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Privateer: The Reckoning OpenSP Beta v4.65 Feedback

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

Post Tue Jan 25, 2005 10:01 am

I don't think the mod has been set up for MP yet. All the bugs are still being ironed out, so I doubt that the starting MP planet has been set in the Privateer planet Jolson yet, although I'm sure there's a way to fix it. But if you do get the server running, it may be too unstable in some places.

Edited by - Du7andal on 1/25/2005 10:02:46 AM

Post Tue Jan 25, 2005 10:13 am

Sorry to see you hang it up Warzog but I can uderstand {I am 54}. Your MOD is really great. Too bad I am inept at playing and can't amass enough credits to get out of the Tarus.

The only thing I am not able to understand is how weak the shields seem to be. Flying in clear space from A to B have been run into, lost shields & half of armour. Have run into roks & had same thing happen.

Well, I will still poke around there & see what fun I can have. OH!, for those that might like to use it the Loves You MOD still works even though it comes up red.

It is hard to fly with turkeys when you soar with eagles.

Post Wed Jan 26, 2005 6:48 am


hermyt:
Seems to be a problem in multiplayer, you always start in New York (which is freelancer universe) and as soon as you launch there's a server crash. Any suggestions on how to fix that?

In the Data\Characters folder there is a file called: NewCharacter.txt
Rename it to NewCharacter.ini
In the EXE folder, there are two more files, mpnewcharacter.txt and newplayer.txt, rename them to: mpnewcharacter.fl and newplayer.fl
That should make the mod MP compatible.
(But SP incompatible!)
Be sure that the mod is inactive before renaming the files, and then reactivate the mod.

SpaceEagle:
(Plenty of us ol'e farts left around, I see!)
In v4.0, everyone complained about how easy the mod was with the Tarsus.
(And how easy it was overall.)
(Which was done intentionally, to help in finding bugs.)
I increased the NPC AI to almost maximum, decreased the shield refresh rate, rebalanced the ships by class and weight, and increased the space population by a factor of 8.
One way to get out of the Tarsus faster would be to salvage a few ships.
Most have weapons that fetch a good price, and that can get you a better shield at the very least.

Sidenote:
With the AI set to the absolute maximum, even the Centurion, Broadsword, etc, would have a very rough time.
(Even when maxed out!)

Watch your 6!

Post Wed Jan 26, 2005 9:59 am

Thanks for the tip. I have managed to get Lvl 3 shield & it still occurs. Have yet to find wrecks.

It is hard to fly with turkeys when you soar with eagles.

Post Wed Jan 26, 2005 10:29 pm

Warzog you ARE my hero, for all us kids that dreamt of a multiplayer privateer that day has FINALLY come, sure freelancer is fun, but with the sounds and the good old bucket o bolts tarsus good times are sure to ensue. If only the engine was moddable enough to take multiple missions like the old days when you could line up 3 at a time, then I would be happier than a duck in a pond. Thanks again Warzog, that works great now.

HerMyT

Post Thu Jan 27, 2005 4:35 am

SpaceEagle:
The 2 best systems for wrecks are Perry, and Saxtogue.
They're both crawling with them.
Saxtogue has around 9, and Perry has almost 20.
If you check out the rumors in the bar, you'll discover other systems that have wrecks, too.

hermyt:
Yeah, multiple missions, and multi-system missions would've been great.

Watch your 6!

Post Thu Jan 27, 2005 8:53 am

Echo what hermyt said. =)

I love the new version. It's tons of fun.

Post Thu Jan 27, 2005 1:10 pm

Don't know if anyone else has problems with the way the different planets,
or refineries/mine bases have items for sale or buy?

Right now I m working on the market _commodities.ini file to more accurately
portray the likely needs of commodities for the different bases. I get a bit
frustrated when I head into a system with only a militia base or Victory class ship and they have no need for me to sell them basic necessities like grain, food rations etc.
Or in the case of a Refinery with no Agricultural planet or Mine nearby that does not need to buy the raw materials like tungsten, uranium, cobalt, berilyium.

I find that the commodities per faction does not accurately portray the commerce either. Pirate bases don't sell anything but drugs, with few selling slaves or salvage etc.

I will post it to the beta board to be included in next patch.... If Warzog can e-mail me the FTP site again it would be appreciated

Quixotal

Quixotal

yil

Post Sat Jan 29, 2005 8:16 pm

i'm an SP playing your v-4.65. i've gone thru your systems(farris potter etc...) and i cannot locate where the"crossbow" or "longbow is. would you please inform me how i can locate where these ships are, or are they only MP ships? thank you for your prompt replies.

patience is a VIRTUE bestowed on humans only USE IT.

Post Sat Jan 29, 2005 8:46 pm

Quixotal:
Contact Bob McDob.
I've deleted everything from my hard drive.
Besides, I'm not on the team anymore, so it wouldn't be right for me to give that info out.

yil:
The Crossbow is only available at the Perry Naval Station.
The Longbow isn't in the mod.

Watch your 6!

Edited by - warzog on 1/29/2005 11:23:27 PM

Post Sun Jan 30, 2005 6:20 am

I love this MOD! So many things remind me of the origional. I would love to see someone run this in MP mode. Of course I do have a few questions... 1) Where is the class 8 generators and shields? 2) Are there any Kilrathi or Stelek bases?
I have been searching the incursion zones like a mad man.

Post Sun Jan 30, 2005 7:30 am

Hernite:
There aren't any Class 8 Generators/Shields in the mod.
(The mod is based on Privateer 1, not Privateer 2)
There are no Kilrathi, or Steltek, bases in the mod.
This was done for 2 reasons:
1) There were none in Privateer.
2) We don't have any Kilrathi, or Steltek, characters to inhabit them.
--a) Placing humans on the bases wouldn't look/be right.
--b) I was forced to use them in the ships, but it was that, or leave them completely out of the mod.

Watch your 6!

Post Mon Jan 31, 2005 12:38 am

Warzog.... Again, thanks so much for this Mod. I missed Privateer so much that I went looking for the CD I got a few years ago.

SP is working great!! I figured out the txt to ini problem so I start on Jolson OK.

The problem ps MP.... I run MP games on a lan and I've had no luck.????
The server crashes soon after I launch from Jolson.

I haven't had any problems with any of the other mods on the LAN.

Any body got any ideas?

Shaman
I'm in my own world, but that's ok, they all know me here.

Post Mon Jan 31, 2005 8:34 am

Shaman:
I posted this back on page 2, but here it is again:

In the Data\Characters folder there is a file called: NewCharacter.txt
Rename it to NewCharacter.ini
In the EXE folder, there are two more files, mpnewcharacter.txt and newplayer.txt, rename them to: mpnewcharacter.fl and newplayer.fl
That should make the mod MP compatible.
(But SP incompatible!)
Be sure that the mod is inactive before renaming the files, and then reactivate the mod.

Glad you like it!

Watch your 6!

Post Mon Jan 31, 2005 8:19 pm

Warzog,
I'd all ready made the changes from txt to ini, but in the installed/activated program and had changed the original ones to flmmbak.

So, after reading you last post, I did a complete clean reload, changed the files in mod mgr, before activation, and restarted. Same problem except now it doesn't crash until half way through a jump. I tried all of the jumps, same thing. Server crash.

Another problem, not sure if it's related but the start ship, Tarsus, is doubled up on all of its weaps and equipment. I even tried swapping the Tarsus for one of the others, no double on equipment but server crash mid way through a jump.

SP still plays with out a hitch.


Shaman
I'm in my own world, but that's ok, they all know me here.

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