Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

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 Wed Mar 10, 2004 11:25 am

Hello it's me again

As i have read almost the entire old thread i have found out about there being 2 mods...but i cant seem to find the privateer mod
have u published it yet warzog??

TommY

Post Wed Mar 10, 2004 12:30 pm


As i have read almost the entire old thread i have found out about there being 2 mods...but i cant seem to find the privateer mod
have u published it yet warzog??

There is v1.06. Other are beta only, so will have to wait for finnished mod.
Did anyone know that Priv2 had Talon in it, well I didnt. If and when things come to Priv2 ships then it should be a ship pack mod. Mostly the pirate ships you could not fly in Priv2. Anyway thats stuff for the future.

Post Wed Mar 10, 2004 2:36 pm

My favourite ship of any space game is the Freij mk II from P2, but I don't particulaly care if any of the Privateer 2 ships make it into the mod, because the game wasn't originally intended to be a Privateer, it was a project called The Darkening and Origin also wanted a new Privateer game hence the combination of the two. And it doesn't take place in the same universe either. On the other hand, I wouldn't mind having them if someone so chooses to make them.

I heard about the Talon being in the game through a mission where you search for an "Unknown Ship" somewhere in the vicinity of blah blah ... It was an easter egg of sorts. Never saw it myself.

Sir S

Post Wed Mar 10, 2004 3:17 pm

This seems very well put together.. if I hadn't just moved my e-mail and it go on the fritz i'd sign up to help beta test this.
if you guys have some sort of site that you could tell me i'd gladly help with finding bugs.

When the Going's get Tough, The Tough get a bigger Battleboat.
"Shotglass moments before the Tiger's claw blew up"
You Look a bit down on yer lucky,..Ya Don't say well Heres a drink for yas and don't worry bout how ya lost yer girl.
"alright we'll give you once chance drop it"..."you just signed your ow...*zoid sucking sound* And you just signed off life due to my nomad blasters silly xeno.
Ok if i am to Die by the Weapons i adore...then why does he have mass drivers and tacyon, when I adore Proton Tropedos Tacyon and Neutrons?..Silly Retro missiles are for kids, Ceturnions on the other hand Are For ME to make YOU suck VOID!

Post Wed Mar 10, 2004 3:45 pm

Bob McDob posted updated info on WCnews.com (I'm getting tired of linking it, it you can't figure out how to get there then you don't deserve to see it ) about the bases he's working on for this mod. Here are some preliminary shots.

Perry Naval Base, safe for friendlies, deadly for foes:


All jumps lead to New Constantinople:


Sir S

Edited by - Sir Spectre on 3/10/2004 3:45:06 PM

Post Wed Mar 10, 2004 4:17 pm


TommY_4_life
Can u plz tell me where i can find the broadsword...i cant find it anywhere...
oh and are u planning on making any ships from privateer 2 at all

The Broadsword wasn't in v1.06, and no other version has been released, yet.

Sir Spectre
I heard about the Talon being in the game through a mission where you search
for an "Unknown Ship" somewhere in the vicinity of blah blah ...
It was an easter egg of sorts. Never saw it myself.

It was a wreck out in the middle of nowhere.
You couldn't tractor it, salvage it, anything. Just look at it!

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!)

pSYCHO:
Email them to me when they're ready.

Update:
Just need to adjust the price of the ships.
Then she'll go into beta testing.

Watch your 6!

Edited by - warzog on 3/10/2004 9:52:06 PM

Post Wed Mar 10, 2004 10:26 pm

Having been unsuccessful with making my own weapon models show up in the game, I'd like to just modify the .cmp files of the weapons models you've used in the mod. Which are they, so I can make them non-rotating?

