entire Sirius sector will be open and free to visit. But if you want to get more into the story just check Freeport 7 and listen carefully to an offer a man named Lonnigan has left for you.
 
3) Only when you'll complete Lonnigan's mission you'll understand you should have never left Leeds. Welcome to Manhattan!

4) The general gameplay and all ships have been rebalanced. Below there's the list of all changed features. Please read Author's Notes if you want an extensive explanation. 

6) This mod also includes a new unreleased version of my LIGHTSOURCE 1001 MOD.

 
 
--- QUICK START ---
 
Useful things & Tips: 
 
 -Omicron Major (Freeport 7 system) is now accessible through a jump hole in Sigma-17.
 
 -Once you've reached Freeport 7, visit the bar and read the dialog that shows up.
 
 -Robert Kunz is your man on Kurile: you won't always find him in the bar though, try again if he's not there.
 
 -You'll need to be friendly to Republican Shipping before Robert Kunz can trust you. And you'll need good money to make him talk.
 
 -You could also meet Robert Kunz before reaching Freeport 7, but without Lonnigan's mediation, you'll get nothing from him.   
 -You won't have the access codes to dock with Planet Manhattan (until you'll land there as a survivor, of course): due to recent rise of Cardamine traffic, the planet is now accessible only by Liberty citizens, or traders showing a special permission. Nothing that a Bretonian freelancer like you could easily get. Liberty government apologizes.

 -In your free time between missions you'll have complete freedom of movement, but after mission 1 you can exit from New York only via jump holes. At that time you won't have the access codes for jump gates, remember? 
 
 
--- OTHER FEATURES ---
 
--Gameplay: 
 
 1)Halved rewards for random missions.
 
 2)Halved price for all commodities.

 3)Increased NPC difficulty rank for random missions.  
 
 4)Increased level worth requirements.
 
 5)Removed level requirements for ships and equipment.
 
 6)Removed level requirements for job board missions.
 
 7)All NPC pilots are Ace class, NPC ships are better equipped and regenerate shields.
 
 8)Rebalanced all ships: see below.
 
 9)Increased/Rebalanced ships prices.

 10)New buyable ships: Starflier, Starblazer, CSV, Anubis, Savior (aka Juni's Defender), Blood Dragon.

 11)Changed ships sold at some bases: see below.
 
 12)Increased cost for bots & bats.
 
 13)New InfoCards.


--Graphics:
 
 1)Different costumes: Trent, Kress, Ozu, Hakkera, Lane Hackers, IMG, etc.
 
 2)Changed lights in almost every system, reduced visibility in clouds.

 3)Some touch here and there.
 

--Systems:

 1)Added Omicron Major, reachable from Sigma-17.
 
 2)Unlocked Omicron Minor, reachable from Omicron Beta.
 
 3)Unlocked Alaska, reachable from New York (added Battleship Roosevelt).
 

 
------ REBALANCED SHIPS ------
 

 -- LIBERTY --  
 
Liberty ships are a good and easy choice: with good armour ratings and the fastest thrusters in Sirius, they're meant to be reliable. Prices are fair too. However, since most of their energy is given to the engines, these ships can mount only light weapons and shields.
 
 -Patriot:
    Armour = 3200
    Mass = 100 
    Max Batteries/NanoBots = 22/22
    Gun/Turrets Mounts = 4/0
    Optimal/Max Weapon class = 2/3
    Top Speed = 120 m/s
    Cargo Space = 15
    Additional Equipment = M, CM, CD
 
 -Defender:
    Armour = 3600
    Mass = 150 
    Max Batteries/NanoBots = 24/24
    Gun/Turrets Mounts = 5/1
    Optimal/Max Weapon class = 2/4
    Top Speed = 120 m/s
    Cargo Space = 25
    Additional Equipment = M, CM, CD/T
 
 -Savior:
    Armour = 3800
    Mass = 150
    Max Batteries/NanoBots = 26/26
    Gun/Turrets Mounts = 5/1
    Optimal/Max Weapon class = 4/4
    Top Speed = 120 m/s
    Cargo Space = 25
    Additional Equipment = M, CM, CD/T
 
 -Rhino:
    Armour = 6400 
    Mass = 300
    Max Batteries/NanoBots = 44/44
    Gun/Turrets Mounts = 3/5
    Optimal/Max Weapon class = 1/3
    Top Speed = 90 m/s
    Cargo Space = 100
    Additional Equipment = M, CM
 

 -- BRETONIA --  
 
Bretonian ships are built to resist, and Bretonians have perfectioned the most advanced techniques regarding armoured hulls. Though a bit slow these ships remain sufficiently manouverable. They also have good firepower and shields, and decent cargo space. 
 
