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  • Ioncross Freelancer: Total War

    Hello all, I'm proud to announce to anyone who has ever been into the space simulation genre of gaming that perhaps THE best and most challenging space sim has arrived. I present to TacticalGamer, Ioncross Freelancer: Total War (ICTW). For the last year and a half now, a loyal team of admins and testers (including myself) have strived to develop a game so incredibly balanced, so incredibly fun and so incredibly difficult. The amazing efforts of the team and our countless hours spent testing and reworking the entire Freelancer engine have finally allowed it to meet the specifications of the mastermind of the project 'Victor'.

    This MOD, well I would hardly call it a MOD as it is a new game in itself, shall be released this Thursday the 24th of March. I invite anyone from TacticalGamer who seeks a game with a challenge like no other. I promise you the best space simulation combat you have ever had. There are no words to explain how well this "MOD" does what it does there are only experiences. This community is tightly knit and the people are excellent to work with and are extremely mature. Why else would I bring the offer to play this game here? Imagine if World of Warcraft and Half Life slammed into eachother going 400 miles an hour in space. Thats what you get here in this fabulous game.

    PLAYERWIPE ON THE 24TH WILL MARK THE START OF THE GAME


    Ahem...now that I've regained my sanity.
    -taken from the website- www.ioncross.com

    ICTW is designed as a complex multiplayer game. As a beginning player (or even a veteran) it can be hard at times to see the overall picture or the forces working within the game. Victor's notes provide an insight into the structure and purpose of the game.

    Introduction


    The primary goal in Total War is to change the game play of Freelancer and make it more of a multiplayer game and less of a single player online game. At the same time we have been putting considerable effort into making it a new, challenging experience. You can not play Total War like you play vanilla Freelancer or many of the mods out there. This has been accomplished with a number of significant changes:

    Ships

    The ships in Total War have been completely rebalanced and are not what you might expect based on the original game versions of the same ships. The ships in Total War have been completely rebalanced and are not what you might expect based on the original game versions of the same ships. Yes, I know, I said it twice but I did that because a lot of new players completely misunderstand what that really means. Let's start with the ship classes:


    * Light Fighters - Light fighters in Total war are small, agile and fast as you may expect from a light fighter. They are exceptional ships for dogfighting other fighters since they can use their speed and maneuverability to pick and choose when and where they want to fight. On the downside, they have small cargo capacities and relatively weak offensive capabilities all packed into a fragile shell. Essentially, they are hard to hit but easy to kill if you do hit them while at the same time it is easy for them to hit their opponents but they lack the weaponry of the heavier ships.

    * Medium Fighters - Medium fighters have replaced the original game's "Heavy" fighter class (a.k.a. Elite). They are well rounded ships capable of dogfighting although they are not as quick or agile as the light fighters. They are also well suited for attacking stations, weapon platforms and capital class ship although they are not as heavily armed or armored as the heavy fighters. If you are looking for a ship that turns well and travels fast this is not the ship for you.

    * Heavy Fighters - Heavy fighters replace the original game's "Very Heavy Fighter" class, mainly because I thought that was a horrible name for a ship class. These ships are flying tanks capable of withstanding and dealing out astonishing amounts of damage. They are very well suited to assault roles against large targets such as stations and capital ships. Although heavily armored they are at a serious disadvantage in dogfights with their slow speed and poor maneuverability. This class of ships is not designed to be used as a dogfighter, get used to that idea very quickly as a light fighter will literally fly circles around you.

    * Freighters - Freighters are the typical support ship in Total War. Available in a number of configurations they are normally well suited for either trading or "gunship" activities. Each freighter has it's own advantages although they all share some common characteristics. In general, freighters are slow and tough with a lot of room for cargo. Armed with an array of guns and missile launchers they can be extremely effective in combat.


    The basic idea behind the ships is that there is no "best ship" in the game. What is best for one person may not be the best for another. Each ship has it's own advantages and disadvantages, this holds true for the different classes as well as the ships of the different factions. As a result, buying a new ship simply because it is bigger may not be a wise choice, likewise staying in a small ship will not guarantee success either. However, none of this means it is not possible to fight light fighters while flying a heavy fighter and it doesn't means you can't kill capital ships in a light fighter, it just means that each ship is different and sometimes different may not be the same as better.

