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FlyByU
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Post subject: Re: Discussion of FlyByU's Freelancer Server Posted: Sat Apr 14, 2012 12:58 pm |
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Joined: Mon Jan 07, 2008 11:24 pm Posts: 532 Location: Indiana, U.S.A.
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Thanks Daggit and emem I appreciate the complements.
I hope you get many hours of enjoyment from it.
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HunterKiller
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Post subject: Re: Discussion of FlyByU's Freelancer Server Posted: Sat Apr 14, 2012 4:19 pm |
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Joined: Mon May 05, 2008 5:44 am Posts: 776
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Your mods have always been great ones, FBU.
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FlyByU
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Post subject: Re: Discussion of FlyByU's Freelancer Server Posted: Sat Apr 14, 2012 4:25 pm |
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Joined: Mon Jan 07, 2008 11:24 pm Posts: 532 Location: Indiana, U.S.A.
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HunterKiller wrote: Your mods have always been great ones, FBU. Thank you HK happy you like them.
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Lone-Wolf
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Post subject: Re: Discussion of FlyByU's Freelancer Server Posted: Sun Apr 15, 2012 3:07 pm |
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Joined: Wed Mar 14, 2012 4:32 pm Posts: 394
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I have been, for the last couple of days, testing the Dagger II, the Rheinland Gun Boat, and the Liberty Cruiser.
The GB, and the Cruiser look just like the Story Line ships all are familiar with. I got hung up one time while launching from a Prison Base, but I hit F-1 and selected Load Character, and was outside the base to continue play. that only happened once in many dozens of Docking and launching processes. The Cruiser does have trouble docking with Trade Lanes, if players come to them at a Right Angle. Approaching them straight on brings no trouble docking with them.
When they are used by players accustomed to them, and their distinct type of fighting, they can be real Killing Machines.
The dagger II is still being tested, but So Far, I LIKE IT!!
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Lone-Wolf
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Post subject: Re: Discussion of FlyByU's Freelancer Server Posted: Sun Apr 15, 2012 4:58 pm |
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Joined: Wed Mar 14, 2012 4:32 pm Posts: 394
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I would say give all 3 of these ships the Green Light.
The Dagger II I had equipped with all gear available to all players, and it Kicks Butt.
The only Draw Back I saw with it was that it is a Light Fighter. Less Armor, and Shield than I am accustomed to.
(Now I need to take my Non Admin Toon, and get to some serious Mapping)
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FlyByU
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Post subject: Re: Discussion of FlyByU's Freelancer Server Posted: Wed Apr 18, 2012 9:32 am |
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Joined: Mon Jan 07, 2008 11:24 pm Posts: 532 Location: Indiana, U.S.A.
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Seems to be a problem with connection today I am contacting Comcast to get it resolved so if you are having problems give me a few hours to get it taken care of.
Update:
They said that they are working on the lines in my area and should be done in about 1 1/2 hours
Update:
All is good again that was the fastest 1 1/2 hour I ever seen. I say they got it done and went to lunch.
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| Last edited by FlyByU on Wed Apr 18, 2012 11:15 am, edited 2 times in total. |
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Daggit
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Post subject: Re: Discussion of FlyByU's Freelancer Server Posted: Thu Apr 19, 2012 11:22 pm |
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Joined: Fri Mar 30, 2012 12:43 am Posts: 286
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I don't think I've ever had abetter freelance experience than what I'm getting here. even when the game was new it was not as much fun or as challenging as it is here. So far I've flown 6 ships. I've done things with aq piranha that I never dreamed of doing before. The variety of upgrades available make every ship an awsome weapon of destrution and defense. In fact the only thing that really limits you is the number of batteries and nanos you can hold, and the basic strength of you initial ship stats. I'm looking forward to seeing what an upgraded barracuda can do against the pirates. The weapons upgrades have made it a lot easier to get more bang for your buck than before. I've even manged to survive some pretty rough missions with my cuda. Maybe I'll try out the falcon when I get bored with the cuda. Thanks for creating this mod!
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Lone-Wolf
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Post subject: Re: Discussion of FlyByU's Freelancer Server Posted: Fri Apr 20, 2012 7:39 am |
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Joined: Wed Mar 14, 2012 4:32 pm Posts: 394
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With thoughts of perhaps getting some Competitive Spirit going, I am posting my current Mapping Efforts from RoughRider: Vanilla had: 47 Systems; 165 Bases; and 138 Jump Holes; Completed in 50 Hrs, 10 Minuets.
