Independents is a conversion mod for Freelancer set in an original universe. The mod aims to make a more immersive experience by providing more contrast and variety than vanilla Freelancer did. The mod is also lends itself more to encouraging teamwork by separating out rolls so that players can specialise more and complement each other when flying together. The current version, dubbed the Alaska Prototype, is set up for the purpose of testing ships, equipment, combat, and the basic economy of the mod. Play is confined to the Alaska system, which has been set up specifically for testing with space for three of the mod's primary factions and areas of varying levels of combat between them.

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Alliance
The most important change for the Alliance has been supplying them with enemies that are easier than the Federation Armed Forces and Colonial Republic Military. Many of the FAF and CRM encounters along the nav routes have been replaced with easier corporate NPC spawns. And the FAF encounters in the upper right quadrant of the Alaska system have been replaced with new Imperial Naval Forces NPCs.

The Alliance ships have also received a few changes. Most noticeably the Brite can carrier new heavy fixed weapons, giving it a significant increase in firepower over the Saul. The Ackroyd and Koontz however had their shield strength reduced by half.

The Alliance should still be a hard faction to fly for, but it should no longer be impossible to make a living flying for them. In fact although hard they pay a lot more for bounties now so good pilots might be able to do very well flying for them.

Beam Weapons
The beam weapons went through several variations during testing. The approach finally settled on was to make them more accurate and to just boost the shield resistances of smaller ships to them so they didn't become overpowered against fighters. They are now quite powerful and can punch through shields of larger ships fairly easily. This is balanced by their large energy consumption, and their slow turning rate which makes them less useful at short ranges.

Because they rely on energy and not ammunition the beam weapon free up space for more shield batteries and make for rather survivable ship that can deal a lot of damage. This was the goal for the beam weapons; however, they may require more downsides than just the lower range due to their energy use to balance them with the other weapons.

Federation Starships
The Federation starships received large boosts to their turning rates and energy. This will hopefully let them take better advantage of the rebalanced beam weapons and new starship forward weapons added in this update.

Other
In addition to these major changes there are numerous smaller changes that have been added as work on the major changes has progressed. These include the re-addition of flak weapons, new weapon visual and sound effects courtesy of Bubb9, and lowered thruster fuel on all ships, to name a few.

Changes in 0.4 beta:

[New]
- Re-added flak and proximity weapons
- Re-added missile jammers
- Added new weapon visual and sound effects
- Added debris field and nebula around Tau-31 Jumpholes
- Added new base for the Empire near the Tau-31 Jumpholes (faction still cannot be joined)
- Added Imperial Naval Forces NPCs
- Added option to FLMM activation for camera look ahead
- Added second variant of plasma guns with longer range
- Added proxy bases for capital ship docking with 88 Flak version of FLHook
- Added new starship forward weapons
- Added new heavy fighter weapons

[Removed]
- Removed precision lasers

[Modifications]
- Removed most lasers from NPC loadouts
- Increased corporate NPC spawns
- Removed Federation NPC spawns in the upper right of Alaska
- Moved Alliance jump hole exit to underneath Douglas station
- Reduced accuracy of NPC pilots
Ships:
- Reduced thruster fuel on all ships
- Added torpedo mount to Keta frigate
- Added fourth-rate starship weapon to Cadiz equipment dealer
- Added additional turret mount to Ghen corvette
- Increased energy of Federation starships
- Increased turning speed of the Defiant and Sovereignty
- Increased turret coverage of the Defiant and Sovereignty's turrets
- Reduced turning speed on the Helios
- Reduced the Helios to 2 fourth-rate guns
- Reduced the Helios to 2 cm/mine mount & 1 computer mount
- Reduced the Athena to 2 cm/mine mounts & 1 computer mount
- Increased the Athena to 2 forward mounts
- Merged the Herme's cm and mine mounts
- Adjusted the Saul's mounts to 2 guns & 2 missiles
- Adjusted the Brite's mounts to 4 guns/heavy guns & 2 missiles
- Allowed the Revolution to mount heavy fixed guns
- Made the Sovereignty cruise capable
- Reduced shield strength on the Alliance merchant raider by 1/2
Weapons:
- Anti-Starship rockets no longer fire in volleys of four
- Increased hit-points of starship weapons (so they aren't striped by one torp)
- Slowed torpedoes down
- Increased shield damage of energy weapons against similar sized targets
- Drastically reduced shield damage of energy weapons against smaller targets
- Increase energy use of energy based weapons
- Adjusted ion beams to be mid range and particle beams to be long range

[Fixes]
- Fixed Shipdealer at Douglas Station
- Fixed impulse speed on the Brite's infocard
- Fixed firing arc on the Athena's forward gun
- Fixed Helios not dying

Mod Update (version 0.3 beta)

Mod Update (version 0.3 beta)

News

A small update to the mod to fix a few bug and address the docking issue that has been frequently commented on.

RSS Files
Independents base mod PATCH (for v0.4 beta)

Independents base mod PATCH (for v0.4 beta)

Patch

This is a quick patch for v0.4 beta of the mod. If you downloaded v0.4 beta + patch you do not need this file.