    In addition to the fundamental changes to the ship classes there have been similar changes to the weapon classes. The original game gave use 10 weapon classes and 10 turret classes, with each higher class being progressively better than the previous. That system is no longer in use with Total War. Instead, each faction (or affiliated group of factions) uses it's own weapon class(es). For example, the Liberty Rogues have their own weapon class, so they can use their weapons on their ships but they can not use the weapons of the Liberty Police just as the Police can not use the Rogue weapons. In addition to these faction limitations there are some addition classes within the main factions' weaponry. There are light, heavy, assault and heavy turret weapon classes available to some factions. The classifications restrict certain weapons to use on certain ships, so a light fighter belonging to the Liberty Navy can use Liberty Navy light weapons but not Liberty Navy heavy weapons or any of the Rheinland Military weapons.

    Shields

    The shields work in a similar fashion to the guns. There are three sizes of shields available to every faction and each shield size has a number of variations. The shield sizes determine which ships can mount them and the variations of each shield size determine the strength, regeneration rate and power consumption. Ships can use smaller shields than their maximum size as well, so even though your freighter or heavy fighter can mount a heavy shield you don't need to, you can choose to mount a light or medium shield instead.

    Shield damage resistance is also quite a bit different than it was in the original game. To start, there are no more "Gravitron, Molecular and Positron" shield types, instead there are faction shields types. This means that your Liberty ship can only mount Liberty shields. As a result a certain degree of protection against "friendly fire" is available to the Liberty and Rheinland teams as their weapon are less effective against their own shields. Additionaly, the shield size will determine how well it will protect your ship from weapon damage, light shields are easies to penetrate while the heavy shields are considerably tougher. A nice balance has been achieved with this as well, since the light fighters are quick and agile it is harder to hit them but their shields are weaker so it is easier to damage them when you do hit them. The inverse is true with heavier ships, they have reduced speed and manuverability but their shields can withstand more hits before they fail.

    It is EXTREMELY important to note that no shield, no matter how powerful and expensive will offer you total protection against even the weakest of opponents. A ship with the cheapest weapons is still quite capable of damaging a ship with the toughest shield, it will be difficult but it is possible.


    Weapons

    It is also important to note that the weapon damage versus shield types has been redone to offer higher protection to the military shields and less to the civilian and pirate shields. This means that the weapon infocards are not entirely accurate when they say they do "x" amount of shield damage. There are also certain weapons that are almost completely ineffective against shields. This can get confusing with the automatic values displayed along with the infocards which will indicate a certain "shield damage" value and it means the players will have to read the infocard text to see important information with a number of weapons.

    The weapons themselves are all completely new weapons. Each faction's weaponry is balanced against their appropriate opponent's weaponry. So, despite what the raw numbers may lead you to believe, some of the weapons, such as the Police Weapons, are actually better for certain tasks, such as hunting pirates. Many of the weapons are available in different versions, with each different version representing an improved version of the original. At first glance the most common noticeable improvement is the increase in hull or shield damage. Some of the weapons also gain increased firing rates, velocities and range as well. There are also other effects that are not readily noticeable through the weapon stats alone, this is very intentional as it adds a certain degree of speculation and personal preferences to the weapon selections. Just as in real life, certain people will find certain weapons to be more to their liking than other weapons even if they have identical stats. This was achieved with hidden settings for the weapons such as it's turning rate and true "shield modifier" damage.

    The actual number of new weapons averages out to 15 per faction. Some factions do share weapons making the actual number of available weapons as high as 30-45. The Military, Police and Corporate factions for both the Rheinland and Liberty teams can share their weapons within their team. So, a Rheinland Police ship can mount both Police and Military weapons if the player chooses.


