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Privateer: The Reckoning MOD Beta 2.3 Feedback

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

Post Sun Apr 25, 2004 8:27 am

Since v2.4 is out, should we dump v2.3 and start testing v2.4?

"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 Sun Apr 25, 2004 12:20 pm

Mannfred:
I've been thinking about making either the Monkey Planet, or Robot planet into a Steltek base.

Sir Spectre:
Need someone to make a Steltek Scout, we don't have one, yet.
I hadn't thought about it much, but I could make a Steltek Shield, and a Steltek Gun.

GreyViper:
v2.4 fixes the bugs in v2.3
Move v2.3's Audio file to v2.4, if you want the music.
(The sound effect files are the same in both.)


Watch your 6!

Post Sun Apr 25, 2004 12:48 pm

I was tired when I wrote the base statement, so maybe I didn't make it clear enough. What I meant was would it be possible to make the "derelict station" from Privateer and put it two or three jumps out from the main system (no stops along the way). Then when you land on it, you can pick up steltek guns (maybe only make one mount on every ship in your mod be able to take a steltek gun). If you can limit it to one mount, then the price for the gun could be 1 credit. If all mounts are able to take the gun then the player should have to purchase it at a really high price.

Sir S

Post Sun Apr 25, 2004 3:01 pm

Sir Spectre:
FL only allows 10 classes of weapons.
Right now, I'm using Class 10 for missiles, and the rest for guns.
The Plasma and Fusion guns were doubled up as Class 9 when I made that change.
I suppose I could move the guns all down, and create a new Class 9 for the Steltek Gun.
But first...
I need to get all of the bugs out of the current mod.
I'm getting reports that v2.4 still has the same bugs, even though I don't get them when I tested it.


Watch your 6!

Post Sun Apr 25, 2004 4:12 pm

Numerical classes is one way to go and certainly possible, though needing a lot of reediting (I think), the other way Chips found, he actually made Cruise Disruptor missiles a class of their own. Like how torpedoes, decoys and counter measures are separate from the others.

Sir S

Edited by - Sir Spectre on 4/25/2004 6:45:22 PM

Post Sun Apr 25, 2004 9:25 pm

Sir Spectre:
Actually, Cruise Disruptors ARE a class of their own.
All you need do is make:
hp_gun_type = hp_gun_special_1
or
hp_gun_type = hp_torpedo_special_1
into:
hp_gun_type = hp_torpedo_special_2
in the weapon_equip.ini
and it's a cruise disruptor
BTW-The 1 in hp_gun_special_1 is the class, and the numbers are only 1-10.
And you can mount them on any mount, if you setup the mount for it in the shiparch.ini
If you setup a gun as a cruise disruptor, any ship you hit can't enter cruise!
I made a Leech Gun that way, but it's a real pain in the #### when the pirates have it.
So I left it out.
Also, you can assign the torpedo hardpoints to take guns.
Anything on a gun hardpoint uses "Q" if it's a missile, or the mouse button.
Anything on a hp_torpedo_special_1 fires using shift+Q...
and anything on a hp_torpedo_special_2 fire using shift+E.
When Tolwyn said that he wanted missiles ONLY slots, I experimented with every combo I could think of.
Chemus came up with the way to have missile only slots on ships that didn't even have torpedo hardpoints.

Watch your 6!

Post Sun Apr 25, 2004 9:34 pm

@Warzog

Actually, Cruise Disruptors ARE a class of their own.
All you need do is make:
hp_gun_type = hp_gun_special_1
or
hp_gun_type = hp_torpedo_special_1
into:
hp_gun_type = hp_torpedo_special_2
in the weapon_equip.ini
and it's a cruise disruptor
BTW-The 1 in hp_gun_special_1 is the class, and the numbers are only 1-10.
And you can mount them on any mount, if you setup the mount for it in the shiparch.ini
If you setup a gun as a cruise disruptor, any ship you hit can't enter cruise!
I made a Leech Gun that way, but it's a real pain in the #### when the pirates have it.
So I left it out.
Also, you can assign the torpedo hardpoints to take guns.
Anything on a gun hardpoint uses "Q" if it's a missile, or the mouse button.
Anything on a hp_torpedo_special_1 fires using shift+Q...
and anything on a hp_torpedo_special_2 fire using shift+E.
When Tolwyn said that he wanted missiles ONLY slots, I experimented with every combo I could think of.
Chemus came up with the way to have missile only slots on ships that didn't even have torpedo hardpoints.


I don't know what you just said, but I like it!!

Though, seriously, I get the gist of what you mean. For the leech gun, would it be possible to attribute such a gun to only the Veteran or Ace flyers in a formation? So only one out of four ships have the capability to fire such a weapon?

Sir S

Post Sun Apr 25, 2004 11:31 pm

this is proberly a very noob question .. but i have an excuse .. im to lazy to search for it XD

has anyone ever tried a class 11 weapon ? ie hp_gun_special_11

or has everyone just assumed you cant have it as its hardcoded ..

Post Tue Apr 27, 2004 1:08 am

Strange I was playing thru the SP campaign and game told me to rendezvous with Walker and it put waypoint in Sun. Strange so I cannot get any further now damn.

Post Tue Apr 27, 2004 7:30 am

Sir Spectre:
Sure...
There are seperate loadouts for Leaders, Aces, etcetera.
However, a Leech Gun is not an item I foresee being added to the mod.
IIRC, it was only in 1 mission in WC IV.
AND...
There are enough pirate aids in the mod and FL already.

Mannfred:
Yepper!
I tried class 11, and a few others.
Game crashes as soon as you hit "New Game" or you try to load a saved game.


Watch your 6!

Edited by - warzog on 4/27/2004 8:33:57 AM

Post Tue Apr 27, 2004 8:42 am

Oh, I meant for Confed to have. One of the problems I had in FL is that it was too easy to be a criminal.

Sir S

Post Tue Apr 27, 2004 10:01 am


However, a Leech Gun is not an item I foresee being added to the mod.
IIRC, it was only in 1 mission in WC IV.

Can they be made optional compnent like a patch that adds some stuff that others might not be interested?
Say as an weapons pack.

Post Tue Apr 27, 2004 11:20 am

Sir Spectre:
Do you want to face the Leech Gun in mission 4?
(When all of Confed turns against you?)

GreyViper:
It's possible, but until I've found the bug(s) in the mods, it's unlikely.
As far as I know, the weapons could be the problem.


Watch your 6!

Post Tue Apr 27, 2004 1:07 pm

How many of them are Aces when they turn on you?

Sir S

Post Tue Apr 27, 2004 1:48 pm

33 of the 70 or so that are in the New York System.
You've got a force at Manhattan...
One at West Point...
And one huge force at Baxter.
(And that's not including the Rogues or Mercs who come after you, too!)
There's Red, Blue, and Gold Wings, plus a backup wing for each of those.
AND...
There's wings of Nomad's in Confed ship's too!

Watch your 6!

Edited by - warzog on 4/27/2004 4:01:51 PM

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