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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 Tue Jan 27, 2004 7:53 am

GreyViper:
The 7 weapons were chosen because they are the 7 types currently in FL.
The Fusion Gun will be added.

As Sir Spectre mentioned, Cloaking is a taboo subject.

Sir Spectre:
With those items, my list is up to 30 commodities.

As to my writing a new mission...
Not sure if I can do it, but I've got a couple of ideas I'm gonna try.
(Can't hurt to try.)

Post Tue Jan 27, 2004 7:58 am

Hi I have played several mods tng 1.7 very good reballance 3.2 also very good vick mod 1.63 ok I have your mod but have not played it mutch yet
The one thing about all the mods is that the builders either over do it or dont finish.
What I would like allong with the nearly 1800 people that play on our servers is a a complet mod feedback we have gotten
everybody likes the way the missions pay was raised in vic 1.63
most people also like the linx fregitor/fighter
the viper& starviper also very popular
the centuran in reballance the special verson
upgradable shields&power&engins&armor like in TnG & reballance
nomad encounters small groups 1-3 in house systems
crimnial & priates to have battleship groups tp fight
needs to be able to be played in open story any verson
all ships should be able to use all weapons & shields
need differant starter ships thre starter ship on reballance is good allong with the viper
add all the jedi ships .
we run a lot of servers and have a test server will be looking to put your mod on it if u make it MP

Post Tue Jan 27, 2004 8:24 am


As for cloak, it isn't possible except in Multiplayer and it is banned from use on most servers as it is overly abused and makes a cheating player practically invulnerable if tweaked by him. Also, don't bring it up here, because discussions or requests for cloaks also get banned on this forum.

Also I'd like to say welcome to The Lancers Reactor (affectionately known as TLR). I was first lured into this forum via a Privateer discussion too, months ago and yet I'm still here.


Thank you.
Sorry didnt know about cloak problem, but will keep in mind.
Btw anyway I can help,(mind you my modeling skill sucks as I have found out). Allso I have most of the games(WC1/sm, WC2/so, P/RF, Armada, Academy, Priv2) and a second machine that should run them so info is needed from them I might get it(pitty myjemm wont run on XP).

Post Tue Jan 27, 2004 8:51 am

Darkreaper:
Thank you.
The concern about not finishing it is one of mine, also. As I am not a modeller, only the programmer. But, having said that, I only purchased Freelancer because it was MODable, and I've been wanting to make this for years. So, as long as Acid and Tolwyn keep kicking out ships, or someone else does, the MOD WILL be finished if I have anything to say about it!
I've thought about adding nomad encounters throughout the house systems, but in Privateer 1, encounters with the Seltek, (nomad equivelant), were in outlying systems. The current plan is to have Kilrathi encounters in the house systems, but I'll add nomad encounters in other systems.
The current starter ship is based on what is available at the moment. (We've only got 10 ships, with 2 of those having 2 versions.) In Privateer 1, the player begins in a Tarsus, but we'll see what shps we get, and go from there.
I don't know how to make it an MP game. Any help in that area would be appreciated.

GreyViper:
I could use a list of ship loadouts. Especially from WC1, WC2, Armada, and Academy. I have every other WC/P game.
The site I've used to get info from goes down to much.
Thanx!

Update:
I just got specs on the Fusion Gun, Meson Blaster, and Neutron Gun, they'll be in the next version.
As will, I hope, the Privateer 1 Commodities.


Watch your 6!

Post Tue Jan 27, 2004 10:27 am


I could use a list of ship loadouts. Especially from WC1, WC2, Armada, and Academy. I have every other WC/P game.
The site I've used to get info from goes down to much.
Thanx!

I can do that but most of the inf is allredy found in Wing Commander CIC database and on some of its link pages like Black Lances page. On what ships do you need layouts NPC or PC?

Post Tue Jan 27, 2004 11:27 am

yeah, finally I have found this thread

There was a question regarding my website. In fact I have more than just one. Beisides Wing Commander 3D (which has to be updated) I am also working on a Freespace 2 mod (http://www.3dap.com/hlp/hosted/wcsaga/).

Now to what can bve expected: Morningstar is almost done, only Milkshape prevents it from getting finished.

