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Wing Commander FL v2.6

Here you can find news, get help and comment about the Privateer / Wing Commander Total Conversion called ?Privateer: The Reckoning? and accompanying Mods

Post Sat Jan 14, 2006 6:43 pm

Wing Commander FL v2.6

Just sent the mod in.

Not documented, but included in the mod, is my newest AI.
The new AI is similar to my DeathWish AI, except that the NPC's now use ShieldBatts, and Nanobots.
And their choices of primary, and secondary targets, is a bit different.

During Beta Testing, many changes were made to the mod, all of which, I hope, makes for a more challenging, and a more enjoyable journey through the Sirius Sector.

Please report any bugs here.
Thanx!

Watch your 6!

Edited by - warzog on 1/15/2006 1:03:26 AM

Post Sun Jan 15, 2006 10:47 pm

Ooops!
While setting up the Drayman for the next version, I discovered that I forgot to change the loadouts on the wrecked armored transports.
Not sure what effect, money wise, that it'll have, but for those who are interested, the the turrets are inferior to even the Lasers that are in the mod.
(going to have to retest the Quintane missions with the new loadouts)

Oooops #2!!!
While testing the Drayman's fuse, I discovered that the small transport had three million hit points!
That was an attempt to make the small transport survive several missions using original Wing Commander Missile loadouts.
Problem was, the Beta Testers couldn't survive either.
So, I ended up reducing the number of missiles in the various ship's loadouts, but forgot to reduce the Small Transport's hit points.
BTW-If you took to long, with the original loadouts, that 3 million hit points didn't last!
(it was really brutal!)

Watch your 6!

Edited by - warzog on 1/18/2006 3:22:56 AM

Post Wed Jan 18, 2006 7:36 am

So the mod is clear of game breaking CTDs? Mostly I mean the ones that happened near wormholes(think they were caused by pirate ships or some such).

"history abhors a paradox"
"There’s a little going-away present, ’cause you’re going away — permanently!"
"Mess with the viper and you will get the fang"

Post Wed Jan 18, 2006 10:35 pm

GreyViper:
Yeah.
Seems that most of the ships had never been set up properly.
Most of them had no cockpit, no pilot, some had hardpoints with numbers that shouldn't, and visa-versa.
And some of the fuses were messed up, too.
So, whenever one of the really messed-up ships appeared, CTD!

---------------------------------------------------------------------------
BUG Reported:
Mission 05 hangs up when the 2 Rheinland traitors torpedo their own ship.
---------------------------------------------------------------------------
I've tried and tried to repair that battle, but I haven't been able to.
SOoooo....
I've bypassed it completely!

If you'd like to, also, open the Data\Missions\M05\M05.ini file.

You'll find these entries:

[Trigger
nickname = key_to_battleship
Cnd_True = no_params
Act_ActTrig = sye_br04
Act_MovePlayer = 67434, 74, -45322, 500
Act_SpawnShip = juni, no_ol, 67393, 75, -45310
Act_SpawnShip = sinclair, no_ol, 67323, 75, -45290
Act_SpawnFormation = traitor_frm, 66950, 75, -45260
Act_SetVibeLbl = lbl_traitors, lbl_friends, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = lbl_friends, lbl_traitors, REP_FRIEND_MAXIMUM
Act_SetVibeLblToShip = lbl_traitors, Player, REP_FRIEND_THRESHOLD
Act_GiveObjList = rh_traitor1, ol_frm_traitors
Act_SpawnSolar = rh_battleship
Act_SpawnFormation = battle_escort
Act_SetVibe = juni, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = sinclair, Player, REP_FRIEND_THRESHOLD
Act_SetNNObj = mlog_22875
Act_ActTrig = general_triggers
Act_ActTrig = head_to_battleship
Act_MarkObj = sinclair, 1
Act_MarkObj = rh_traitor1, 1
Act_MarkObj = rh_traitor2, 1
Act_Cloak = lbl_escort, false
Act_Cloak = lbl_traitors, false
Act_Cloak = lbl_battleship, false
Act_Invulnerable = rh_traitor1, true, false, 0.900000
Act_Invulnerable = rh_traitor2, true, false, 0.900000
Act_LockDock = Player, Br03_to_Bw01_hole, lock
Act_PlayerCanDock = false

Change them to:

[Trigger
nickname = key_save_battleship
system = Br03
Cnd_SpaceEnter = no_params
Act_ActTrig = sye_br04
Act_SetInitialPlayerPos = 67434, 74, -45322, 0.965200, -0.015300, 0.261000, 0.006900
Act_SpawnShip = juni, no_ol, 64523, -140, -49422
Act_SpawnShip = sinclair, no_ol, 64316, -136, -49240
Act_GiveObjList = juni, ol_juni_follow
Act_GiveObjList = sinclair, ol_sinclair_follow
Act_SpawnFormation = traitor_frm, 64306, -128, -49447
Act_SetVibeLbl = lbl_traitors, lbl_friends, REP_FRIEND_MAXIMUM
Act_SetVibeLbl = lbl_friends, lbl_traitors, REP_FRIEND_MAXIMUM
Act_SetVibeLblToShip = lbl_traitors, Player, REP_FRIEND_THRESHOLD
;Act_SpawnSolar = rh_battleship
;Act_SpawnFormation = battle_escort
Act_SetVibe = juni, Player, REP_FRIEND_THRESHOLD
Act_SetVibe = sinclair, Player, REP_FRIEND_THRESHOLD
Act_ActTrig = general_triggers
Act_MarkObj = sinclair, 1
Act_MarkObj = rh_traitor1, 1
Act_MarkObj = rh_traitor2, 1
;Act_Cloak = lbl_escort, false
Act_Cloak = lbl_traitors, false
;Act_Cloak = lbl_battleship, false
;Act_SetVibeLblToShip = lbl_escort, Player, REP_HOSTILE_THRESHOLD
;Act_SetVibe = rh_battleship, Player, REP_HOSTILE_THRESHOLD
Act_Invulnerable = rh_traitor1, true, false, 0.900000
Act_Invulnerable = rh_traitor2, true, false, 0.900000
;Act_ActTrig = delay_head_to_battleship
Act_LockDock = Player, Br03_to_Bw01_hole, unlock
Act_LockDock = Player, Br03_to_Br04_hole, unlock
Act_PlayerCanDock = true
Act_ActTrig = all_dead

After you encounter the traitors, you'll all go to the jumphole, and head to Leeds!


Watch your 6!

Edited by - warzog on 1/21/2006 7:24:27 PM

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