Agh! Prices in stations not changing (why bother including trade if its that broken, Elite kicked its pants, nice eye candy in FL just no game play, bit like real life really!) I wanted a million cos thats what the character "lost" at the beginning, of course it did mean the main missions were annoying saying. Oolon wrote:Does it fix the broken economics in FL? I got a trade ship and made 1 million credits in an hour by flying a route in britania space. You might not have the faction problem I had where the name of a faction in mission briefings would be blank. You might try the hostile universe mod as it's made for use with an unmodded save from after the storyline ends. But there's a part of me that wants to hold on to Freelancer for the day when user made mods bring back the glory of the old Privateer series. I'm just doing some exploration before I call it a day. I still play Freelancer even though I beat the main storyline a long time ago. ![]() Now the game gets handed off to the public and within months, and with no help or documentation from Digital Anvil, they're turning it into the game it should be. It's what annoys me most about Freelancer, the fact that they had five years to put together a game that was, in some respects, quite lacking. ![]() ![]() Isn't is bloody ironic that a few fans with a text editor and 3d MAX can transform FL with new systems, ships, technologies and missions in a matter of months compared to the years of official development it took to get a 25 hour story-line with little incentive to continue?
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