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so any Privateer TC would end up being a dumbed-down 3D version of the original. At least to me, Freelancer feels basically like Privateer, except on training wheels.
FREELANCER MODS USE FREE
so you'd get a lot of free time to work on the planets and characters while someone else balanced the game stats and made any required changes to the engine's inner workings. Personally, I think that with Cam's talent, if he found a reliable programmer, he could pull off a Privateer conversion for Freelancer without a hitch, specially considering how few ships the original Privateer had.
FREELANCER MODS USE MOD
I wasted about a year helping on someone else's WC project and the only good that did me was delaying the creation of Standoff This other mod didn't get finished, and after so many people getting involved, if it ever got finished it would suck anyway.
![freelancer mods use freelancer mods use](https://games-cdn.softpedia.com/screenshots/9-398_1.jpg)
But whatever you do, don't drop your idea in favor of someone else's, cause other peoples mods are ultimately something you don't want to be part of.
FREELANCER MODS USE HOW TO
When you get to the part you don't know how to edit, get someone reliable to help you. These people might as well not have announced any "projects" and avoided making fools of themselves, not to mention ruining the credibility real projects with real chances of completion get from the community.īottom line is: if you want to make a mod, get working.
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I put the word existing in quotes since some of them even make me wonder, I mean, all we've seen so far are a few people full of bullshit and propaganda, but without anything real to show. If you strip Standoff of two or three nebula graphics which I didn't do and HCl's patches which I didn't code, you have a mod that "one person came up with" which has actually made a lot more progress than most projects which were already "existing" projects way before I started. 88 Flak's AI is hailed as the most advanced AI ever seen in a Freelancer mod, and will thrill even the most hardened PvP combatant.Click to expand.I don't mean to be rude, but you just don't know what you're talking about here. Instead, AI NPC ships are capable of performing most tasks that players themselves are capable of this includes, but is not limited to, traveling anywhere in a system to perform anything from trade to station raids, hiring themselves out to players or other NPCs as wingmen, dropping a fight to pursue a fleeing ship, using counter-measures to stop missiles, extensive usage of afterburners and strafing, and salvaging loot off the battlefield to sell (or use). Players must have a well-rounded selection of several different ship classes if they wish to maximize efficiency of their fleet.Īnd it only starts there a vast selection of 56 Fighters/Freighters, 17 Capital Ships, 31 Stations, 9 Weapons Platforms, 2 Liners, 5 Transports/Trains/Lifter, the Repair Ship, and finally the unique Storage Depot can all be piloted - all built directly from original Freelancer content to fit fight in without feeling "tacked on."įinally, 88 Flak's most robust change to the Freelancer formula is the AI, and that they are no longer dull pawns spawned for the sole purpose of being slain in a few seconds. The basic "balance circle" goes like this: Fighter > Large Capital > Small Capital > Fighter. For instance, Light Fighters are dogfighting vessels: very fast, but limited in firepower - while Very Heavy Fighters are the opposite: slow, but armed with Torpedoes and cloaking devices for tactical bombing runs.
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I love this mod for re-playing the story with more stuff added, but it does make some missions difficult, namely ones where you are almost alone vs a lot of enemies (they are all. Instead of linear balancing for ships, 88 Flak adopts a more "circular" balancing where nothing is better, just different. FYI, the Crossfire 2.0 mod keeps the SP story intact, while adding a bunch of new ships, making the AI harder, adding bigger groups of ships, and updating graphics. The main goal of the mod is to provide intense combat while keeping everything at an even, balanced level. Anyone from lone players to full clans are welcome to either join in the fun on the 24/7 server or get active in the project's development.
![freelancer mods use freelancer mods use](https://media.moddb.com/images/mods/1/14/13094/widescreen2.jpg)
![freelancer mods use freelancer mods use](https://images.gamewatcherstatic.com/screenshot/image/2/53/269232/00373744.jpg)
In addition, it aims to expand the gameplay experience with numerous new features, including docking on player Battleships (use teammates as mobile bases), purchasable stations (private bases that shoot at hostile NPCs and players), hiring AI wingmen, dynamic AI routines (88 Flak's AI is hailed to be the best in Freelancer), ability to script story missions in multiplayer (extremely beta), AI Bots (persistent NPCs with their own reputations and loadouts), and full customization via a Freelancer Mods Manager script with configurable client-side and server-side options such as advanced graphics/audio and more.Ĩ8 Flak has been in the works since January 21, 2005, and continues to be developed today by members of the community. It aims to bring quick and brutal arena-like combat to Freelancer with Unreal Tournament 2004 style speed and years of refined Team Fortress inspired class balancing. 88 Flak is a fast-paced combat mod for the 3D action game Freelancer by Digital Anvil.