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Privateer: The Reckoning mod v2.0

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 Mar 11, 2004 11:52 pm

I think it is a good idea to increase fighter speed, but also reduce (yes...below 80) the speed of freighters and capital ships, since i think they should be supporting the fighters which have dogfight with other fighters, this way it would also be good if those capital ships would have long range weapons (like 2k) so they aren't in real danger until their ally fighters are destroyed...

TommY

movin' in for the kill

Post Fri Mar 12, 2004 12:12 am

hi its me again
I had another idea...is there any way you could add the ability to hire wingmen/cargo vessels, since that was a serious thing i was missing in freelancer...

TommY

movin' in for the kill

Post Fri Mar 12, 2004 2:00 am

i think it is virtually impossible in freelancer to hire anything at all.

the only way i can imagine is to go via the random missions, but that would require a lot of research and a lot of effort without the guarantee that it will even work half the way it was supposed to do...


PS: @warzog
that is what i was trying to say all the time

Edited by - sp00n on 3/12/2004 2:03:36 AM

Post Fri Mar 12, 2004 6:34 am


@Warzog, are the AI's guns also static? Or aren't those alterable?

Otherwise, speed up the fighters, I always feel that Freelancer is a slower space combat game than Wing Commanders/Privateers were. Increase all speed values by 25-40%. Maybe you've already done something similar when you configured all the ships.

Increase thruster capacity, in WC/Priv universe I could rely on my thruster more to avoid attack, these in FL cut out so much sooner.

For an extreme option, you could use the map Joystick to keyboard, or map Joystick to mouse modifications to be able to use the static gun-mount fighters more effectively.

Sir S

1)Yes, the NPC ship's guns are static, except for their rear-firing turrets which rip you a new one.
2)Depending on the ship, speed was increased over a month ago by 15-95%.
--Also depends on the equipment you have on board your ship.
3)Without the Cruise-Disruptor's, just enter cruise mode to escape.
--The Afterburners are set up as they were in Privateer.
4)You need a permanent crosshair on the screen at all time, to have a site mark to aim with.


Watch your 6!

Post Fri Mar 12, 2004 8:16 am

Wardog do u have any idea when u are going to "post" the next version of the mod?
I cant wait to fly those new ships, oh and if u are going to put kilrathi in the mod, i think u should make them always hostile, so that u cannot be friends with them and cannot fly their ships...

TommY

Movin' in for the kill

Post Fri Mar 12, 2004 9:35 am

@Tommy, actually in Privateer you could actually be friendly with them if you destroyed enough military craft. They'd cheer you on! That gives me a thought.

@Warzog, Chips reset the variables on friendliness for his mod. It only takes 12 kills to completely alter your reputation with a particular faction from absolute green to absolute red. If you could somehow make all human factions easier to get along with then make the Kilrathi extremely difficult to get along with (have to kill LOTS of humans) as opposed to only have to kill a few Kilrathi to get an improvement with the MIlitary.

Not necessary, just a thought.

Sir S

Post Fri Mar 12, 2004 11:04 am

I do think the player shouldnt be able to fly kilrathi ships...it always gave me a certain strange feeling not being able to fly pirate/militia ships in priv. 1+2 and i think this is one the things missing in freelancer, since you as player have acces to all and (I at least did) you get bored then easily...

Also a great experience (i'd like to see it again in fl) were the militia destroyers from priv.2 which hit me from long range....i kinda miss this in fl since almost everything is shooting and less dodging and long range battles between capital ships, it would be great to see these kind of battles again!

TommY out

Movin' in for the kill

Post Fri Mar 12, 2004 11:11 am

@Tommy

were the militia destroyers from priv.2 which hit me from long range....
Yeah, I liked that too. If it is done in this mod, the guns can't be super powerful. In Chips' mod, I was flying against Rhineland battleships and in litterally in one shot the bulk of my shields were gone, two shots they were gone, three shots much of my VHF hull was gone, four shots most of my hardpoints are gone, five shots I was dead. With Privateer 2 those ships took maybe 15% of your shield on a low level shield and 5% on the highest level shield with each shot. Not the majority of the shield.

Just something to be wary of, but again, since Warzog is doing a fine job being particular to all the power relationships, I'm sure this won't be a problem.

Sir S

Post Fri Mar 12, 2004 11:49 am

Yes you do have a point there, but the main point i think was the fact he was able to shoot far before u could so you really to outmaneuver their shots, those silly rogues from fl came just flying straight against you so whenever you can start hitting them (especially with a heavy hitter, with a lot of hardpoints like the rhino in the beginning) u can decimate them in mere seconds, with the destroyers from priv.2 it took you a while since u had to fly to them, take a few shots, attack, take another few shot, flee and begin again, i had to repeat that at least twice before they were destroyed.

