Privateer 2: Can't complete mission "Davis & Co. Armaments and Supplies, Nerve Weapon - Part C"

avengah

Spaceman
It's the final part of a three-part mission: https://www.wcnews.com/wcpedia/Davis_&_Co._Armaments_and_Supplies,_Nerve_Weapon_-_Part_C

I've been sent to Nav #221. When I get there, there are two Duresses and two Heretics. Sometimes a few other pirates appear; usually Kiowan but not always. According to the wiki and official guide, there are supposed to be CRUISERS, which seems overkill for this mission. But they never show. I've waited ages, I've even tried jumping away and back again, and one time I killed all enemy ships that spawned then landed somewhere to save, only to find nothing of interest at the nav point when I returned.

Is this mission glitched? Is there a way to beat it? And if I fail the mission, does it matter at all; i.e. has anyone been through the source code if available (or decompiled it or something) to see if failing a mission is saved to your profile? Thanks for any help you can give me.

I've tried both the unofficial patch and DOSBOX version, and had the same problems with both.

EDIT: I can provide a save file or two if necessary. Maybe someone can have a look at it? I think I have one save on its last landout before the mission fails, and possibly a save from the previous landing (which was the save I used to destroy the ships then land, only to find nothing but random encounters at that Nav Point upon revisiting it afterwards). I suppose it's also possible the other active missions are somehow clashing and causing the win condition to fail to trigger? I know missions can clash; it's happened to me before and one time the game even crashed due to two missions simultaneously trying to add large ships to the same Nav Point; I had to go back and select a different mission to avoid a crash upon entering the Hades sector.

I don't know if I have a save far enough back, but if so I'll try selecting different or fewer missions to see if that makes any difference. I was hoping not to have to accept a mission failure on this file; I think it doesn't matter; it doesn't seem to affect anything if you fail a mission but I would prefer to know for sure.

So if necessary, I'll upload my current save along with any others that might help. Thanks again!
 
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GAME00.IFF (Slot 1) is the newer save. The other one was from the previous time I landed. The mission will fail 2 landouts from Slot 2 and 1 from Slot 1. If these help with troubleshooting why it won't register as complete or if I'm doing something wrong, that would be great! Thanks.

EDIT: I tried reloading an earlier save which was on Part B of this mission, and I got to Part C with no other active non-main plot missions; the main plot is just before Shernikov on Crius. The mission still refused to complete after destroying the four non-pirate enemy ships plus a few Kiowan ships that appeared afterwards. I waited ages again, and tried jumping away and back again only for nothing to happen yet again. I think I'm going to have to fail the mission, unless someone finds a way to beat it.
 

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I had a similar problem with this mission: https://www.wcnews.com/wcpedia/Hermes_Lumber_Co._-_Part_B

The first time I did this mission, it worked fine. The second time, quite some time later, Part B wouldn't register as complete upon dropping the hairpigs in Hermes local space, no matter what I did or how many times I reloaded the save to try again (even if I reloaded from before accepting Part A of the mission). I wonder if it's because I already beat the mission on the same file, or maybe something glitched out on the Bulletin Board that caused problems down the line after accepting the mission?

This makes me wonder if the Davis mission might work correctly another time; maybe there was a similar glitch that stopped Part C registering as complete but it might be OK another time; I'll have to see.

EDIT: Found a workaround that guarantees Hermes Lumber Part B completes properly. The best part is, you don't need to do anything different up to the point at which you're supposed to pass the mission and get paid. Basically, drop the two crates of Hairpigs in Hermes local space, and if you don't get paid immediately, LAND. Upon taking off, you will be paid on your first jump away. You have to land before jumping away otherwise you'll fail the mission on jumping.

EDIT 2: A second way to beat the mission if it doesn't automatically complete, this time without having to land: Drop the crates of hairpigs and fly to about 2,000 km away (that's how far it was for me, this may vary) for the mission to complete.
 
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And if I fail the mission, does it matter at all; i.e. has anyone been through the source code if available (or decompiled it or something) to see if failing a mission is saved to your profile?
All non-FMV missions repeat, so I would assume not.
 
