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Privateer: The Reckoning MOD is ALIVE!

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

Post Wed Jan 28, 2004 12:04 am

STOP!!!
I've got 'em already!!!
Found 'em at that site.

I know about the various loudouts, and weapons, etc.
So, rather than have a dozen or so lasers, ion cannons, etc, I think that one of each will suffice.
Some weapons I doubt I'll even try to make, like the leech gun.
And while the Scatter gun was different, I never found it to be very useful, and I'm not sure if I could reproduce it in FL anyway.
Besides, several weapons are/were only used in only one game, or mission, or just on one ship. (The leech gun comes to mind.)
We're shooting for a general feeling of WC/P, and not trying to recreate a single mission, or game.
At least, I'm not.

The Dragon is not in the game, yet.
Whether it will, or not, is entirely up to Tolwyn.


Watch your 6!

Post Wed Jan 28, 2004 12:26 am

Just wanted to say that I love the mod as a Wing Commander/Privateer fanatic I can't wait to see the updates and the final version when it is due to come out. It would be very nice to have the Excalibur and the Dragon in future versions, but we'll have to wait and see if Tolwyn wants to do them. In any case, excellent job warzog, Tolwyn and Acid! Keep it up! Oh and Tolwyn, welcome to The Lancers Reactor. Nice to have you here

@warzog: Maybe you already have more than enough info, but just in case, here's a link to a site that might be useful to you: The definitive guide to the WC universe



What The Lancers Reactor has joined together let no man put asunder

Edited by - Eraser on 1/28/2004 12:34:12 AM

Post Wed Jan 28, 2004 12:29 am

LoL Sorry about that gott cariied away.
Anyway I compared the data from TC Enginers Page and game layouts and most of the stuff is there but not all, minor details like how many or what gunns has the steltekc drone and armor strenght and so on.

Edited by - GreyViper on 1/28/2004 1:36:53 AM

Post Wed Jan 28, 2004 7:54 am

Warzog I have never played WC or Privateer so your mod will be a new exp 4 me
still think that it is real imporant that u make it playable in open story .
the story line is not very good and IMHO could live with out
take a look at the viper & starviper would really like 2 see them in your mod
been reading your posts you sound a little burnt mayb u should tale a break get out have some fun then come back 2 the mod if u give it some time u coulde create an epic mod instead of an unfinsed mod there r so many all ready I would hate to see this one go that way



have a great day

Post Wed Jan 28, 2004 8:00 am

@Warzog, you're quite popular now aren't you? Wasn't your's and Tolwyn's mod based somewhat off Bob McDob's? Shouldn't he get credit as well?

As for the fast regenerating shields, I never said it should be fast regenerating, I just said they should regenerate on their own. Depending on the shield device you buy in Privateer they might come back faster or slower.

Sir S

Post Wed Jan 28, 2004 8:22 am

Morningstar has been finished and is now on the way to warzog as well as the Thunderbolt reskin. Morningstar is the first ship to use cruise disruptor as missile slots, other ships will be updated as well

EDIT: it is the first forum which does not accept my picture tag. Weird.

EDIT by Eraser: Tolwyn, TLR uses different Forum Codes (click here to see them). I've edited this post, so the pictures show up now. You can also click the 'edit' button to see how I did the code to get the pictures to show up. Eraser at your service!


Wing Commander Saga
Wing Commander Saga Forum
~Project Head of the "Wing Commander Saga: Battlegroup Serpent" Project
I still love Wing Commander. Given the right opportunity, I would definitely revisit it." - Chris Roberts.

Edited by - {Tolwyn} on 1/28/2004 8:24:27 AM

Edited by - Eraser on 1/28/2004 9:07:34 AM

Post Wed Jan 28, 2004 11:38 am

So far so good!! WELL DONE!

I can't wait for the finished mod. If a server mod can be created, with server tools.. man i am quiverrin in my seat.

A WISH LIST:

KIlrathi sector.. maybe looks a little like the corsairs space. theres an idea.
Steltec can replace nomads
I would like to see some of the same system layouts from Privateer.. that would be phizzat. Only BIGGER
YES: MAKE ALL THE SYSTEMS NEW AGAIN. SCREW SIRIUS!

BRING IN THE EXPLORATORY SERVICES

Make the entire patch NON STORY, or at least a story compatible version.

And last but not least..

ORIGINAL PRIVATEER SHIPS! Oh how id love to fly a galaxy.

Thanks

Post Wed Jan 28, 2004 12:01 pm

the only question is: who is going to make this? Two people are not enough

Post Wed Jan 28, 2004 12:12 pm

I had the Idea too.... I would make the Vega-Sector for this mod.... (Confed - BW - Kilrathi and some Aliens) System which every WC-Fan know.... "Blackmane" "Hyperion" "Hellespont" "Ariel" eso. I try to make some System - iam a noob at this time, but i will learn....

I think it should be possible to make some Kilrahti-Clan's so there are more Fractions - some Pirates and some other "Privateer's"....

maybe i can help the mod-team (this 2 people)

@Tolwyn - u are german? maybe u write me a mail....

best regard....
PANI

Post Wed Jan 28, 2004 4:15 pm

Eraser:
Thanx! Great site! Found out something EXTERMELY important: Gun Blast Radius on all guns is 50m!!!

