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Privateer: The Reckoning mod v2.0

Here you can find news, get help and comment about the Privateer / Wing Commander Total Conversion called ?Privateer: The Reckoning? and accompanying Mods

Post Tue Apr 27, 2004 6:03 am

I think u should make weaps for some ships only, e.g. a light fighter gun, and as posted above, a phase transit gun for capships, but make for example a capital ship killer weapon for the broadsword (which looks great btw =)

Btw i think the ranges of the weaps are great (i always use lasers =P, as they have 1500 range) now i can outfire all enemy ships

Tommy out

Movin' in for the kill

Post Tue Apr 27, 2004 7:29 am

@Greyviper, I had that same question about limiting the Steltek gun to only one gun slot.

@Warzog, when I said Chips separated Cruise Disruptors, forgive me if I remember wrong (it's been a while since I played unmodded), but aren't Cruise Disruptors and Torps on the same slot in normal FL. But in his mod, they are separate from each other.

Actually I am reminded of another point now. How powerful are your Torpedoes and how big is their blast range? The reason I ask, is that you are limiting the number of these types of weapons we can carry, which is the way it was and more realistice. However, I distinctly remember using half my torps on some battleships because they were so bloody strong. If a more balanced ratio of strength of torps to strength of battleships isn't taken, we'd have a lot of difficulty blowing them up with the 10 or 15 you've given us.

Sir S

Post Tue Apr 27, 2004 11:06 am

In what file are all the weapon stats in? And how can I add a new weapon? What file do I need to edit for it to show up?
Questions, questions, questions.*whew* moding isnt easy as doing basic prog on C64.


CMP is for models - as far as I know nobody has imported any weapons models (yet).

Wasnt it done in blacklable mod?

Edited by - GreyViper on 4/28/2004 6:04:18 AM

Edited by - GreyViper on 4/28/2004 12:18:03 PM

Post Wed Apr 28, 2004 8:57 am

SS: they are on similar hardpoints, but not the same, if my memory serves me correctly:

hp_torpedo_special_1 is torpedo
hp_torpedo_special_2 is CM

Post Thu Apr 29, 2004 5:46 pm

I registered here just so I could say "Great job"
I've been trying, unsuccessfully, to get privateer to run on my computer (have been using downloaded files, going to find my floppies and do a real install and see if that works) but I might not have to since I have this mod to play. This mod got me to play freelancer again. I had stoppped after finishing the story.
I'm also using the voice mod which helps even more to bring back the good memories

only issue I have is that the centurion I'm flying won't fire missiles, not a huge issue as I rarely used missiles in either Privateer or Freelancer, and when I try to fire a torpedo it blow up immediately and takes me out with it, again not a huge issue although on some of the weapon platform missions it'd be nive to hit them with a torpedo.

Edited by - mikehunt on 4/29/2004 6:56:04 PM

Post Thu Apr 29, 2004 6:19 pm

GreyViper:
I can make any gun mount on torpedo hardpoints, that's no problem.
As far as I know, the Banshee that we're using is the only one available right now.

TommY_4_life:
The only non-player weapon I've made so far is used on the transports.
(They kept getting blown away using the pop-gun they had.)

Sir Spectre:
Well, yes & no.
Torpedoes are on Type 1 Torpedo Hardpoints.
Cruise Disruptors are on Type 2 Torpedo Hardpoints.
And while FL only displays one, the CD, most ships take both.

The Torpedoes have a 150 meter blast radius.
And they do 48,000 damage to shields and armor.
The Destroyers have about 400,000 hit points.
And the Battleships have about 600,000 hitpoints.
I could increase the torpedo's damage to 100,000
But...
Those cap ships are supposed to be hard to destroy.

GreyViper:
In Fl, they're in the Data\Equipment\Weapon_Equip.ini.
In the mod, they're in the script.xml file.

mikehunt:
Use ctrl+Q to fire missiles.
Not Q.


Watch your 6!

Post Thu Apr 29, 2004 6:55 pm

@Warzog

I could increase the torpedo's damage to 100,000
But...
Those cap ships are supposed to be hard to destroy.


