Installing and Running Freedom Force X 3.0
You'll need to have Irrational Games' Freedom Force vs the Third Reich installed first.
Installing FFX will NOT interfere with the main game in any way. It will install the folder Data\Missions\Scripts in your FF directory, but these files are unmodified from the original install. They just happen to be necessary to make the Skirmish modes work for users who haven't unzipped missions.ff themselves.
Step 1: Download
Click on this link Freedom Force X 3.0.2 Bug Fix Patch and choose Save Target, and choose a suitable location on your hard drive.
Step 2: Back up (optional)
Back up your ffxcustom.py file if you have lots of character customisations already and don't want to lose them.
Step 3: Install
Find the installer using Explorer and run it. The only setting you may want to change is the installation directory - choose the directory which you installed Freedom Force vs the 3rd Reich to. The installer will try to read this information from your registry.
Step 4: Merge
Replace your ffxcustom.py over the top of the one that the bug fix patch installed.
Run the FFX Control Centre and press Save. This only necessary if you did Step 2, and merges the changes to Quetzalcoatl's ILLUSIONIST powers in correctly.
Bug Fixes in V2 Patch
- More robust method for executing carrier attacks for builtins implemented, with the new FFX TOOL - Power ID Generator level for modders.
- AI Generator tested and fixed for custom characters
- AI Generator level renamed to FFX TOOL - M25 Generator Level for clarity
- Debugging mode turned of for attribute code to make it more robust to user error when customising.
- Bug fix to powers using odd animations (eg Blackjack's radio scan) that was introduced in V1 bug fix patch.
- Puppet Master templates added for palm trees.
- Puppet Master 'Hedge ant' template fixed, so as not to crash the game!
- Some fixes to solar powered/nocturnal and their interaction with dynamically changing light levels
- QuetzalCoatl's Solar Powered halo no longer makes a noise
- Sky King (Ground) has proper working keyframes now - (for the rescue
mission before he can fly)
- Sky King (Ground) has proper magno-grenade swap set up in ffxcustom.py
- Eve's PLASMA SCULPTOR commands for gfrowing trees have been fixed
- missionobjvar module replaced with more efficient recent version
- Scripted fliers cannot lose their flight mid-mission anymore
- More efficient technique for detecting flight (using the MLOG modules rather than spawning characters) for Glider, Basic Levitation etc.
- Group Mind attribute fixed for use with clone self powers in the Rumble Room
- Fixes to Kamikaze, so that explosion triggers when an animation is specified, and also resets the explosion for heroes reviving themselves.
- Russian Doll now delayed for a few seconds if the user has a hero point left (so they can revive normally), and hero points are transferred to the new form when it spawns.
- Accidental Change will revert for dead characters, rather than leaving them stuck in their accidental form.
- Fix to BATTERY POWERED so that it actually works
- Active Defences appear correctly in Control Centre, eg for Human Cannonball
- Mad attribute (and other numerical values) export correctly from Control Centre
- Control Centre now writes out custom data as well as builtin to HeroIndexData.txt
- 'ffqenergydetection' - old attribute removed.
- 'CLASSIC SUPERHUMAN' combo attribute added during testing and left in.
- firewall and icewall attack types added to the manual.
- Extra docs about simulating area, direct and explosive projectiles with special attacks.
Bug Fixes in the first patch
- ILLUSIONIST attribute is fixed, and works correctly for Alchemiss in campaign and Rumble Room. It has also been modified to allow for further customisation, and customisations have been set up for Quetzalcoatl.
- GROUP TELEPORTER now works correctly
- HEAVY FOOTED characters can now pick up objects and walk with them properly
- Alchemiss' ASTRAL PROJECTION now always works correctly.
- Epic Mode in Skirmish has been updated, so that heroes who have given a portrait to someone else now play 'follow the leader' correctly.
- AI Generator now works again for characters with non-standard meshes.
- Script AI characters no longer interrupt knockback by using their powers.
- Control Centre now allows Windows 98 users to point to the correct directory. (untested)
- Control Centre now exports attributes like MAD without crashing
- Documentation on the Flier attributes have been consolidated to avoid confusion.
- Documentation added for ILLUSIONIST, and updated for ASTRAL FORM.
- Some documentation errors corrected, and a section added on using FFX 3.0 in single player modes.
- Ray guns created by default SUMMONER settings attack correctly.
- Zombies and Puppet Master minion characters now attack more readily when villains are in range.
- De-transmuting targets now play the red cloud FX when they turn back.
- Names of untouchable attributes corrected (ie DEFENDER is correctly named now)
- Log-file parsing during missions has been speeded up (general speed improvement)
- M25 AI can be generated for customs on Windows 98 machines now. (untested)
- Animation keyframe softlinks now respected correctly.
- Generic hero and heroine voices made available for customs.