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PTR-The Gemini Sector

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

Post Sun Nov 14, 2004 3:52 am

Yes, just testing the mod right now. Still havent got the Stelteck gun.


People complained about the rep/rank being tied to ships.
(It wasn't in Privateer.)
(Which is why it's out of the mod.)

Yes but I meant just VHF or just crank up the price then to one mill. I got gothri with 5 missions without problems, it was way to easy. I understand that army old surplus ships could be cheap, but the advanced ones could cost bit more. Another thing more light fighters could be around starting system, mostly I found HF & VHF


Believe it, or not, the CSV has the same weapons as a standard Orion.
(Except that the Orion has an extra pair of weapons!)

Your kidding, hmm well if thats so give its combat scrip to higer level baddies and the game wont be easy as a walk in a park anymore. It was the first time that I was running out of shield bats and had to use nanos.



"history abhors a paradox"
"There’s a little going-away present, ’cause you’re going away — permanently!"
"Mess with the viper and you will get the fang"


Edited by - GreyViper on 11/14/2004 4:05:15 AM

Post Sun Nov 14, 2004 7:21 am

>9) Resized the Tarsus.
>--The Epee was the same size!

What for ?! You should resized The EPee...the Tarsus had a correct size, trust me. Besides, lights on Minig base from Priv was red not blue... Details?

Post Sun Nov 14, 2004 12:04 pm

brill mod man
dl on friday been at it nine+ hours three ctd all on base's which has been logged b4 found warzog's stolen ship and got its contents after a good long hunt
nice touch still must get back to it a BIGGG THANKS MAN!!!!!!!!!!!!

Post Sun Nov 14, 2004 1:59 pm

GreyViper:
The Steltek Gun, a pair of them, are on a wreck in Delta Prime.
They could show up as salvage, but it'd probably take several hundred kills to do.

When you first mentioned the CSV being so powerful...
I first checked it's stats...
The Orion's are better.
Then I checked out the pilots...
The CSV's were mostly high-end pilots.
The Orion's were scattered amongst the various types.
So...
I've changed EVERY pilot in the mod to ACE.
(That should pick things up a bit.)
I also cut the shield refresh rate in half.

Sadra:
Alright, I'll put the Tarsus back as it was, and resize the Epee.

gunboatbilly:
Glad you like it!

Watch your 6!

Post Sun Nov 14, 2004 11:23 pm

A idea in Privateer Stelteck shields didnt take damage from normal WC weapons only from boosted stelteck gun had the power to punch through. Well since FL offer many diffrent shield types, you could arange so that stelteck shields absorb most of everything. The guns would to damage but not much best means would be stelteck gun.

"history abhors a paradox"
"There’s a little going-away present, ’cause you’re going away — permanently!"
"Mess with the viper and you will get the fang"

Post Mon Nov 15, 2004 8:31 am

If you do what Greyviper suggests, make sure the Steltek can't catch you if you want to run, I remember running from the abhorrent little drone a lot in the original game.

Sir S

Post Tue Nov 16, 2004 5:42 pm

Warzog, the current iteration is great! The models look good, the Gemini sector is great!

I have two requests. The mission payout seems a bit high. As I recall, they ranged from 4000 to 20000 (for really hard and distant missions) in PR1 and RF. I may be off a bit but not by more than a K or so. If it's a sticking point, let me know where to go ( ) and I'll change mine only.

Second, I was hoping to see differing speed ratings for ships just like in Privateer. I really had incentive to use the Centurion while the Drone was invulnerable and chasing me. Now, everyone moves at the same rate. This is something that I know how to change, and if it's another sticking point for you or other fans, I know where to go.

In the nature of help, I found that barroom crashes are intermittent, and suspect that one faction or other is not configured right. This afternoon I was able to enter the Perry Naval Base Bar, and talk to people. IIRC, there were Russo, and Privateer agents. I don't recall if there were Confed Agents in the bar. But I think that you might want to check Lynch agents. I don't remember seeing any around on bases, and they often are insidious in their fomenting of strife. For profit, that is.

Great Job! It's coming along very nicely.


{edit} Perhaps the two (or three) Militia and Confed repeats are conflicting with eachother? (and for spelling){/edit}

--Chemus

If you drink, don't park. Accidents cause people.

Edited by - Chemus on 11/16/2004 5:48:59 PM

Post Wed Nov 17, 2004 5:42 am

GreyViper:
I suppose I could create a Steltek Shield...
But it's a pretty low priority right now.

Sir Spectre:
The Steltek Drone has no thruster, so any ship with one can escape.

Chemus:

I was hoping to see differing speed ratings for ships just like in Privateer. I really had incentive to use the Centurion while the Drone was invulnerable and chasing me. Now, everyone moves at the same rate. This is something that I know how to change

Please elaborate:
IE:
1) What do you mean by "different speed ratings."
2) How does one do that?

As to personnel, the following are stationed on Perry:
3xConfed females, 1xRusso/McCall/Universal/Tsunami male (Each), 1xPrivateer/Merc female (Each.)

BINGO!!!
While searching for the Lynch personnel, I discovered that the mbases.ini file was corrupt!
(Copy the contents, open a new document in notepad, paste the contents, and save as mbases.ini, should fix it!)
Give that man a Cigar!!!

(Thanx, we're trying!)

Watch your 6!

Edited by - warzog on 11/17/2004 5:58:43 AM

Post Wed Nov 17, 2004 2:50 pm

I may have been hasty in my evaluation of the speeds; I just tested the Dralthi, and it goes 110 instead of 100. However, the speed of the Tarsus vs the speed of the Centurion is equivalent in the mod. Whereas in the original Origin game, the Tarsus went 300kps and the Centurion went 500kps. I was hoping to feel the difference there Now, I'm not recommending that these speeds be identical in FL, but the centurion according to the Original Priv Manual is the fastest ship in gemini, matched by the stiletto.