OK, thanks. I was hoping someone had reverse engineered the mission logic, because I have still not been able to trigger the Louissa Phillips follow-up, where she appears during your next three missions. Does anyone know anything about this? Which missions count? I'm wondering if this part of the mission was removed due to glitchiness, which is why I can't trigger it.
 
OK, thanks. I was hoping someone had reverse engineered the mission logic, because I have still not been able to trigger the Louissa Phillips follow-up, where she appears during your next three missions. Does anyone know anything about this? Which missions count? I'm wondering if this part of the mission was removed due to glitchiness, which is why I can't trigger it.
I guess it depends on how you are playing. Any 'no-cd' method that doesn't simulate a disk change will require you to manually tell the game a disk change has happened will make some missions not trigger. The thing that triggers them aside from a degree of randomness is the disk change. If you are using the P2 upgrade patch, you should be able to tell the game which CD to use if you are trying to trigger specific missions by editing CD.DAT and changing the number to whichever CD you're interested in.

The way that patch works is that it tries to detect when the game calls for a CD change. But the random missions that are disk specific won't call for a change, the missions just won't trigger when that disk isn't "present". So unless you get to a story point that forces a disk change you will have to change it manually to get the other missions.
 
Yeah, I've been doing that. Everything works fine except for the second part of the Louissa mission, which never triggers for me, ever.

There's nothing random about how the side missions trigger. It's based on time. 40 minutes after the start, then as soon as one is triggered, the next one will be available after another 60 minutes. If there isn't one available on the current CD, it will just wait until one becomes available. More details in the other thread. Once the main plot is complete, the game no longer requires the correct CD to be set.

There are other requirements too, such as the Nelson Ramirez mission, although it's on CD 1, requires you to have seen the second Hassan cutscene on CD 3. The Nelson and Auntie missions don't start with an email but if one of their missions is next in line, the variable will change to the current time elapsed + 60 and the character will appear in the bar. If it's a space email, it will queue it up and you'll get it shortly after taking off. If it's a land email, you'll get it straight away. The checks are only done while landed.

I'll note down the requirements next playthrough. I know there is one instance where you can screw yourself out of the main plot and another instance where you can screw yourself out of cinematic missions: If you do cinematic missions as early as possible, you can be offered the Dr Graham Gould mission after first meeting Angus Santana. But you must speak to the Shernikov receptionist BEFORE taking Dr Gould's package to Angus, because the return delivery will stop you speaking to the Shernikov receptionist as part of the main plot, permanently locking yourself out of any further progress.

Another problem is with the two taxi missions (Auntie and Nelson). Once you arrive at their destination planet, if the game queues up another cinematic mission to start via a space email, if you go into the booth system and back out again, you'll see the email from Auntie or Nelson again. This will stop the space email from arriving, permanently locking you out of at least one of the side missions. This is usually not an issue but there is a chance it could happen, especially if you leave either taxi mission until after the main plot is complete - they're on CD 1 which has no space email missions except Xavier 1 which you should get early, but after the main plot is complete, the game can pick missions from other CDs to queue up.

EDIT: You might not even have to go into the booth system for this to happen. Meeting the character for your payment might stop any queued email from arriving. Not sure, though. For now, it's best to be careful. If you know a mission isn't due, you'll be fine. You can get Auntie done early in the game when there's unlikely to be a clash, and if you do Nelson either just before beating the main plot or just afterwards when he's just appeared in the bar, the game probably won't be ready to offer another mission just yet, so you should be safe. Keep it set to CD 1 if you do these missions before beating the main plot and you won't go wrong.

If you complete the Uncle Kashumai mission the wrong way, by giving the item to Alberto Fossa, you're permanently locked out of future cinematic missions. Most of the cinematic missions need you to be at a certain point in the main plot, with the exception of Xavier 2 which requires Xavier 1 to be complete, and Xavier 1 and Auntie which have no requirements and are the first two to trigger on CD 1, usually. (Nelson can actually trigger before either of these but only if you use a no CD method that avoids it being set to 1 at any point before Hassan's second cutscene - if you haven't been offered any missions on CD 1 by the time you reach this point, Nelson's mission will be the first one "offered" i.e. he will appear in Sinners Inn before Xavier's first email comes through.)
 
