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 Post subject: New TC mod Evelancer
 Post Posted: Thu May 13, 2010 2:21 pm 
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Hello everyone I would like to get a spot for my Evelancer mode.

This mod is taking Eve-online and Freelancer and remaking Freelancer into Evelancer. I have Permission from CCP Games the owners of Eve-online to use there ships/items and other trademarked names from their game Eve-online. I have a post of my mod on the Starport website as with on on the 88flak site.

I feel that since this site brings all the freelancer community together this might be a better place to advertise my mod.


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 Post Posted: Thu May 13, 2010 5:40 pm 
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i Will set up a Forum for your Mod as soon as i have a few moments to spare ,, Gotta Bail for dinner at the moment..

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 Post Posted: Thu May 13, 2010 9:19 pm 
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I have never played Eve but it sounds exciting!

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 Post Posted: Fri May 14, 2010 3:05 am 
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Hey all I'll post more infomation afout my mod here later, I just would liek to say to those that have not played eve-online head over to www.eve-online.com look around a little and most importantly go into the item database and take a peek at the ships. I'm going to do my BEST to repoduce EACH race ships to the best I can. I have most is not ALL the ships for the Caldari race exported and converted to cmp. I just have to harpoint each ship, and then get it running in the game. I'll release working concept of all liberty ships replaced with the Caldari ships, I'm hoping by late sumer early fall.

More infomation to come.


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 Post Posted: Fri May 14, 2010 5:51 am 
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This is good to read. I played Eve a long time ago and liked it but, on my budgit, I can't be paying to play a game online when there's so many online games that are for free after purchasing the boxed editon.

Keep us informed. 8)

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 Post Posted: Fri May 14, 2010 10:06 am 
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I liked the looks of it but never played it as I dont buy or play MP only games. I posted on there forms way back asking for a SP version as wel but I see they dont have that ability.


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 Post Posted: Fri May 14, 2010 12:49 pm 
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U agree with Dwn, never played it myself but it sounds pretty cool :)

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 Post Posted: Fri May 14, 2010 1:32 pm 
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hey guys, then this mod might be what you are looking for heh anyway Incoming wall o text.


Well for one Evelancer is the meeting of two great games into one world, well one universe. It takes the Microsoft game Freelancer and removes all from it and then adds all four main races from Eve-online including there ships, weapons, and hopefuly there military. There will also be the sleepers and rouge drones acting as the part of the Nomands, including the Jove empire but like Eve will be close to player interactions.

As for the changes to Freelancer, there will be many.

1) Most importanly say bye bye to the trade lanes as they will be going in favor of warping around like Eve-online. But there will ne markers to guide you were the trade lines once stood.

2) Each house will be renamed and there systems will be expanded to 21 systems, with 1 home, 4 high, and 16 low sercerity space surrounding each other in a ring, or in a random assortment. The Liberty will become Caldari, the Bretonia will become the Gallente, Rheinland the minmater, and Kusari will become the Amarr.

3) Each ship will have one loadout but allow many differant weapons on said loadout. Each race will have there own powersupplys and power needs for there type of weapon. Ie Amarr will have the greatest power, and greatest power need of there lasers. The Minmater will have the lest amount of power and their autocannons and artterty guns will use the lest amount of power.

4) ALL ships will have a reduction in hitpoints, as the weapon damages for normal ships will all be 100 or less. Capital ship weapons will have something done to reduce the times they will hit the smaller faster ships. So there will be no oneshooting ships with a dreadnaught or titans.

5) more added as plans are laid out.

6) Ship list will be put up once finilised.

All ships and items from Eve-online are the property of CCP Gamesâ„¢ and are being used with permission.


The Caldari ships aka Liberty

Combat Ships
Noob ship=> Ibis
Persuit Light Fighters => Condor, Crow, Raptor
Light Fighters=> Bantam, Griffin, Heron
Heavy Fighters=> Kestrel, Merlin, Hookbill
Very Heavy Fighters=> Hawk, Harpy
Steath Bomber= Manticore, Widow

Non-Combat ships
Combat Freighter=> Cormorant
Freighter=> Badger MK I and MK II
Trasports=> Crane, Bustard
Train=> Charon
Repair Ship=> Basilisk

Capitals
Cruisers=> Osprey, Blackbird, Moa, Caracal
Heavy Cruisers=>Cerberus, Eagle, Forox, Drake
Battleships=> Raven, Scorpion, Rokh
Carrier=> Chimera (need to work on the docking for it)
Super-Capitals=> Phoenix, Wyvern, Leviathan

I'm still working on the others , most of this is on paper I'm still open for options. I may remove the super-capitals But will leave dreadnaughts in as I LOVE the Phoneix. I Will post later on what I have for setups for each class.