IIRC, the speed of a ship is dealt with through the engine that it uses. The thrust and drag that the engine produces. You seemed to understand the flight dynamics well enough to make the maneuverability different for each ship, so I thought that the speed of the engines was something you'd tweaked.

the bit in my edit about spelling was about my spelling, the rest of my edit was suggestions about where to look for possible screwiness in the bars. (beyond normal)

{edit}Since the payscale is something different people feel differently on, where do I look to change it?{/edit}

If you drink, don't park. Accidents cause people.

Edited by - Chemus on 11/17/2004 2:51:53 PM

Post Thu Nov 18, 2004 4:38 am

Chemus:
As to the speed issue...
I tried making all of the ships as accurate as possible.
But having said that...
I used their base stats to set them up.
In one of the very early mods, I had them exactly as they were in Privateer.
Unfortunately, I got quite a few complaints about the Centurion, and a few other ships.
Everyone seemed to prefer Freelancer's setup over Privateer's.
IE: the Centurion is a "Very Heavy" fighter in FL, so they wanted it strong, but slow.
And the light fighters, they wanted weaker, and faster.
Open the Data\Equipment\Goods.ini, and change the engine it comes with.
The GF1 is the slowest, then GF2-6 are faster.

Payscale is in Data\RandomMissions\Diff2Money.ini
There's two values; Difficulty, and Payout.
If you change the Difficulty numbers, you'll get CTD's.
You can mess with the payout numbers to your heart's delight.

Watch your 6!

Post Thu Nov 18, 2004 6:26 am

@warzog

the Centurion is a "Very Heavy" fighter in FL, so they wanted it strong, but slow.


While those variables of VHF to LF were true for most of the WC games, the Centurion's speed I call into contention, it's shaped like a modern day jet fighter for a reason. It's the cream of the crop. With 3 ships to choose from, plus the one you start out in the original game, getting to that level was important. With something like, what?, 30 ships to choose from, to make it cream of the crop again, make it the most expensive. Thus, people really have to work hard to obtain it, but never forget, no matter what ship one had in the original game, you were still somewhat vulnerable if you didn't know how to fly well.

BTW, congrats on your the culmination of your efforts!

Sir S

Post Thu Nov 18, 2004 6:08 pm

Sir Spectre:
I agree.
In the next release, the Centurion will have a better engine.
I'm trying very hard to please the majority of players without alienating others.
It's a very difficult balancing act.
This IS, after all, a Freelancer mod.
As such, Freelancer players make up the majority of players.
So, we're trying to give them a new experience, without annoying them.
BUT!!!
As a Wing Commander/Privateer mod, there are fans of those games to please, too.
Combining the two games, with their various differences is difficult.
Over the course of these many changes, I'm slowly tweaking things to accomodate as many as possible.
With luck, the final version will be a compromise that everyone can live with.

Ya know?
With all the problems I'm having...
I wonder what the guys making the mods with Star Wars, Star Trek, Wing Commander, and other game's ships, must really be having one heckuva hard time balancing things!

Watch your 6!

Post Thu Nov 18, 2004 6:53 pm

Chemus:

In the nature of help, I found that barroom crashes are intermittent, and suspect that one faction or other is not configured right. This afternoon I was able to enter the Perry Naval Base Bar, and talk to people. IIRC, there were Russo, and Privateer agents. I don't recall if there were Confed Agents in the bar. But I think that you might want to check Lynch agents. I don't remember seeing any around on bases, and they often are insidious in their fomenting of strife. For profit, that is.

Upon further testing...
I discovered that this isn't due to a corrupt mbases.ini, even though it was corrupt.
It appears that either a Bribe, a Rumor, or a Mission is the culprit.
I've eliminated the personnel, and mbases.ini as causing this CTD.
I seriously doubt that it's a rumor, as I've found, and seen, every rumor.
The bribes also seem to be an unlikely source, as I've encounter most, if not all bribes.
So...
I'm going to concentrate on the missions.
Not sure which one it could be, but I believe that that is where the problem most likely lies.

Watch your 6!

Post Fri Nov 19, 2004 7:50 pm

Update:
I'm not sure which, if any of the following are the culprit, or not, but I'm addressing them all:
1) The Faction "co_ni_grp" gave out no missions in the original Freelancer.
--Removed them from the mod, too.
2) In the "VignetteParams.ini" I had removed every faction but those in the mod.
--That may've been an error, as they're still in the FL engine. Restored all factions.
3) There are several possible encounters:
-Exclusion-Take out an enemy base.
-Open-Hunt down enemies.
-Field-Capture/Assassinate so-and-so.
With the following subtypes:
-Lawful vs Unlawful
-Unlawful vs Lawful
-Unlawful vs Unlawful
-Unlawful
(There are no Lawful vs Lawful, or Lawful, missions. Only badguys cause trouble.)
In many of the Gemini Sector's Systems, I only placed a few of the combinations.
This may cause a CTD when a mission is called for, and there is no area set aside in the system for such a mission.
So...
I'm bringing all 12 Vignette Area types into every system that has even one base in it.

On a side note:
Chemus just sent me a new mat file for the Sabre.
So, hopefully, it'll finally have a decent texture!

Watch your 6!

Post Sat Nov 20, 2004 2:26 am

Update:
The new Sabre texture looks FANTASTIC!

Kudos to Chemus!
Thanx!

Watch your 6!

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