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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 Sat Mar 27, 2004 10:41 am

Got a minor problem. When in the sean ashcroft mission, I have to dock with the Battleship, flying a crossbow, it will move underneath to dock, but will not complete the manuver, ending the story to the restart choices menu. I checked the docking options and it is the Can use Berths one.

Michael "Finalday"
In Memory Of WLB

Post Sat Mar 27, 2004 9:38 pm

Well i almost finished the story with this mod now... but i am actually dissapointed to tell it is way to easy, i bought a thunderbolt with all lasers the first time i could fly free, from then i always looted a lot of diamonds, gold etc and never had to do missions to get to the needed gold to continue the storyline.

And even the storyline is way to easy, i destroy cruisers in mere seconds and even 3 battleships couldnt take my lvl 5 shield down, in the mission where i have to go from the bundshuh base to the shipyard and destroy the nomad battleships, i destroyed every single ship there was, except for the remaining nomad battleships, since i couldnt kill them after i destroyed one of them....

Tommy out

Movin' in for the kill

Post Sun Mar 28, 2004 12:51 am

TommY_4_life:
THAT was the 1st public beta release.
The ships and weapons hadn't been set up properly, yet.

In the current version:
1)the AI has been improved so much that I've had to dummy them up a bit.
2)all of the ships, and weapons, now comply with Privateer & Wing Commander specs.
(except for speed-FL can't run as fast.)
3)the diamonds and most of the other FL commodities have been replaced by Privateer ones.
(including Privateer prices)

Once I get access to the newly created Gemini Systems, which is my only major bug right now, I'll release a copy of the current mod.
(and if it's not tough enough for you, I'll crank the AI back up!)

Watch your 6!

Post Sun Mar 28, 2004 1:36 am

To All:
&
TommY_4_Life:
I just uploaded two Non-Privateer mods:
1) Improved AI-It's the AI in the current Reckoning v2.0 mod.
2) Deathwish AI-The most difficult AI I've ever created.
Both will work with FL, or just about any mod out there.
LMK which AI you think would be better in THIS mod, please.

(And if Deathwish isn't hard enough, I can always create the Terminator AI mod!)


Watch your 6!

Post Sun Mar 28, 2004 3:50 am

Hahahaha thats great

But i have a few questions, what have u done with the prices of ships etc, since i think in the last version it was way to easy to get lotsa money, you never had to save up...

What about my suggestion with great difference between the guns, i think it would be great if battleship turrets could hit u from 2-3 k away, it would add another great aspect to this mod...

When are u going to release the next version of the mod (or can u send it to me, my hotmail is [email protected]...)

Tommy out

Movin' in for the kill

Post Sun Mar 28, 2004 10:20 am

Pricing...
As I stated, the new mod uses Privateer's commodities, and pricing.
With the new AI, having a better ship is a requirement, but not an absolute assurance that you'll always win.

And since you keep harping on it, I guess it's time to announce the "Privateer Surprise":
When you start a new game, you'll land on Manhattan with a fully armed, ready-to-go Tarsus!
If you want to just play around, you can.
If you want to start the missions, just talk to Juni.
But be warned; talking to Juni starts the missions...
You WILL NOT be given a chance to turn her down.

Well, as to the Battleship ranges...
Changing their range, combined with the new AI, would make survival very unlikely.
If, after the next beta is released, people still want it, it would only take an hour or so to modify.
I have modified the range, and power of the weapons used by the transports.
(Which improves their survivability by quite a bit.)

As I said before, once access is gained to the new Gemini Sector systems, I'll upload the next beta.
(It's the only major bug left.)

Watch your 6!

Post Sun Mar 28, 2004 1:23 pm

War - Regarding the AI, if you are worried about the game being too easy/hard, why not just make it a selectable option through FLMM? You could offer "Easy", "Normal", and "Hard" difficulty levels and, in this way, you could cater to the skill levels of all players.

Post Sun Mar 28, 2004 5:24 pm

Esquilax:
Well, my real goal is to duplicate the worlds of Wing Commander and Privateer.
And to me, that means an AI that is relentless, but still beatable, if you keep on your toes.
Make a mistake, and you're deadmeat!!!

The big problem I've been having is that the scripts in FL start out with the dumbest AI you can imagine, and then steadily increase in ferocity.
But no matter how ferocious they get, a 5-year old can beat 'em without much thought!
To make the game appear harder than it really is, FL limits access to the higher level weapons and ships that would show you how lame the scripts are.

