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Privateer: The Reckoning MOD Beta 2.5 Feedback
Here you can find news, get help and comment about the Privateer / Wing Commander Total Conversion called ?Privateer: The Reckoning? and accompanying Mods
Found a way to complete the Escort the Brant mission.
After clearing out the first wave of hostiles, and after hearing command to get in formation. I chose not to get in formation and king and brant went and docked with the tradelane.
Ok I go to tradelane to dock and could not dock, seems hostiles took out the tradelane with 1 or shot shots and while battling hostiles it takes about 1-2 minutes for tradelane to come back up. Needless to say everytime I tried to dock with tradelane, tradelane is taken out rather fast. So I stayed neared tradelane and after finishing off another set of hostiles, I docked and was abled to complete the escort the brant mission.
Question is. Is there a way to make the tradelanes stronger and reduced the waiting time before tradelane is dockable.
Thx.
After clearing out the first wave of hostiles, and after hearing command to get in formation. I chose not to get in formation and king and brant went and docked with the tradelane.
Ok I go to tradelane to dock and could not dock, seems hostiles took out the tradelane with 1 or shot shots and while battling hostiles it takes about 1-2 minutes for tradelane to come back up. Needless to say everytime I tried to dock with tradelane, tradelane is taken out rather fast. So I stayed neared tradelane and after finishing off another set of hostiles, I docked and was abled to complete the escort the brant mission.
Question is. Is there a way to make the tradelanes stronger and reduced the waiting time before tradelane is dockable.
Thx.
Commodities: I 've gotten into the Kusari Quadrant now and have found the same thing as was related to about Bretonia... A lot of the bases/stations are just carrying pets and wood to sell, and not really offering anything for essentials in shipments..
One glaring error is that New Tokyo is only selling pets and wood and not buying raw materials and specialty items. There is also another major planet in Bretonia that is doing the same thing New London is selling pets and wood, buying none.
Don't know if I can help in any way...not a programmer and don't have any modeling exp or the 3D graphics programs, but if I can help in some way let me know
One glaring error is that New Tokyo is only selling pets and wood and not buying raw materials and specialty items. There is also another major planet in Bretonia that is doing the same thing New London is selling pets and wood, buying none.
Don't know if I can help in any way...not a programmer and don't have any modeling exp or the 3D graphics programs, but if I can help in some way let me know
A plot problem right here:
I don't remember the mission number but it's when you enter Tekagi's Arch, the man that rescues you from the Nomad Tekagi flys an orignal FL Dagger, this may be because of the measures in the cinematics, but if you could fix that it would be a nice touch.
Also all the hidden wreaks only give out really crappy weapons (lasers and mass drives, that's it). So I feel cheated when I risk scratching my paint job for three lasers and a decoy launcher
Can you also make it so all my weapons and modules (shields and afterburners) don't get equally damaged in combat? It's frustrating to lose all my guns, shields, afterburner, and missile launchers at the same time. Also the repair costs to fix everything that gets equally damaged is crippling to funds (especially lvl 7 shields), I have done entire missions over again just because some punk (side note: the AI is really good!) got a few lucky shots on my hull and now everything must be repaired for $70,000
InfoCard error: The Morningstar's infocard says that it is a "Boarder Worlds Series X Dagger Light Fighter" with identical stats on the card.
Everything else is great and you guys (and girls perhaps?) have done an excellent job!
EDIT: Also it's kind of odd that I have one Kilrathi Faction neutral and the other is totally hostile (this may have something to do with Kress being with the Outcasts in the plot).
-----------------------------------------------------------
"The worst player has guns, and grenades, and vehicles, and all manner of damaging tools. Like a baby with a razor blade, he need not be skilled at all with his tools to cause terrible damage with them; a blind man can fire a tank and kill you."
--7--
Edited by - Du7andal on 5/8/2004 3:09:13 PM
I don't remember the mission number but it's when you enter Tekagi's Arch, the man that rescues you from the Nomad Tekagi flys an orignal FL Dagger, this may be because of the measures in the cinematics, but if you could fix that it would be a nice touch.
Also all the hidden wreaks only give out really crappy weapons (lasers and mass drives, that's it). So I feel cheated when I risk scratching my paint job for three lasers and a decoy launcher
Can you also make it so all my weapons and modules (shields and afterburners) don't get equally damaged in combat? It's frustrating to lose all my guns, shields, afterburner, and missile launchers at the same time. Also the repair costs to fix everything that gets equally damaged is crippling to funds (especially lvl 7 shields), I have done entire missions over again just because some punk (side note: the AI is really good!) got a few lucky shots on my hull and now everything must be repaired for $70,000
InfoCard error: The Morningstar's infocard says that it is a "Boarder Worlds Series X Dagger Light Fighter" with identical stats on the card.
