Woo! Go Discovery Freelancer!
Woo! Go Discovery Freelancer!
Nice to see Discovery Freelancer get a shout out, thanks!
Better late than never - I'd been playing the same game and mod for over 6 years and it gradually lost the appeal. No juicy drama or gossip, unfortunately.
Yeah, sure - we had a really severe shortage of technical modders. Modellers in particular were really difficult to come by, which made making further progress more or less impossible. When Captain Morgan then was forced to go offline for an extended period of time, we put the project into development hell (where it can potentially be retrieved from later on, if the mod's viable then).
Unfortunately, the Freelancer engine doesn't deal very well with large ships - after all, it was originally designed for fighters and Microsoft discontinued development before capital ships could be made playable. The mass, or 'feel' of ships is one of the factors affected. The issue with the NPCs can't really be fixed either. They don't actually detect collision damage, and instead fly on rails. So whatever is in their way is simply pushed out of the way. We can make collisions between players a bit better, but NPCs are an issue without significant engine re-writes.
The Discovery main server uses a system of 'rep hacks' which lock reps for certain factions to hostile. If you've still got a police ID equipped, you won't be able to get unlawfuls friendly again. Swap it for a different one, and you'll be able to restore your rep using bribes or missions.
The easiest way to back up your accounts is using a tool like Freelancer Account Manager by Korrd, or Discovery Launchpad. They'll scan your Freelancer ID accounts and save them for you.
From .85 and earlier you can, but the latest version has disabled the single player campaign due to compatibility issues.
Well, with Discovery, we've added literally thousands of new infocards and rumours. There aren't any cut scenes or missions, but a vibrant universe that directly extends from the vanilla cannon is there for those who're interested.
You can download it now. Grab the file from this site and follow the instructions here: Discoverygc.com.
Thanks for the suppport, Narc. Keep spreading the word.
Hi - ModDB doesn't deal well with long chains of comments, seeing as they go all funny after they get long enough to cover more than one page. Do you use Skype? If so, I could try and talk you through some of the problems you've been having with the Discovery mod. Seeing as you're running the mod on a private server, it sounds like you're having an issue with the way the technerf plugin is set up. On other servers, that can usually use some tweaking to make it work properly. It may be easiest to delete the plugin altogether, seeing as that more easily allows for an 'arcade' play style.
We only have a single player open roaming mode. The original campaign was disabled due to technical conflicts with changes by the mod. Our own campaign is probably something we could look into long-term, but its not on the books for now.
Every vote counts. Thanks for support, AD!
Well, if you're a cartel leader with more enemies than overheads - you need to make a statement somehow, right?
Well, Exiles has been available for download for some time through our forum and website - we just hadn't got around to updating this profile. I'm acting as a sort of PR manager now though, and we'll be bringing you news of .87: Conquest very soon!
I saw that, yeah. It's neat how everything gets collated on the main Freelancer page. After the report I'm waiting to be authorised at the moment, I'll swap over to using the news function. Also, I accidentally gave w0dk4 bad karma due to a rubbish touch screen on my phone. Sorry man! :S
We'll be uploading a few more videos from the Discovery Freelancer RP 24/7 server fairly soon. It'd be worth tuning in to see if they capture the same nostalgia! We have a fleet battle and a feature demonstration for everyone to see.
Snak3 is right - an autoupdater is also included with the mod which means bugfixes and updates will be downloaded automatically when they are published.
@Guest: OpenSP is supported, which is a free roaming mode. We had to drop campaign support several versions ago due to technical conflicts. I believe you can pick your starting funds and spawn location during the installation process. So you could pick a billion credits in New Tokyo, for example! There is also another useful tool you could download, which is the IONcross save game editor which will allow you to customise every aspect of your ship. I believe the Admin shield was included for people who wanted to easily explore the mod with risking much - if you're looking for the original grassroots challenge, Is suggest selling the shield and either buying a freighter or trying low level missions.
I'll bear that in mind - I'll probably stick the next update in the features section for consistency's sake, then move over to news articles after. Thanks for the heads up!
Keep an eye on this page, and more updates will be rolling out. In addition to today's feature article on Player owned Bases, tomorrow will have a report on cloaking devices, jump drives, hyperspace scanners and docking modules. Sooner or later, we'll even have some sneak-peeks about .87: Conquest, too! Make sure to follow the mod for automatic updates on when we're publishing stuff.
Thanks Sushi - I'll pass the compliment on to Cannon. Means a lot coming from you! :)
We'll do out best. With any luck, we'll soon be expanding on current features as well as enhancing the game storyline, ships, economy and systems. Stay posted for news on .87: Conquest!
Capital ship heavy weapons don't result in a nerf any more - as I said, that was almost immediately fixed. If you're having trouble with that on a private server, it'll be down to how they've implemented the technerf FLHook plugin.
This particular error was fixed almost as soon as it was reported. If there are any bugs that the development team have missed, I'd recommend reporting them on the main forum. If we're not aware of a problem, we can't resolve it. Thanks.
If you've got Vista, are you running FLMM in Admin mode? I know it sounds silly, but I forget often enough and get error messages that look like that when attempting to activate new mods.
It'll be a little while until the news article is authorised and becomes visible, so I'll give people a heads up now. The BB Dev team is currently running a competition on our home forum, where users can suggest names for contraband commodities. The suggestions that are used will net their owner a free (fully equipped) fighter or freighter upon mod release! For more details, check in at the forum on BrokenBonds.net - see ya there!
Hey there Angel. You'd have to check with Morgan for a definitive answer, but I think we're mostly good for lore / concept work at the moment. Most of the Pleiades and all of the factions in it have already been laid out.
That said, we would definitely value your input on our private forum, which can be found at "www.brokenbonds.net". If you've got ideas about how the mod should work, we'd certainly like to hear them.
I've grown surprisingly attached to this system. Must be all the writing I've done for it. I think I'll make an Order of Spartacus ship or a Lombardia miner, just so I can hang around here.
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