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Gibbon
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Post subject: Re: Genesis 1.1 mod released! Posted: Sun May 19, 2013 4:34 am |
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Joined: Mon May 26, 2008 2:44 am Posts: 235 Location: Planet Primus
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Simply position your ship above the entrance and it docks fine
The wrecks are full, something not right on your end.
You say you are playing SP, do you mean OSP or SP? The mod won't work in SP for starters. If you've altered any files, i can't be responsible for what's been changed.
As to your comment, it just makes me laugh. The trade routes have been designed so getting cash is a pretty simple process. The missions in the more difficult systems payout nearly 700-800k, why is that not enough? Why should i just spend a year and a half writing a mod and just give everything in game away for free? Work for it! Spend some time in the mod and you will realise the insane amount of depth and detail in it. Clearly this has passed you by. What about the 60+ ships you can try? The new systems? I could go on. It's not my fault if you won't spend the time in the mod. Not my fault you want everything right now. If depth isn't your thing, go play a console game!
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Lone-Wolf
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Post subject: Re: Genesis 1.1 mod released! Posted: Sun May 19, 2013 6:43 am |
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Joined: Wed Mar 14, 2012 4:32 pm Posts: 362
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I guess OSP?? I click start a new game on the main menu.
My comments were not about mission payouts. They were about getting out into the far systems, and picking up "10 Cardi" for instance, and then having to get it back to Rochester or other for best pay. I get a police scan every few minuets or so if in home systems anyway.
I do see some return shortcuts though, so maybe larger amounts of those things might be a Gimme...Exploit.
As to some issue on my end, could the IONCross Character Editor change those things?
I click Dock as I approach the Lair, and it auto goes to the bottom of the unit. Will try to fly over and stop before docking.
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Lone-Wolf
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Post subject: Re: Genesis 1.1 mod released! Posted: Sun May 19, 2013 10:02 am |
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Joined: Wed Mar 14, 2012 4:32 pm Posts: 362
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I was able to dock at the Lair, and Large ships come in from the side, as small come down from the top.
Next question for normal game play,,,,How does a player become Green with Nomads to get to dock on their bases??
I once played a mod where killing Zoners got players rep up with Nomads, and then reverse that to restore Zoners later.
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Gibbon
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Post subject: Re: Genesis 1.1 mod released! Posted: Sun May 19, 2013 10:27 am |
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Joined: Mon May 26, 2008 2:44 am Posts: 235 Location: Planet Primus
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Trading opportunities abound in the mod. Get a copy of FL Companion and all will become clear. Trading is for trade ships, players on the server keep coming up with new trade routes everyday, and then gloat by letting me know. Icertainly wouldn't do it in a fighter as the returns are negligible.
To become a Nomad is sadly impossible in the OSP version as to get an OSP version running, i changed the MP code to suit. Only way for it to happen is to start a new char by modifying the newplayer.fl file and making yourself friendly with the Nomads. Easy to do on the server as i can do it all serverside.
This is all assuming you installed the OSP version of Genesis. If you want to try multiplayer where you get all the extra bells and whistles, then you will need to download the multiplayer version
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Lone-Wolf
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Post subject: Re: Genesis 1.0 OSP mod released! Posted: Mon May 20, 2013 11:40 pm |
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Joined: Wed Mar 14, 2012 4:32 pm Posts: 362
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Lone-Wolf wrote: Blue Cursor, Blue Sky in most places...makes it hard to find when needed. Since I jumped on the server for MP, I find it hard to see in combat quite often. It is smallish, and red, which blends in with much of the action fire. Perhaps if it were a bit larger/brighter, it may help. btw, would it be possible to post a link to your forum in the OP?
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RECON
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Post subject: Re: Genesis 1.1 mod released! Posted: Tue May 21, 2013 9:16 am |
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Joined: Mon Dec 26, 2011 6:35 pm Posts: 186
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LW wrote . Blue Cursor, Blue Sky in most places...makes it hard to find when needed.
I agree with LW it is differcult at times especially when fighting it needs to be bigger and perhaps red in colour , I run the mod in wide screen Hi Differentiation and it looks great .
_________________ RECON
Player Characters -: RECON
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HunterKiller
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Post subject: Re: Genesis 1.1 mod released! Posted: Tue May 21, 2013 10:28 pm |
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Joined: Mon May 05, 2008 5:44 am Posts: 837
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Quote: Why should i just spend a year and a half writing a mod and just give everything in game away for free? Work for it! Spend some time in the mod and you will realise the insane amount of depth and detail in it. Clearly this has passed you by. What about the 60+ ships you can try? The new systems? I could go on. It's not my fault if you won't spend the time in the mod. Not my fault you want everything right now. If depth isn't your thing, go play a console game! Same as with FBU's mods, he doesn't just give things away either and makes it hard for you to advance but, once you get there, you're good to go. Same as with Gibbon, I agree. When you get into the habit of playing only one mod, this is what you have to deal with, change. I have been all over the Freelancer Universes so, it's all expected to me. Work for it, that's the best way. FL Companion is a great tool if you want to trade. Not very well liked in the past by devs, but allowed anyway.
Last edited by HunterKiller on Wed May 22, 2013 9:17 am, edited 1 time in total.
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RECON
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Post subject: Re: Genesis 1.1 mod released! Posted: Wed May 22, 2013 5:33 am |
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Joined: Mon Dec 26, 2011 6:35 pm Posts: 186
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there is easy cash out there but you have to fined it , I can make 2 mill on a real easy run and i only have a small small transport .
_________________ RECON
Player Characters -: RECON
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Lone-Wolf
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Post subject: Re: Genesis 1.1 mod released! Posted: Sat May 25, 2013 4:26 am |
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Joined: Wed Mar 14, 2012 4:32 pm Posts: 362
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Lone-Wolf wrote: I have also found Many Many wrecks that have nothing on them?? Some have had some minimal items, weps or small cargo items, but the majority are empty...Again Why?? For such a small yield on them, where is the fun of searching for them??
The secret here, after numerous attempts is to shoot until the hull is about down to zero, then the goods will drop,...So accustomed to shooting wrecks once or twice, this never occurred to me.
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RECON
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Post subject: Re: Genesis 1.1 mod released! Posted: Sat May 25, 2013 6:06 am |
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Joined: Mon Dec 26, 2011 6:35 pm Posts: 186
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Yes LW same here you have to send the red bar to about zero before it drops the loot .
_________________ RECON
Player Characters -: RECON
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HunterKiller
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Post subject: Re: Genesis 1.1 mod released! Posted: Sun May 26, 2013 9:48 am |
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Joined: Mon May 05, 2008 5:44 am Posts: 837
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Every mod is different........... 
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RECON
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Post subject: Re: Genesis 1.1 mod released! Posted: Sun May 26, 2013 10:57 am |
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Joined: Mon Dec 26, 2011 6:35 pm Posts: 186
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Ye you sead it LOL .
_________________ RECON
Player Characters -: RECON
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Gibbon
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Post subject: Re: Genesis 1.2 mod released! Posted: Sun Jun 02, 2013 2:47 am |
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Joined: Mon May 26, 2008 2:44 am Posts: 235 Location: Planet Primus
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New 1.2 multiplayer version released! Focusing on server stability and bug fixes in this release. Also added turret zoom so when in turret view, you can zoom in or out on your ship. Download link updated in the original post. The OSP version has not been updated yet but the multiplayer version obviously has
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