MOD: Privateer 1.2 Parallel Universe 1.0

Forum for discussing various mods for the VS-engine based upon Privateer. (Please play nice now, and extinguish all flaming materials.
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z30
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Merchant Ship Balance

Post by z30 »

I've adjusted the Galaxy ship weight from 400 tons to 310 tons, this places it nicely between the 250 ton Tarsus and the 350 ton Orion trader. It now feels more like the original Galaxy that I remember.

The key to giving merchant ships their characteristic "heavy" feel as compared to fighters is not to make them sluggish at the start. The correct way to do is to make cargo add to their total weight.

A Galaxy with 100 tons of cargo would weigh 310+100 = 410 tons, then it would be as sluggish as the standard PR Galaxy.

This gives a nice dynamic to battles, do you dump your cargo to make yourself more maneuverable & survivable or do you take your chances, preserve your profit (and reputation) ?

Time to look deeper into the code ...
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Alpha Patch !

Post by z30 »

Here it is, finally :)

Place Privateer.zip in your main Privateer directory - unzip, overwrite all.

Place units1/units2/units3.zip in the units subdirectory - unzip overwrite all.

Make sure to backup your critical files, better yet rename your old Privateer directory to something else then install another copy of Privateer - and do the install there.
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Ideas for UserMod patch 1.2

Post by z30 »

* A new Pirate system with interconnections to Pentonville, Regallis and other pirate bases. This would provide the player who opts for piracy a safe haven, just like merchants have one with NewCon.

Pirate home planet will be called Tortuga :)

* Pirates Guild & Militia Guild

* Cutlass craft for Pirates guild (if Spirit pops up soon and says ok)

* Port code from WCU so that you can interact with random ships, hire/negotiate/whatever

* Port over some corvettes and other smaller capital ships. Bring something over that can carry 6 fighters and be faster than the Drayman
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More Pics

Post by z30 »

Pics of the WCU Talon cockpit - to be used in the Hornet CVL & Talons

A shot of the Kilrathi light Sartha fighter. I've downgraded the ship reactors to level2 to make it less durable (as per JFS specs). The shields were proving too strong with level 3 reacs.

Those neutron guns pack quite a punch, and you don't normally expect these on a fighter this light.

A peek at the WCU Drayman, I'll be using this look for the Drayman CVL militia light capship.
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z30
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PR weapons and WC values

Post by z30 »

http://tactics.solsector.net/borgers.htm

Wasn't so far off track with my initial values after all. Borger's weapon values for fighter armaments :

Dumbfire

Speed 3000 k/s
Acceleration 1000 k/s^2
Maneuverability 0 dps
Duration 3 sec (Range = Speed x Duration, 9,000 kilometers)
Lock Time 0 sec
Penetration 800

Which makes sense, very fast non-guided missile to get better hits. No need for autotracking.

HeatSeeker

Speed 2000 k/s
Acceleration 800 k/s^2
Maneuverability 80 dps
Duration 5 sec ( Range = 10,000 kilometers)
Lock Time 2 sec
Penetration 400

FriendorFoe

Speed 1200 k/s
Acceleration 800 k/s^2
Maneuverability 80 dps
Duration 20 sec (Range = 24,000 kilometers)
Lock Time 0 sec
Penetration 250

Image Recognition (IR)

Speed 1600 k/s
Acceleration 600 k/s^2
Maneuverability 80 dps
Duration 15 sec ( 24,000 kilometers)
Lock Time 1 sec
Penetration 350

Will work in values as much as possible into patch.

And missile turrets do exist in WC, for capships and FF ones at that :)
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Post by OnyxPaladin »

Not sure if it's the mod or not, but i can't seem reload my missilies(specifically it won't let me reload my ir missiles at the moment). But i can replace it with a different kind of missile. I'm flying a gothri if it matters.
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Post by z30 »

OnyxPaladin wrote:Not sure if it's the mod or not, but i can't seem reload my missilies(specifically it won't let me reload my ir missiles at the moment). But i can replace it with a different kind of missile. I'm flying a gothri if it matters.
Send me your units.csv & master_parts_list.csv files and I'll take a look.