    Systems

    The game takes place within a total of four systems. The first system, New York, is separated from the rest of the game completely and is not even remotely close to the original game's New York system. There is no way into New York except by creating a new character and the only way out is buy paying for a "bribe" with the faction you wish to join once you have earned enough money. As a result, New York serves as a training area for new players, allowing them to gradually experience the changes of the mod in an environment that is considerably more forgiving than the rest of the game. Experienced beta testers have been able to afford the bribe out of New York in as few as 2 1/2 hours or play while the average time is right around 4 hours. However, New York is not a boring system filled with easy encounters, it is fun as it's own separate "baby" version of the main game complete with three warring factions, fully functional trade routes and a variety of bases to visit. There is no reason to rush through New York on your first time playing Total War, if you fail to experience every aspect of the gameplay changes in New York you will be at a serious disadvantage when you arrive in either Texas or Hamburg.

    Liberty is based out of the Texas system. Texas is not like the Texas system in the original game, it has new bases and a whole new environment. As the home of Liberty it is a safe haven for Liberty players with well defended bases and an abundance of friendly NPCs who are more than willing to assist you with hostile targets you may encounter. There are a number of established trade routes within the Texas system making it possible for small groups of merchants and lone freighters to continue trading even if there are no escort pilots available to help them with the more challenging and rewarding routes. There are also plenty of missions against and encounters with the Liberty Rogues to keep new pilots occupied as they try to earn the reputations and money needed to upgrade their ship and/or equipment. In general, Texas is a relatively safe place for Liberty players with a few scattered zones of heavy rogue activity that can provide a challenge even for the established players.

    The Liberty Rogues are also based out of Texas although they are hostile with the Liberty Team. New Rogue players will find a variety of missions and random encounters to keep the occupied. Since they are based out of their enemies home system their life can be very difficult, even so the low level Rogue players should find that the space around their base(s) is not excessively difficult allowing them an environment where they can earn the money and reputation they need to purchase better ships and equipment.

    Hamburg, located on the opposite side of the game universe, is to Rheinland what Texas is to Liberty. Hamburg is also the home system for the Red Hessians who are hostile with the Rheinland factions.

    In the middle is the vast wasteland and battlefield known as Bering. Bering is extremely hazardous and may proove to be too difficult for many solo pilots. Large patrols, pirate raiders, freighter convoys and Battleship/Cruise assault groups are in abundance throughout the system. You can rest assured that your next encounter will be hostile when you want it the least. There have been a lot of questions about the way player & team points and scoring works win Total War, so I'll try to explain as much of it as I can here for everyone. Some of this is subject to change and some of it is intentionally obscure.


    Performance rating

    Your performance rating (PR) is based on a number of things and is used to set your in game "rank" tag before your name (e.g. Cadet). The primary factors in your performance rating are the points you collect (war, neutral & economy). The largest penalties you will incur are from dying and failing or aborting missions. The Liberty & Rheinland players will gain the most PR by collecting war points from the opposing team and the least by purchasing economy points. The exact calculation is 3x War Points, 2x Neutral Points and 1x Economy Points, so having 10 War Points will increase your PR by 30 whereas 10 Econ Points will only increase you PR by 10.


    PR increases for kills can be seen by looking at the player stats details where their ships killed are listed. The number behind each ship type is their PR increase for all of the kills of that ship type.

    There is no positive PR value for missions completed, there is only the PR penalty for failed and aborted missions, both of which are -10. Yes, this is harsh and it's staying that way to discourage a number of exploits and make it easy for us to spot players using them.

    Player deaths will be explained in more detail below, but in short they apply a -20 PR penalty per death in addition to the points lost.


    Player deaths


    Player deaths apply a number of effects to the players. First, your performance rating will drop by 20, this is a permanent penalty on your rating. Also, you will loose half of your economy points (no less than 5) which are converted back into money for you to restart with at thew rate of $15,000 per point. So, if you have less than 11 points you will restart with $75,000 and loose 5 points. In the end, this means a player death is a minimum -25 penalty on your rating although 5 of those points can easily be recovered. In addition to the loss of economy points you will loose a percentage of War & Neutral points, this is done to scale the penalty so that a death is more harmful as your performance rating increases. Yes, this means you can target the leading players of the opposing team and cause some significant damage to the team score, more on that later.


