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 Post Posted: Wed Jun 02, 2010 10:57 am 
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Location: Western slope Colorado USA
Due to real life issuse, and things beyound my control.

Untill farther notice, this project is on hold.


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 Post subject: Re: New TC mod Evelancer
 Post Posted: Sun Jun 20, 2010 4:58 am 
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I've always heard Eve online as cool and have watched some gameplay videos. With a mod of it in Freelancer, it would own!

I would love to try this mod.


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 Post subject: Re: New TC mod Evelancer
 Post Posted: Mon Jun 21, 2010 12:55 am 
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xD Yuji :D

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 Post subject: Re: New TC mod Evelancer
 Post Posted: Mon Jun 21, 2010 7:25 am 
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So con knew this new mod :D.

I might move in to the mod if I find it great.


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 Post subject: Re: New TC mod Evelancer
 Post Posted: Tue Jun 22, 2010 12:28 am 
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Take your time and do what you have to do first then, work on it when you get the chance again. We'll be here when you're ready to let us know more about it. ;)

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13 Years & Counting.

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 Post subject: Re: New TC mod Evelancer
 Post Posted: Wed Jun 30, 2010 5:25 pm 
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Hey all, I have a update.

Looks like the real life issuse are slowly stoping and I MIGHT be able to get back into modding once more. I'll have to get caught up in my math calss that I MUST PASS. So I can start my programing classes for my degree. I look forward to learnign more than I do right now on programing so that I can help more with Freelancer and making tools and awsome stuff for it to come.

I do have a working Drake battlecruiser in Freelancer, BUT I can not get a shield to work on it just yet. I'll make a post over at Starport asking about it if I can not find something about it first. Right now I have eight missle lunchers on the drake no shield, but it still looks kick butt. I'll have to get the pics over here to let you see the power it has of lanchering eight missles at once.

I plan to have a total of SIXTEEN launchers on this ship BUT only have eight fire at a time. However i feel i will have bland spots below and behind this ship unless I do a MAJOR model rebuild. And pull the launchers that are in the model off and use them as the launchers for the missiles. I have tons of work to do with this mod. But I'll start to push forward with a prof of concept here once I get the current 12 fighters in-game and npc flaying them around and all.

Lonestar out . . . .


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 Post subject: Re: New TC mod Evelancer
 Post Posted: Sun Jul 04, 2010 12:48 am 
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That's good to hear Lonestar. Keep up the good work.

@Lonestar
On a side note when are you deciding to send me the fighters?


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 Post subject: Re: New TC mod Evelancer
 Post Posted: Sun Jul 04, 2010 2:45 pm 
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DangI keep forgetting what was it you needed again? I'll get them to you by the end of the day, or by monday.


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 Post subject: Re: New TC mod Evelancer
 Post Posted: Sun Jul 04, 2010 5:52 pm 
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Some fighters, bomber and a capital ship


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 Post subject: Re: New TC mod Evelancer
 Post Posted: Sun Jul 25, 2010 5:27 am 
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Progress report!

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 Post subject: Re: New TC mod Evelancer
 Post Posted: Fri Jul 30, 2010 9:53 pm 
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Lost internet once more, will start to work more on it as i can offline. Also i may have found a group that will help me. More word on that as it devlopes and more around aug 20th when i hope to get back online at home and eveything else.


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 Post subject: Re: New TC mod Evelancer
 Post Posted: Thu Aug 05, 2010 10:00 am 
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What are the systems going to look like in the mod (are they going to be dark like real space or have bright back grounds) and are they going to be populated with a lot of bases and planets etc...


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 Post subject: Re: New TC mod Evelancer
 Post Posted: Sat Aug 07, 2010 5:04 am 
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FlyByU wrote:
What are the systems going to look like in the mod (are they going to be dark like real space or have bright back grounds) and are they going to be populated with a lot of bases and planets etc...

Hopefully, in the long term (because it will take a while) like eve.
with structured solar systems, Multiple Planets, Multiple Moons each Planet, 1-5 Stations, and 0-20 Asteroid belts per system

edit; the background should be just like the freelancer background


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 Post subject: Re: New TC mod Evelancer
 Post Posted: Fri Aug 13, 2010 5:56 pm 
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well to put it blunt, I plan to have it just like inside eve, as trippledot said " Structured solar systems, multiple planets with moons, asteroid belts and stations. As for the backgrounds I'm not sure just yet, I did have an offer to get extra help from some starport vets so maybe this project will get the helping hand it needs to push out a prof of concept demo.

Laters
Lone Starr


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 Post subject: Re: New TC mod Evelancer
 Post Posted: Sat Aug 14, 2010 4:06 am 
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As an EVE-Online player active in alliance warfare, I have TONS of ideas and questions. . .

Q: What will be the difference between Hisec and Losec?
Q: Will there be player-creatable clans? and if so, could they fight over space via a contesting gameplay mechanic? It most likely can't be done in-game as an actual automated sequence, however an admin-overseen process would work perhaps?
Q: Are you dividing up the weapons into their 2 components? IE: For Hybrid-based weaponry, Railguns are the long-range, low damge, and blasters are the short-range, high damage variety. Will EVELancer stay true to this balancing scheme?

Looking forward to this.


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