Next in the row is the Broadsword.

Can'T tell how much it will take, it depends on the jobs I have to finish for my other project.

And warzog, I am not a graphic student... well, not yet Just an amateur, who likes to play with 3d programs.

Regards Tolwyn

Edit by Eraser: picture is fixed now


Wing Commander Saga: Battlegroup Serpent HP
Wing Commander Saga: Battlegroup Serpent Forum
~Project Head of the "Wing Commander Saga: Battlegroup Serpent" Project
I still loveWing Commander. Given the right opportunity, I would definitely revisit it." - Chris Roberts.

Edited by - Eraser on 1/28/2004 12:15:09 AM

Post Tue Jan 27, 2004 12:14 pm

@Tolwyn, nice to finally meet you! I've seen lots of news items on WC News concerning you over the years, but never seen any post nor comment directly from you in any type of forum.

Sir S

Post Tue Jan 27, 2004 12:34 pm

When I try to activate the MOD, I get the following message:
Error: FLMM has determined that 'Privateer:The Reckoning v1.06 mod' won't properly activate.
Error: Unable to find section '[Trigger'(...) in 'C:\Program Files\Microsoft Games\Freelancer\Data\Missions\M13\m13.ini'

This is very irritating, because this looks like an extremely good MOD.


Aceaz---Like a U-boat, unnoticed, surfacing only for a second, then vanishing without a trace....

Post Tue Jan 27, 2004 3:05 pm

GreyViper:
NPC ship loadouts. My goal is so that when you encounter an NPC ship, it's got a standard WC/P loadout when you scan it.
BTW-I'll check out that site.

Tolwyn:
Sorry about that!
You never answered the question in emails.
While we've got you...
WHERE'S THE CENTURION!?!!

Aceaz:
That error is coming because the Script.xml file, and FLMM, can't find the "OLD" data from FL. It's been overwritten, probably by another mod. If you have other mods active, this mod won't work.

If that isn't it, try reloading FL. There are a couple of files that get corrupted with repeated mod loads.

I'm not sure, but it may also be the version of FLMM that you're using.
If you've got the current version, re-download it. IIRC, there was an error in it when it was first uploaded, and it was upgraded without changing the Beta number.
(I may be thinking of something else, so don't sue me if I'm wrong.)

Edit:
Almost forgot an Update:
Spent the day adding 3 new weapons:
Fusion Gun
Meson Blaster
Neutron Cannon
I'm setting it up so that there will be a gun/turret in each of FL's 10 weapon's classes.
It'll be a few days before they're spread around the Universe.

NOTE:
Unless Tolwyn says otherwise, it's my plan to only release upgrades when new ships are added.
As you may have noticed, the first release is v1.06. Which is only the second bug-free version around.

Watch your 6!

Edited by - warzog on 1/27/2004 3:15:28 PM

Post Tue Jan 27, 2004 6:51 pm

This MOD is awesome!
The "details" suggest known flaws and they are accurate (no biggie, 'cause I'm sure v1.07 is coming).
I, too, am a WC NUTT!!! Give me a Panther and a Vampire or give me death!
I like the Border Worlds ships the best from FL. (1 vote!).
I've been playing since I downloaded this PM, am at Mission 10, and the ONLY thing that slightly bugs me is the large collision effects, even the Thunderbolt gets knocked around pretty good. Other than that, Mission #2 (Return Ashcroft), at Ft. Bush....I get King constantly mouthing off about going faster!
Say, if that's all I can "pick on"......I'm outa here to get back into it!
Keep up the great work, can't wait for more ships....Kudo's to all.

Screw the BHG,
JokerpetaQ

Post Tue Jan 27, 2004 7:07 pm

Hi,
I just downloaded this mod and tried it out, I have to say it's definitely sweet, nicely done =) It adds a little challenge as well thanks to the fast-charging shields all around. Having the random NPCs flying around in the new ships also makes a big difference, it's great seeing them out there.

Everything worked very well except for two problems, with a couple of hardpoints, on the Sabre and Hellcat:

On the Sabre, the third gun hardpoint from the left (assuming you're standing behind the ship looking at it, this is one of the two hardpoints which are not under the wings) appears to be pointing slightly upward by default and can't be moved to face forward. This takes it out of the ship's main firing arc as it can only fire nearly straight up. Sorry I don't know the actual hardpoint number for this one.