    Points

    Points are little more than simple commodities that take up no space in your cargo hold. They come in three flavors and can be collected by destroying enemy targets or purchasing them from your home base. Points are carried around in your cargo hold until the server maintenance cycle runs at which time they are removed from your cargo and added to your (semi) permanent stats. If you look at the player stat pages at http://www.ioncross.com all of the points shown for the players there are points that are no longer in the players' cargo holds. Points you have in your cargo hold don't really count until the maintenance cycle executes, so yes, you can kill a player prior to the maintenance and cause them to loose a lot of points.

    Economy points

    Economy points serve a number of purposes for both you as a player and your team as a whole. Economy Points and War Points are the only points that are counted towards the total team score and they have an equal value there. Economy points are also used to determine your starting money after a player death. When you die you will loose half of you current economy points (as seen on the stat pages, not including any in your cargo hold) or 5, whichever is greater. Thos "lost" economy points are then cashed in at the rate of $15,000 per point. You may never drop below -10 economy points, this basically means you can die twice without buying any economy points, if you die more than that you will restart with no money and will be forced to delete you character and start over in NY. Having negative economy points will hurt your team score and this will affect ship & equipment availability so you should always try to buy enough points to keep yourself above zero.


    War/Neutral points


    War and neutral points are collected from enemy targets in combat. In general, a war point comes from a target of the opposing government and neutral points come from opposing pirates. Neutral points will have no effect on your team score but they will bolster your personal performance rating. War points will provide the largest increase in performance rating for non-pirate players. In addition to the scoring purposes, collecting war points will slowly increase your standing with the military, eventually allowing you to access restricted areas and equipment not available to most other players.


    Dynamic Economy

    An exciting feature of ICTW is its dynamic economy. Transport ship losses and the total Economy and War points held by a faction determine current equipment prices and bounties in the systems..
    Transport losses

    The loss of transport ships is a major factor in the dynamic economy. The average number of transports lost per day and their type will effect the economy of the system that owns the transports. This only depends on the loss of the transports and is not dependent on whether pirate or opposing faction destroy them. As this average number is calculated daily you will need to continue killing your opponents transports or the effect will begin to diminish on its own over time. A high number of transports lost per day will typically drive equipment prices up, bounty prices up and economy point prices down. This figure will also drive prices at the opposing pirate bases down, so Hessian will enjoy reduced prices at their bases as more Rheinland transports are killed.


    Economy points

    Economy points are used to judge the relative strength of each factions economy. Since points can only be purchased, they serve as a good indicator of the amount of "expendable" money the average player has. The number of economy points possessed by a faction will have a number of positive effects such as offsetting transport losses. In essence, economy points will push equipment prices down.
    War points

    War points are used to gauge each factions' military activity levels. A large number of War points indicates the faction is militarily active and most probably will be "winning" the war in Bering (or at least very active out there) and this will have an impact on their economy.

    Wartime economies can be both good and bad for a real world nation and we've tried to capture these aspects. While a large number of War points will indicate success in the battlefield, they will also strain the economy. Having an excessive number of War points compared to Economy points can actually be detrimental to the team's overall economy because this inequity will increase the severity of the transport losses.

    Basically, War points reduce the effectiveness of economy points in the equipment pricing formula, they also drive economy point prices up.
    Neutral points

    Neutral points are neutral to the economy. They function as a means of increasing your Performance Rating.
    General principles

    * A high number of team economy points is good

    * A high ratio of economy points to war points is good

    * A high number of transports lost is bad, however it will increase bounty prices (e.g. profit from killing pirates)

    * A high ratio of war points to economy points isn't always bad, but can be.


    A large number of War points is good for Liberty or Rheinland scores but potentially bad for the economy. A close ratio of economy and war points will result in a well-balanced and fairly stable economy. Transport losses can be devastating, but they can also be offset by a strong economy. Transport losses will make it more profitable to hunt pirates in the home systems and more profit makes it easier to buy more Economy points.