 -Cavalier:
    Armour = 4400
    Mass = 175 
    Max Batteries/NanoBots = 35/35
    Gun/Turrets Mounts = 4/0
    Optimal/Max Weapon class = 3/5
    Top Speed = 80 m/s
    Cargo Space = 25
    Additional Equipment = M, CM, CD
 
 -Crusader:
    Armour = 4800
    Mass = 200
    Max Batteries/NanoBots = 38/38
    Gun/Turrets Mounts = 6/0
    Optimal/Max Weapon class = 3/5
    Top Speed = 80 m/s
    Cargo Space = 40
    Additional Equipment = M, CM, CD/T
 
 -Clydesdale:
    Armour = 8800
    Mass = 300 
    Max Batteries/NanoBots = 70/70
    Gun/Turrets Mounts = 3/5
    Optimal/Max Weapon class = 2/4
    Top Speed = 70 m/s
    Cargo Space = 125
    Additional Equipment = M, CM
 

-- KUSARI --  
 
In Kusari are trained the best pilots in known space, so its ships are not the easiest to fly, but can strike with extreme precision and efficiency. Kusari ships are famous for great handling, good speed and high firepower. Of course this comes at the expense of armour and cargo space.
 
 -Drake:
    Armour = 2500
    Mass = 75
    Max Batteries/NanoBots = 16/16
    Gun/Turrets Mounts = 4/0
    Optimal/Max Weapon class = 4/6
    Top Speed = 100 m/s
    Cargo Space = 10
    Additional Equipment = M, CM, CD
 
 -Dragon/Blood Dragon:
    Armour = 2700 
    Mass = 100
    Max Batteries/NanoBots = 18/18
    Gun/Turrets Mounts = 6/0
    Optimal/Max Weapon class = 4/6
    Top Speed = 100 m/s
    Cargo Space = 20
    Additional Equipment = M, CM, CD/T
 
 -Drone:
    Armour = 5000
    Mass = 250 
    Max Batteries/NanoBots = 30/30
    Gun/Turrets Mounts = 2/6
    Optimal/Max Weapon class = 4/6
    Top Speed = 90 m/s
    Cargo Space = 175
    Additional Equipment = M, CM
 

-- RHEINLAND --  
 
With a long tradion of war, Rheinlanders know how to build strong vessels. Excellent firepower and shields, combined with good armour and ample cargo space make these vessels very effective under many circumstances, even if their speed is quite reduced. Since the recent market crisis in Rheinland, prices tend to be quite high. 
 
 -Banshee:
    Armour = 3300
    Mass = 150
    Max Batteries/NanoBots = 21/21
    Gun/Turrets Mounts = 4/0
    Optimal/Max Weapon class = 5/7
    Top Speed = 70 m/s
    Cargo Space = 30
    Additional Equipment = M, CM, CD
 
 -Valkyre:
    Armour = 3700
    Mass = 175
    Max Batteries/NanoBots = 25/25
    Gun/Turrets Mounts = 5/1
    Optimal/Max Weapon class = 6/8
    Top Speed = 70 m/s
    Cargo Space = 35
    Additional Equipment = M, CM, CD/T
 
 -Humpback:
    Armour = 6600 
    Mass = 300
    Max Batteries/NanoBots = 42/42
    Gun/Turrets Mounts = 2/6
    Optimal/Max Weapon class = 5/7
    Top Speed = 70 m/s
    Cargo Space = 250
    Additional Equipment = M, CM
 

-- CIVILIAN --  
 
Civilian ships offer a wide range of choice, for all tastes and pockets. Light models possess good speed and handling, while heavy ones keep an eye on armour ratings and firepower. 
 
