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Most active freelancer mods7/2/2023 ![]() ![]() ![]() Why couldn't there just be errors in rumors intentionally put in? Also, if you click "Information" for the New Berlin-Sigma 13 Jump Hole or the Tohoku jumpholes (yes, there are two-one in Hokkaido I think) it gives you this blurb about "Valhalla Research" and stuff probably not originally intended to be in the game. I mean, I remember during the story missions the people in the bar would give you their thoughts on the wars, but they weren't always right (although usually eerily close), and sometimes they were completely wrong about all of it. TaintedMustard 18:23, 9 September 2005 (UTC) Reply I'm pretty sure the rumors don't all have to be right. Other factions might mention them as well. It's either them or the Outcasts on Malta in Omicron Alpha. Keep talking to the Corsairs on Crete or on Tripoli Shipyard in Omicron Gamma - I think they mention other sleeper ships. CABAL 06:22, 9 August 2005 (UTC) Reply Pretty sure Cabal is right, and it is rather late in the game - after you've finished the game, in fact. CABAL 18:02, 6 August 2005 (UTC) Reply Can you recall where or when this text appeared? Nufy8 00:08, 9 August 2005 (UTC) Reply It was one of the random filler texts you get when you repeatedly talk to people in the bar. After all, the original intro had a Nomad ship attacking Sol. Might be a continuity error as suggested. contribs) I remember the text in the game stating that there were more than 5 ships launched, but that the others had been destroyed in attempting to leave with the rest.Preceding unsigned comment added by 195.188.104.253 ( talk There is, however, text in-game which suggests there are as many as eight sleeper ships, but this is largely regarded as an error left in from the previous storyline. Nufy8 20:38, 5 August 2005 (UTC) Reply Not only is there text which states there was an additional sleeper ship, but you can actually see the additional sleeper ship if you have explored the game a little, as demonstrated by the screenshot in the article. If I can find evidence of this, I'll say so. Xihr 19:52, 5 August 2005 (UTC) Reply I don't recall there being mention of more than five either, but it's possible as a continuity error. (This is an important clue, actually, because you don't see any evidence of the Hispania early in the game.) If the filler text specifically says otherwise, it might be worth noting exactly what it says and documenting the discrepancy. The intro movie distinctly says that only the five ships were launched, and all five survived. Which is more canon, the intro movie or the in-game text? CABAL 04:29, (UTC) Okay, now I distinctly remember in-game filler text saying that there was more than five sleeper ships launched. Just make sure the spoiler warning tab is up and easily noticeable. When deactivating a mod that requires other mods to also be deactivated, FLMM prompts the user to continue.Should the Alternate Opening, the nasty old spoilers and the nasty blue spoilers be included? -Preceding unsigned comment added by 216.55.215.34 ( talk.Added a right-click menu to the mod list, which lets you open up that mod's folder and view some statistics.Added more debugging information to XML parsing and "append" method error messages."append" (and thus "sectionappend" ) now works if the found section doesn't end with an empty line. Made "append", "fileappend", and "sectionappend" methods the same (doesn't require any changes in mods).Read the readme for the full changelist since v1.21 beta's 1-11. This is just v1.21 beta 11 with a few more bug fixes it is now stable enough to warrant moving out of beta-testing.v1.31 - Fixed two bugs that slipped through: numTimes > 1 now works, and custom DLLs are now properly listed in freelancer.ini.The new version of the Mod Manager is ready as it is now stable enough to move out of beta. The Freelancer Mod Manager is required to activate Freelander mods. ![]()
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