Could you check if it also happens on the Raptor?
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Update on new missile values

Post by z30 »

I found out that a missile travelling at 2000kps doesn't turn very well and often doesn't hit anything.

The faster DF missiles work great! They're the weapon of choice when something is really close since even HS missiles don't turn fast enough.

I've set DF speed to 2500kps, still tweaking the HS as I'm a bit confused where the turn rate is controlled - weapons_list.xml or the units.csv.

Will attach the new weapons_list.xml file when satisfied - this won't cause conflicts with either standard PR1.2 or the mod.

Proton Torps now do 101 MJ damage - up from 80 MJ.
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Post by OnyxPaladin »

I checked the Raptor, no problem reloading the missiles. Impressive firepower, but you present a pretty big target for your enemy.

After installing the new version i've noticed that even though i've edited the upgrade volume for the gothri in units.csv. the changes are not reflected in the game.
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Post by z30 »

OnyxPaladin wrote:I checked the Raptor, no problem reloading the missiles. Impressive firepower, but you present a pretty big target for your enemy.

After installing the new version i've noticed that even though i've edited the upgrade volume for the gothri in units.csv. the changes are not reflected in the game.
Not as big a target as you think. Once you reach 850+kps you become much harder to hit even in an Orion. Its the slow velocity of the energy bolts, thats why autotracking becomes such a necessity.
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revised weapons list

Post by z30 »

weapon_list.xml should go into your Privateer directory. This gives :

* missile speeds aligned to specs on Borger's site. Turn rates increased from 10 degrees/sec to 80 degrees/sec for HS and 50 degrees/sec for everything else

* all energy bolt speeds increased by 1000kps

This modification goes both ways, your guns & missiles grow more accurate but so does the oppositions's. For those using the Parallel Universe patch, hire wingmen for distraction...they also are able to take out targets :)
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Update for PU-1.1b

Post by z30 »

These are going in :

* adjusted missile and weapon values

* Sabre and Strike Sabre variant

* the nice WCU Talon cockpit for the Hornet & Hornet CVL

* WCU Drayman ship as the Drayman CVL

* WCU Galaxy as the hunter & hk Galaxy (gunships)

I'm retaining the original PR Drayman & Galaxy for the "peaceful" stock & variant merchant versions. The WCU versions specially the Galaxy look very militaristic & hunterish and will fit the more heavily armed variants very well.
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Post by rockstar »

Just one question here... didn't DualJoe finish the cockpit image for his Hornet model? I roughly remember that I've seen a picture... at least a preview.
Be lenient with my english skills... still using a dictonary. http://dict.tu-chemnitz.de/
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Post by z30 »

rockstar wrote:Just one question here... didn't DualJoe finish the cockpit image for his Hornet model? I roughly remember that I've seen a picture... at least a preview.
I think he did, but it's not in a format that I can just put in the units directory and have PR read it in.

I haven't forgotten about the guild room scenes & voices btw - will search for those later :)
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Re: revised weapons list

Post by OnyxPaladin »

z30 wrote:weapon_list.xml should go into your Privateer directory. This gives:
I'll have to wait for this one, don't have a program that reads xml.

I have found i can reload HS and DF missiles, but not IR or FF. Can't use torpedoes.

Any idea why my upgrade volume won't change since i installed the new version?
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Post by rockstar »

z30 wrote: think he did, but it's not in a format that I can just put in the units directory and have PR read it in.

I haven't forgotten about the guild room scenes & voices btw - will search for those later :)
As far as I know the cockpit images (cockpit bg, displays etc.) have to be converted to sprites and all the data displayed on the HUD has to be placed by giving them coordinates in a certain file. Dunno, how exactly it works, but can't be that difficult to implement a new cockpit in the game. I'll check this out later...
BUT unfortunatly DualJoe did not release a final image of his cockpit for the Hornet remake. I read through the whole 50 pages of the thread and it seems like it's still work in progress. Sad thing, 'cause 'm quite fed up with the same cockpits over and over again. Maybe I can use the Model itself to render the needed views... but i don't want to promise to much!

