Freeworlds: Tides of War is a fan built Star Wars total conversion mod for Digital Anvil's Freelancer game that was released several years ago. When fans began to make mods for Freelancer, one of the many things people were keen on seeing was a Freelancer mod based on the Star Wars universe developed by George Lucas. Freeworlds and Tides of War were the answer to this outcry. The development team of both mods have now joined forces to create an epic new Star Wars TC, Freeworlds: Tides of War.

Post news Report RSS Demo Patch Release - 1.3

The long awaited fix for XP has arrived as well as many other new additions. Take a look at this Star Wars Space Simulator Mod for Freelancer!

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Over the past two weeks, the team has been fixing all remaining bugs, performance glitches as well as adding several new gameplay related programming features into the mod. We also have been re-editing our normal/specular maps to improve their overall look and feel with great results:

A-Wing Normal and Specular Map Render

YT-1300 Specular and Normal Map

New Corellian Cruiser Glow/Normal/Spec Maps

Probably one of the biggest changes in the 1.3 patch is the new fix for XP OS users. So, if you've had any issues in the past, please reattempt with this new patch fix and let us know if this improves your problems with launching the mod.

And for those people still considering whether or not to try this mod, please take a look at the video below:

Patch 1.3 Change Log:

Bloom pixellation fixed
Added mobile docking (carriers) support
Added possible Windows XP crash fix ~w0dk4
Fixed Y-8 bug
Fixed Corellian Cruiser turrets (inverted, placement)
Added mag-pulses for fighter cruise disruption (50m explosion radius) and increased ion-pulses to 500m radius and only hp_torpedo_2 carrying ships
DP20's HpTurret13 need to be fixed (bad orientation)
A-Wing Hitbox Fixed
Shield and Thruster hitbox fixed
B-Wing - made its agility to that of a light patrol ship to account for its smaller profile
Added three simple systems to allow for some degree of faction gameplay to take place.
Doubled Hull Hitpoints of all capital ships
Golans indestructible
Reduced k-wing turbo turret axis from 50 to 45 degree
fixed hole in mc90 sur
fixed docking moor issues in capital system
fixed ISD window bug
Corellian Cruiser model smoothing fixed
Corelllian Cruiser normal/specular mapping fixed
X-Wing normal/specular mapping fixed
Added ship docking points to all capitals with a hanger
modular_conveyor.sur fixed
lowered starfigher loot drop rate
fixed position of b-wing reticule
fixed position of quasar fire reticule
fixed position of VSD reticule
fixed position of TIE Defender reticule
fixed position of E-Wing Reticule
adjusted power/shield hardpoints for several capital ships
removed CMs/Ammo from NPCs
replaced Lancer hitbox
reduced speed of proton torpedos/heavy rockets/proton bombs and increased their lifetime
fixed lancer tractor beam error
cut collision damage in half
New A-wing normal/spec maps ~hakre1
New X-wing normal/spec maps ~hakre1
New Corellian Cruiser normal/spec maps ~hakre1
New YT-1300 normal/spec maps ~hakre1
New MC90 diffuse texture ~Sizer

Main Download required before the patch:
Main Demo Download

Download the 1.3 Patch Release here:
Mirror 1

To all our fans, if you like what you see, and have been playing, please don't forget to tell your friends, your communities you frequent and social sites like REDDIT/Twitter about this mod. Player word of mouth goes a long way and we'd appreciate any of the support we can get for this mod of ours! Thanks everyone!


I love open space games, and I REALLY love seeing fighter combat happening among fleet battles, but the one thing I see a lot in space games that bugs me is ships simply vanishing in a flash of light (often with the flash not bright enough to cover the model simply disappearing).

Considering technical limitations, engine limitations and priority, can we expect ships breaking up, and or leaving behind a burnt blasted hull in the future?

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TSP-FriendlyFire Creator

Very, very unlikely. What you see here is pretty much what is going to be seen later, just with more polish.

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I will point out that with larger ships there is debris left behind, they don't completely disappear. And as FriendlyFire pointed out things will probably be tweaked before full release.

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do you need the original freeworlds game or it it standalone

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FW:ToW_Sushi Author

You need the original Freelancer

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Anyone know where i can buy freelancer for cheap?

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FW:ToW_Sushi Author

Is this stand alone?

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FW:ToW_Sushi Author

No. Requires Freelancer.

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One of the critical problems to me was getting into the controls, how to find the gates etc. I think this must definitely be improved before release to ease the first steps.

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TSP-FriendlyFire Creator

We've said often that we highly suggest actually playing Freelancer a bit before trying Freeworlds. Freelancer IS the tutorial you're looking for :)

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