Page 1 of 3
How bout we start modding Freelancer to?
Posted: Thu Jun 14, 2007 12:43 pm
by swbf_lase
After talking to Raptor522 about this game called freelancer I became interested so I went out and downloa- bought freelancer and started to play around with it
. Raptor then told me about a site called lancersreactor.com which told you how to mod the game and such. After reading this I found out how moddable this game was!
You can do things on this game such total conversion mods and everything!
I highly recommend we add this game to the list of mods!
EDIT: there, is that better?
RE: How bout we start modding Freelancer to?
Posted: Thu Jun 14, 2007 2:14 pm
by The_Emperor
That's great, but for the sake of our eyes, pick a different color to type in!!!!!

It hurts.
So what's the game aboot then, eh?
RE: How bout we start modding Freelancer to?
Posted: Thu Jun 14, 2007 3:03 pm
by swbf_lase
Basically the game is about you, the freelancer, being a space pilot and you have to make money buy planes and stuff like that. It comes with two modes of play. Multiplayer and campaign.
Multiplayer is sort of like the campiagn to the buying ship part, but theres no storyline.
I'm sure once Raptor522 sees this, he'll have something to add...
RE: How bout we start modding Freelancer to?
Posted: Thu Jun 14, 2007 3:27 pm
by Talibanman
Yeah, but why the colors?

RE: How bout we start modding Freelancer to?
Posted: Thu Jun 14, 2007 3:37 pm
by ShadowHawk
OOoo, christmasy.
i have to question the same thing.
It will depend on how popular the game still is. We would like to drive traffic, not waste space. Anyone here have the game or mods for it?
RE: How bout we start modding Freelancer to?
Posted: Thu Jun 14, 2007 4:07 pm
by Dohnutt
Never heard of it. The red is even worse btw. Stick with white

RE: How bout we start modding Freelancer to?
Posted: Thu Jun 14, 2007 4:18 pm
by swbf_lase
lol, The game is still very popular, if you go on the server browser there are hundereds of servers. If you go on sites like moddb look at the stats for the mods... Be amazed.
I'm already messing around with some simple stuff
If anyone needs this game, shoot me a PM
RE: How bout we start modding Freelancer to?
Posted: Thu Jun 14, 2007 4:29 pm
by Raptor522
Freelancer is about 4 years old, but it's still extremely popular. I've made some minor mods for it (such as renaming the most powerful factions in the game after myself XD), haven't tried anything big yet. Lotsa people have made big mods for it without knowing too much. At all. It's hard to imagine what you kids in GT could do to it. XD
RE: How bout we start modding Freelancer to?
Posted: Thu Jun 14, 2007 10:14 pm
by Penguin
FL is okay, but its to easy to cheat lol, just make a mod that replaces a ship with some uber powerful thing then join someone else's server and buy the ship and poon everyone with it.
RE: How bout we start modding Freelancer to?
Posted: Fri Jun 15, 2007 8:05 am
by swbf_lase
Well, I'm sure we can make a no cheat mod because you can mod this game so much lol!
And besides, If people cheat, kick 'um, ban 'um.
RE: How bout we start modding Freelancer to?
Posted: Fri Jun 15, 2007 3:32 pm
by Raptor522
Yeah, it's extremely easy to tell when someone's cheating. And there's a ton of tools detect mods the server isn't using (especially when the server isn't modded at all XD), and automatically ban the person.
RE: How bout we start modding Freelancer to?
Posted: Fri Jun 15, 2007 4:38 pm
by ShadowHawk
Sounds like there's potential here. My concern is the cheating. If there are tools out there to detect it, then that concern is out of the way. What's the game play like?
RE: How bout we start modding Freelancer to?
Posted: Sat Jun 16, 2007 8:08 am
by swbf_lase
Stupid question but, what do you mean by Game play?
RE: How bout we start modding Freelancer to?
Posted: Sat Jun 16, 2007 10:31 am
by ShadowHawk
Gameplay: Player experiences during the interaction with game systems.
RE: How bout we start modding Freelancer to?
Posted: Sat Jun 16, 2007 6:25 pm
by Achronos-117
Its a completely space combat game. You can land on a planet but you cant walk freely, you have to press the destination then itll walk there for you.
You do things like go bounty hunting, mining etc. But first, you buy a ship you want then customize it with turrets/missles.
Theres a mod for it called Freelancer:Combat Evolved its a halo conversion that changes everything to either UNSC or covenant. I dont know the gameplay of that mod is cause it doesnt support my graphic card
RE: How bout we start modding Freelancer to?
Posted: Sat Jun 16, 2007 11:19 pm
by Raptor522
You bet your mother there's potential here, Shadow.

(No offense by that)
Calling it a "completely space combat" game is inaccurate. While fighting is probably the easiest thing to do in the game (in a sense), you can also spend countless hours trading commodities to different places. You'll find some profitable trade routes in 1 system, then you'll find much better ones that cross a few systems, and then you leave Liberty Space and start crossing more systems to make money. You can mindlessly fly from one station to the next in one system, which would be relatively safe, but most inter-system trade routes take a certain amount of strategy to plan out. This is probably expanded in multiplayer, where you can get other players to go with you and cover you or whatever.
A lot of people will find simply exploring Freelancer to be its own reward, at least for a while. I myself enjoy just flying through ice clouds for a simple pleasure every once in a while. You also find a lot of bases, NPC trade routes and Jumpholes this way, which always come into use if you return to that area later.
Fighting, trading, exploring, and whatever else are affected by what NPC Factions you're friends with. For example, on my favorite unmodded server, I'm the leader of a clan of (player) pirates, and we're constantly disrupting tradelanes and raiding convoys before we make a run back to base. We can't go near any big bases, so we rely on a hit-and-run stategy.
This is just unmodded Freelancer. A lot of mods improve the AI, which by itself forces players add strategy to the way they play, however they play. Um, I don't feel like explaining other ways mods change the game right now, so I'll just leave it at that.
RE: How bout we start modding Freelancer to?
Posted: Sat Jun 16, 2007 11:43 pm
by ShadowHawk
Sounds good. Who will create the first GT mod? The reason the EAW one died cause it didn't produce very many mods (if any period), so we don't want to open a new forum if there is no mod interest in the community. Let's get a couple out and we'll see about opening a section for Freelancer.
RE: How bout we start modding Freelancer to?
Posted: Sun Jun 17, 2007 8:54 am
by swbf_lase
Hehe... I'm working on the gametoast battleship right now in Maya
Kk, Sounds good Shadow, I'm sure I can make a small mod team working on something easy!
Btw, people who are interested in this game should goto lancersreactor.com to learn about modding.
RE: How bout we start modding Freelancer to?
Posted: Sun Jun 17, 2007 1:04 pm
by Darth_Z13
I just got the game and I love it.
I'll definitely help on a mod.

RE: How bout we start modding Freelancer to?
Posted: Sun Jun 17, 2007 1:35 pm
by Raptor522
Me and Lase already have a mod planned, just to see what we can do without tryin' too hard. I plan on adding some ships I made for SWBF II but never did since no one cared about it. Also, new commodities, weapons, blah blah blah, that kinda stuff I mentioned.