Ship Class infomation
Rookie Ships Aka Noob ship
50 mass | 250 hitpoints | Class 1 Shield | 4 class 1 guns | 150 cargo | 10 power | 200 capicity | 250 m/s

Presuit Light Fighters
100 mass | 300 to 500 hitpoints | Class 1 or 2 shield | 4 class 1 guns | 2 class 1 missle bays | 200 cargo | 20 power | 200 capicity | 400 m/s

Light Fighters
100 mass | 300 to 500 hitpoints | Class 2 shield | 2 class 1-2 guns | 2 class 1-2 missle bays | 200 cargo | 20 power | 200 capicity | 300 m/s

Heavy Fighters
150 mass | 600 to 800 hitpoints | Class 3 shield | 6 class 2-3 guns, or missle bays | 200-300 cargo | 40 power | 400 capicity | 260 m/s

Very Heavy Fighters
200 mass | 800 to 1000 hitpoints | Class 4 shield| 4 class 4 guns or missle bays | 2 class 5 missle bays | 400 cargo | 60 power | 600 capicity | 200 m/s

Combat Freighter
400 mass | 600 hitpoints | Class 3 sheild | 4 class 2-3 guns | 4 class 2-3 missle bays | 2000 cargo | 20 power | 800 capicity | 240 m/s

Steath Bombers
Manticore:
Mass 150 | 600 Hitpoints | Class 4 sheild | 4 class 5 missles | 200 cargo 200 power | 2000 capacity | 260 m/s | Cloaked 130 m/s
Widow: (capital ship)
Mass 800 | 50000 hitpoints | No shield | 6 class 5 missles | 600 cargo | 400 power | 2000 capacity | 100 m/s | Cloaked 50 m/s

(Looking into making a capital class shield still in the works. )

Capital Ships
Crusers, Turrets
400 mass | 10000 - 12000 hitpoints | no sheild | 4 class 3 turrets | 2 class 4 turrets | 400 cargo | 100 power | 1000 capacity | 175 m/s

Crusers, Missles
400 mass | 10000 - 12000 hitpoints | no sheild | 2 class 3 turrets | 4 class 4 turrets | 400 cargo | 100 power | 1000 capacity | 175 m/s

Heavy Crusers
400 mass | 15000 - 30000 hitpoints | no sheild | 400 cargo | 1500 capacity | 150 m/s
Version 1: 2 class 6 turrets | 4 class 4 turrets 150 power
Version 2: 2 class 6 turrets | 2 class 4 or 6 turrets | 4 class 4 turrets | 200 power
Version 3: 2 class 3 or 5 turrets | 2 class 3 turrets | 2 class 4 turrets | 150 power
Version 4: 2 class 5 turrets | 2 class 3 or 5 turrets | 4 class 3 or 4 turrets | 200 power

Carrier
500 mass | 250000 hitpoints | no sheild | 2 class 4 turrets | 2 class 3 turrets | 4 class 1 turrets | 1000 cargo | 200 power | 1200 capacity | 100 m/s

Battleship
800 mass | no sheild | 600 cargo | 400 power | 2000 capacity | 100 m/s
Version 1: 50000 hitpoints | 4 class 5 turrets | 4 class 6 turrets
Version 2: 60000 hitpoints | 2 class 5 turrets | 2 class 5 or 6 turrets | 4 class 6 turrets
Version 3: 70000 hitpoints |8 class 5 turrets

Super Capitals
Dreadnaught
2000 mass | 500000 hitpoints | no sheild | 4 class 7 turrets | 4 class 5 turrets | 800 cargo | 800 power | 4000 capacity | 75 m/s

Titian
10000 mass | 1000000 hitpoints | no sheild | 4 class 7 turrets | 2 class 6 or 7 turrets | 2 class 5 turrets | 800 cargo | 800 power | 6000 capacity | 50 m/s

Non-combat Ships
Freighter
600 mass | 6000 hitpoints | no sheild | 8 class 1 turrets | 4000 cargo | 50 power | 500 capacity | 120 m/s

Transport
800, 900 mass | 15000, 30000 hitpoints | no sheild | 8 class 2 turrets | 6000, 8000 cargo | 60 power | 600 capacity | 100, 80 m/s

Train
1000 mass | 120000 hitpoints | no sheild | 8 class 2 turrets | 1000000 cargo | 60 power | 600 capacity | 60 m/s

Repair ship
200 mass | 14000 hitpoints | no sheild | 2 class 7 turrets | 2 class 1 turrets | 500 cargo | 100 power | 1000 capacity | 250 m/s

Sheild Class Infomation
Class 1, 300 hitpoints, 40 recharge, 10 power usage, 2 sec offline, Ship class: Rookie ship, Presuit Light Fighter
Class 2, 600 hitpoints, 30 recharge, 20 power usage, 4 sec offline, Ship class: Presuit Light Fighter, Light Fighter
Class 3, 800 hitpoints, 20 recharge, 30 power usage, 8 sec offline, Ship class: Light Fighter, Combat freighter, Heavy Fighter
Class 4, 1000 hitpoints, 17 recharge, 40 power usage, 16 sec offline, Ship class: Heavy Fighter, Very Heavy Fighter
Class 5, 1200 hitpoints, 13 recharge, 60 power usage, 32 sec offline, Ship class: Very Heavy Fighter