Independents base mod v0.4 Beta + Patch

Independents base mod v0.4 Beta + Patch

Full Version

This includes the patch for v0.4 beta This the base mod files for the Independents mod. This download is required for both serves and clients.

Independents base mod v0.4 Beta

Independents base mod v0.4 Beta

Full Version

This is the base mod files for the Independents mod. This download is required for both serves and clients.

Independents Gamedata (for Ioncross) [v0.4]

Independents Gamedata (for Ioncross) [v0.4]

Other

These are gamedata files for use with Ioncross Freelancer Server Operator. Updated for v0.4 of the Independents mod.

Independents server files (for Freelancer v1.1)

Independents server files (for Freelancer v1.1)

Server

This is version 1.3 of the Independents mod Server Files. This download contains files necessary to run an Independents mod server on a patched copy of...

Independents server files (for Freelancer v1.0)

Independents server files (for Freelancer v1.0)

Server

This is version 1.3 of the Independents mod Server Files. This download contains files necessary to run an Independents mod server on an unpatched copy...

Post comment Comments  (0 - 10 of 28)
Treelor
Treelor - - 87 comments

Every time I go through the jumphole, FLServer crashes.

Running FLServer 1.0 with the 1.0 server files. I am *not* running FLHook, is this an issue?

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Treelor
Treelor - - 87 comments

Note: only seems to happen with the Colonial and Alliance jumpholes.

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Icely Creator
Icely - - 11 comments

I got your post on the forums. I can't seam to replicate the crash with the Alliance hole, but the Republic one was a quick fix. Here is a patch with that should fix it right up (http://www.ice-worlds.com/freelancer/independents/Independents_patch.zip.flmod).

Since I'll be away I won't be able to tackle why the Alliance hole is crashing for a while, I recommend making use of Ioncross Server Operator to kick yourself to Douglas Station for anyone who wants to try the Alliance.

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Treelor
Treelor - - 87 comments

With the lack of replies for a few days I was starting to think this mod is dead. Thanks for the help, and I'm glad to see that you're still chugging along - I love the *original* gameplay elements you're adding in.

If I may have throw out a suggestion - increase maximum detection range to about 30km. This might seem extreme, but it would give purpose to higher levels of sensors without having to cripple the ranges on the lower-grade sensors to get the same sort of scaling (level 1 = 5km, level 2 = 10km, level 3 = 20km, level 4 = 30km). Perhaps make level 4 sensors available only to special electronic warfare starships as well to give the fleet who has one an informational advantage.

Speaking of electronic warfare, is there some way to link up the sensors of the ewar vessel to other ships? I know not without some extensive additional programming could this get done, but it would be pretty nifty and really give an ewar-equipped fleet the advantage. I'm not too clear on what possibilities using FLHook opens up, but maybe that would allow you to do this?

Finally, the Helios really needs a bigger mesh. I almost did it myself (almost because I have next to zero Freelancer modding knowledge, and LR has gone balls knows where) but I ran into LOD and loadout issues with the custom .cmp I whipped up. I tried to switch it to a Rhineland gunship. Doesn't exactly fit in with the Colonial theme, but it was at least starship sized - the Rhino is definitely not starship sized.

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Icely Creator
Icely - - 11 comments

It's not dead. It may seam like that a lot as I do have other interest that will snare me from time to time, but despite that I have keep coming back to this for the better part of five years. So it's safe to say work will probably continue; whether I ever finish it is another matter completely.

With the sensors, I agree that the current system doesn't offer much real variation in range, and I personally have seen little point in using anything but the passive sensors. But I'm not entirely sure what I'm going to do.

One thing I'm planing on tyring with the sensors is adding area of sensor interference to systems to make use of the power of the larger sensors. I figure these areas would be for groups of players so that starships can direct fighters towards targets they'd fly right passed otherwise.

Unfortunately that is kind of the limit of electronic warfare that is possible in Freelancer and I haven't seen any development on for sensor linking with FLHook either. However, form experience with other players, simple verbal or typed direction are more than sufficient to guide fighters towards targets.

As for the Helios, I agree the it needs to be toned down. I think you hit the problem on the head with the model size though. I really wanted the ship to be a small destroyer to complement the Athena, and didn't worry too much that the freighter was smaller than a gunboat.

Thanks for the suggestions. I really do love to hear what others think of the mod. I might start the test server I had running back up when I get back home - still away for another week - and be able to catch you on there.

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Bubb9
Bubb9 - - 186 comments

Keep in mind that player detection ranges unfortunately are not effected by sensor range.

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Thet
Thet - - 20 comments

the SP version

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Icely Creator
Icely - - 11 comments

Sorry, there is no single player version. The closest is to download the base mod and the server files, activate both and then start up a LAN server (launch flserver.exe).

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Thet
Thet - - 20 comments

where can I download this from?

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droideka95
droideka95 - - 476 comments

I'M BACK!!! This time i have a Model Relateed Problem. I am attempting to replace the liberty Defender model with one i have. But when switch the to main models and there textures it doesnt work. The ships are just not there when i play the game. Any ideas?

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Icely Creator
Icely - - 11 comments

I don't really have any quick answers to your problem so I sent you a private message. I hope something in it helps.

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