I've played FL, start-to-finish, with just a standard Dagger, armed with only Justice Mk III's.
I've also done it with a Patriot, although I did have to repeat a few missions.

Which is FL's second flaw, really lousy loadouts.
In v2.0, the Order attacks the Donau with 5 Centurions armed to the teeth!
And despite the lame script, they put up a decent fight.

If push-come-to-shove, I'll add a variable AI in the mod, if there's a demand for it.

Watch your 6!

Post Sun Mar 28, 2004 7:38 pm

@Warzog

Well, my real goal is to duplicate the worlds of Wing Commander and Privateer.
And to me, that means an AI that is relentless, but still beatable, if you keep on your toes.
Make a mistake, and you're deadmeat!!!


Don't forget all the WCs provided Rookie to Ace difficulties. And both Privateers (Priv2 after patch or deluxe version) had options for invulnerability. So that is really only your own experience or thoughts of WC & Priv. There's nothing wrong with that, in fact I agree with you. But to provide variable difficulties would be very much in the spirit of the franchise you are imitating.

It sounds like you're taking away the separate level of weapons that FL has, I can't wait to see what that is like! I personally hate the FL level system. I'd much rather just worry about whether I have enough power for the guns I bought or not, like Privateer. I could have the strongest guns, but with a level two coolant, I'd have to make each shot count. Sometimes I would do that in Priv and Priv 2. Other times, I just wanted to hold down the trigger and not worry about lining up the shots all the time.

Like I said, I can't wait to see what you do with this!

Sir S

Edited by - Sir Spectre on 3/28/2004 8:39:58 PM

Post Sun Mar 28, 2004 8:01 pm

I agree with sir S, but i do think its great u can now adjust the npc skill levels nice job warzog...

And i cant wait till the next beta comes out, it seems so much improved, and count all the new ships with it....it has gotta be the best mod for fl yet - i never liked all those mods with starwars ships in it, but privateeer.... -


Tommy out

Movin' in for the kill

Post Sun Mar 28, 2004 8:31 pm

Sir Spectre:
Since FL has a cheat for invulnerability, there's no need for me to add one.
And I originally created the Deathwish AI for use in this mod, especially against top-of-the-line ships.
Before I gave the mod it's Privateer beginning, I was forced to create the Improved AI mod so that a beginner's ship could survive.
Since I've changed the beginning...
I'm planning on changing the AI, again.
Leaning more toward Deathwish, in an attempt to give you an incentive to upgrade before you start the missions.
It's tricky...
Because the player needs to be able to go up against the missions in their starter ship.
If only there were a way to change the AI as the player's ship is changed.

Update:
I made a mini-mod to test the individual Gemini systems...
and they all work!
Danged if I know why I can't get into them in the full mod!!!


Watch your 6!

Post Sun Mar 28, 2004 9:22 pm

@Warzog

Since FL has a cheat for invulnerability, there's no need for me to add one.
I didn't mean that it should be added, I was just pointing out that the developers helped out less-skilled pilots.


Leaning more toward Deathwish, in an attempt to give you an incentive to upgrade before you start the missions.

The one thing I always enjoyed about playing Privateer was that I didn't have to upgrade all the way to be able to move my way through the story. If you hadn't said that, I would have done it my usual way and probably would be wondering why I couldn't finish the SP campaign because I was stuck in a mission where I have no freedom to access other ships or loadouts.

Which reminds me, do you know what values are changed in OpenSP mod? I don't really want to play through the campaign again and would say I would be most appreciative if OpenSP was completely compatible.

Sir S

Edited by - Sir Spectre on 3/28/2004 10:23:02 PM

Post Sun Mar 28, 2004 9:50 pm

------
Don't forget all the WCs provided Rookie to Ace difficulties. And both Privateers (Priv2 after patch or deluxe version) had options for invulnerability. So that is really only your own experience or thoughts of WC & Priv. There's nothing wrong with that, in fact I agree with you. But to provide variable difficulties would be very much in the spirit of the franchise you are imitating.
------

Only the latter ones. The original and its sequel had no difficulty option ... well, it did in a way, in that the better you played, the more difficult the AI got ... it wasn't a selectable thing, though.

Post Mon Mar 29, 2004 12:15 am

hi
warzog
just download deathwish for fl
does it work in multi, or is it only single player

shayne

Post Mon Mar 29, 2004 1:39 am

Shayne:
Yeah, it should work just fine with MP.

Sir Spectre:
I've got no idea about OpenSp...
My understanding is that it just removes the missions so that a mod can be run as a pure MP mod.

Bob McDob:
You've got mail.



Watch your 6!

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