Modded, RoughRider is at: 45 Systems; 162 Bases; 142 Jump Holes; at 35 Hrs. If my numbers are correct, I still have 5 More Systems to get into, all Nomad....I did get into Lower Unknown,,,(not for very long), but I did get in there. :-} I also have 4 more Bases to get, and, again, if my numbers are correct, 8 more Jump Holes.
When complete, I should have: 50 Systems; 166 Bases; 150 Jump Holes.
Now, for the $$ it will take to get the ship, and the equipment that will get me through those missing systems, I think the above 50 Hrs will stand....But then this Ain't Vanilla!!
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Lone-Wolf
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Post subject: Re: Discussion of FlyByU's Freelancer Server Posted: Sat Apr 21, 2012 7:37 am |
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Joined: Wed Mar 14, 2012 4:32 pm Posts: 394
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If the Jump Hole total is 152, and not the 150 I am thinking of, then Darn It, I must have missed one again.
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Lone-Wolf
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Post subject: Re: Discussion of FlyByU's Freelancer Server Posted: Sat Apr 21, 2012 11:04 am |
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Joined: Wed Mar 14, 2012 4:32 pm Posts: 394
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 There is a Peacock on the Server Today! RoughRider picked up his Dromedary on Mactan!! That felt like a Giant Leap. The last couple of days, I have been doing some additional personal research into getting NPC's Neutral. I know many players use Xenos to get most that way. I started working, a couple of days back, on Bounty Hunters. I realized that if I focused only on Xenos, I would eventually drive the Zoners to RED. Then as I was working on the Neutral through BH, I saw that it did not affect Zoners, and it did raise all NPC's. After I get all NPC's at or above the Neutral Bar, I pay a Bribe for BH, and ALL NPC's are now above -20 on the Love-Hate Bar. During this effort, I found I have also gotten greater $$ value of drops from BH, especially when I do Barracudas.
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Lone-Wolf
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Post subject: Re: Discussion of FlyByU's Freelancer Server Posted: Sat Apr 21, 2012 6:38 pm |
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Joined: Wed Mar 14, 2012 4:32 pm Posts: 394
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Lone-Wolf wrote: If the Jump Hole total is 152, and not the 150 I am thinking of, then Darn It, I must have missed one again. As my mind continues to leak out, and run down the drain, I remembered, and found another JH that I forgot about. That means the total count should be at least 152, or 154?? I would love to see a total: Systems, Bases, and Jump Holes Count Posted.
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Lone-Wolf
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Post subject: Re: Discussion of FlyByU's Freelancer Server Posted: Sun Apr 22, 2012 1:29 pm |
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Joined: Wed Mar 14, 2012 4:32 pm Posts: 394
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I jumped off for the unscheduled restart today, and now the server isn't coming back up.
Is there an added connection issue?
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FlyByU
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Post subject: Re: Discussion of FlyByU's Freelancer Server Posted: Mon Apr 23, 2012 9:11 am |
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Joined: Mon Jan 07, 2008 11:24 pm Posts: 532 Location: Indiana, U.S.A.
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Checked speed today Chicago New York City  Miami Denver  Seattle London  Madrid 
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FlyByU
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Post subject: Re: Discussion of FlyByU's Freelancer Server Posted: Tue May 01, 2012 10:53 am |
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Joined: Mon Jan 07, 2008 11:24 pm Posts: 532 Location: Indiana, U.S.A.
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OK I will be releasing a new version 79h I hope by the weekend. It will be adding more Armor upgrades, Power plants, and new weapons for capships. Also some adjustments to several armor upgrades as well. You will need the new version of mod to see changes. Also if you have the old Capship weapons sell them because they will be illegal in new version you will have to have the new capship weapons as it will be different then the old weapons. Same power same look but different hash code and flac will ban for having the old on any ship. If you have a capship sell the ones you have and I will give you the new ones free.
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HunterKiller
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Post subject: Re: Discussion of FlyByU's Freelancer Server Posted: Thu May 03, 2012 5:17 pm |
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Joined: Mon May 05, 2008 5:44 am Posts: 776
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Will there be a final anytime soon? I haven't logged back in because I don't see my character on the list anymore so, I guess it got wiped.
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