Observations and some tips

SixGun

Spaceman
Comm:
Comm keys 6 through 9 are unused. Seemed like good keys to bind wingman commands, which I did. The new bindings don't show on the comm VDU, but they work, and are very handy placed there.
Wingmen:
To put a stop to the drunken pilot syndrome, tell them to form up, and throttle back to about 100 to 200 KPS. The wingmen will settle at your wings and follow in a near perfect delta formation, even through autopilot. When enemies are encountered, issue a break and attack command. They'll pick targets and proceed to kick butt.
I found this also works in escort missions. Your escort client will follow wingman orders all the way to the destination.
Draymans:
The Drayman thing has went back and forth here. Here's my 2 cents worth.
Gemini sector is a very dangerous neiborhood, full of thugs, dope dealers, cops who shoot first and ask later, religious terrorists, felines itching for a fight, and sociopaths willing to shoot for no reason at all.
A person would have to be a complete idiot to enter this bad hood with an unarmed ship, and the crew of any Dray wins the Darwin Award hands down.
Personally, I opened units.csv with OpenOffice, and gave the Dray six laser turrets - three bottom, three top - and replaced those useless guns up front with friend-or-foe missile launchers. Now the Dray is capable of holding a small pirate wing at bay, but is still no means a superfortress. A determined foe can down it, but it'll cost them. At least the Dray isn't just a big easy pinata anymore.
Giving the Drays some teeth might make that infamous Oxford mission a little less impossible...
 
The pirate in me cringes at a non-defenseless Drayman. :)

I haven't played as a pirate in the Remake yet... I'll have to do that soon.
 
Hi guys. I've been playing Priv-Remake as much as I can since I installed it just yesterday. I'm really liking it. And I really have a lot of respect for the people out there who are putting in their own time to make something like this. Thank you.

I have encountered SixGun's opinions about the defenseless Draymans in a few posts, and I agree: the things really should have better defenses. So exactly what do I change in the units.csv file to give it some turrets? (I'd like to put four turrets; two top, two bottom, and keep the front guns.) How does one do that?

Thanks!
Nirvana
 
If you have OpenOffice or some other spreadsheet app that can handle .csv formats, then you're in luck.

Look for the listings for the Dray. There's three listed, and should be just below the listings for the Cent.

Pan over to the entries called "subunits", and paste in this line for all three Drays:

{turret_medium_laser;0;0.35;-4.4;0;0;-1;0;-1;0;180.0}{turret_medium_laser;0;0.6;-4.4;0;0;1;0;1;0;180.0}{turret_medium_laser;-0.75;-0.05;2;0;0;1;0;-1;0;180.0}{turret_medium_laser;0.75;-0.05;2;0;0;1;0;-1;0;180.0}{turret_medium_laser;0.7;1;2.5;0;0;1;0;1;0;180.0}{turret_medium_laser;-0.7;1;2.5;0;0;1;0;1;0;180.0}

That'll give the Dray six laser turrets, two on the top hull, two on the bottom hull, two on the tail between the engines, top and bottom. Before you think that's too much, keep in mind that laser turrets are pretty weak, and all turrets in the game are horrible shots. The new Dray turrets can give a few pirate talons a hard time, but can't hold off much more than that. Still better than zilch, IMHO.
 
If I remember correctly the WC1 Drayman was depicted as having 5 turrets. So the Mark II Privateer Drayman having six turrets seems very reasonable.
 
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