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 Post subject: Story mode?
 Post Posted: Mon Mar 25, 2013 9:40 am 
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Hello. I am revisiting the singleplayer story mode right now and wanted to find a mod that solves one of the biggest oddity in Freelancer, namely the complete imbalance of ships (Liberty Defender with ~60% less HP than a Rhineland Heavy fighter?) I tried Bigdaddy singleplayer, but found it far too hard for my rusty hands. I know this mod is mostly MP oriented, and open SP is built-in, but is it possible to play the singleplayer story mode with it? I think it may work because the ship properties (speed, firepower) in this mod shouldn't break any of the story scripts. I may also take this playthrough as practice before re-engaging in FL multiplayer (I was playing on SWWT before the server fell through.) Much thanks for your time!


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 Post subject: Re: Story mode?
 Post Posted: Mon Mar 25, 2013 1:41 pm 
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I think this would be one for FlyByU to field..:-)

I gave the Big Daddy a try too. I could not get through the Escort mission. could never target the Rogues long enough to drop their shields, let alone kill one...:-(


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 Post subject: Re: Story mode?
 Post Posted: Tue Mar 26, 2013 12:23 am 
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I made it through the 2nd mission, but each battle takes ~30 minutes (not including retries). I had to use an Eraser missile to drop enemy shields and then use whatever I had to blow the hull. (I wish I had Magma Hammers, Lavablades weren't cutting it.) I stopped after an Outcast random encounter managed to blast off all my equipment in ~2 missiles. The mod has set the subsystem health far too low.


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 Post subject: Re: Story mode?
 Post Posted: Tue Mar 26, 2013 7:00 am 
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I don't know about the mod settings, but I fight with Guns only, which I think is a major draw back on the Big daddy Mod. My lack of ability to hold guns on target is the greatest problem I have.

I know FlyByU has beaten the mod through to finish, but have not seen others post that they had.


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 Post subject: Re: Story mode?
 Post Posted: Tue Mar 26, 2013 8:30 am 
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I'm normally a gunfighter, too, but the rate the enemies apply their batts calls for something that can do significant shield damage in a few hits. I also tried standard missiles for hull-hitting, but due to the high hull levels in that mod it's nowhere as effective as a shield-buster missile. I wanted to play the server mod on story precisely because it's easier for me to grind for some better equipment and ships before engaging the vastly-upgraded enemies.


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 Post subject: Re: Story mode?
 Post Posted: Wed Mar 27, 2013 4:06 am 
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The Big Daddy mod to me, was one of the best. I think I still have it, somewhere? Oh yeah, it's in a folder along with all the rest of FBU's mods, minus a few betas. Anyway, that is a choice mod if you ask me. That mod has been used by many a modder in addition to their mod creations over the years. I didn't have too much of a problem with it back then...hmm....maybe I should find it and give it another go? But to me, I think the most balanced mod ever was the, v0.75. The only change I ever wanted in that one was, for FBU to add the second torpedo mount on the Anubis. Thanks, too. :)

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 Post subject: Re: Story mode?
 Post Posted: Wed Mar 27, 2013 6:13 am 
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The version of Bigdaddy I played is 1.25. I was okay with how the enemy ships were upgraded, but what I felt problematic is that the level cap is still there unlike the server mod, therefore I can't sufficiently equip myself for the opponents. (I scanned the ships in each battle and they are all at least 2~3 levels higher than me in terms of equipment.) I could grind for credits for equipment to be on-par with them if that cap is removed. (I also could try looking for wrecks, but with the speed equipment gets blown off my ship in Bigdaddy it might not be very helpful.) Besides, I'd much prefer a story version of the server mod since it is currently being updated, while Bigdaddy ceased development in around 2008.

I tried replacing the mission scripts to re-activate story mode, but it caused the game to crash in the FP7 intro (at the point when the station control was about to say "Roger that, all systems show green, SA-13 you are cleared for departure.") Is there any way to re-activate the storyline as a FLMM option or by file replacement?


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 Post subject: Re: Story mode?
 Post Posted: Wed Mar 27, 2013 7:03 am 
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I see FBU has not responded yet, probably still busy with family and other life issues.

I don't know specifics as to why the story line is not in this mod, but I do know there are some ships, that if you picked them up early in the game for any reason would stop the SL progression. (Inability to dock on, or launch from certain bases, and such as that) (**Come to think of it,,,he did Move Toledo, that would be one major block to SL.**) **That was an early change in the mod.

I played a SL game once that had the Nomad BS on Manhattan, Cheap??, and it could not dock with trade Lanes. Things like that can be a pain. King, waiting at the TL for me to Dock, eventually gave up, and the game ended as a loss. I could never get to the SYd for the escort mission.


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 Post subject: Re: Story mode?
 Post Posted: Wed Mar 27, 2013 7:43 am 
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Well, capital ships breaking story scripts is quite easy to understand, especially most FL players are now veterans who have some knowledge of how the plot works. But I didn't know Toledo was actually moved (Didn't Datastorm it for the sake of not spoiling things.) Is the planet still inside the original system or has it been moved to another system entirely?


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 Post subject: Re: Story mode?
 Post Posted: Wed Mar 27, 2013 8:04 am 
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Autohummer wrote:
But I didn't know Toledo was actually moved (Didn't Datastorm it for the sake of not spoiling things.)


Datastorm has never worked for me on FBU Mods. All of the maps come out Grey for me when I try.

Autohummer wrote:
Is the planet still inside the original system or has it been moved to another system entirely?


No, it is now in Upper Unknown, off of Alpha.


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 Post subject: Re: Story mode?
 Post Posted: Wed Mar 27, 2013 8:39 am 
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Lone-Wolf wrote:
No, it is now in Upper Unknown, off of Alpha.


Oh my god. (Partly due to the drastic movement. Partly due to gaping Storyline incompatibility. Partly due to all the Nomads crawling there.)


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 Post subject: Re: Story mode?
 Post Posted: Wed Mar 27, 2013 10:36 am 
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Autohummer wrote:
Lone-Wolf wrote:
No, it is now in Upper Unknown, off of Alpha.


Oh my god. (Partly due to the drastic movement. Partly due to gaping Storyline incompatibility. Partly due to all the *Nomads crawling there.)


ROTFL!! Have you tried playing on the server? It is great.

(*and if you haven't seen FBU's Nomads, you ain't seen Nomads!)


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 Post subject: Re: Story mode?
 Post Posted: Wed Mar 27, 2013 12:33 pm 
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I know the Nomads are massively buffed in this mod. So I wanted a taste of what's to come (and revisit the FL story) before engaging in MP play here.


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 Post subject: Re: Story mode?
 Post Posted: Wed Mar 27, 2013 1:22 pm 
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You won't get any of FBU's mods to play on a server, all the possibilities have been removed. ;)

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 Post subject: Re: Story mode?
 Post Posted: Wed Mar 27, 2013 1:41 pm 
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I thought FlyByU has a server which plays his mod?


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