Everything else is great and you guys (and girls perhaps?) have done an excellent job!
EDIT: Also it's kind of odd that I have one Kilrathi Faction neutral and the other is totally hostile (this may have something to do with Kress being with the Outcasts in the plot).
-----------------------------------------------------------
"The worst player has guns, and grenades, and vehicles, and all manner of damaging tools. Like a baby with a razor blade, he need not be skilled at all with his tools to cause terrible damage with them; a blind man can fire a tank and kill you."
--7--
Edited by - Du7andal on 5/8/2004 3:09:13 PM
du7, warzog has been trying to replace the dagger in that sequence with the centurion, not sure how its going. as to the wrecks not giving out good weapons, since we havent put in things like steltek weaps for the player there isnt exactly a huge variety of guns to choose from. the repair costs use the same formula as original FL and if you need cash the missions currently give out plenty (imo WAY too plenty) creds. infocards and such ill look into. thanks for report
Who dares wins
Who dares wins
Du7andal:
I can't change the Dagger in that scene.
I've tried.
And entirely new model would need to be made, along with a new animation.
Well, alot of people complained about being able to equip their ships with parts off of wrecks, so, for the most part, have used standard loadouts for them.
Many people, Bob McDob is their leader BTW, complained about the mod being to easy with all of the Upgrades.
I've increased the AI to the point where that is no longer an issue.
Unfortunately, as a side-effect, there are times when you will lose equipment.
If I lower the AI to the point where you don't lose equipment, it becomes to easy.
Sorry.
The Morningstar/Dagger, and Orion/Demon infocards are wrong.
I haven't decided exactly where the Morningstar is going to end up, yet.
And I'm hoping to get a working Demon back in the mod.
There are several Privateer 2 ships in the works, and the Dragon, and Excalibur are also supposed to be on the way.
The Epee, Ferret, Hornet, Gladius, and Sabre, will be replaced by the Privateer 2 Ships.
And then the Epee, Ferret, Hornet, Gladius, and Sabre, will take their rightful places as Militia and Confed ships.
Can't say if their's any gal's on the team...
They won't let me look under their posts to check.
Watch your 6!
I can't change the Dagger in that scene.
I've tried.
And entirely new model would need to be made, along with a new animation.
Well, alot of people complained about being able to equip their ships with parts off of wrecks, so, for the most part, have used standard loadouts for them.
Many people, Bob McDob is their leader BTW, complained about the mod being to easy with all of the Upgrades.
I've increased the AI to the point where that is no longer an issue.
Unfortunately, as a side-effect, there are times when you will lose equipment.
If I lower the AI to the point where you don't lose equipment, it becomes to easy.
Sorry.
The Morningstar/Dagger, and Orion/Demon infocards are wrong.
I haven't decided exactly where the Morningstar is going to end up, yet.
And I'm hoping to get a working Demon back in the mod.
There are several Privateer 2 ships in the works, and the Dragon, and Excalibur are also supposed to be on the way.
The Epee, Ferret, Hornet, Gladius, and Sabre, will be replaced by the Privateer 2 Ships.
And then the Epee, Ferret, Hornet, Gladius, and Sabre, will take their rightful places as Militia and Confed ships.
Can't say if their's any gal's on the team...
They won't let me look under their posts to check.
Watch your 6!
I'm not complaining about the AI or the fact that I have steep repair bills, I'm just wondering why when I get tagged on my left wing by some blaster fire that all four of my guns, my missile and torpedo launcher, my expensive-to-repair lvl 7 shield generator, and my afterburners all take equal ammounts of damage from those few shots. I think it would have something to do with custom ships and maybe this can only be remedied with some heavy/advanced coding, so if you can fix it: great. If you can't: no big deal.
EDIT: I was being vague with "fix it" By "fix" I meant to make damage in certain sections on the ship correspond with what equipment is set there and how much damage is being done, and by "it" I meant the thing with all equipment and guns taking equal damage no matter where you are hit.
I don't want to be/seem pushy and if this isn't bugging anyone else then forget it.
Thank you and keep modding man...
-----------------------------------------------------------
"The worst player has guns, and grenades, and vehicles, and all manner of damaging tools. Like a baby with a razor blade, he need not be skilled at all with his tools to cause terrible damage with them; a blind man can fire a tank and kill you."
--7--
Edited by - Du7andal on 5/8/2004 9:57:10 PM
EDIT: I was being vague with "fix it" By "fix" I meant to make damage in certain sections on the ship correspond with what equipment is set there and how much damage is being done, and by "it" I meant the thing with all equipment and guns taking equal damage no matter where you are hit.