-Chemus, Poor little Poor boy

Post Wed Mar 10, 2004 10:52 pm

Here's the entire list of weapons in the current mod:

Laser:
MarketGood = co_gun01_mark01
MarketGood = co_turret01_mark01

Photon:
MarketGood = fc_j_gun01_mark01
MarketGood = fc_j_turret01_mark01

Mass Driver:
MarketGood = fc_c_gun01_mark01
MarketGood = fc_c_turret01_mark01

Meson Blaster:
MarketGood = fc_ou_gun02_mark01
MarketGood = fc_ou_turret02_mark01

Neutron Gun:
MarketGood = ku_gun01_mark01
MarketGood = ku_turret01_mark01

Particle:
MarketGood = fc_ou_gun02_mark02
MarketGood = fc_ou_turret02_mark02

Tachyon:
MarketGood = fc_ou_gun01_mark01
MarketGood = fc_ou_turret01_mark01

Ion:
MarketGood = co_gun02_mark01
MarketGood = co_turret02_mark01

Plasma:
MarketGood = li_gun02_mark01
MarketGood = li_turret02_mark01

Fusion Canon:
MarketGood = li_gun02_mark02
MarketGood = li_turret02_mark02

LAU-81 Dart (Dumbfire):
MarketGood = missile01_mark01

AIM-15 Javelin HS:
MarketGood = missile02_mark03

AIM-42 Spiculim IR:
MarketGood = missile02_mark04

AIM-31 Pilum IFF:
MarketGood = missile02_mark05

ADM-74 Leech:
MarketGood = cruise_disruptor01_mark02

ASM-84 Lance:
MarketGood = torpedo01_mark02

MP-51 Porcupine:
MarketGood = mine02_mark05

DX-42 Decoy:
MarketGood = ge_s_cm_03


Watch your 6!

Post Wed Mar 10, 2004 11:12 pm

OK, thanks, and what about naming? IMHO the names of the edited files oughtta be different that the names of the originals. Because they'll replace these files. Or does FLMM backup ANY file replaced? If you want the names changed, I'll make them "wc_laser_cannon.cmp", etc.

-Chemus, Hairy Whale Shaver

Post Wed Mar 10, 2004 11:21 pm

Oops, I forgot, non-rotating missile launchers too, right? that's probably why you included them, hunh?

On another, related, note it's too bad we can't make just ONE missile launcher for all missiles like Privateer had. I've tried to allow one type of launcher take two types of ammo, but haven't been successful. Anyway, selecting munition type isn't supported in the user interface, is it?

Post Thu Mar 11, 2004 6:20 am

I personally think u should make more difference between all (now 7, later all 10?) guns, since they are all practically the same in damage, rate of fire and range (except for the laser), while i think u should have really long and short ranged weapons.

Oh and i do think privateer 2 didnt have the same feeling as priv. 1 (finishing of the drone and reading the end conversation with ...who was it again? was really delightfull) but i do think alot of ships are just as good as those in priv. 1...so i would recommend at least putting in some of ur favourites.

TommY

Post Thu Mar 11, 2004 6:58 am

While thinking of the idea of those far more differing guns....wouldnt it be nice to have different ship types be able to use different guns...like a freighter being able to use long range+long cooldown and high damage weapons while a fighter goes for short range short cooldown and medium damage...that way you could really make the choice between ships better, since now i just choose the ship with the most weapons/maneuvrability...

TommY

Post Thu Mar 11, 2004 11:46 am

Chemus:
Yes, FLMM backs up EVERY file that's replaced, or modified.
I didn't change the file names because I've changed which weapons I've used several times, already.
(Mainly because the Energy damage that the weapons do is harder to regulate.)

As to the 1 missile launcher, I tried that, but it wouldn't accept different ammo.
All of the launchers do use the same icon, so they at least look the same.

TommY_4_life:
The guns in the current mod have been rebalanced.
Ranges, damage, etcetera, are now on par with what they should be.
And the ship's engines and generators play a bigger role in determining which ship you might choose.


Watch your 6!

Post Thu Mar 11, 2004 10:07 pm

Chemus:
I tried the package you sent me.
And it works as advertised.
Unfortunately...
Aiming is extremely difficult...
And surviving with the AI in this new mod is all but impossible.
Any suggestions?

Watch your 6!

Post Thu Mar 11, 2004 11:32 pm

@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

Return to Privateer: The Reckoning Mod