Sir Spectre:
If you goto that address at the top of the page, one of the forums has info on Bob. I only added my name to the list of credits. I don't know why he wasn't listed.

Tolwyn:
Thanx to the virus running around, I didn't get the Morningstar, or reskinned Thunderbolt. My server blocked them!

I'm still adding/modding weapons, so some of these ideas are on hold for now.

Watch your 6!

Post Thu Jan 29, 2004 1:07 am

Update:
New weapons done: Meson Blaster, Neutron Gun, Fusion Gun.
Rebalanced all guns to WC/P stats. I've tried to keep all guns' stats as close to WC/P, but in order to seperate the classes (Based on Privateer 1's prices) I had to adjust power consumption, and firing rate on a few.
Upgraded all NPC Afterburners 1 unit up.
Upgraded Vindicator loadouts to Wing Commander IV loadouts-I had no official loadouts before.
Upgraded Dagger loadouts to Privateer 1's Centurion loadouts.
Upgraded the Thunderbolt, Crossbow, and Hellcat's loudouts to include the 3 new weapons.
Upgraded the Sabre's (FL version) loadout to include the Fussion Gun.
Upgraded Afterburner power consumption. High-end units use more power now.
Upgraded Afterburner recharge rate, Enhanced & Super Afterburners tick down, now.
(On ships with twin Afterburners, they tick down on the lower units, too.)
Upgraded Ship Power consumption. Ships are optimized for Class 7/8 weapons.
(Above that, watch the gauge.)

Once I get the Morningstar, and the new skinned Thunderbolt, I'll plug them in, and do a debug run before I release it.

Edit:
My current plan is to have the reskinned Thunderbolt available on Battleships, and the old one only on the Osiris.
(Kinda like the Order's personal paint job?)
(I'll probably replace the Hammerhead, or the Sabre (FL version) with the new Thunderbolt.)
The Morningstar is a very popular WC Heavy Fighter, and I believe I'll have it replace the current Sabre (WC/P version) on Pittsburg.
That Sabre, in turn, will replace the Stilletto, unless someone has a better use for it.

BTW-my goal is to eventually replace ALL of the FL ships, but I'm trying to do so in a manner which will allow the new ships to be used as they would be in WC/P.
Once I know how many ships we'll end up with, I'll juggle them until they're where they should be.
The current placement has been based primarily on hardpoints.
Some mission ship's loadouts need hardpoints that aren't on all of the new ships.
IE:
The Vindicator should be in the Border Worlds!
And the Ferret, and Epee should be with the Police.
The Centurion should be a civilian ship, and in the Mercenary's Guild (Bounty Hunters.)

Watch your 6!

Edited by - warzog on 1/29/2004 1:29:39 AM

Post Thu Jan 29, 2004 3:12 am

Been playing the mod and found some balance issues, the rate of fire of the bigger gunns like partical gun should be increased. Mainly because FL is not WC3-4/FS2 where most of the action is first person and you have better aiming. In FL aiming is a bit harder most of time you "spray and pray". Allso DF were to under powered. Two DF hits didnt manage to bring down the shields or even half, same goes for my ship. Second in some campain missions the enemy ships fly out of the range of mission and disapear leaving me stuck. If you fly after them and dont manage to kill them fast after some time, its counted as failed mission.
Other then that seems normal, god I just love these Hellcats.

"history abhors a paradox"

Edited by - GreyViper on 1/29/2004 3:15:57 AM

Post Thu Jan 29, 2004 4:43 am

@warzog: please remove the old skin of the Thunderbolt, it doesn't fir our new texture style.

I hope Morningstar will work, I had some weird problems while converting it.

Btw, we'll have to go through all stats once I'll get time to play through the whole mod, right now I am retexturing the Ranger-class which may be imported into the game afterwards. I'll have to learn how to convert cap ships first

Wing Commander Saga
Wing Commander Saga Forum
~Project Head of the "Wing Commander Saga: Battlegroup Serpent" Project
I still loveWing Commander. Given the right opportunity, I would definitely revisit it." - Chris Roberts.'>

Post Thu Jan 29, 2004 7:06 am

Further on down the road....

I've finished the "missioned" game and still think the Mod is awesome.
I ran into a snag or two after that.
When I went Freelancing after the game's missions, I found problems
in Omicron Beta, the Sigma's and Honshu (nowhere else!):
- Omicron Beta: Escorts of Hosho Maru registered no damage or other effects.
- Omicron Beta: When approaching Pathfinder, crashed to desktop.
(crashing is the problem throughout the 5 systems mentioned).
- In the Sigma's and Honshu: Can get to one wreck, then, crashes when
approaching other wrecks, or, when attempting a jump (i.e. cannot exit once
in a system).
- Also, crashes when attempting to merely exit a system directly after
entering. (I tried "bailing" as soon as I got in to see if that would allow exit).
- The crashes occur when approach to either a wreck or a Jump Hole or
Jump Gate gets to within 6k - 7k. (some kind of zone effect!?).

Hope the info helps.......keep on keeping on......


Screw the BHG,
JokerpetaQ

Post Thu Jan 29, 2004 9:25 am

Warzog I would talk 2 the guys a starfire studios ( they made tng 1.7 ) about making your mod MP. There work was very good and the mod runs very smoothley
still hopin you make it open story and add the viper & star viper.




have a great day

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