I don't want to be/seem pushy and if this isn't bugging anyone else then forget it.
Thank you and keep modding man...
-----------------------------------------------------------
"The worst player has guns, and grenades, and vehicles, and all manner of damaging tools. Like a baby with a razor blade, he need not be skilled at all with his tools to cause terrible damage with them; a blind man can fire a tank and kill you."
--7--
Edited by - Du7andal on 5/8/2004 9:57:10 PM
I would like to suggest something to you guys.
Can we make this privateer mod a little bigger than privateer originally was? Maybe add more weapon types, more factions.. and when the map is underway, tons of mystery factions, space anomalies (that is what made the atmosphere so great in FreeLancer). We could even add more commodities than originally there.
This might not be the right time to make a wishlist, so excuse me.
Ill go back to making textures for you
BOH_HAVOC: WHERE THE HELL ARE YA DUDE? I havent heard from you in a week.. how is the galaxy coming? Can you send me a link to those ships you want me to texture? Can you upload them maybe to the FTP, and send bob-o your galaxy model? COME BACK TO ME!!!
Can we make this privateer mod a little bigger than privateer originally was? Maybe add more weapon types, more factions.. and when the map is underway, tons of mystery factions, space anomalies (that is what made the atmosphere so great in FreeLancer). We could even add more commodities than originally there.
This might not be the right time to make a wishlist, so excuse me.
Ill go back to making textures for you
BOH_HAVOC: WHERE THE HELL ARE YA DUDE? I havent heard from you in a week.. how is the galaxy coming? Can you send me a link to those ships you want me to texture? Can you upload them maybe to the FTP, and send bob-o your galaxy model? COME BACK TO ME!!!
Du7andal:
Well, the problem is a combination of things:
The first is, as you suspected, the ships.
In Freelancer, the ships have detachable sections.
The detachable section will take the hits first, and detach.
Our ships are a single piece.
The only detachable sections are the weapons and equipment.
So...
They detach!
(You can tractor them in, repair them, and reattach them.)
The second part is the AI.
No matter what the AI is set at, it always acts the same.
The only things that can be changed are it's accuracy, and rate of fire.
In v2.3 and v2.4, I had the AI set for maximum accuracy, and a 1 second delay between shots.
You'd think that a 1 second delay would be tough enough, but with a ship max'd out, it was way to easy.
I tried a 0.75 second delay between shots, which wasn't bad for anything with a level 5 shield, or below.
Above that, it was only challenging when you encountered a dozen or so opponents at once.
(A very rare occurrance.)
With a 0.6 second delay, all but level 7 shields were challenging.
At a 0.5 second delay, level 7 shields started to be challenging.
(I must note, that level 1 shields were becoming dangerous, but still usable in trade and salvage runs.)
Then I went to 0.25 seconds, and while level 7 shields were highly challenged, any shield below level 4 was suicidal.
(even on simple trade runs from Manhattan to Pittsburg)
I tried 0.3, 0.35, 0.4, and 0.45 seconds, but the Taurus' level 1 shields were often stripped off in a single volley.
At 0.5, as long as you aren't just sitting still, level 1 shields can even survive the first couple of missions.
Which, by that time, you should have the money to upgrade, or have salvaged a Level 3 shield from the Order, or the Liberty Rogues.
(Which will last until Mission 3 or 4.)
Since the game begins Open-Ended, the odds are that people will max out their ship before starting the storyline.
So, the AI needs to be challenging for them before, and during the story.
AND!!!
For those who wish to jump straight into the story, without max'ing their ship out first...
It's got to be survivable, but challenging.
And that's where the third part comes in:
The Scripting!
Freelancer has every battle, random or story, very well scripted.
And they are based on Freelancer's "rank" system.
The lower your rank, the easier the script is.
The higher your rank, the harder the script is.
And in some missions, the script is designed to destroy you at all costs!
THOSE are the missions where you lose everything in a single blast!
Like the mission when you leave Benford!
(I've had to reload that sucker 5-6 times to get through it!)
Of the 3 parts, I only have control over the AI.
The ships and scripting are part of FL's main program.
And I've explained why the AI is set up as it is.
If you want to use a different AI...
You can:
1) Delete Data\Missions\Pilots_Story.ini in the MOD's directory, and it'll default to FL's AI.
(Which is childsplay for even level 3 or 4 shields.)
2) Copy Data\Missions\Pilots_Story.ini from v2.3, or v2.4 into the MOD's directory for an easier AI.
3) Download my AI mods, and load them after loading this mod.
