Privateer: The Reckoning mod v2.0
Here's the current Readme.txt file:
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Privateer: The Reckoning mod Beta v2.1
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1) Wing Commander/Privateer Ships:
---1)F-96B Arrow
---2)Banshee-by PantherX (used with permission)
---3)A-17T Broadsword
---4)Model 2069 Centurion
---5)A-18A Crossbow
---6)Demon
---7)Dralthi IV
---8)Drone-Steltek's ship from Privateer 1
---9)F-54C Epee
--10)P-64D Ferret
--11)Galaxy-Temporarily removed from the mod.
--12)Gladius
--13)Gothri
--14)F-86C Hellcat
--15)F-36G Hornet
--16)F-95B Morningstar
--17)Paktahn
--18)Paradigm
--19)F-57C Sabre
--20)Stiletto
--21)Talon-Militia & Pirate versions
--23)Tarsus-Temporarily removed from the mod.
--24)F-66A Thunderbolt VII
--25)Vaktoth
--26)Vindicator
Note: The Talon's won't fire missles, so be warned.
Note: The Orion's turrets won't fire, so be warned.
Note: The Vaktoth has some missing (invisible) textures.
Note: The Demon is only available to the player, not to the NPC's.
------(It's invisible if an NPC flies it.)
Note: Kilrathi ships are available at some Pirate bases.
Note: The Drone is only on the Battleship Yukon in the California System.
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2) Wing Commander/Privateer Weapons:
---1)Laser
---2)Photon Cannon
---3)Mass Driver
---4)Meson Blaster
---5)Neutron Gun
---6)Particle Cannon
---7)Tachyon Gun
---8)Ion Gun
---9)Plasma Gun
--10)Fusion Cannon
--11)LAU-81 Dart (Dumbfire) missile
--12)AIM-15 Javelin Heat Seeker missile
--13)AIM-42 Spiculim Image Recognition missile
--14)AIM-31 Pilum Identification Friend or Foe missile
--15)ADM-74 Leech missile
--16)ASM-84 Lance torpedo
--17)MP-51 Porcupine mine
--18)DX-42 Decoy
Note: Missiles & Torpedoes are limited to 10 of each type.
Note: Mines & Decoys are limited to 10 of each type.
Note: Nanobots & Shield Batteries are limited to 15 each.
Note: Missiles ONLY mount on Torpedo & Cruise Disruptor Hardpoints.
------(Except on the Tarsus and Drone.)
WARNING: MISSILES FIRE LIKE TORPEDOES, OR CRUISE DISRUPTORS.
------(Except on the Tarsus and Drone.)
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3) Privateer 1 Ship Upgrades:
---a)Shield Generators 1-7
---b)Generator Upgrades 0-7
---c)Armor Upgrades 1-3 (Plasteel, Tungsten, and ISOmetal).
---d)2-Sensors (Hunter AW6 and Hunter AW INF).
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4) The AI has been boosted by several dozen notches, so be ready!
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5) Collision damage has been increased, so watch what you hit!
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6) The Planets & Moons are no-longer stactic. (They're ALL rotating!)
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7) Everywhere that sells ship upgrades carries every upgrade available.
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Music, and sounds, from Privateer 1 are in this mod.
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9) Commodities have been changed to Privateer Commodities.
---a)The bulk of each commodity has also been changed.
-----1)Larger items take up more cargo space than smaller ones.
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10) The Gemini Sector is not available, yet.
----(Having problems getting it to work.)
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11) Added a new beginning to the game:
---a)A Centurion, Galaxy, Orion, and a Tarsus escape from FP7.
---b)I deleted the cinematic with the Bartender.
---c)Trent starts the game with a Tarsus, and can begin exploring right away.
---d)You can start the missions any time you want, just talk to Juni.
-----1)Juni acts as though you don't have a ship.
-----2)You can't decline the missions once you've talked to Juni.
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12) Changed out most of the NPC costumes.
---a)Gives the mod a more unique feel.
---b)Gives the mod a bit darker, sexier feel.
---c)Unifies factions like the Police, Navy, etc.
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Known issues:
1) When purchasing a new ship:
---a) several Privateer upgrades are transferred to the dealer against the purchase.
----1) You must be in the correct area for some upgrades to transfer back.
----2) DON'T FORGET to transfer your generator and sensor to your new ship.
------a)If you do forget, you'll need to purchase a new one before you can launch.
----3) DON'T FORGET to attach the upgrades from your old ship to your new ship.
------a)If you do forget, you will receive a message, and not be allowed to launch.
2) In some cinematics, ships appear with only 1 or 2 engine exhaust, instead of the 2 or more that they really have.
3) Sometimes, in cinematics, as they go on/off screen, the new ships disappear sooner than they should.
4) In afterburner, some of the new ships only have one engine ignite.
5) One of the Kilrathi ships has missing (invisible) hull sections.
6) Some ships have weapons that won't fire.
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Credits:
Programming by:
Bob McDob & Warzog
Models by:
Bob McDob, BoH_Havoc, Eder, Howard Day, Lynx, M.Kruer, Stannum, and Tolwyn
Used with special permission from PantherX:
The Banshee by Alan Hart and PantherX
Models converted by:
Bob McDob, BoH_Havoc, Pani, and Tolwyn
Commodity, Ship, and Weapon Icons by:
Swift (known as Swiftr on LR)
Audio Mod:
Music was rendered by Mad Hatter.
Compiled by Bob McDob from the WC CIC music section.
Voice mod by:
Swift (known as Swiftr on LR)
Missile Set-up by:
Chemus
Extra Details inspired by:
0sprey, Shotglass_Da_Barkeepa, Sir Spectre, sp00n, Tolwyn, and Eraser
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Thanx to all at Lancer's Reactor for their help & guidance.
We hope that you enjoy this preview.
There's still a lot to do.
If you find a bug, please report it.
If you have any comments or suggestions, we'd love to hear them.
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Edited by - warzog on 4/19/2004 12:57:02 AM