 -Starflier:
    Armour = 1500
    Mass = 100 
    Max Batteries/NanoBots = 10/10
    Gun/Turrets Mounts = 3/0
    Optimal/Max Weapon class = 1/3
    Top Speed = 100 m/s
    Cargo Space = 10
    Additional Equipment = M, CM
 
 -Startracker:
    Armour = 3000 
    Mass = 100
    Max Batteries/NanoBots = 20/20
    Gun/Turrets Mounts = 3/0
    Optimal/Max Weapon class = 2/4
    Top Speed = 100 m/s
    Cargo Space = 15
    Additional Equipment = M, CM, CD
 
 -Starblazer:
    Armour = 3300
    Mass = 100 
    Max Batteries/NanoBots = 23/23
    Gun/Turrets Mounts = 4/0
    Optimal/Max Weapon class = 3/5
    Top Speed = 100 m/s
    Cargo Space = 20
    Additional Equipment = M, CM, CD   
 
 -Hawk:
    Armour = 3500 
    Mass = 125
    Max Batteries/NanoBots = 25/25
    Gun/Turrets Mounts = 4/0
    Optimal/Max Weapon class = 4/6
    Top Speed = 80 m/s
    Cargo Space = 25
    Additional Equipment = M, CM, CD
 
 -Falcon:
    Armour = 4000
    Mass = 175 
    Max Batteries/NanoBots = 30/30
    Gun/Turrets Mounts = 5/1
    Optimal/Max Weapon class = 6/8
    Top Speed = 80 m/s
    Cargo Space = 30
    Additional Equipment = M, CM, CD/T
 
 -Eagle:
    Armour = 4500 
    Mass = 200
    Max Batteries/NanoBots = 33/33
    Gun/Turrets Mounts = 6/1
    Optimal/Max Weapon class = 8/10
    Top Speed = 80 m/s
    Cargo Space = 35
    Additional Equipment = M, CM, CD/T
 

-- CSV --  
 
The "Combat Service Vehicle" can be considered a light freighter, meant for short runs in urban territory. Despite its limited equipment the CSV is well defended thanks to its strong hull.
 
 -CSV:
    Armour = 4500
    Mass = 150 
    Max Batteries/NanoBots = 36/36
    Gun/Turrets Mounts = 2/1
    Optimal/Max Weapon class = 2/4
    Top Speed = 80 m/s
    Cargo Space = 50
    Additional Equipment = CM
 

-- BORDER WORLDS --  
 
The Border Worlds can be places rich of opportunities, but also of perils: for this reason are required fast adaptive capabilities in order to survive. Border Worlds ships represent a great balance of speed and agility, offensive and defensive ratings.   
 
 -Dagger:
    Armour = 2800
    Mass = 100 
    Max Batteries/NanoBots = 18/18
    Gun/Turrets Mounts = 4/1
    Optimal/Max Weapon class = 2/4
    Top Speed = 90 m/s
    Cargo Space = 20
    Additional Equipment = M, CM, CD
 
 -Stiletto:
    Armour = 3100
    Mass = 150 
    Max Batteries/NanoBots = 21/21
    Gun/Turrets Mounts = 6/0
    Optimal/Max Weapon class = 5/7
    Top Speed = 90 m/s
    Cargo Space = 25
    Additional Equipment = M, CM, CD/T
 
 -Sabre:
    Armour = 3400
    Mass = 175 
    Max Batteries/NanoBots = 24/24
    Gun/Turrets Mounts = 6/1
    Optimal/Max Weapon class = 8/10
    Top Speed = 90 m/s
    Cargo Space = 25
    Additional Equipment = M, CM, CD/T   
 
 -Dromedary:
    Armour = 7200
    Mass = 300 
    Max Batteries/NanoBots = 52/52
    Gun/Turrets Mounts = 3/5
    Optimal/Max Weapon class = 4/6
    Top Speed = 70 m/s
    Cargo Space = 275
    Additional Equipment = M, CM
 

-- BOUNTY HUNTERS --  
 
The Bounty Hunters guild offers well defended - well armed ships with generous cargo space. Even if not the fastest, they possess good handling. Plus, prices are fair.
 
