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Mod Creators Notes
 

Commodity Limitations
For this second installment, the commodities for bases are still a little wild. In some places it is possible to earn lots of credits trading a short distance. This will be fixed in future installments. I don't consider it to be a problem that would ruin the game. Mostly due to the ships being a great deal more expensive and that the regions where these bases are of a higher difficulty level. If you want to be trader in these regions then it's up to you. If you do find an easy run, I'd encourage you not to exploit it too much. But, there are faster and more enjoyable ways of earning credits so its up to you, In the future instalments, there will be much less things for sale and in places like mining bases in the middle of nowhere, they will have very poor supplies. The operation of these bases is not aimed at selling weapons or equipment and so they only have limited choices.

Weapons of Frontierspace
The basic weapon damage of most weapons has been increased. It used to be that the wrong type of weapon on the wrong shield only inflicts 80 percent of the damage, now it is 120 percent. The weapons give an additional 40 percent to those found in the original game. Therefore, if you have the right weapon on the right shield type, you will cause an impressive 160 percent damage, instead of 120 percent. It's this kind of information that sets an average player from a good one. It's also worth bearing in mind that not all weapons are affected in this way. Missiles and weapons with no fixed energy type remain the same. They are however more effective against specialist shielding, which you'll have to find out for yourself. Some missiles too have been changed, the homing and pulse missiles are now more effective. Making each of them actually pretty useful. Mines too, travel faster than they used to and so are more dangerous. Also, just to make things even more complicated, the shield damage ratio of hull to shield has been changed too. Meaning weapons that aren't pulse based will cause less damage to shields than they used to. I strongly recommend that players use pulse weapons with there ships. Stunpulse turrets can also be mounted on to cruise disruptor hard points and Heavy Stunpulse turrets (class 5) on to torpedo hard points. I'd recommend that you use them.

New Ships for Frontierspace
For those of you who are not either modders or ship modellers, there are a few things about the new ships that you need to know. The main thing is the differences between ships from the original game and the added ones. From the way that the original ships were made, parts are able to be blown off. This makes them weaker to missiles as they can cause damage to several areas at once. Added ships do not usually have this problem. The Battleaxe is the exception to the rule as it was created with bits to be blown off too. It does mean that depending on who you are fighting, it might be best to exchange a missile for an extra weapon instead. All ships use armour which negates the damage caused, but missiles still do less damage. Now that that is clear, everybody is on the same level of understanding.

Courier Commodities
These are goods that are of a sensitive nature and usually belong to house military or police. In order to acquire the good you may need to be of a certain reputation with that group. You then buy the contract of the good and travel to its destination. Each good has a single destination and, after a time, the good will expire. In a similar way to perishable commodities. It helps to know the destination of the cargo before hand and the route to be taken. Pirate factions will be scanning you for the cargo, so keep an eye out for them too. For best results, it's obviously best to trade in the higher level cargo that requires higher rep using a freighter. If you get the hang of trading along the routes, a high profit can be made.

Long Range Destroy missions
These are a new thing for Frontierspace. They are only available to a few groups. The more established pirates, Federation and the Imperial Navy. They are very difficult as each base has a standing garrison defending and the target can be in hostile space. More information is in the Imperial War info. But, basically, you buy or note down the location from its target good. Then it's up to you how you approach the target. There is no time limit for completion. You destroy the base, tractor in proof of its destruction and return it to the base of operations. Pirates and the owner of the base will scan you for the good until you return it. Be careful not to have a full cargo hold when attacking the base as you will not be able to tractor in the mission complete good and you would need to start jettisoning cargo mid-battle. Most bases destroyed will drop technology of a specialist or custom nature. These goods are un-buyable in the game and can only be obtained by its base's destruction. Just remember to have an extremely strong combat based vessel before attempting these missions. They are mostly aimed at co-operative play in multiplayer.

Faction Relationship changes
There's been a few changes to how reputation works. In Frontierspace, destroying a vessel will cause the faction to become more hostile to you and factions will be slower to let you gain a standing with them. Their completed missions will have less effect than they used to. The empathy between the groups is also a bit lower too. This way, if you attack everybody you meet, everybody will hate you. Can't say I blame them really..

Wreck Hunters
For those of you who already know all of the locations of the wrecks from the original game, you'll find that most of the ships have either been moved around, had their cargo changed or both. Just to make things more interesting.

Scanning Cargo
This has been changed a bit too. Pirates are now more Pirate'y (for want of a better word). So, now they will also be scanning you for more commodities and also things like mine or missile ammo. For this reason pirates tend to fight amongst themselves more too. It can be quite funny sitting outside a Junker base. Seeing loads of ship on either side, then one of them demands cargo and all hell breaks loose. It can also be a pain in the ass too. You think, I'll just pop to that corsair base and make some repairs. Then they demand your 50 Firestalker missiles as you are surrounded by high level Titans on all sides. Well, they are pirates after all. It can be a healthy idea to sell missiles off before going to these bases.

Bribes?
These were one of those things that I didn't really like in the original game. They were ok as an idea, but in reality, it became too easy to simply pay off the Corsairs or Outcasts taking away the need to work for it. All bribes have been removed except a couple which are part of a hidden quest. Even now the ones that are in it are very expensive.

Shield abilities
Yup, these are different too. In the original game, Graviton shields were so much better than the others that there was little reason not to have them (apart from the higher level shields not being available). In Frontierspace, the shields are of similar abilities. The main differences are that Graviton shields have increased capacity, but reduced charging, Molecular shields have reduced capacity, but increased charging abilities and Positron shields are the middle between the two. Also, just to make things more interesting, the class of the ship will affect the abilities of the shield. Light fighters have reduced capacity, but higher charging abilities. Freighters have higher capacity, but reduced charging and the Heavy and Very Heavy are the middle of the two. With this many variations, you can tailor the shield to match either the strengths or weaknesses of you ship class. There also other shield types, which you're going to have to find out yourself. They are hidden away deep within the game.

Engine types
For fighters, there are 4 engine types. Basic. Long Range, Superiority and Interceptor. The abilities of these are all different. Long Range is the slowest, then Basic, followed by Superiority and finally the fastest, Interceptor. The size of the engine within the ship is as you would expect higher for the better performance engines. Once again, these are further modified by the ship class. Light fighters are naturally faster and with a lower cruise time than the others and Very Heavy fighters are slower with a higher cruise time. So, its up to you, you get to choose the ship that is ideal for your chosen profession. Watch out for the Long Range Very Heavy fighters though, they are quite lumbering and seem to take forever to cruise charge. If you are surrounded by enemy fighters, it's almost not even worth trying to escape and to just get on with fighting instead. Interceptor Light fighters, on the other hand, offer a very high performance.

Thruster changes
Thrusters too, offer lower energy consumption and higher performance with each improved model.

Fresh Ideas? Problems?
If while playing this you think of some interesting new ideas, feel free to post on the new mod announcement forum at The Lancers Reactor. I can't guarantee that I will add all of the ideas. But, I hope to bring fresh updates to this mod to solve any problems and make it as good as I can.

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