Solurus Systems MOD
A Star Trek Based MOD - Forum
24/7 dedicated server online for your enjoyment
This is a clan based server where you build up your empire and
try to take over the rest of the universe.
This MOD is being built from the teamwork of many people
currently playing on the server.
This is a sci-fi MOD containing many different universes combined
into one.
Systems are based mainly on the Star Trek universe,
each race from the show are near their respective location in the
galaxy.
Factions include races from Star Trek, Star Wars, SG1, Battlestar
Galactica, Babylon 5, Firefly,
several custom races and also from the clans who play on the
server.
This MOD is designed with role playing in mind. NPC reps only
change for the NPC you shoot.
This way a player can have a rep change done and it does not
change for any new faction once set.
Only the original factions' reps can be changed since the rep
files for them haven't changed.
A custom clan editing program is used to handle all reps within
the game,
allowing complete reputation updates for over a 30,000 players on
the server in less than 30 seconds.
Also, player files are kept clean between each version with a
player cleaner that checks for bad CRC entries and removes them.
167 Factions
143 Systems
351 Ships
Over 300 new pieces of equipment
50 million starting credits, you will need it
Approx. 270 different types of minable asteroid fields including
every element known to exist
All gates in the original game are unlocked
Original SP systems opened up for exploration from the final
missions
Many new commodities, doubling the amount for sale with much
higher trading value
NPCs drop over 60 commodities previously reserved only for the
missions, each worth 30 million
13 power plants and 10 engines dropped by the NPCs
Gold Pressed Latinum (GPL) based economy, you can have over $20,000,000,000,000,000
worth
GPL comes in 1 bar, 5 bar, 10 bar and 1 brick varieties, the
brick is worth 1 billion
All new hud, roll-over, commodity, equipment and ship icons
New 3D startup screen and background graphics
Ship armor 0 to 10 available for purchase at many of the base
Scanners and tractor beams for sale, scanners up to 300k range
and tractors up to 20k range
Surprise equipment and commodities can be found from exploring
the systems
Some NPCs are extremely tough, some take several minutes to kill
with the best weapons available
NPCs drop GPL, expensive cargo and new power supplies
Players drop all unmounted equipment, torps and cargo when killed
Custom startup movie
Admin system, ships, thruster, weapons and shields
Super-powerful ships available for the admin to do contests with
Cruise speed is 1600
Many new types of asteroids and nebulas
Clan equipment for sale at each clans' bases
NPC cargo vessels heavily armored
All original and new ships rebalanced into 7 classes, each with
it's own shield type
All original ships upgraded to MOD standards, including hull,
shield, power, loadouts and weapon classes
High speed tradelanes, 20000 units per second
New jumphole FX plus it has been resized to accommodate the
largest of ships in the MOD
Maximum credit limit increased to the game's maximum allowable
amount - $2,147,483,647 (2.1 billion)
Contains a neutral arena system without NPCs for those wishing
just to fight
Ship prices range from under $100,000 to over $2,000,000,000
Many ships are available for freelancers to buy
2.1 billion price limit on everything including ships,
commmodities etc.
So, you ask "what is it?" Well,
that's a good question. This mod does a lot of things. The first
thing I should say is that this mod CHANGES Freelancer gameplay.
It's also centered around people who like to play on a LAN or
small server with friends, and want a real challenge with
Freelancer. I feel what separates it from most mods is that does
not add any new "cool" ships or systems, which in
my opinion detract from the experience (with the exception of the
Serafina Freighter which was added). Another problem I had with
Freelancer mods was that there was nothing to do after getting an
awesome ship, besides killing other players and having clan-wars. While
these antics are quite entertaining, most of the time I liked
played offline with my friends on a LAN. Finally, I liked being
able to fly everything I saw being flown, a feature I'm quite
proud of in 88 Flak - just about everything you see now,
including stations, can be flown (around 30 stations and 8
weapons platforms have been added since Flak 1.25).
Another thing Flak is centered around is
the humble Capital Ship. I loved Capital Ships and felt that no
mod used them to their potential, as far as NPCs went at least -
I wanted to see BIG fights. I wanted to recreate what's done in the
box cover art - that is, one big load of ships flying about, with
another big load of capital ships blowing the crap out of stuff.
Basically, I wanted to have massive 40+ ship conquests with stuff
blowing up everywhere, etc.. Anyone who's played the final level
on Crimson Skies will know the feeling. And I wanted that
feeling in every fight.
But of course, the mainstream of
Freelancer - online support - would not be able to handle that
well. So, I offer something I'm a little proud of - flexibility.
Almost everything that would clog up a server's bandwidth has the
option of being toggled. NPC counts can even be lowered and
raised, depending on what kind of server you want to run. You can
apply a patch that increases the level-of-detail on every obejct
in the game (you can see a station in full detail across a system)
- but it's a performance hit, hence why it's an
optional patch. 88 Flak is, to my knowledge, the most
customizable mod out there, and I aim to keep it so.
But, it didn't stop there. I went on to
create a full ship balance system, where everything had its ups
and downs - I liked ship buying centered more around a person's
style than around what's better in stats. I liked having Capital
Ships shoot down fighters like balloons, because of their mammoth
size - not getting shot down by a single fighter like in some
mods we know. And, of course, I made reality my personal standing
on the whole subject - if an NPC flys it, somewhere down the road
YOU can too. No more staring longingly at a Train, a Cruiser, or
even a Battleship, because they can all be yours.
I also created a system where ships
handle differently depending on their engine type - for
example, the Rheinland line of engines grants you some extra
power while you're moving, however sucks away some of your overall
top speed (literally, speed from strafing and thrusters is
affected too). Or Kusari engines - they can zip around all
day with ease, but their power supply is 110% crap. This again
makes ship purchases not oriented around what's 'better', but
more around the playing style of a person - if you like to dodge
shots, dishing out the damage in small amounts, a Bloodhound or
Drake is a much better bet than a Patriot or Banshee, much less a
Heavy Fighter like a Defender.
Finally, I created something that was
somewhat of a "holy grail" in Freelancer modding - NPC
wingmen. Ever wanted to lead a ragtag squad of Rogues to pillage
some poor Transports - or, even better, that annoying little twit
on the other end of the system who won't quit trash-talking?
Now you can, with great vengeance, because I think you'll find
Flak's friendly and enemy AI to be impressive, to say the least.
And, most importantly, I liked keeping
all of this crazy stuff I mentioned within Freelancer's default
systems. That's right. No systems that hog all the neat
new features. You can and will see things even as extreme as a
Nomad assault force full of fighters and Capital Ships coming to
teach Manhattan a lession.
The aim of the mod will always
remain the same - to provide more ways to obliterate your
foes than ever before, in one of the most intense combat
environments possible.
Fly through custom built systems featuring giant
custom made suns, custom made planets, nebulas and
asteroid fields. Custom planets feature full night
lighting, so when you're on the dark side of a planet,
see the city lights below.
All original Freelancer systems have been removed so
you will be exploring a totally new universe. Following
in the footsteps of the Colonial Fleet, following them
into battle and rescue missing crew from the deadly
Guardians. Featuring the Guardian Basestar as seen in the
episode "Razor".
See many custom built bases specially built for the
mod. Picon Shipyard, Gemenon Shipyard and the mighty
Scorpion Fleet Shipyards
On your quest to find Earth, you will come across
various clues along the way and markers allegedly left by
the Thirteenth tribe. In the scrolls of Pythea there is
this passage, "And the caravan of the heavens
was watched over by a great lion with a mighty blinking
eye. Is this a clue as to the whereabouts of Earth?