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Competition?

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 May 22, 2004 9:41 am

Competition?

How does Acid's Privateer in Sirius mod compare with Privateer the Reckoning. Anybody tried both?



Sir S

Post Sat May 22, 2004 8:24 pm

well for starters the missile launcher on that galaxy is in the wrong spot 8)

seriously, i think this forum is the wrong place to asking whose ships look better. this guy seems to have put some serious time and effort into this particular mod, and i say to him keep it up and DA may let us make FL2

Who dares wins

Post Sat May 22, 2004 8:58 pm

1) I just downloaded it, and I'll let you know, later.
2) If you've downloaded Privateer: The Reckoning v1.06, you'll find Acid's credited as one of the programmers.
(He was working on this mod when I started. And then we all lost contact. Not sure why he doesn't want to be part of this mod, unless he just wants a PURE Privateer mod?)
3) Perhaps we'll be able to talk him into letting us use some of his stuff?


Watch your 6!

Post Wed May 26, 2004 9:56 am

So how is it similar/different from yours?

Sir S

Post Wed May 26, 2004 8:11 pm

Sorry, forgot to report back.
1) It's basically just a ship pack, adding/replacing ships.
2) It adds monstrous things called "Chain Guns."
3) Hardpoints are wierd... Setup for that mod ONLY. (Incompatible with ours.)
4) The Galaxy looks nice, and is about the right size, but see 3 above.
5) The Centurion is same one we're using, but with different hardpoints.
6) The Tarus is tiny.
7) The Orion is either the same one we're using, or very close, again see 3 above.
8) It leaves almost everything in FL alone, so you've gotta rise in class to buy stuff.

Overall opinion:
If you're a ship collector, it's great!
If you like wierd new weapons, it's great!
If you're looking for a Privateer conversion, it's not even trying to do that.

Watch your 6!

Post Thu May 27, 2004 10:52 am

Okay, here's another news item.

Extra Room concept Mod made by kaegogi

This is a "proof of concept" type mod. I've never seen or heard of a mod adding another room to a base so this may be used by other mod makers that would like to include this feature in their mods. It's written in a basic script that shows exactly how it's done.
This Mod shows how to get an extra room on a base. But the room will show up on Manhattan so you can use this as a normal addon Mod. Feel free to use as you see fit. If you get a new room to show a different behavior (ie shipdealer#2 selling 3 different ships from shipdealer#1) then please share your discovery in the forum.

Then in his Black Market Mod he said this:

5. Adds a Bounty Hunter Guild Hall to all Black Market bases. (in addition to the Bar)


Can anyone say Mercenary Guild?

Sir S



Edited by - Sir Spectre on 5/27/2004 11:53:28 AM

Post Thu May 27, 2004 12:22 pm

let's just say Acid had very bad real life issues. I will try to contact him...


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 May 27, 2004 1:02 pm


Sir Spectre
Can anyone say Mercenary Guild?

Can anyone say "Let's get the Gemini Sector working, first?"

Watch your 6!

Post Thu May 27, 2004 3:03 pm

@Warzog, all things in due time. I'm quite well aware of what takes precedence.


Sir S

Post Thu May 27, 2004 4:57 pm

Sorry...
I just couldn't resist.

Eventually, I'd like to add a Merchant's Guild, and a Mercenary's Guild, Hall to most of the bases.
Without the Gemini bases, there are 179 bases in FL.
With the Gemini bases, it comes to 193 bases.
That comes to 386 rooms to add, and to populate.
(Not exactly a 5 minute job.)

What would really be nice, would be if we could have new rooms made for each guild.
Unless you know of a really tiny room somewhere in FL?
(Most of them are Caverns, Cityscapes, Hangars, Landing Pads, Ship Repair Areas, and Huge Bars.)


Watch your 6!

Edited by - warzog on 5/27/2004 5:57:39 PM

Post Thu May 27, 2004 8:57 pm

I did some snooping, and I think I've found a room, or two, that might be workable.

I've also considered replacing the Commodity Trader with a Merchant Guild hall, and replacing the Ship Dealer's room with a Mercenary Guild Hall.

You could then access the Ship Dealer within the Mercenary Guild Hall, and Commodities from inside the Merchant Guild's hall.

(There appear to be a limited number of spaces for selecting rooms.)

Watch your 6!

Post Fri May 28, 2004 2:13 am

I think that's a good idea. tbh you don't always need a commodity trader or a ship dealer, so some planets/bases with just Guild rooms would be fine for me. And similarly, some planets with no Guilds, just traders. Some are only commercial, while others only have ships and mercs. How's that sound? Could that be done? (easily)

..how I dearly wish I was not here..

Post Fri May 28, 2004 12:00 pm

most likely

Watch your 6!

Post Sat May 29, 2004 3:17 am

Interesting, but I think that it is misleading to call it a competing mod at this stage.

Post Sat May 29, 2004 6:25 am

Well, when the Privateer name is applied, it appears as though it's competition.
Unless one plays it, you wouldn't know that it was, or wasn't.
Besides...
It's not like we have a copyright on the name.
Anyone that wants to could write a Privateer mod.
There's nothing that says we are the only ones allowed to do it.
And there's nothing that says that our way is the right way.

Watch your 6!

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