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Privateer: The Reckoning MOD Beta 2.5 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 Fri Aug 27, 2004 11:23 pm

Yeah, to date, every release has been a beta test.
We're no-where near a finished mod, yet.

Watch your 6!

Post Sat Aug 28, 2004 1:21 pm

Having an issue, but up to know things have been awesome.

When taking the trade lane to New London, game CtD's. Issue happens on the final leg heading to London itself. This has happened twice now. Once while flying a Galaxy and the other while flying a Pakhtan.

Intel 1.6Ghz Celeron
256 MB Ram

Other than that, I love it so far. Any ideas?

P.S.; If I don't take the tradelanes, I don't get any CtD's... except once so far.

-------------
You mean we've been flying around in this asteroid field for 4 days and there's a plan B?

Edited by - Vatsyayana on 8/28/2004 4:27:49 PM

Post Sun Aug 29, 2004 1:06 am

Vatsyayana:
THAT's why I'm doing a rewrite!
I discovered that by changing the Sirius Sector to match the Gemini Sector I induced a whole buncha bugs.
The rewrite leaves Sirius alone, just makes it invisible, and creates a new Gemini Sector.
And with 70 systems, it takes time.

Watch your 6!

Post Mon Aug 30, 2004 4:40 am

Ah, ok.

I found if I skirt around the trade lanes in New London, I could continue on to the Cambridge mission without any issues and only 1 CtD since. Overall, props to ya. It's been a blast.

Post Mon Aug 30, 2004 8:47 am

Thanx!
The general feeling of the mod is great.
The problem is in doing what we want, while working around FL's limitations.

Watch your 6!

Post Tue Aug 31, 2004 4:49 am

I've got a question. I was going to go through the ShipArch.ini and change the nanobots and batteries for all the ships so that they make more sense than just 15 on all of them. Problem is, I make a change and it isn't reflected in the game. I've even changed the INI in the mod... then applied the mod through FLMM and still no go. Is there something I'm missing?

Post Thu Sep 02, 2004 1:38 am

The Shiparchi.ini only changes them for the ships you buy.
Loadouts.ini changes them for the NPC's ships.
Loadouts_Special.ini takes care of Battleships and Gunboats.
Loadouts_Utility.ini takes care of Transports, Repair ships, etc.

If you try loading a saved game, you'll see no change.

If you've started a new game and the changes don't take affect:
1) FLMM is corrupt, and needs to be reloaded.
2) FL itself is corrupt, and needs to be reloaded.

Another possibility is that it's not in the Ships folder.
(Unlikely)

Other than that, I give up.

Watch your 6!

Post Sat Oct 02, 2004 12:54 pm

It's working now. I must've been having a hydrocephalic moment of stupidity before. ;o)

Next question. What all would one have to change to add the Broadsword and Crossbow and player pilotable ships?

Post Sat Oct 02, 2004 7:59 pm

Vatsyayana:
Well...
There's a couple of things you can do.
1) Wait a week, or so, and Beta 4.0 will be released.
2) MAKE pilotable versions yourself.

To make your own pilotable versions:
1) Copy, and paste, in the shiparch.ini, one of the Broadsword and Crossbow setups.
2) Rename the copied setups as "Broadsword" and "Crossbow."
3) Rename the TYPE as FIGHTER, or FREIGHTER, instead of gunboat.
(DO NOT rename the originals as that will cause a crash every time one randomly appears!)
(DO NOT skip this step!)
(The Gunboat setup is for NPC's ONLY, and are unflyable by players!)
4) Copy the Loadout from Loadout_Special.ini to Loadout.ini
5) Rename the copied loadouts as "Broadsword" and "Crossbow."
6) Create a Broadsword_Hull, Broadsword_Package, Crossbow_Hull, and Crossbow_Package in Goods.ini
(I think the icons are still in the mod, but any icon will do.)
7) Place the Broadsword_Package and Crossbow_Package in Market_Ships.ini at the bases you want to buy them at.
(No more than 3 ships per base, or it won't work right.)

Watch your 6!

Post Sat Oct 02, 2004 9:58 pm

I think I'll wait for the next release... unless I get bored. ;o)

Thanks Warzog and keep up the excellent work. So far this mod has rocked!