Also later on in the game when u get acces to the game's more powerful ships it gets way to easy since a well equiped titan/sabre/eagle can take out any fleet of npc's, but i have no ideas yet how to solve that except for stronger npc guns or larger fleets+ capital ships...

TommY out

Movin' in for the kill

Post Fri Mar 12, 2004 11:50 am

Those last 2 sentences were about fl of course not about priv. 1/2...

TommY out

Movin' in for the kill

Post Fri Mar 12, 2004 12:18 pm

Warzog, et al. about aiming, I have very little to say, excepy I'm sorry I didn't say anything before. I have tested it myself, and intended to say what I thought about it. But as we know, the road to hell...

I have an untested partial solution; make at least the smaller ships more maneuverable. It may help to allow one to hit the target better.

Plus, I'm looking at the HUD now to see who goes where....

Chemus, Hamster Wrangler

Post Fri Mar 12, 2004 12:47 pm


TommY_4_life
Wardog do u have any idea when u are going to "post" the next version of the mod?
I cant wait to fly those new ships, oh and if u are going to put kilrathi in the mod, i think u should make them always hostile, so that u cannot be friends with them and cannot fly their ships...

Hopefully, it'll be right after my new computer shows up.
That is, if I've gotten rid of any bugs, by then.
(And I've already got them hostile to everybody.)

Sir Spectre
@Warzog, Chips reset the variables on friendliness for his mod. It only takes 12 kills to completely alter your reputation with a particular faction from absolute green to absolute red. If you could somehow make all human factions easier to get along with then make the Kilrathi extremely difficult to get along with (have to kill LOTS of humans) as opposed to only have to kill a few Kilrathi to get an improvement with the MIlitary.

I've already changed several "friendliness" settings.
I hope everyone likes them.

To both:
I've set up the Paradigm to do police patrols.
As such, they'll be looking out for contraband.
Cross them, and their 11 turrets, and 4 missile racks, will give you what for!
You can take on a single Paradigm by yourself.
You'll be hurting when it's all over, but you can survive it.
I had to remove them from missions because enforce, nothing can stop them!!!
In mission 3, when you have to protect Baxter Research Station...
Three (3) Paradigms wiped out everyone in under 2 minutes!
And I mean, Destroyers, Battleships, Fighters, Juni, you, everything!


Chemus:
I was using a small ship...
The Epee.
And it's as maneuverable as FL will let me make it.

What we need is a permanent crosshair in the middle of the screen.
(Independant of the cursor.)

Until it's fixed, I've removed those weapons from the mod.
(Don't worry, it's a 2 minute job to reinstall them.)

Watch your 6!

Post Fri Mar 12, 2004 8:45 pm

@Warzog

What we need is a permanent crosshair in the middle of the screen.
(Independant of the cursor.)
If you were to design a cockpit, could it be added on that as part of the cockpit image? Just a fixture in the middle with the struts on the sides (not connected together, but all part of the same image).

Sir S

Post Fri Mar 12, 2004 9:31 pm

------
Bob showed me those two stations. In fact, that is why the current mod has Perry as a working base.
(I'm just waiting on that model!)
------

Well, there are a couple of downsides, there.

1. No known hardpoints and only one docking location. This is actually the least worrisome part - I'm not really used to the idea of making up hardpoints, but since we don't really know what armament Perry carries (and where), it also means we can take some, erm, liberties and still stay within canon grounds.

The other part is more complicated. You know the texture on Perry in the image? Well, that's the only one I've got. And it looks fine from that angle but believe me, it's seriously ugly for the most part. Using what's essentially a placeholder texture works fine on the Paradigm, since it's smaller, but Perry Station is huge. Using a low-quality texture on it would be like smearing strawberry jam all over your walls - it wouldn't look right, and it'd smell besides. That's where the lack of a real texturer hits hard - I've tried a bit, and the result isn't terribly pretty.

That said, I'll gladly slap a few hardpoints on it and send it off to you if you want to get some testing in on it, though be advised I don't know how to do docking stuff yet. Also, there isn't any door on the model and I'm not sure how to animate it, so any ship will enter the docking bay and then disappear. Ah well, another challenge to work out

Mmm, and I'd advise using Privateer 2 ships in the game, since they're from 100 years in the future and the other side of the galaxy .

Edited by - Bob McDob on 3/12/2004 9:41:29 PM

Post Fri Mar 12, 2004 9:47 pm

Bob, there weren't any doors on Perry base either Everyone landed in the core section. This can be seen in the animation of being ON perry base. The core is hollow, and people land on the inside surface of it.

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