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Privateer: The Reckoning MOD is ALIVE!

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

Post Thu Feb 05, 2004 8:47 pm

Update:
Ran into a few minor problems (not bugs):
1) Came across the 2 Sabre's being sold at the same place, and 2 Vindicators at another.
--a) Had to rewrite the Market_Ships.ini file.
2) Bought an Arrow, and went after some wrecks, but it didn't have a tractor beam.
--a) Accidently removed it for all the other upgrades, had to edit Goods.ini, and start over again.
3) While editing the above, I realized that I'd accidently given Dexter Hovis one of the best engines around!
--a) changed his loadout
--b) I really hate that race! I may edit it out later.

Other than those anoyances, I found no new bugs.
I've only gotten half way to the Sigma systems.


Watch your 6!

Post Thu Feb 05, 2004 10:17 pm

I like the race

Post Thu Feb 05, 2004 11:27 pm

For you, Bob, I'll give him the best engines and thrusters around!
LOL!!!

Update:
Ran into a few bugs.
All of them had to do with loudouts.
Mostly equipment on ships that couldn't carry them.
I did notice that I'd forgot to rename a couple of the new ships, and fixed that, too!
It's a bit past midnight here, so I'm going to bed!
take care!


Watch your 6!

Post Fri Feb 06, 2004 10:23 am

@Warzog

I discovered several, "Hmmm, THAT's interesting," things:
1)In an earlier post, someone suggested making the docking rings invisible.
-a)I did it, but the ships have to wait in line to dock, looks really weird.


So, how is that different from Planes having to wait their turn to land on an air strip? I always thought Privateer wasn't realistic enough with being able to land so easily. In fact I used it to sort of cheat my way out of fights. This way really is more realistic and you have to deal with fighters in the area.

Sir S

Post Fri Feb 06, 2004 12:00 pm

Sir Spectre:
Well, when you have a planet several thousand kilometers in diameter...
Doesn't it seem strange to have a bunch of space ships huddling in an area less than a kilometer in diameter, waiting their turn to land?
I mean, wouldn't that be like getting into your car and making a U-turn, just to get across the street?
Besides looking wierd, it'd waste time, money, and make absolutely no sense.
At least, with the docking rings there, there's a visible, viable, logical, reason for just sitting there, and waiting.
I donno, maybe it's just me?

Tolwyn:
Got the Dralthi working. Don't need a new mat after all.

Update:
Got a really nasty bumper bug!
Bumps you straight to the desktop.
I keep getting 2 error messages:
1) HpTurret01 doesn't exist on something.
2) 0x0 is an invalid sound.
I can't find a 0x0 sound anywhere!
And I haven't been able to locate where loading a weapon to a turret that doesn't exist is.
I think my mind is turning to mush!
Time for a break!



Watch your 6!

Post Fri Feb 06, 2004 12:43 pm

@Warzog, okay, still sounds like a holding pattern for any airport to me. But if it bothers you, I think it was Giskard who figured out how to put multiple docking rings on a planet. Put 4 on and make them invisible, then it shouldn't be so bad.

Sir S

Post Fri Feb 06, 2004 6:30 pm

Uploaded some more stuff. bobreck3.zip is a slightly updated version of stuff I did, but the more important one is Sounds.zip, which, as its name suggests, replaces many sounds in FL with WC ones.

Also got the cutlass ms3d up, in Cutlass.zip .

Post Fri Feb 06, 2004 8:27 pm

BOB:
Thanx!
I'll check 'em out.
(Hopefully, they're not corrupt like the 1st two were.)
(The music one was fine.)

Update:
Haven't got past Shinkoku.
Got a lot of tiny, hard to duplicate, and to trace, bugs all over the place.

Post Fri Feb 06, 2004 10:47 pm

Well, two days later...
(on my dial-up connection)
I finished downloading the 10 gigabytes!!!
j/k
Geeze that sound file is HUGE!!!
Luckily, everything unzips fine.
(Whether they work or not is to be determined!)
I'll check out the Cutlass right away...
The sounds are on hold until I debug v1.07
I'll also use your v3 as a diversion, if it works.
take care

and

Watch your 6!

