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Blog RSS Feed Report abuse Latest News: Friday news update #3

1 comment by Mystacx on Aug 29th, 2014


Another Friday which means: more news about the mod. However, the sitrep-topic we use to keep each other updated on what we've done has been very quiet this week, so I'm doing this one a little different from normal. Additionally there will, more than likely, be a patch this weekend. Tf not it'll come soon after. Much will be changed with this first patch around the new meta-game pivot.

Sizer:

  • Removed ship-tiering from the game. No more connecting your characters through the GameCP! As soon as you create a character, you have access to that faction's complete shiplist now, if you have the money.
  • The X-Wing and the TIE-Interceptor have both undergone their first balance overhaul. The X-Wing has high Alpha and good pitch and is a little tougher. The Interceptor has higher average DPS and ROF, faster speed, better yaw and pitch, better roll, and slightly more fragile.
  • Added a jump bouy to the old capital ship system, so you can now buy capital ships. No more hoarding materials, all you need is credits. Please be aware that these prices have not been balanced fully.
  • Initial rebalance of the MC90/ISD. Not finished yet but will now at least be a fair fight.

Friendlyfire:

  • More hyperspace tweaks
  • SECRETS ;)
  • HUD element upgrades; detailed overlays on spawned gates showing time to stable/de-spawn and instability %, target tracking overlay, missile lock overlay, cruise delay info, hyperdrive cooldown info, hyperspace distance from tunnel edge, etc.
  • Eliminated any and all drifting at any speeds! WW2-style combat!
  • With Sizer: Thrusters may now only be fired if at 95% or more. Thrusters are rebalanced into burst fire boosters.
  • Shields are now dropped if the player logs in while in space. Docking/undocking will regenerate the shields. Log off docked to avoid this!
  • Completely overrode FLServer behaviour for sending updates to the client about missiles. Missiles should move much more smoothly and should look like they connect with their target more reliably.
  • Tradelanes are no longer dockable; instead, they indicate areas into which plotting a jump is free (no impact on cooldown, almost instantaneous stability). Attempting to dock with a tradelane will automatically plot a jump to the connected tradelane instead.
  • As a result of this, interdictors affect pre-calculated hyperlanes as well.

Stay tuned on the forums for the complete changelog when we drop the patch. We hope to see you in game this week!

Have a good weekend.

---

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!

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FW:ToW Launcher BETA

FW:ToW Launcher BETA

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Our launcher, which will install Freeworlds: Tides of War

Official Roleplay Guide

Official Roleplay Guide

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This document contains the dos and donts of Roleplay on the official Freeworlds: Tides of War server. We encourage all interested players to read this...

Post comment Comments  (1850 - 1860 of 2,112)
TWZCatinHat
TWZCatinHat Jul 27 2009, 2:41am says:

for the Dreadnaught picture you look like your sizing it with other ships. But what are the other ships are to small to tell.

also have you guys looked at the box system for the ships that each group/faction can fly? Its easier to setup smaller group/factions with and also keeping the core 4 factions with the die hard ships of their race. Keeps RP levels high and freedom for a group/faction to grow.

+2 votes     reply to comment
omayksilo
omayksilo Jul 27 2009, 2:03pm replied:

As it stands, each faction has it's own individual listing. The civillian shiplist, unlike previous incarnations of the mod, doesn't involve any of the main faction ships. Also, unlike in the past, the civ ships won't be a poor-man's choice, given the balancing system used for fighters in 2.0

+1 vote     reply to comment
TWZCatinHat
TWZCatinHat Jul 27 2009, 9:51pm replied:

that is good to hear m8

+2 votes     reply to comment
starewars
starewars Jul 26 2009, 4:08pm says:

i play this mod, but the graphics look nothing like those pictures lol

0 votes     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi Jul 26 2009, 6:19pm replied:

Because this mod hasn't been released yet...

You're playing Freeworlds 18.xx. Freeworlds: Tides of War has nothing in common with the coding, models or otherwise of FW 18.xx.

FW:ToW is completely coded from scratch and, I assure you, it looks like what we post here ;)

+1 vote   reply to comment
TWZCatinHat
TWZCatinHat Jul 24 2009, 3:56pm says:

I have one more question. When you guys run this mod on your severs will their be more freedom and RP to them? Like having Civ companies and more factions made so that there is a on going battle and more stuff to do.

I brought in 37 friends to play the mod thats running and only 3 are left. All 34 other friends all support what I said before.

Nice looking mod... just hope the sever can keep up :)

+1 vote     reply to comment
omayksilo
omayksilo Jul 25 2009, 7:03pm replied:

Yeah, once we get the actual foundation of the mod built, we will be having heavy discussions on how to weave the overall gameplay in and out of it. The problem with previous versions is of course that basically, rules and gameplay were tacked on, rather than built around the mod.

+2 votes     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi Jul 24 2009, 5:41pm replied:

There definitely will be more room for Civilian groups and factions. Shiplists will be fairly rigid, however. We intend to use FL Hook to control a lot of functions, such as raids on bases, scenarios and other such things.

The Republic and Galactic Empire battle will be the main focus of the mod, though. That being said, we're also paying a lot of attention to Crime elements (using trade of spice to destabilize the economy in that region, or make bases easier to capture) and civilian groups.

+2 votes   reply to comment
TWZCatinHat
TWZCatinHat Jul 24 2009, 5:52pm replied:

That is very good to hear going give you a 1 up :)

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi Jul 24 2009, 6:24pm replied:

Woots! lol

+1 vote   reply to comment
n1tr0u5
n1tr0u5 Jul 24 2009, 6:48am says:

yes it looks interesting i've never textured planets before but i can give it a try. ive registered on the ToW forums so pm me with details :)
thanks

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi Jul 24 2009, 8:10am replied:

Roger. Done.

+1 vote   reply to comment
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