 -Piranha:
    Armour = 3100
    Mass = 100 
    Max Batteries/NanoBots = 21/21
    Gun/Turrets Mounts = 4/0
    Optimal/Max Weapon class = 2/4
    Top Speed = 80 m/s
    Cargo Space = 35
    Additional Equipment = M, CM, CD
 
 -Barracuda:
    Armour = 3500
    Mass = 150 
    Max Batteries/NanoBots = 25/25
    Gun/Turrets Mounts = 6/0
    Optimal/Max Weapon class = 4/6
    Top Speed = 80 m/s
    Cargo Space = 45
    Additional Equipment = M, CM, CD/T
 
 -Hammerhead:
    Armour = 4200
    Mass = 200 
    Max Batteries/NanoBots = 32/32
    Gun/Turrets Mounts = 6/1
    Optimal/Max Weapon class = 7/9
    Top Speed = 80 m/s
    Cargo Space = 50
    Additional Equipment = M, CM, CD/T
 

-- PIRATES --  
 
More interested in good profits than in dogfights, Pirates fly ships with great armour and huge cargo holds, even if this comes with reduced handling and speed. Pirates ships are sold at very good prices. 
 
 -Bloodhound:
    Armour = 3400
    Mass = 125 
    Max Batteries/NanoBots = 22/22
    Gun/Turrets Mounts = 3/1
    Optimal/Max Weapon class = 2/4
    Top Speed = 80 m/s
    Cargo Space = 60
    Additional Equipment = M, CM, CD
 
 -Wolfhound:
    Armour = 4100
    Mass = 150 
    Max Batteries/NanoBots = 29/29
    Gun/Turrets Mounts = 5/1
    Optimal/Max Weapon class = 4/6
    Top Speed = 80 m/s
    Cargo Space = 75
    Additional Equipment = M, CM, CD/T
 
 -Mule:
    Armour = 6800
    Mass = 300 
    Max Batteries/NanoBots = 44/44
    Gun/Turrets Mounts = 4/4
    Optimal/Max Weapon class = 2/4
    Top Speed = 70 m/s
    Cargo Space = 135
    Additional Equipment = M, CM     
 

-- CORSAIRS --  
 
Corsairs are ace pilots which prefer hit and run attacks, and their ships are the only ones as fast as Liberty's. Great engines give these ships tremendous firepower, extreme speed, and the best shields available on market. To move such powerful weapons only armour and cargo space have been reduced, but often victims of Corsairs's attacks don't even have time to react. Corsairs ships are difficult to find in the market, and have high prices due to limited production.
 
 -Legionnaire:
    Armour = 2400
    Mass = 50 
    Max Batteries/NanoBots = 14/14
    Gun/Turrets Mounts = 4/0
    Optimal/Max Weapon class = 3/5
    Top Speed = 120 m/s
    Cargo Space = 10
    Additional Equipment = M, CM, CD
 
 -Centurion:
    Armour = 2800
    Mass = 150
    Max Batteries/NanoBots = 17/17
    Gun/Turrets Mounts = 6/0
    Optimal/Max Weapon class = 7/9
    Top Speed = 120 m/s
    Cargo Space = 15
    Additional Equipment = M, CM, CD/T
 
 -Titan:
    Armour = 3300
    Mass = 165 
    Max Batteries/NanoBots = 20/20
    Gun/Turrets Mounts = 6/1
    Optimal/Max Weapon class = 8/10
    Top Speed = 120 m/s
    Cargo Space = 15
    Additional Equipment = M, CM, CD/T
 

-- THE ORDER --  
 
The Order has developed a unique kind of ship capable of brilliant performances in every field. The best choice for fighting unknown enemies. 
 
