Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Privateer 2??

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

Post Wed Mar 24, 2004 10:47 am

Privateer 2??

Is there no one who wants to make privateer 2 ships for this mod, i' m working on the shaman from priv.2 right now, but i am not such an experienced modder, so it takes a while before i get even one ship finished, i think the ships from privateer outclass the ship designs of any other game seen yet (including all wing commanders, priv.1 starlancer and freelancer) and it would be great to fly a few of those....

TommY out

Movin' in for the kill

Post Wed Mar 24, 2004 12:11 pm

I like them too, in fact my favourite of all time is the Friej Mk II with Kraven mk III guns. But I have no modding ability nor time to figure it out. I know a lot of issues to do with modding and I can offer somewhat knowledgable critiques but I can't be very specific. I know the least about model making.

Sir S

Post Thu Mar 25, 2004 3:50 pm

I preferred the Mass Drivers to the Kraven's; high damage and no heat. It's a winning combination!

Post Thu Mar 25, 2004 6:41 pm

I used three Kravens and two mass drivers and had no overheating difficulty.

Sir S

Post Thu Mar 25, 2004 9:48 pm

I always used all kravens (maybe i was a bit stupid at the time....but dont blaim me i was only 9 or so) but i liked the guns the militia destroyers had the most...oooh those long range yellow blasts...

TommY out

Movin' in for the kill

Post Thu Mar 25, 2004 10:18 pm

True SS, but having no cooling unit leaves more slots free for those nukes .

Post Thu Mar 25, 2004 10:47 pm

One thing I always found neat that was included in Priv2 unlike any other space sim, was the virus emitter. I used that to full effectiveness! In fact, I never really found the nukes to be as effective.

Another neat little gadget was the return-to-sender missile jammer.

Sir S

Post Fri Mar 26, 2004 2:12 am

I never got those dang things to work right for me.
Besides...
Nothing beats watching a nuke do it's thing!
IIRC, I ran one game with almost nothing but nukes.
Blew everything ta bits.
(Failed and repeated a few missions because of it, too!)


Watch your 6!

Post Fri Mar 26, 2004 8:10 am

I remember nukes to be almost essential in one story mission, the mission before the last one, u escort a capital ship when 2 pirate cruisers jump in and attack, i only won this one when i used multiple nukes....

TommY out

Movin' in for the kill

Post Fri Mar 26, 2004 1:03 pm

@Tommy, I did use a nuke there too, but the other thing I did was bring an empty cargo ship and a wingman with me to pick off enemies! Ah the good ol' days of having wingmen and hired ships covering your back!

The one thing I've never used in any space combat game to any avail are mines. 1 in 10 hits the enemy and 1 in 100 of the hits actually help you in battle.

Sir S

Post Fri Mar 26, 2004 1:52 pm

Well, the mines in the current mod are much, much better.
You'll find that with some ships they're invaluable against pirates.

Watch your 6!

Post Fri Mar 26, 2004 9:39 pm

Well i indeed remember to never not bring my trusted old compagnon the monolith with me, it didnt matter if it was trading or combat it was always usefull, especially because of the gigantic hull and shield strength and the long range guns (just like the militia destroyers had, ooooooooh how i liked those, too bad i couldn't buy them)...




Tommy out

Movin' in for the kill

Post Sat Apr 03, 2004 9:54 pm

Hey...this post is back on...great

Tommy out

Movin' in for the kill

Post Sun Apr 04, 2004 1:53 pm

Yes, resurrected by YOU, the author! I sense a conflict of interest here . Stop bringing back old threads if you have nothing new to add! *Thwacks Tommy for good measure* .

Post Sun Apr 04, 2004 2:36 pm

When I played the game, i always did the "Triangle Trade" to begin with. Start on Hermes, then bring illegal medical supplies and Solar Generators to Crius. From Crius buy inexpensive legal medical supplies and bring them to Anhur. On Anhur buy cargo bays full of metals and ores to bring them to Hermes. Then do it all over again.

That was the quickest trade profit route I could find based on the number of units of each item you could buy to fill a 1500 unit transport along with greatest profit per item and the distance you needed to cover along with pirate encounters. Bex was the worst to trade to, but great to buy from.

I like the original Privateer's trade system too for its diverse pricing system, but of Priv 1, 2 & Freelancer, 2 has the best trading system of all. Having to buy a variety of commodites, having to decide between cost and quantity, then selecting the best destination with commodities to buy there for another trade route.

Priv 1 I just did cargo runs for other people to make money, Priv 2 was really fun to do the runs for myself. FL is too basic. All I have to do is buy 1 item and take it to 1 base to make the highest profit. Instead of being forced to make the best profit of multiple items.

Sir S

Return to Privateer: The Reckoning Mod