On the Hellcat the situation is the same, but it is the second hardpoint from the left, again facing towards the ship from behind. It's pointing up and is stuck there, so it will only fire up and to the left. I believe it might be Hp02 but I'm not entirely sure.

Thanks!

Post Tue Jan 27, 2004 7:58 pm

JokerPetaQ:
Thanx a bunch! I was worried that no one would like it, and would be complaining. Thanx, again!
Some of the "known issues" are unavoidable. The new ships are larger than the FL ships they replace, and that causes the disappearing. I've tried getting the 2nd AB to light, but it won't, and the missing engine is basically the same problem. FL is set up for single engines, not twins.
The Collision effects are due to my attempt to get the handling as close as possible to the WC games, and yet, keep the speed down to FL levels, and be proportional between ships. Once I've got a full compliment of ships, I'll rebalance them all, and address this problem, again.
As to the missles becoming "Dumbfires," that's in the mission programming. In order to remove the invulnerability from where ever it is, I have to compensate so that the formerly invulnerable item still survives.
IE: The transports... I increased their armor from 3000 hp to 5,000,000 hp and 6,000,000 hp, and even gave them the best weapons I could find, and yet they still get blown away!!!

Trentacle:
Thanx! The whole goal of the mod is to make you feel like you're in the Wing Commander, and Privateer universe. Couldn't do that with out the NPC's flying the same ships.
As to the challenge, I've always hated games where they lead you around by the nose, giving you lame opponents who get better as you do. Give me that ACE to go after when I start out! NOW, THAT'S FUN!!!

As to the Hardpoint problems, I'll pass 'em on to Tolwyn, that's his department.
Again, thanx for the positive response.

EDIT:
I almost forgot...
Credit for adding the fast regenerating shields goes to Sir Spectre.
(He suggested them.)

Watch your 6!

Edited by - warzog on 1/27/2004 8:23:49 PM

Edited by - warzog on 1/27/2004 8:30:06 PM

Post Tue Jan 27, 2004 10:36 pm

I downloaded, installed and activated. No problems at all, and I have the latest FLMM.

Now, the game itself is different, but it's still Freelancer. I really hate the tradelanes, but as you say, they have to be there for the campaign to work.
Guns, shields, it all works fine, but I have no powerdrain with the largest power unit, and even 2 of the largest afterburners doesn't drain power, and so I have allmost 500 m/s speed with burners. And it seems like npc's have the good old 79 m/s speed, so I have to keep redusing speed when fighting. I've played the first missions, I am now at Cali base, and haven't seen any bugs so far.

But what we really need is a MP version, without tradelanes and with 1000-1200 cruise. And I don't wanna fight rouges, I want to meet the cats again, lol.

Post Tue Jan 27, 2004 11:09 pm

The power drain is in part due to the shields. I had everything set up and working okay, and then I added the fast regenerating shields, so I've got to fix that it again.
I'm currently adding new weapons, and will rebalance it later.
BTW-The lower Afterburners use more power than the higher ones, an FL carry over, I need to reverse it.
As to the NPC's running at 79 speed, I was attempting to give the player the ability to escape, if they want to.
In Privateer, you could usually outrun anyone who jumped you.
To me, being gang-banged by 12 pirates, 2 or 3 times in a row is not much fun.

As to MP, I'm not sure how to do that.

Watch your 6!

Post Tue Jan 27, 2004 11:20 pm


NPC ship loadouts. My goal is so that when you encounter an NPC ship, it's got a standard WC/P loadout when you scan it.
BTW-I'll check out that site.

No problem there, when do you need them? Oh one thing, after the war the Confed fleet went through financial cutbacks. Mostly it reflects in weapon loadouts on ships, but in some cases in armor. Still Confed should have the best hardware, Border Worlds used scavenging tactic in BW Confed conflict and have some of the latest confed ships(not all). So confed would have the newst ships(arrows, bearcats, excalibur, hellcats, longbows, thunderbolts), BW new and old ones(Broadsword, Cladius, Stileto, Wraith, Banshee MK2, Avenger, Vindicator, Sabre, Scimitar and so on). Retros talons, they did have some kilrhi stealth ships though, pirates fly Talons & Razors, weaker arrows, stolen Thunderbolt VII's.