Post Tue Oct 05, 2004 3:59 pm

Whoa I step out for ....God knows how long and 2.5 shows up...Good to see you all haven't slacked as much as I have i'm gonna go take a spin. And hope to be back before Beta 9.99

When the Going's get Tough, The Tough get a bigger Battleboat.
"Shotglass moments before the Tiger's claw blew up"
You Look a bit down on yer lucky,..Ya Don't say well Heres a drink for yas and don't worry bout how ya lost yer girl.
"alright we'll give you once chance drop it"..."you just signed your ow...*zoid sucking sound* And you just signed off life due to my nomad blasters silly xeno.
Ok if i am to Die by the Weapons i adore...then why does he have mass drivers and tacyon, when I adore Proton Tropedos Tacyon and Neutrons?..Silly Retro missiles are for kids, Ceturnions on the other hand Are For ME to make YOU suck VOID!
Sanity is the Thin line between Real Life and Fantasy, Insanity means you fell off the line.

Post Wed Oct 06, 2004 5:45 am

Vatsayana:
You're Welcome!
(And thanx!)

Shotglass_Da_Barkeepa:
Actually...
3.0 was also released.
(But it's full of bugs!)
The new 4.0 is a complete rewrite.
70 new systems, with 99 new bases, and around 600 new people!
All of which follow Privateer fairly closely.
I've still got around 60 people to place, and the commodities to do, before the next release.

Watch your 6!

Post Sat Oct 09, 2004 3:30 pm

Thanks Warzog for the up-2-date info.

Now I will add Super thrusters to my light fast fighter and aim for Manhatten at a correct angle to propel me two weeks into the furture or send me down planet side as a flaming ball of wreakage....If this works I'll see you in two weeks...if not....I'll see you downstairs next to the Big Red dude.

When the Going's get Tough, The Tough get a bigger Battleboat.
"Shotglass moments before the Tiger's claw blew up"
You Look a bit down on yer lucky,..Ya Don't say well Heres a drink for yas and don't worry bout how ya lost yer girl.
"alright we'll give you once chance drop it"..."you just signed your ow...*zoid sucking sound* And you just signed off life due to my nomad blasters silly xeno.
Ok if i am to Die by the Weapons i adore...then why does he have mass drivers and tacyon, when I adore Proton Tropedos Tacyon and Neutrons?..Silly Retro missiles are for kids, Ceturnions on the other hand Are For ME to make YOU suck VOID!
Sanity is the Thin line between Real Life and Fantasy, Insanity means you fell off the line.

Post Sun Oct 10, 2004 4:24 am

Shotglass_Da_Barkeepa:
Kinda, sorta, almost done.
Just gotta get the stupid commodities to work!
(See the Gemini Sector thread for details.)

Watch your 6!

Post Thu Nov 11, 2004 11:01 pm

Ok i have some things to say about this

1. The music is really.....boring. Fighting in this game is now extremely boring because of the music. Its the same in every system. I am guessing you made them yourself, which is good that this mod has its own music but its probably better if you made the battle music a bit more exciting.

2. What quality did you render these sounds in? The are really not good, my brother didn't see the screen and thought I was playing some really old game.

3. Milita Base 27 Ship thing causes the game to crash.

4. The same weapons on every station.

5. Most of the systems are just boring because your just flying through them.

6. Since the Pirates are enimies with everyone, being an enemy with the Retros causes the Pirates to love you

7. Kilrathi and (That robot race, cant remember the name) are my freinds.

8. Why do the weapons have to be so slow.

9. Going to places like where they say you'd die because of criminals but its really boring when they are your friends.

10. The wreckage's stories are all the same. Either thier engines blew or the generator failed.

Ok now good things

1. The new systems are fun if you are actually going to a base cause you have mines and asteroids to dodge cause the go to function hits the asteroids.

2. The new factions are cool

3. The ships are pretty good except (as with almost all mods) the texturings (the Tarsus is my favorite though)

4. The robot race or whatever its called has a really good voice, thats pretty cool.

5. The fire and smoke near wreckages is cool.

Is there anyway to like have them not say where they're going and just what their hauling (you wouldn't need to add voices then) because I find it so annoying that when i hail someone, they dont tell me what they're hauling...who knows, i may wanna kill them, lol.

I know this is a normal thing for almost every mod but is there any way possible to make it so you cant see all the systems? I like to explore not to freelance.

Overall, I think this mod is a pretty good foundation for the rest of the Privateer versions.

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