Posts by Tolderian

    Quote

    #2: when swat you said earlier that no matter how powerful you made them they would still be easy for you to kill...it sounds like your PURPOSFULLY making them unbalanced in the fighters favor.


    ever heard about skill?
    battleships in CF have WAY MORE hull than fighters... they have very powerful weapons and move at a realistic speed
    give me the weakest of the heavy fighters and ill kill a battleship... not because of the fighter is soo good... but because i know how to kill a bs without a problem


    I'm well aware of skill and obviously there's a varying perspective on "skill". That aside, if I can ever manage to get the mod working, I'd very much like to see this skill of yours. It'll open my eyes to one of two things... either your "extreme skill" or a flaw of favoritism in the balancing. Either way, I have no complaints, you've made your point that you don't like the capital vessels early on; I'm just a curious individual.

    What do you want me to say? Anything in support of capital vessels is something I'm for. It frustrates me when fighter-jock purists bother including capital vessels in a game just to have them for target practice... just to make supporting elements (cooperative players) feel like crap... it's Counter-Strike or Tribes II for Freelancer... enhance the lone hero syndrome and deny elemnts to enhance cooperative play.


    In the mod I'm with, it takes at least a few fighters with bomber support to destroy a capital ship... for one, it's not like everyone has one, they're very rare and difficult to afford and are only in the hands of the Houses. Second, there's no reason why a battleship should go down easy. the late Iowa Class battleship is armed to the teeth with over a hundred AA guns... in WWII the Yamato was raped by torpedo bombers but only at the sacrifice of dozens of other fighters.


    So... if you want balance... at least 2 fighters and 1 bomber to kill a lone battleship.... and that's being favorable to the fighter... I'd say 3 fighters and 2 bombers.


    Battleships shouldn't and wouldn't be used to harass a single pirate terrorizing the trade-lanes, they wouldn't care about that... that's what police are for. Battleships would be fielded against other House fleets.


    All that aside, this mod has some spiffy features that I'd like to see in other mods. It's not my place to argue a point that the creator of the mod doesn't want to acknowledge, it's his mod therefore his right, but I figure if you're going to include them at all, at least to it right or remove them all together to avoid the frustration.


    I hope that didn't come out too crass... I've been up for almost 24-hours since I had to work last night... so I'm a bit out of it as I post.


    Adios muchachos!
    [13]

    Well, unfortunately I can't actually get to the main load screen to disable 3D sound... is there another way? It crashes before I can get to it...


    Clean Install of Freelancer (deleted the directory completely)


    Clean Install of FLMM 3.1 (deleted the directory completely)


    I don't imagine there were any savegames left, then again, I've never saved a game since I never play single-player on the desktop.


    It crashes before I can get to 3D sound...


    Should I not mess with any of the options it gives me, and if it activates successfully, should I use that patch first or let the updater do that?


    As for Battleships, I understand your perspective as it is likely more trouble than it's worth to you to maintain Battleships since they are a hefty responsibility to upkeep on a server. I know that Halo mod solved a lot of problems by sizing down all the ships... so Capital ships were the size of fighters and fighters were itty-bitty, but that also made the stations and planets more to scale to create some really breath-taking scenery. Then again, Battleships are for servers with a lot of players that engage in regular House warefare though. They are uber, just...far too often people don't want to take the time to learn tactics or strategies to destroy them... it's all spray and pray with uber-weapons these days. I wouldn't say it's "crouch"ing... that's like saying a medic or engineer in Half-Life Team Fortress is a camping class and Snipers are the hard workers... Battleships are basically a forward support element but are also necessary in the battle against other capital class warships. They, like miners, transports, haulers, and fighters alike...have their place in the scheme. But I figure, if they're just going to be a 3HP targets moving at the speed of molasses blasting away with nerf-cannons, the players that wanted them aren't likely satisfied and would be better off removed all together... anyone who has flown them out there... are they that bad?


    [13]

    Sorry for playing the part of the Threadmancer and raising a dead post, but I just tought I needed to post here.


    Back in the day I worked with Chips on a mod called Evolution. The problem in that mod being, Capital ship pilots were a minority compared to fighter jocks. Granted back in the day of flaming when this thread was opened Sona's approach was less than subtle, someone responded with "Well then don't buy capships" which I find rather insulting. As a capital ship pilot myself, I find they are often WAY underpowered, but at the same time rediculously cheap. Under no circumstances should a battleship be destroyed by a single fighter...ever.


    Hell, look at the stats of a modern-day Iowa Class Battleship... it is LOADED to the teeth, and although it'll be chewed up by fighters if it doesn't have appropriate air-support, it's still more than a match for highly trained and well-equipped military personell (and I mean more than a match with 100+ Anti-Aircraft guns), which stands to reason they'd out-do unorganized and ill-equipped pirates or Freelancers. Then again, in all fairness, the Battleships should only ever be flown by members of the Houses which can afford them though. Show the capital ships some love!


    That aside... I did as suggested and did a complete reinstall of Freelancer AND FLMM, however, I can't seem to get the mod to launch. It started to, but once past the half-dozen intros, I CTD'd, then I deactivated it and reactivated, which it won't even let me reactivate it now.


    I have the Error log I received saved to a .txt document if anyone would like to take a look at it and decipher what the error may be. I got it working on my laptop, but not on my desktop, which is by no means lacking in horsepower.


    If anyone can assist, please let me know...I rather enjoyed my Single-Player experience on the laptop and am hoping to try multiplayer here soon...


    I guess if nothing else, I can just copy the folder I have on my Laptop over to the desktop and use it, but I want to get this figured out in the event I have to reinstall it in the future.


    Thanks so much for your time, take care, and I look forward to hearing from you.


    If you don't want to flood this thread, post in this thread, or keep it alive at all for that matter, I don't mind if you PM your assistance to me. Again, thanks for your time.
    :D

    Well, my problem is like his...


    After I installed it to Mod-Manager, I tried activating it using the different characters, which I got an error near the end saying some SHCopy error. So I launched it again using the default.


    After that, I get the updater screen, it works fine, I launch single-player or multi-player, to all the intro screens, but once I get past the Freelancer Intro, it just crashes to Desktop... so I couldn't actually get into any other options. :( if you guys have covered this before, I'm terribly sorry for reviving a dead post..


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    P.S. Sorry, forgot to mention, I have installed both patches and the updater ran fine.