Example:

Confed Arrow

Official Bio:
This light, versatile fighter has balanced weaponry and is best suited for short-range combat against light to heavy fighters. It's maneuverability makes it a prime choice for escort, fleet defense, and reconnaissance missions, and an emergency life-support system can sustain a pilot for up to seven hours.
Pilots Evaluation:
I knew I'd love this fighter the minute I laid eyes on her! The maneuverability, the speed, the handling... it reminds me of drag racing with my hover-trans back on Ceylon-07. This fighter eats Darkets and Dralthis for breakfast, and although your shields aren't heavy enought to hang around the six's of Vaktoths or Paktahns, repeated slashing sttacks will frequently leave your craft unscathed and surrounded by an expanding cloud of Kilrathi debris. I've taken on at least five or so craft simultaneously, and hey, I'm still here, right? The guns ain't anything to shout about though, just pea shooters really, although the refire rate would make me think twice if I was flying one of those stealth tissues that Confed calls Strakhas. All in all, a great fighter, good for anythng except prolonged battles against large amounts of capital ships with all them turrets. With these 200cm shields, that Anti-Matter-Gun can ruin your day with one direct hit... gives me the shivers.

Manufacturer
Douglas Aerospace


Length
20
Mass
13
Maximum Velocity
520
Afterburn Velocity
1400
Acceleration
250
Yaw / Pitch / Roll
80dps / 90dps / 90dps

Fore / Aft Shields
200cm / 200cm

Fore / Aft Armor
80cm / 80cm
Right / Left Armor
60cm / 60cm
Fore / Aft Armor
80cm / 80cm

Weapons
4 Dart [ 2x2
2 Ion Cannon/Reaper Cannon
2 Laser Cannon
4 Pilum [ 2x2

Countermeasures
24

Special Capabilities
Autoslide

BW/Pirate Arrow

Official Bio:
The latest model Arrow possesses the same maneuverability and speed as previous versions, but has a downgraded missile armament due to its availability on the outside market. Less expensive than the previous Arrow, the new version has begun to equip militia and insystem units as well as bolstering private defence forces.

Pilots Evaluation:
Man, when they said that the missile armament was being downgraded, they weren't kidding. Probably the first time BuWeaps got the evaluation right on. Even though the maneuverability and speed are still there, the removal of one-half of the warheads on this craft make surviving in it a heck of alot harder. Keep in mind that the ships that you have to take this bird up against have improved considerably since the First Kilrathi War. They ain't the paper thin Darkets, or the lumbering Dralthi, they're more like the nimble, but well-armed Banshee or equivalent craft. All of a sudden, the Arrow got a lot less fun to fly, and lot more dangerous and daring. Not exactly the kind of craft you want to put rookie pilots in for their first tours of duty, unless, that is, you like bringing up cadets from the farm constantly and sending out lots of death certificates.

Manufacturer
Douglas Aerospace

Length
20
Mass
13
Maximum Velocity
520
Afterburn Velocity
1400
Acceleration
1000
Yaw / Pitch / Roll
80dps / 90dps / 90dps


Fore / Aft Shields
200cm / 200cm

Fore / Aft Armor
80cm / 80cm
Right / Left Armor
60cm / 60cm
Fore / Aft Armor
80cm / 80cm

Weapons
2 Dart [ 1x2
2 Ion Cannon
2 Javelin [ 1x2
2 Laser

Countermeasures
16

Special Capabilities
Autoslide, Cloak (Some variants)

This is only arrow, some ships went through the same prosses. Btw privateer 1 ship load out might be a bit out dated, and most of the gunns were upgraded ion gun to reper cannon, lasers to lasers Mk6 and so on. Besides BW had few guns of its own Leech gun, Scater Gun and Storm Fire.

Btw is the BL Dragon allredy in game or will it be in future version?


Edited by - GreyViper on 1/27/2004 11:22:32 PM

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