Post Fri Feb 06, 2004 10:49 pm

BTW-a list of hardpoints on the Cutlass would be nice.
Guess I'll have ta do some trial and error!
(If it'll let me.)

Watch your 6!

Post Fri Feb 06, 2004 11:08 pm

I've been looking all over...
None of the Privateer, or Wing Commander sites has any info on the Cutlass.
I thought it was "an old design?"
What's it's standard loadout?


Watch your 6!

Post Fri Feb 06, 2004 11:18 pm

Cutlass is a non-canon design, which is probably the only thing that worries me. I mean, it's a very nice design, but I'd rather get the canon ships in before we start with the fan ones And, to be honest, I'm not sure there'd be room for it on top of the the 20000 other ships.

Re: planet docking - the aforementioned Free Worlds Star Wars mod has a dealy where the docking ring is replaced with a docking buoy, and you dock directly with the planet. Works pretty well, IMHO - might start looking for the code.

And it occured to me I haven't listed the changes I've done fiddling around - I'll post it in a bit.

Post Fri Feb 06, 2004 11:26 pm

Took a quick peek at that "mod" of "yours."
That Cutlass is HUGE!
I noticed your upgrades.
I think you'll like mine, more.
(and I've got a few extras.)

Well, I'm probably gonna pull another all-niter.
I've gotta get this sucker debugged!

Just for S&G I think I'll check out those sound & music mods too!


Watch your 6!

Post Fri Feb 06, 2004 11:36 pm

- increased ship maneuverability by 1.5x, I felt they had a nasty tendancy of not manuevering during dogfighting
- increased ship speeds in general by 1.5
- increased cruise speed to 500
- modified weapon stats to match Privateer ones
- changed weaponsdb.ini so all weapon types do the same damage
- added armor and powerplant upgrades - bit of a slapdash job for until yours was released (power plants use Priv stats; recharge follows FL standardl; it takes 22 seconds to rebuild your shields completely)
- added Centurion (obviously)
- fixed Centurion cargo space to 50
- modified turrets to fire backward. (They still don't really, but it's a start ... have to modify firing arcs)
- made nanobots/shields take up cargo space (2)- wanted to have players make a real decision between profits and survival. (Originally missiles took up cargo, too, but felt that limited combat too much, as I never used missiles at all)
- Made missiles take up mass (as a substitute - the idea being that when you carry large numbers of torpedoes it'll cripple your maneuverability)
- Changed all pilots to ace (wasn't challenged enough at higher levels <G> )
- limited ammo to 10, like in Privateer (since missiles are much mor e potent, wanted to limit the number usable)
(I would have cut it down to 4 per launcher, like in WC, but not enough hardpoints <G> That's something I might want to try, actually)
- added Gemini cooridnates to universe.ini (the systems are there too, albeit in skeletal form - no jump points, no bases, nothing). Someday I'd like to start working on the systems, be able to fly around in Gemini, but until FLExplorer gets working that'll be a long way off.

Ah, one more little thing - instead of popping up "CRUISE ENGINE CHARGING", the screen now reads "HYDROGEN RAMSCOOPS CLOSING". This makes more sense in the context of Freelancer, as ships close their scoops to achieve greater speeds when traveling point-to-point insystem.

Re: the Cutlass - I'm not sure what it is, might be a differance in versions - I always had to make the ships really freaking big to show up in Freelancer. It's weird how the size blows up like that.

BTW, what's with the quotations?

bob

Edited by - Bob McDob on 2/6/2004 11:40:49 PM

Edited by - Bob McDob on 2/6/2004 11:52:52 PM

Post Fri Feb 06, 2004 11:56 pm

Pardon the off thread intrusion WARZOG but I would like to know befor installing The Reconing if it is just anouther boring MACHO ship creation or are you creating something that will equalize the FL universe?
Freelancer is OK to play through the narrow senario but afterwards the ship with Nomad guns is unmatched unbeatable further strenthening will just make it more boring.

A sugestion; make the job board post missions two- three sectors away. Maybe able , like Privateer, to take on more than one mission, tandum missions that span several systems or even the same miss. from two different sources.
Bounty hunts that give no current location just last siteing.

Spice it up! Make it more challenging.

Glad someone is finally trying to bring back my beloved Privateer.


Edited by - olddog on 2/7/2004 12:01:41 AM

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