    For example:

    Rheinland has a LOT of war points, almost 4:1 compared to Economy points. They have a very good score, however this imbalance really amplifies the effectiveness of the Hessian transport massacre. Rhinelander's in Bering are having a hard time turning a profit as their replacement & re-arming costs continue to increase. Conversely, Liberty is doing considerably worse in the War point race however as they have a much closer balance of points their economy is doing quite well and overall prices are low. Unfortunately such a stable economy makes it virtually worthless to sit in Texas hunting Rogues.

    General Rules


    Who ever expected an economics lesson for Freelancer?

    Rule #1: Economy Points are your friend.
    When all else fails, buy economy points. They will never hurt your score or your team score and a shortage of them for your team can make life difficult.

    Rule #2: Pirates are bad for your economy.
    Whenever possible, hunt them down and make their lives miserable. As they destroy transports your prices go up while theirs go down.

    Rule #3: There is such a thing as too many points.
    An excessive number of War Points compared to economy points can be bad, try to keep the team score balanced for best results. It's important to note that this is a guide, not a real rule, you can do very well with a "War Point Heavy" team score, but once your economy starts to fall there is no stopping it.

    Now that the basics are covered so those of you with short attention spans can move on and hopefully actually remember the important stuff, let us move on to the real guts of the system.

    The economy in Total War is different for each team, for the purposes of the economy we have 5 teams. The first team covers NY which has a static economy so they can be ignored. The four remaining teams are the two main teams and the two pirate factions. We'll start with the pirate economy since it is so simple...

    Pirate Economy

    Kill transports.

    That just about sums up what the pirates need to do to improve their economy. The economy is based almost entirely on the number of transports their opponent loses daily. It uses a weighted average, but, in short, it's still a daily average and if you treat it as such you'll do well. The good news for pirate players is that even if they don't kill the transport as long as a player does they will receive the bonus. There has to be a downside to this, right?


    Pirate Bounties

    As pirates kill transports, the bounties for the NPCs on their team will increase, sometimes substantially. This makes it possible or even easy for members of the opposing team to hunt down Pirate NPCs in their home system and make a lot of money. If this money is used to purchase economy points...


    Economy Points

    Economy points will do two things for your team. First, they count towards your team score much like War Points. Second, they will strengthen your team's economy. A strong economy is not as effected by transport deaths as a weak economy is. A strong economy, however, is not the same as a...


    Stable Economy

    A stable economy is achieved when the number of total economy points for a team is fairly close to the number of their total war points. Too many war points compared to economy points and your economy is fragile, even mediocre performance from the Pirate teams can bring your team economy crashing down. Too many economy points compared to war points and your economy will stagnate, normally not a bad thing unless you like to buy...

    Stock shares

    Yes, ICTW even has a stock market, of sorts. Each of the three corporate factions per major team has a stock commodity you can purchase. These stock shares take up no space in your cargo and they may only be purchased and sold at one base per corporation. Well, technically you can sell them anywhere but you probably won't want too.

    Each of the corporations cares about different aspects of the game. One may be concerned with the number of transports your team is losing and the other may be more concerned with your opponents economy point total. Their prices will fluctuate, sometimes wildly, based on the current state of the game. As a player you can choose short-term get-rich-quick trading where you buy a lot of stock in the hope that it jumps and you can sell them back. That can be very profitable if you buy the right stock and its price jumps by 20-40%, it can also be somewhat less profitable if the price falls by that much instead.

    You could also choose a more long-term investment and buy a large number of shares from several factions and simply hold onto them waiting for their prices to increase over a longer period of time. To keep things interesting there is a bit of "random" fluctuations not controlled by any aspect of the game, you'll just have to figure out if that stock price is falling for random reasons or not.

    As an added bonus, stock shares will also help your reputation with that particular faction (if it's on your team). We're still working out the details but it will hopefully work something like this:

    You buy and hold onto the stock shares. As long as you have them in your cargo hold during the maintenance cycle you receive a scaled bonus to your reputation, much like the decay that exists now only the other way around. The bonus will likely depend on a number of factions such as your current reputation, the number of shares you hold, the number of economy points you have, etc...