Weapon Class Infomation
Weapon class 1 = Rookie ships. Presuit light fighters
Weapon class 1-2 = Light fighters
Weapon class 2-3 = Combat freighters, Heavy fighters
Weapon class 3-4 = Very heavy fighters
Weapon class 5 = Seige weapon
Weapon class 10 = Nomad weapon

Turret class 1 = Freighter
Turret class 2 = Train
Turret class 3 = Cruiser Turret
Turret class 4 = Cruiser Missle
Turret class 5 = Capital Turret
Turret class 6 = Capital Missle
Turret class 7 = Siege Weapon
Turret class 8 = Repair
Turret class 10 = Nomad
-------------------------------------------------------------------------------------

I'm Working on the stuff for the Rails, blasters and missile launchers, I'll get them posted up soonâ„¢ but I'm not using NAMED rails, blasters Or launchers as that will bring tooo many into the game. I want to get a working proof done and then I can add the named stuff into the game later.


Last edited by Lonestar on Sun May 16, 2010 1:08 pm, edited 1 time in total.

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 Post Posted: Sat May 15, 2010 3:38 am 
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Just a point on cargo space, you better have a real think on commodity pricing as if you have a ship that holds a million, any item worth around a 1000 credits will mean a few trade runs and you've maxed out your character moneywise, unless you hack the exe of course.

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 Post Posted: Sat May 15, 2010 4:15 am 
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Yea, I'm thinking on that too, A lot of people will have a surpize at the low amount that stuff costs. That is untill they learn that there getting a lot less than they are used to. As with the space that items will take up is going to depend on its space. the most it costs the more space it will take. I'm also thinking of trying to use a level requirment system but I have to look into that more. OR you have to buy a certain liscense to get certan ships and such. Like I've said this is still very alpha. But thanks for pointing stuff like this out.


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 Post Posted: Sat May 15, 2010 5:23 am 
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I have the potential for similar problems in my Starlancer based mod i'm doing. The capships are huge but i'm simply going to limit the cargo space or do like i've already done with certain items, make them take up more cargo space so you carry less. Why should a tonne of bananas take up as much space as a tonne of mining machinery? One way round it.

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 Post Posted: Sun May 16, 2010 12:32 pm 
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Hey all just a quick update:
The folowing ship have been hardpointed and I'm going to try and get them working ingame:

Ibis-noobship *
Griffin - Pursuit Light fighter *(Traded places with the Condor)
Crow - Pursuit Light fighter
Raptor - Pursuit Light fighter
Bantam - Light fighter
Heron - Light fighter
Condor - Light fighter (Traded places with the Griffin)
Kestrel - Heavy fighter *
Merlin - Heavy fighter *
Caldari navy hookbill - Heavy fighter *
Phoenix - Super-Capital ship *
Bomber fighter - unknow ship class. *

Pursuit ligth fighter (PLF) think interceptor, these are going to be the ships with cruise disruptors except for a few capital classes.
Light Fighter (LF) The main force of ships, these are the ones that scout, as well as do most the work in fleets.
Heavy Fighters (HF) When the main force need more firepower these come out the help as they are mostly anti PLF, and LF.
Very Heavy Fighters (VHF) Think bombers, these are the anti-capital fighters and come with one hardpoints for torpedos.

Ships with a * already have there in-game data written and been tested, just need tweeks for them and they are ready to go.


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 Post Posted: Thu May 20, 2010 3:01 pm 
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Hey all just a new update here, I have some very early results of the above ten ships working in the game. I have all ten of the working taking hits, and moving around. Some need a ton of tweeks to get them were i want them to be but for now I have them working.

If all goes according to plan I'll have there names and info cards done up within a month as with having some of them running around as npc's I do have a few people working with me on this project so that is helping me out some. I plan to release a working concept of these craft as with the two VHFs sometime in the next two months, hopefuly sooner.

Once I have all 13 ships ingame and working and coded right I'll push out a working concept mod for Freelancer. It might be very very basic at first and will be without a storyline, or missions.

Lonestar out . . .


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 Post Posted: Fri May 21, 2010 4:45 pm 
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Looking nice Lonestar.
Keep up the good work.
Whats your eta for the little ship pack that your going to send me?


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 Post Posted: Mon May 31, 2010 11:56 am 
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megalodonEC wrote:
Looking nice Lonestar.
Keep up the good work.
Whats your eta for the little ship pack that your going to send me?


Ah yes the fighters, Um I'll get em to you asap mate, I' ve been busy with this and onother two projects as with trying to find me a job.


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