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Yeah, I've been doing that. Everything works fine except for the second part of the Louissa mission, which never triggers for me, ever.

There's nothing random about how the side missions trigger. It's based on time. 40 minutes after the start, then as soon as one is triggered, the next one will be available after another 60 minutes. If there isn't one available on the current CD, it will just wait until one becomes available. More details in the other thread. Once the main plot is complete, the game no longer requires the correct CD to be set.

There are other requirements too, such as the Nelson Ramirez mission, although it's on CD 1, requires you to have seen the second Hassan cutscene on CD 3. The Nelson and Auntie missions don't start with an email but if one of their missions is next in line, the variable will change to the current time elapsed + 60 and the character will appear in the bar. If it's a space email, it will queue it up and you'll get it shortly after taking off. If it's a land email, you'll get it straight away. The checks are only done while landed.

I'll note down the requirements next playthrough. I know there is one instance where you can screw yourself out of the main plot and another instance where you can screw yourself out of cinematic missions: If you do cinematic missions as early as possible, you can be offered the Dr Graham Gould mission after first meeting Angus Santana. But you must speak to the Shernikov receptionist BEFORE taking Dr Gould's package to Angus, because the return delivery will stop you speaking to the Shernikov receptionist as part of the main plot, permanently locking yourself out of any further progress.

Another problem is with the two taxi missions (Auntie and Nelson). Once you arrive at their destination planet, if the game queues up another cinematic mission to start via a space email, if you go into the booth system and back out again, you'll see the email from Auntie or Nelson again. This will stop the space email from arriving, permanently locking you out of at least one of the side missions. This is usually not an issue but there is a chance it could happen, especially if you leave either taxi mission until after the main plot is complete - they're on CD 1 which has no space email missions except Xavier 1 which you should get early, but after the main plot is complete, the game can pick missions from other CDs to queue up.

If you complete the Uncle Kashumai mission the wrong way, by giving the item to Alberto Fossa, you're permanently locked out of future cinematic missions. Most of the cinematic missions need you to be at a certain point in the main plot, with the exception of Xavier 2 which requires Xavier 1 to be complete, and Xavier 1 and Auntie which have no requirements and are the first two to trigger on CD 1, usually. (Nelson can actually trigger before either of these but only if you use a no CD method that avoids it being set to 1 at any point before Hassan's second cutscene - if you haven't been offered any missions on CD 1 by the time you reach this point, Nelson's mission will be the first one "offered" i.e. he will appear in Sinners Inn before Xavier's first email comes through.)

That's great that you're noting these in detail. I replied here before I saw your other post, but I know for a long time nobody had really documented anything regarding what actually makes the game tick in this way.
 
Two more issues with missions: https://www.wcnews.com/wcpedia/Conrad_Bikunski_-_Part_B

It says go to Nav #202 but the transport comes to you. Even if you go straight to #202 you won't get there before it leaves. After killing the transport, sometimes not enough Papogod fighters appear to make the mission complete, but I got the complete email after killing some more Papogod fighters in a completely different area: near Hephaestus. Also, the first part of this mission is too hectic and generally crashes the unofficial patch; this applies to other very hectic missions too. I had to play the DOSBox version to not have it crash here.


You do get paid (7,000 Cr) for this mission. It's the "Kill Borman" option you don't get paid for.
 
Any escort mission will automatically complete if you jump away while you're both at the destination point (and the ship is moving). It's possible to glitch out the escort missions involving just getting a ship to land at a planet, no jumping required - if you tell the ship to get moving then land, upon taking off again the ship will wrongly think it's not reached its destination Nav Point yet and it will start jumping towards Karatikus (Nav Point #0). This applies to the following mission, at least: https://www.wcnews.com/wcpedia/SPORT.SAKKUHR.ROMPERS-ADMIN@CRIUS.NET . I'm not sure if it also applies to https://www.wcnews.com/wcpedia/ANONYMOUS@CRIUS without checking, because in this case there are two ships to escort and I'm not sure if you need to tell them to start moving or not. Either way, though, landing and taking off might make them think they need to jump towards #0.
 
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