 -Anubis:
    Armour = 3900
    Mass = 150 
    Max Batteries/NanoBots = 29/29
    Gun/Turrets Mounts = 6/1
    Optimal/Max Weapon class = 5/6
    Top Speed = 90 m/s
    Cargo Space = 30
    Additional Equipment = M, CM, CD/T   
 
 
 
 ------ SHIP MARKET ------ 
 
  Liberty:
   P.Manhattan -> Starflier, Patriot, Rhino
   B.Roosevelt -> Savior
   Rochester Base -> CSV
   Buffalo Base -> Bloodhound
   P.California Minor -> Rhino
   P.Houston -> Startracker, Piranha, Patriot
 
  Bretonia:
   Trafalgar Base -> CSV
   P.Leeds -> Cavalier, Clydesdale, CSV
   Sheffield Station -> Hammerhead
   B.Hood -> Starblazer
 
  Kusari:
   P.New Tokio -> Drake, Drone, Barracuda      
   P.Kyushu -> Drake, Drone, Hawk
   P.Honshu -> Drake, Drone, Hawk
   Kyoto Base -> Blood Dragon
  
  Rheinland:
   P.Hamburg -> Banshee, Humpback, Barracuda
   P.Baden Baden -> Dromedary
   Vogtland Base -> Stiletto
 
  Indipendent Worlds:
   P.Curacao -> Dromedary
   Mactan Base -> Dagger
 
  Border Worlds:
   P.Harris -> Clydesdale
   P.Kurile -> Drone
   Cadiz Base -> Legionnaire 
   Freistadt Outpost -> Falcon
 
  Edge Worlds:
   Leon Base -> Centurion
 
  Omicron Worlds:
   Freeport 7 -> Dromedary
 

As a general rule:
 -Zoners and IMG sell Civilian ships
 -Orbital Spa & Cruise sell Borderworlds ship
 -Planetform Inc. sell local freighters



 ------ AUTHOR'S NOTES ------

 Or ramblings.

There are two things I didn't like in FL and wanted to solve with this mod: first, the game becomes boring when you have more money than you want to spend; second, the game becomes boring when no enemies are a match for you.

Now raising money requires more time and efforts. If you wanted a deeper FL experience it should be good for you, since
gaining every new piece of equipment is a little quest: this force you to plan your movements through Sirius rather than just roaming and killing mindlessly system after system. The first hours of gameplay could let you think you'll never get enough cash, but if you start planning your next moves you'll see that your situation can change.

Setting the price of bots & bats to 400 (instead of 200) each, truly changed things: they now represent a constant expense for you; and give you a reason to keep killing/looting/trading/mining.
  
You may think my rebalancing is a bit radical since many ships have very poor armour, but don't underestimate their speed and mass values. I did some good testing and it does make the difference either if want to fight or flee. Plus, even class 1 weapons can be of some use now, and remember that nothing's better than sheer agility if you need to dodge class 10 hits. If you can't mount high level weapons, your best friends are missiles and anti-shield guns. You'll soon discover that your vessel works greatly against some enemies and has difficulties against others. Rather than making combat extremely difficult I wanted to have it a bit more tactical, for now every ship is beatable no matter what you or your enemies are flying. Oh, and if you don't, I suggest you always kill engines in dogfights (but who doesn't?).

In order to make the mod work I had to remove level requirements for random missions: this comes with a strange counterback, however, as it makes random mission offers very rare, simply the job board in bars is empty most of times. Things get better when you start levelling up (but until FP7 destruction you'll remain level 0, it's hardcoded).
I'm sorry for this but after some playtesting I liked the way it is: if random missions become rare events they also stop to be boring, after some time you start to crave for a random job and when you find it, no matter what it is, you're happy to do it. If you like to play the mercenary role, I suggest you stick to a friendly base and help defending it, or try hunting enemies following their patrol paths: I know your only gain would be the loot you can grab but sometimes it pays very well.

So, hope you like this mod. I know it seems to have a difficult gameplay (more than it has actually), and maybe you'll need to recalibrate your combat tactics, but if you take your time everything should be just fine (I hope).

1001



 ------ CREDITS ------
 
And finally, Thanks to:
 
-Brian McCumber for MAKE MY VANILLA MOD
-Chips for his Open SP MOD
-Tutorials makers, especially Darkstone
-Lancer's Reactor community 
