Mod Question
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Yeah, I’m Arnox. Been playing for a while. Got ticked off with no sequel… blah, blah, blah. But I didn’t come here to talk about that nonsense (not right now anyway).
My question is how far have some of these mods gotten? What is the extent of the things they are able to change now.
For example,
SPOILER
Later on in the FL story, you saw that some of the defenders going against you were outfitted with invisibility cloaks. You never were able to get your hands on one of them though.
END SPOILER (You guys do not have spoiler tags it seems.)
Have mods been able to add in items like that? Do they add anything to the gameplay of the game besides stronger weapons, stronger ships, stronger shields, etc.?
Thanks for the responses in advance.
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=Alex= wrote:
From the top of my head, mobile docking (though this has generally been done in a horrific way - it required a base in each system).Not sure if FLHook counts - have you heard of that?
The only mod I’ve heard of so far is the discovery mod.
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FLHook isn’t a mod, its a server plugin system that allows all sorts of neat things to be done to multiplayer. Things like remote cash transfer, object dock restrictions, non-gate FTL jumping, player-dockable carriers, admin commands like beaming to different bases and instant kills, bounty boards, and a plethora of other interesting things.
As for mods, there was initially a wave of ‘Compilation Mods’ - WTS World, Rebalance, TNG, Evo. etc. These mods added tons of ships, systems, and weapons that were either unique or derived from other sci-fi franchises such as BSG, Babylon 5, Star Trek, Star Wars, etc. Some of those are still going strong. Of late, there’s been a bigger push for Vanilla’verse enhancements/extensions such as Discovery, 88 Flak, and others. Also, there’ve been more attempts at Total Conversions, such as a few Battlestar Galactica mods, a Stargate mod at one point, and more recently, the Freeworlds:Tides of War mod - a Star Wars TC- (WARNING: EXTREMELY BIASED OPINION INCOMING) - The first next-gen mod that is currently under development. It has pioneered many new technologies for Freelancer, including, but not limited to: conversion from DX8 to DX9 (Specular Mapping, Normal Mapping, Soft Particles, etc), further development of dynamic missions in MP, advanced server-side software for a more dynamic universe (fluctuating faction territory, dynamic economy, etc).
(Yes, yes, I know. But you know what? You advertise your mods too if you’re so ready to yell at me for advertising mine. XD)
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Oh, gosh. Sizer, I hate you, really.
Cause of your avatar I have mistaken your posts and sushi’s dozens times. I hate you. I cannot tell how much I hate you, goddamn!!!Just kidding ofc matey, I love you
For mods: Also many new graphic enhancements have been developed.
Flak88 (or was it 88Flak?) has developed a new kind of AI; you can have wingmen and bots are simulating players.There have been some campaigns released recently which wasn’t the case for years.
Autobuy for ammo
dynamic economy
widescreen support
single-player cheating console, ability to have more than one ship per savegame
reperation “weapons”
rebalances
Total Conversions
“Vanilla” enhancements
I provide you with some links now:
http://the-starport.net/freelancer/wiki/index.php/Mod_Database <- mods listed in our wiki, but this isn’t a complete DB.
http://www.moddb.com/games/freelancer/mods <- mods @ moddb, maybe the biggest compilation of FL modificationshttp://the-starport.net/freelancer/wiki/index.php/Server_Database <- server database with information, again, a bit incomplete.
http://the-starport.net/modules/extgallery/public-album.php?id=2 <- mod gallery
A lot of more mods can be found in these two forum areas, where devs are presenting their work:
http://the-starport.net/freelancer/forum/viewforum.php?forum=38
http://the-starport.net/freelancer/forum/viewforum.php?forum=19In order to play online you need to install “FLMM” (v. 1.31 recommended, search at this site or google) and the GLS workaround (www.flserver.de)
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Kewl. Thanks for the responses. But…
Hm, right now there are only 217 users playing FL online though? Spread out over 85 servers?! Even with the small vanilla FL universe, they’ll probably be spread even more.
Someone please tell me the users online fluctuate wildly from day to day or Starport is way off.
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Seen it up to about 400 online at times - most days. If you click on the numbers, you can find more out - 200 is about the low point in the 24 hour cycle, 500 odd is the highest points.
Some servers are wayyyy bigger than they used to be - one peaks at nearly 200 players at times
So several servers (probably 4) have about 80-90% of the online population on them
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Graphs n stuffz:
http://flserver.de/actual player numbers at each server:
http://flserver.de/topservers.htmAverage numbers at each server:
http://flserver.de/topservers.php?timeframe=day -
Don’t forget the simpler things like custom designed ships, bases, planets, starspheres, suns, complete new systems with unique content, etc etc.
All these things combined in different ways on different mods with the things mentioned above add up to something that will only distantly remind you of the original game. There are many mods out there which all offer their own Freelancer experience. -
Pretty much. Mind you, it’s not a bad mod by any means, and Cannon’s been doing a fantastic job at adding stuff, but nah, it’s not 10 times as good as the next best mod. It’s just that it was a good mod with a new premise (there were RP servers before, but I guess Discovery had something particular) that attracted enough players to get critical mass, at which point things just snowballed.
People have been trying to recreate Discovery’s success ever since