Genesis "The Sol Chronicles"

There are 46 replies in this Thread. The last Post () by Michael.

  • PaA1gJ.jpg

    CHANGELOG 1.44 MP


    • Fixed a couple of typos on some of the bases in Jupiter
    • Changed the texture on the Nighthawk Pachyderm freighter
    • Adjusted commodity prices
    • Mission payouts adjusted across the universe
    • Added a new Bounty Hunter base in Tohoku
    • Added a Nomad bribe in game to be able to fly the Nomad ships
    • Added new Nomad Lairs to go with the new Nomad rep in Frankfurt, Stuttgart, Omega 13, Venus, Mars, Chugoku, Kyushu, Sigma 19, Kepler, Bering, Edinburgh, Manchester, Tau 37 and Omega 3
    • Incorrect engines on Corsair ships - FIXED
    • Incorrect engines on Bounty Hunter ships - FIXED
    • Incorrect engines on the Sabretooth, Ravensclaw, and Hellhound - FIXED
    • Added new weapons to various factions
    • Blood Dragon Arisaka guns & turrets (Anti-Shield)
    • Outcast Lonbarda guns & turrets (Anti-Shield)
    • Red Hessian Jäger guns & turrets (Anti-Shield)
    • Bounty Hunter 'T' series Thunderbolt guns & turrets (Anti-Shield)
    • Simian Trade Federation Tamarin guns & turrets
    • Added new weapons to appropriate NPC ship loadouts
    • Incorrect loadout on Blood Dragon Samurai NPC ship, was one gun short - FIXED
    • Capship loadouts altered, more cargo loot added
    • All Asteroid Field Jump Holes renamed Asteroid Belt Jump Hole, also Jump Gates leading to Astreoid Belt renamed
    • Yet another major upgrade for all missiles, torps and cruise disruptors, they are all much faster and more useful
    • Wrong tradelane name used in Mercury - FIXED
    • Tradelane infocards in Sol showing up as 'object unknown' - FIXED
    • Alcatraz system name not showing up - FIXED




    CHANGELOG 1.43 MP


    • Fixed server crash in Venus with wrong wreck loadout
    • Fixed server crash in Earth with wrong wreck loadout
    • Infocard corrected on Liberty Rogue base in Earth
    • Added 5 new commodities to trade:
    • Mandroid
    • Organic Sidearms
    • Organic Ammunition
    • VR Neural Chips
    • VR Neural Programs
    • Paychyderm 500 R Rebel engine sound adjusted, now used for cruise speed as well
    • Hardpoints redone on APS Coyote, Hyena & Jackal
    • Updated player flyable Nomad Crusader ship from Freelancer Beta 1 with folding wings
    • Nomad Gunship added
    • Various other infocards updated


    CHANGELOG 1.42 MP


    • Audio volume for Monolith reset to normal
    • Changed tractor beam hardpoint on Nomad Battlecruiser
    • Kellingley Mining Facility infocard fixed
    • Three custom bases with inproper npc loadouts fixed
    • Tractor beam issue with new Patriot model fixed. This was bringing down the server regularly as it also affected the npc version as well. Everytime a player or npc tried to use the tractor beam with that ship model, it would crash the server
    • A small number of other ships affected by animation issues, all fixed



    CHANGELOG 1.41 MP


    • Updated market commodities file to reflect the buying and selling of Mezzrats
    • Updated some more base infocards
    • Updated NPC names on some bases not showing up correctly