Concerning the guild room I've already started to create a character image for a milita officer, but I stopped working for spending more time on the translation. Finished this yesterday and will start working on the guild room this weekend again... I hope.
Be lenient with my english skills... still using a dictonary. http://dict.tu-chemnitz.de/
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Re: revised weapons list

Post by z30 »

OnyxPaladin wrote:
z30 wrote:weapon_list.xml should go into your Privateer directory. This gives:
I'll have to wait for this one, don't have a program that reads xml.

I have found i can reload HS and DF missiles, but not IR or FF. Can't use torpedoes.

Any idea why my upgrade volume won't change since i installed the new version?
The game has a funny way of caching stuff, have you tried selling off your current Gothri and buying a new one?
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Post by Solon Halwinder »

Here are my first impressions of the Parallel Universe mod.

1. The Raptor is a fucking joy to fly. Stick 4 Particle Cannons on the wing mounts and 2 BoostedStelteks on the cockpit mounts (or Fusion Guns if you're not into abusing the Steltek Fighter glitch) plus Proton Torpedoes in the missile slots, and it's a monster.

2. The Hornet CVL slightly less so, probably because of the reduced firepower. Also, it can't equip Tungsten Hull and by extension it probably can't equip Isometal Hull; I didn't check on the latter.

3. Where if it all is the Ferret supposed to be purchasable?

4. I like the Kukhri, but shouldn't the reactor/shield levels be upgraded from the original Gladius's 2/2?

5. It occurs to me that no ship needs more than 13 Cubic Meters for upgrades because that's the maximum you need, aside from the Steltek Fighter and Drone because they can stack some parts. Unless you plan to add the ability to puchase reactor capacitance and stuff like that from basic Vega Strike. And assuming that even uses part slots.

6. The missile capacity on the Broadsword has been halved. Also, it can equip a higher level shield generator than it can reactor. WTF?

7. The "Shield4 Level 5 Galaxy" just says "Shield4 Level 5" in the parts screen. The description is right, though.

8. Is the Galaxy Gunship only supposed to have a single gun mount and no missile mounts?

9. I had my first experience with shrinking ships when I got my Galaxy Gunship. The problem didn't transfer to my Raptor when I bought it, but I haven't checked the Galaxy Gunship again to see if it's still all shrinky.

10. What other ships do you guys plan to add? I know I'd like to see stuff like the Morningstar, Epee, Crossbow, and maybe the Scimitar.

11. Pentonville appears to no longer exist. It's not on the map, and when I'm there it says I'm still in 119ce.
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Post by z30 »

Its a new Privateer with the revised weapon values. Fights take a pretty short time, whether its an AI vs AI battle or you against a pirate raid. Mixed missiles work pretty well , specially DFs with HS.

You can often take out a target with a single HS hit, the faster turn speed (Borger's values) enables them to hit dead center instead of glancing blows.

Turrets hit targets with much better accuracy with the higher bolt speeds (now 2x stock values). You can hit fast moving Talons that much further out.

Running from a fight is no longer a straight afterburn out of there, even at 1200kps. You need to weave from side to side to dodge pursuing bolts.

Its a new deadly balance but I like it.

(weapon_list.xml goes into your main Privateer directory)
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Post by z30 »

Solon Halwinder wrote:Here are my first impressions of the Parallel Universe mod.

1. The Raptor is a fucking joy to fly. Stick 4 Particle Cannons on the wing mounts and 2 BoostedStelteks on the cockpit mounts (or Fusion Guns if you're not into abusing the Steltek Fighter glitch) plus Proton Torpedoes in the missile slots, and it's a monster.

2. The Hornet CVL slightly less so, probably because of the reduced firepower. Also, it can't equip Tungsten Hull and by extension it probably can't equip Isometal Hull; I didn't check on the latter.

3. Where if it all is the Ferret supposed to be purchasable?

4. I like the Kukhri, but shouldn't the reactor/shield levels be upgraded from the original Gladius's 2/2?
I'm glad you like the Raptor, its my favorite heavy fighter. The deadlier missiles will give it even better bite.