    Shares will be lost when you die. Of course, if someone is nearby to pick them up they are going to make a handy profit.

    ------------------------------------

    Well thats all the basic stuff you will need to know :) but trust me there is much more. Very few people understand all that they have put into Total War. This game is time consuming and addictive. (however it pales in comparison to the scary addiction that is World of Warcraft) I strongly encourage anyone who is up to possibly the biggest challenge ever faced in space simulation combat to download the required software and be ready on the 24th to become part of the greatest War Freelancer has ever experienced.
    -Zephyr
    Last edited by Zephyr; 03-21-2005, 01:25 AM.
    You were once like the newbie who needed a hand from above and TacticalGamer gave you it.

    You owe the newbie who comes after you that same outstretched hand from above on your honor as a Tactical Gamer.

    Tactics at TG come from trust and friendship, not meticulous detail and rigid discipline.

    Everyone should be assumed mature until proven otherwise.

    We are no clan.
    We are not a single game.
    We are mature, intelligent, and cooperative individuals.
    We are TacticalGamer, a community above and beyond its name.

  • #2
    Re: Ioncross Freelancer: Total War

    Done And Done, okay, ill wait for the update...
    Oyee

    Comment


    • #3
      Re: Ioncross Freelancer: Total War

      I'll check it out, at least. Maybe viper and I can team up and romp around NY.
      a.k.a. NinjaPirateAssassin
      Celibacy is not Hereditary.
      Everybody should believe in something - I believe I'll have another drink.
      Happiness is like wetting your pants, everyone can see it but only you can feel the warmth.
      Flying is easy, Just throw yourself at the ground and miss!

      Comment


      • #4
        Re: Ioncross Freelancer: Total War

        Edit: For those wanting to play it before the whipe to test it out, the link on the download page is wrong. To get the file, copy the link location and add a ~ before freelancer.


        Or follow this link:
        http://www.ioncross.com/~freelancer/...LC19fSetup.exe
        a.k.a. NinjaPirateAssassin
        Celibacy is not Hereditary.
        Everybody should believe in something - I believe I'll have another drink.
        Happiness is like wetting your pants, everyone can see it but only you can feel the warmth.
        Flying is easy, Just throw yourself at the ground and miss!

        Comment


        • #5
          Re: Ioncross Freelancer: Total War

          ( spyder hacks )
          Steam Community? Add me. | Free Remote, Encrypted Backup

          Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Zephyr: Apophis is clearly a highly sophisticated self-aware AI construct that runs on a highly modified toaster oven in Wyzcrak's basement.

          Comment


          • #6
            Re: Ioncross Freelancer: Total War

            This has nothing to do with the Total War RTS series though? Sounds interesting, mgiht have to check it out.
            Wintermute

            Play EVE online. It's like being an accounting addict in space.

            Comment


            • #7
              Re: Ioncross Freelancer: Total War

              What game is it a mod for?
              USAR

              Comment


              • #8
                Re: Ioncross Freelancer: Total War

                Originally posted by squeak
                What game is it a mod for?
                Shot in the dark: Freelancer.
                [volun2]
                NS Game Officer. TF2 Admin. BF2 Admin / Scripter. PM with issues.
                Tempus: Pokerface is nailing it right on the head. Everyone who is arguing against him is simply arguing against reality.
                <anmuzi> it is not permitted to have privacy or anonymity
                <LazyEye> yeah when I play on TG the server digs though my trash

                Arm yourself with knowledge: TG NS TF2 BF2

                Comment


                • #9
                  Re: Ioncross Freelancer: Total War

                  Originally posted by Pokerface
                  Shot in the dark: Freelancer.
                  It's for freelancer. To install, follow the install directions on the www.ioncross.com webpage.


                  And yes, I hack liberally ;)
                  a.k.a. NinjaPirateAssassin
                  Celibacy is not Hereditary.
                  Everybody should believe in something - I believe I'll have another drink.
                  Happiness is like wetting your pants, everyone can see it but only you can feel the warmth.
                  Flying is easy, Just throw yourself at the ground and miss!