(Be Warned-the Deathwish AI is set at 0 seconds between shots!!!)
Watch your 6!
Edited by - warzog on 5/8/2004 11:53:44 PM
Well, the problem is a combination of things:
The first is, as you suspected, the ships.
In Freelancer, the ships have detachable sections.
The detachable section will take the hits first, and detach.
Our ships are a single piece.
The only detachable sections are the weapons and equipment.
So...
They detach!
(You can tractor them in, repair them, and reattach them.)
The second part is the AI.
No matter what the AI is set at, it always acts the same.
The only things that can be changed are it's accuracy, and rate of fire.
In v2.3 and v2.4, I had the AI set for maximum accuracy, and a 1 second delay between shots.
You'd think that a 1 second delay would be tough enough, but with a ship max'd out, it was way to easy.
I tried a 0.75 second delay between shots, which wasn't bad for anything with a level 5 shield, or below.
Above that, it was only challenging when you encountered a dozen or so opponents at once.
(A very rare occurrance.)
With a 0.6 second delay, all but level 7 shields were challenging.
At a 0.5 second delay, level 7 shields started to be challenging.
(I must note, that level 1 shields were becoming dangerous, but still usable in trade and salvage runs.)
Then I went to 0.25 seconds, and while level 7 shields were highly challenged, any shield below level 4 was suicidal.
(even on simple trade runs from Manhattan to Pittsburg)
I tried 0.3, 0.35, 0.4, and 0.45 seconds, but the Taurus' level 1 shields were often stripped off in a single volley.
At 0.5, as long as you aren't just sitting still, level 1 shields can even survive the first couple of missions.
Which, by that time, you should have the money to upgrade, or have salvaged a Level 3 shield from the Order, or the Liberty Rogues.
(Which will last until Mission 3 or 4.)
Since the game begins Open-Ended, the odds are that people will max out their ship before starting the storyline.
So, the AI needs to be challenging for them before, and during the story.
AND!!!
For those who wish to jump straight into the story, without max'ing their ship out first...
It's got to be survivable, but challenging.
And that's where the third part comes in:
The Scripting!
Freelancer has every battle, random or story, very well scripted.
And they are based on Freelancer's "rank" system.
The lower your rank, the easier the script is.
The higher your rank, the harder the script is.
And in some missions, the script is designed to destroy you at all costs!
THOSE are the missions where you lose everything in a single blast!
Like the mission when you leave Benford!
(I've had to reload that sucker 5-6 times to get through it!)
Of the 3 parts, I only have control over the AI.
The ships and scripting are part of FL's main program.
And I've explained why the AI is set up as it is.
If you want to use a different AI...
You can:
1) Delete Data\Missions\Pilots_Story.ini in the MOD's directory, and it'll default to FL's AI.
(Which is childsplay for even level 3 or 4 shields.)
2) Copy Data\Missions\Pilots_Story.ini from v2.3, or v2.4 into the MOD's directory for an easier AI.
3) Download my AI mods, and load them after loading this mod.
(Be Warned-the Deathwish AI is set at 0 seconds between shots!!!)
Watch your 6!
Edited by - warzog on 5/8/2004 11:53:44 PM
lvxoccvlta:
Most of your wishlist is in the "To Do" list.
As you may have noticed, v2.3 and v2.4 were full of bugs.
So far, v2.5 is looking pretty good.
We've been progressing quite well, now that we've gone beta.
As long as we don't encounter to many bugs along the way...
We'll add more things with each release.
However...
More weapons, commodities, anomolies, etcetera are "Gravy."
We need to get the "Meat and Potatoes" on the plate first.
So far, we've got some ships, weapons, and commodities in.
We need the Gemin Sector next!!!
And this time, I'm going to add 1 system at a time, and hopefully catch the bugs as they're created.
As far as I'm concerned, the Gemini Sector is the most important part of the mod.
I'm only hoping that it's not beyond my skills.
Watch your 6!
Most of your wishlist is in the "To Do" list.
As you may have noticed, v2.3 and v2.4 were full of bugs.
So far, v2.5 is looking pretty good.
We've been progressing quite well, now that we've gone beta.
As long as we don't encounter to many bugs along the way...
We'll add more things with each release.
However...
More weapons, commodities, anomolies, etcetera are "Gravy."
We need to get the "Meat and Potatoes" on the plate first.
So far, we've got some ships, weapons, and commodities in.
We need the Gemin Sector next!!!
And this time, I'm going to add 1 system at a time, and hopefully catch the bugs as they're created.
As far as I'm concerned, the Gemini Sector is the most important part of the mod.
I'm only hoping that it's not beyond my skills.
Watch your 6!
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