The revised Hornet CVL will have 3 missile launchers just like the stock version. 2 light missile launchers and 1 medium unit. Afterburner speed tops out at 1100kps.

Ferret is not purchasable since its meant to be a Confed AI fighter, for the beta patch though it will be (for testing purposes)

I'll think about the Kukhri :)
Solon Halwinder wrote:
5. It occurs to me that no ship needs more than 13 Cubic Meters for upgrades because that's the maximum you need, aside from the Steltek Fighter and Drone because they can stack some parts. Unless you plan to add the ability to puchase reactor capacitance and stuff like that from basic Vega Strike. And assuming that even uses part slots.

6. The missile capacity on the Broadsword has been halved. Also, it can equip a higher level shield generator than it can reactor. WTF?

7. The "Shield4 Level 5 Galaxy" just says "Shield4 Level 5" in the parts screen. The description is right, though.

8. Is the Galaxy Gunship only supposed to have a single gun mount and no missile mounts?
The Galaxy shield name is an error - I probably did a global change and modified it by mistake. I'll correct it.

BroadSword will be aligned to JSF specs and I'll rationalize the shields.

Galaxy gunship probably has a problem, I'll check it out.

Will leave >13 expansion capacity in just in case we add equipment that need it.
Solon Halwinder wrote:
9. I had my first experience with shrinking ships when I got my Galaxy Gunship. The problem didn't transfer to my Raptor when I bought it, but I haven't checked the Galaxy Gunship again to see if it's still all shrinky.

10. What other ships do you guys plan to add? I know I'd like to see stuff like the Morningstar, Epee, Crossbow, and maybe the Scimitar.

11. Pentonville appears to no longer exist. It's not on the map, and when I'm there it says I'm still in 119ce.
Did the Pentonville bug appear before or after the Tayla missions?

The Scimitar looks interesting and so does the Crossbow.

Centurion's weight has to be corrected, at 181 tons its far too heavy for a fighter. WC fighter ships typically range from 13-20+ tons.
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Post by Solon Halwinder »

All of this is being done with my save from basic PR, which has Righetous Fire triggered but nothing done for it.

However, Pentonville showed up properly when I loaded my game after saving and quitting there.
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Post by z30 »

Corrected errors I made in setting up Gosshawk's Hunter Galaxy GS. The number of guns,missiles and turrets should now be correct.

I also found out that the dominance of Talons before was their relative immunity to slow energy bolts. With the current system, the pirates were getting beat up pretty bad in their flimsy ships.

So I've upped their generation rate and will also make the Scimitar both a pirate ship & militia ship - the same tack I took to make the retro's a tougher adversary.

The introduction of the Krant made fighting retro's more interesting since its much harder to take out and more aggressive in using their HS missile arsenal.

I'm reintroducing my merchant Galaxy HK gunship variant with 3 turrets, 2 gun & missile mounts. It has a top speed of 850kps, a 75 ton cargo capacity and level 4 shields & reactors.

We're building towards two career tracks for each guild, for Merchanters its trade and gunship escort.
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Turrets with Repulsors

Post by z30 »

Turrets with repulsors will be available in the beta patch. Quite useful for slower merchant ships who need to keep bogeys off their rear :)
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GalaxyHK

Post by z30 »

Derived from Goss' GalaxyGS variant this model has 3 turrets, dual 15 round missile launchers, dual light/medium/heavy gun mounts, level 4 reactors & shields, 400kps cruising speed and 850 kps afterburner.

It also has a 75 ton cargo hold, typical of a merchanter's obsession with making a profit even while designing an escort gunship :)

The GalaxyHK (& GalaxyGS) now use the WCU Galaxy model.
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Kilrathi & Balance

Post by z30 »

The Confeds definitely need a maneuverable heavy fighter like the Sabre. Even with the improved missile & gun values, Gothris are still very much a threat specially since they tend to hunt in packs of 3.

Even with my Galaxy HK, I end up fighting for my life whenever I run into a Gothri hunting pack (which makes sense actually).

Sabre to be worked in then it's time to release the PR12-PU11b beta patch, this ones going to be big, more than 13MB in size. Will ask Spaceman if he can post it so people can just download one file.
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