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OK, NPCs Have I WANT!!!

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 Feb 29, 2004 10:40 am

OK, NPCs Have I WANT!!!

Started up a server to check out in MP and right away was confronted with a depressing situation. It sems the NPCs have nearly instant regeneration & unlimited shields. I WANT THIS!!

The reason is simple it is nearly impossible to kill them when on a mission or any other time. Now, mind you this is LIBERTY where ships are SUPPOSED TO BE WEAKEST & EASIEST. Relentless pounding is required just to get through their shields. But what usually happens before that they are out of range or target. So that when reacquired shields are back to full strength. In fact there was one that DID NOT SHOW ANY RED for armour and yet his shields regenerated almost instantly. It took about ten more minutes to finally get through his shields to finish him off.

In fact it got so frustrating that I used IONCROSS Server to give me a del Cid, Cerbrus & Diamond back on the base Ferret. IT STILL MADE NO DIFFERENCE!!

In 2 of 3 missions attempted I gave up & just flew off to abourt the misison. WHY? After beating on two ships for more than 30 minutes figured it was pointless to continue. Also, cramps were forming from continuous firing. The one misison took nearly an hour and was like 5 ships. Their instant never ending shields make them close to invulnerable.

I will admit I may NOT be the best player BUT NOT that bad.

It would be nice to see this situation rectified. Even though I am one who enjoys WC and a bit of a challenge, this challenge is beyond the pale.

Thank you for listening.

It is hard to soar with eagles when you fly with turkeys.

Post Sun Feb 29, 2004 11:01 am

this mod so far is designed for singleplayer only, i think you were the first one ever trying it in multiplayer.
therefore there was absolutely no tweaking done for MP so far, all shield stats are based on the first singleplayer missions afaik.

though id really prefer a MP version over the current SP project.

but maybe you could be a helping hand here?

Edited by - sp00n on 2/29/2004 11:03:35 AM

Post Sun Feb 29, 2004 11:08 am

2 b fair tweeking it so it become mp shouldnt b 2 difficult so, perhaps when everything is done it can be updated 2 Mp, but ud have 2 ask warzog as im not up 2 date on whats going on, im just a lowly modeler, workin away 2 my self.
lol. sorry tht wasnt much help, but oh well

Ciao

Post Sun Feb 29, 2004 11:48 pm

The current mods are set up better than v1.06, which was a preliminary set up.
However, the fast shields are still in the mod.
Also, a couple of the ships in v1.06 don't have sur files, and are invincible!
I can't remember which they were, but just add any missing into the geminiwc folder.

Also, the weapons in v1.06, as well as the shields, engines, generators, etc, are not balanced to Privateer stats, and that's part of your problem.
The mods I'm working on are completely ballanced, but have a few mission, and model bugs that need to be fixed before they can be released.
(hopefully by Thursday.)

Watch your 6!

Post Mon Mar 01, 2004 12:31 pm

Warzog,

I don't know if this has been mentioned before, but fast shields might not be a good idea for two reasons.

1. In wing commander games, when a shield fails, any "Extra" damage carries over to the armor. In Freelancer, when a shield fails "Extra" damage is lost.

2. In wing commander games, shields could be damaged, thus lowering their maximum, and (I think) their regeneration rate. In freelancer, damage to a shield seems to have no effect.

I am not sure if either of these problems can be worked around, but I am inclined to think they are not ini values, but rather something in the code for the game.

Post Mon Mar 01, 2004 4:34 pm

GEE!!! DO I get a special prize for being an MP tester?
Did most of SP story with early release & figured to go MP with this.

Will continue to input what I find. In fact found some & puttinf in another thread.

It is hard to soar with eagles when you fly with turkeys.

Post Mon Mar 01, 2004 8:31 pm

bulk hauler:

1. In wing commander games, when a shield fails, any "Extra" damage carries over to the armor. In Freelancer, when a shield fails "Extra" damage is lost.

In the current versions of the mods, damage DOES carry over to the Armor.

2. In wing commander games, shields could be damaged, thus lowering their maximum, and (I think) their regeneration rate. In freelancer, damage to a shield seems to have no effect.
While it's true, I can't get the shield's ratings to drop, I did the next best thing:
They can be blown completely off your ship!
(Of course, you can always salvage the ones you've blown off of enemy ships.)
(I've even upgraded that way a few times.)

Watch your 6!

Post Tue Mar 02, 2004 6:02 am

Warzog,

Woot!

That sounds really good. Actually.... If you wanted to go even a step furrther, and I have no idea if this would work... but, you could give ships two shield mounts. First shield gets blown off, suddenly you have half the shielding. Second shield gets blown off... time to bug out.

Post Tue Mar 02, 2004 6:25 am

In order to do that, all of the ships would need to be modified.
And considering I've been waiting 3 weeks to have 1 ship enlarged, and hardpoints added.
I wouldn't hold my breath on that!
Besides, you'd have to buy the backup shield, and who would buy an inferior backup shield?


Watch your 6!

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