Yes, but I surmise you're thinking in FL terms. I don't recall what it took in Privateer, but in the WCs it took 1 for transports plus a little shooting, 3 torps for the smaller cruisers and maybe 7 at the most for the largest of Kilrathi or bug ships. Admittedly, it is a slightly different comparison as it would take 1 or 2 torpedoes on certain sections of the ships, instead of the ship as a whole.

I don't even think I recall a WC ship carrying more than 6 torps for any mission. Sometimes the wingmen fire them too which is where I suppose I get 7.

Sir S

Post Thu Apr 29, 2004 8:21 pm

The main problem is that if they're to powerful, they would be very dangerous.
When I first set them up, with WC-like lock-on, and tracking, they could take out anything in the game.
As they are...
If you come across someone in MP who's dawdling, one will take them out!
And while what you say is true, about the WC games, this FL.
I don't know about you, but I don't recall any anti-Battleship missions in Privateer.
And except for the raid on the Nomad Battleships, there aren't any in FL, either.
Are there?


Watch your 6!

Post Thu Apr 29, 2004 8:32 pm

It would be nice to have strong torps against the smegging Rheineland fleet when they decloak each time.

Sir S

Post Fri Apr 30, 2004 1:51 am


GreyViper:
I can make any gun mount on torpedo hardpoints, that's no problem.

What about limiting it to selected few.

As far as I know, the Banshee that we're using is the only one available right now.

Converted one yes, but there is hig res mesh made by Tolwyn here with many others.

About torps this is what I found.

Light torpedo
The smaller brother of the big torpedo, best used aginst smaller capital ships, like frigates and transports. Anything bigger and you're better off with a heavy torpedo, since this missile just doesn't do enough damage to take out a larger capital ship.
Penetration: 800

Heavy torpedo
A mainstay in both Terran and Kilrathi fleets, the torpedo is a large, maneuverable warhead used against capital ships and bases. It has a built-in image-recognition system that locks into the target. Although the lock time is longer than that of any other missile, the torpedo is the only weapon that can easily destroy carriers(barring the Flashpak).
Penetration: 8000

Proton Torpedo
Armor penetration 20 cm

"history abhors a paradox"
"There’s a little going-away present, ’cause you’re going away — permanently!"
"Mess with the viper and you will get the fang"

Post Fri Apr 30, 2004 6:12 am

I hope y'all don't mind, but there's so much in the mod, right now, I can't find all of the bugs.
In the past, as suggestions were made, I added things.
But I can't add any more, right now.
Which, BTW, is why I like having this forum...
I can always go back and find things once the bugs are fixed.


Watch your 6!

Post Fri Apr 30, 2004 3:37 pm

warzog: thanks, I bet I overlooked something that said to use ctrl+q and not just q since now that you mention it I seem to recall seeing it somewhere. actually ctrl+q is a bit better, won't be accidentally firing if I miss the W when trying to accelerate

Post Sat May 01, 2004 12:43 am

Here's a chart of all the torpedoes used by Confed. There are at least seven.

Post Sat May 01, 2004 4:21 am

Is it really possible to swap the base models from freelancer with user-made privateer ones? I ask this, because I have donated a chunk of my time to doing textures for these models for the mod.

Also, I have been praying each and every day that some master code programmer will come down from heaven and grant warzog a virtual bug-less gemini system.

The next project should be the ENTIRE WING COMMANDER UNIVERSE in a map. I saw this excellent map divided into quadrants on WCNEWS earlier today. Everything was there. I drooled at the notion that this could be a map for a freelancer mod.

Post Sat May 01, 2004 10:03 pm

Well you know if i were such a god type code making genius i would do so but from what i remember of pieceing together the first troy system it was a god-damn perennial nightmare, that sucked so much time it was almost enough to make me cry

PS - What bugs are you trying to eleiminate? Space without bugs would be like chocolate chip ice-cream without the chocolate chips

- All we see or seem, is but a dream within a dream. -

Edited by - Stryfe on 5/1/2004 11:05:10 PM

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