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...
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Interested where we get our Freelancer enhancements from? Please visit: The Starport for more details!
THIS MOD WILL BE MULTIPLAYER ONLY. WE WILL PROVIDE BASIC SERVER CONTENT TO RUN A LOCAL SERVER FROM YOUR COMPUTER AT HOME. THIS IS EXTREMELY SIMILAR IN FUNCTION AS OPEN SINGLEPLAYER FREELANCER. WE HAVE PROVIDED A TUTORIAL TO EXPLAIN TO YOU HOW TO START YOUR SERVER AT HOME COMPUTER AND HOW EASY IT WILL BE TO USE: here
Thanks to you, Freeworlds: Tides of War has made it into the MotY Top 100 for a sixth year running. We thank you all for your all of your support and patience over the years. It's been a long, hard road, and we're nearly at the end. We're currently going through the final stages of prepping the mod for a Beta release. Over the next few weeks, we'll be going through the codebase, tidying up loose ends and killing the last few remaining showstopper bugs. Very soon, we'll be opening the doors on a new frontpage and community forums. I'll keep you all up to date on that as it develops.
Now, in other news, some eye candy. First, a preface. The development style we encourage in our team allows for side projects to be worked on so long as it doesn't interfere with main work deadlines. For developers, having passion projects within the main project is essential to prevent burnout, especially on a project with the scope of FW:ToW. Many of the things we've shown off this past year are the result of that program, and I'd like to really drive home the point that none of these additional features have held back the release of FW:ToW. So, once again, I bring your the results of one of those personal projects. FriendlyFire has done it again, this time with a new system for wreck handling. Ships now suffer an explosion upon death, and leave behind a smoldering corpse. This corpse decays naturally over time, and presents a navigational hazard to the area, as well as creating a physical wall through which fire cannot pass. These wrecks can be destroyed by players to remove them from the field before the natural decay timer is up, but in fleet fights, the time spent trying to shoot through a wreck that is blocking your fire can be fatal. There are also other implications to the way this has been implemented, including, but not limited to, the dynamic placement of explorable wrecks, similar to the secret wrecks in vanilla Freelancer.
As always, the following is a work in progress, and does not represent the final version of the effect.
In other news, DarkForce has released another article on GalacticNews.net. Head on over and check it out!
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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