                  Comment


                  • #10
                    Re: Ioncross Freelancer: Total War

                    lol, anyway, i cant wait till it comes out, ima pull a WoW. Hopefully ill game my shortcut skills that i used to have in freelancer... And if its as hard as i think its going to be, ima need all the help i can get, so ima team up with the first person i see, good or not.

                    After im done with NY, im going Rhienland... I love there ships!!! And there green guns are badarse!!!
                    Oyee

                    Comment


                    • #11
                      Re: Ioncross Freelancer: Total War

                      .....after 8 novels.......

                      "Now that the basics are covered so those of you with short attention spans can move on and hopefully actually remember the important stuff, let us move on to the real guts of the system."

                      ..........ok.........



                      seriously, freelancer was a great game....... I could never get into walking away from the computer for 15 minutes while you jumped... or worse, sitting there babysitting while you did it.
                      Only two things are infinite, the universe and human stupidity, and I'm not sure about the former. -Albert Einstein
                      The two most common elements in the universe are Hydrogen and stupidity. -Harlan Ellison

                      If all else fails: "rm -rf /"

                      Comment


                      • #12
                        Re: Ioncross Freelancer: Total War

                        One night left to get everything set up! I strongly suggest you start on the 24th because N00B york is going to be a lonely system for you to fly around it while everyone else is off playing the game outside of the "testing ground".
                        (It takes roughly 4 hours to get out of the training system, 2 if you are incredibly cool and tactically dangerous)

                        Oh and I forgot to mention they have a very good Ventrillo server that they use for voice communications so dont think your going to have to be the l33t typist to communicate in this. You have to get their special version of ventrillo from the website under "How to Connect". I hope I will see you all there when I get back. Hopefully I'll convert a few souls from WoW too...be nice to see Apophis and Luna again from whatever dark depths WoW has taken them to.
                        -Zephyr
                        You were once like the newbie who needed a hand from above and TacticalGamer gave you it.

                        You owe the newbie who comes after you that same outstretched hand from above on your honor as a Tactical Gamer.

                        Tactics at TG come from trust and friendship, not meticulous detail and rigid discipline.

                        Everyone should be assumed mature until proven otherwise.

                        We are no clan.
                        We are not a single game.
                        We are mature, intelligent, and cooperative individuals.
                        We are TacticalGamer, a community above and beyond its name.

                        Comment


                        • #13
                          Re: Ioncross Freelancer: Total War

                          404 not found on DLing the loader. (http://www.ioncross.com/freelancer/s...LC19fSetup.exe)
                          [volun2]
                          NS Game Officer. TF2 Admin. BF2 Admin / Scripter. PM with issues.
                          Tempus: Pokerface is nailing it right on the head. Everyone who is arguing against him is simply arguing against reality.
                          <anmuzi> it is not permitted to have privacy or anonymity
                          <LazyEye> yeah when I play on TG the server digs though my trash

                          Arm yourself with knowledge: TG NS TF2 BF2

                          Comment


                          • #14
                            Re: Ioncross Freelancer: Total War

                            see my previous post on how to fix that download link.
                            a.k.a. NinjaPirateAssassin
                            Celibacy is not Hereditary.
                            Everybody should believe in something - I believe I'll have another drink.
                            Happiness is like wetting your pants, everyone can see it but only you can feel the warmth.
                            Flying is easy, Just throw yourself at the ground and miss!

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                            • #15
                              Re: Ioncross Freelancer: Total War

                              Indeed. You are wise.

                              Now how about this one for size: I downloaded everything, installed everything, did everything right (so near as I can tell), but when I try to connect (as "pokerface") I get a messagebox telling me that I'm no longer able to access the server, and the loader quits.

                              Any clues?
                              [volun2]
                              NS Game Officer. TF2 Admin. BF2 Admin / Scripter. PM with issues.
                              Tempus: Pokerface is nailing it right on the head. Everyone who is arguing against him is simply arguing against reality.
                              <anmuzi> it is not permitted to have privacy or anonymity
                              <LazyEye> yeah when I play on TG the server digs though my trash

                              Arm yourself with knowledge: TG NS TF2 BF2

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