    CHANGELOG 1.4 MP

    • The Sol system addon, comprising ten systems that have been added (each planet has its own system) is very, very loosely based on Mephistopholes' Sol mod. I have re-textured all of the planets used, using the latest NASA satellite images. I've redone all the solar infocards for all the systems, using up to date information and made all the minor moons available to see on the navmap and positioned them to taste. Systems have been resized as well. In fact there's not a lot left of his addon mod at all, but i did start out with it as a basis for the Sol systems, so only fair it gets a mention.
    • New tradelane model added for the Sol system - Original model by Angryfly - Heavily modified by Gibbon
    • New custom news items added in the Sol sector
    • Custom Asteroid models in Sol systems by Forsaken
    • Asteroid draw distances increased in some of the new systems
    • Marsflyer added
    • Nomad Battlecruiser added
    • Discovery XD-1 wreck added
    • Winnebago wreck added
    • Pachyderm handling fixed on the player freighters (YAY!!) Will now dock properly without circling for hours
    • New Pachyderm freighters added
    • New Pachyderm Transports added (NPC only)
    • Kusari Blood Dragon Samurai ship now has correctly named breakable parts
    • Enabled NPC's to actually use countermeasures properly
    • New trading faction added, Interpork. Famous for their square pigs!!
    • Missile & Torpedo engine trails more realistic
    • Redone all the patrol path files making route planning a bit better
    • Patrol paths fixed, especially in Sigma 13, Sigma 19 and California which were leading to crashes
    • Reworking of all the encounters in game
    • NPC shields renamed, so when scanned they don't have NPC in the name (doh)
    • Fixed pilot names not showing correctly on Nomads, Razids and Martians
    • Slowed down planet rotations
    • Blackhole texture redone in Omega 13
    • Increased docking speed when docking at bases
    • Single player buttons removed from menu screen
    • Create a secondary 'MINIMIZE HUD' key in the 'CONTROLS' section in 'OPTIONS' to completely remove all HUD elements in game
    • Various typos fixed

    Download from MODDB here: Downloads - Genesis mod for Freelancer - Mod DB


    Running on the Bananaworld Server



    M7BZZC.jpg


    Think i've made a Discovery...

  • looks good


    nice to see the discovery in orbit

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • I haven't released it yet. It won't be ready for a few more months yet anyway. If you're after a Sol mod, i wrote one some time back, you can use that if you like. I'm not keen on letting anyone use the new one i'm doing for Genesis though as it's taken me a very long time to get it how i want it.


    ** EDIT **


    I've uploaded my old Solar System mod into the mods section here on the Portal if you want to use it. It's called Gibbon's Solar System Mod v1.0

  • and... approved

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Nice, no need to give away all detailed private work to other friendly mods but helping eachother is good for the FL community :)

    Chars: [CFPD]Michael~something (x25), [CFPD]~SQMS~{[(store)]} (x3), [CFPD]xfer, Event~Manager~Michael, StarfIier~EM~Michael, Event_Team_2, [GR]Michael[SP] and a blueprint of [CFPD]Sephirothis

  • :) Thank you, Gibbon :)
    I took an eye on the Mod - it is very interesting and different to what i do. It will help me for sure in my work :)
    If you like, mate you can use all data from my Empire Mod as you find necessary :)
    Only please do not copy directly the personal of Kaucass Carrier - it is my real family that i don't have even in this life


    Thank you once again :)
    Alexxassa Rubio

  • [/img]


    Right, a little update. I'm kind of done with the new systems, all the systems have been built and are finished. All the new bases, asteroid fields etc are all in. All the encounters are done, all the new patrol paths, hundreds of the damn things are done. All the npcs have been added to the new bases and generic news items are done. All the store stuff, equipment and commodities are in.The only thing i have left are custom news items, which i have to think up and getting the pricing right for the base commodities, this is going to take time and fry my brain, but it will be done I'd say about 90% finished now...


  • nobody had any doubts that you are wasting energy

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • more interesting... is there light in north korea?

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Its going off topic but... Only the one light shining off the holy supreme commander in chief democratic president, of course. Maybe from his bronze statues too...


    Still, mod looks promising xD

    Chars: [CFPD]Michael~something (x25), [CFPD]~SQMS~{[(store)]} (x3), [CFPD]xfer, Event~Manager~Michael, StarfIier~EM~Michael, Event_Team_2, [GR]Michael[SP] and a blueprint of [CFPD]Sephirothis