Join our forums and get your opinion into the development process: Freeworldstidesofwar.com

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

Please join us also on:
PhotobucketPhotobucket
Image RSS Feed Latest Screens
The Imperial Fleet The Imperial Fleet The Imperial Fleet
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!

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
FW:ToW Launcher BETA

FW:ToW Launcher BETA

Apr 12, 2014 Full Version 7 comments

Our launcher, which will install Freeworlds: Tides of War

Official Roleplay Guide

Official Roleplay Guide

Sep 20, 2011 Tutorials 19 comments

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  (1890 - 1900 of 2,112)
droideka95
droideka95 May 18 2009, 8:32pm says:

Dear God mobile docking HOW!! I thought it was impossible!!! Sorry for the double post... :|

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi May 18 2009, 11:26pm replied:

FL Hook allows us to do this. No worries for the double post.

+1 vote   reply to comment
droideka95
droideka95 May 20 2009, 4:36pm replied:

Hmmmmm FL Hook i have heard that before but im not sure what it means (Sorry for the questions im trying to learn how to mod FL) So what is FL Hook exactly. Also could i have some links to certain tutorials or tools that may help me learn? IF thats ok of course

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi May 24 2009, 8:34pm replied:

No worries. FL Hook is a program that modifies the game in MP though various "hooks". These are essential pieces of C++ codes that allow you to add different functions to the game.

Here's a forum for more details: The-starport.net

+1 vote   reply to comment
droideka95
droideka95 May 18 2009, 8:31pm says:

How did you manage to get past FLs Polygon limits?

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi May 18 2009, 11:25pm replied:

It's a particular way of creating the .cmps. We hope to post a tutorial on how to do it when we get the chance :)

+1 vote   reply to comment
Zero-Bahamut
Zero-Bahamut May 14 2009, 9:22am says:

give it a server for Tides of war? to play it online ?????

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi May 14 2009, 9:26am replied:

I'm not sure what you're asking, exactly. Freeworlds: Tides of War is still in development. As soon as it's completed, it will be on a server for Multi-Player.

+1 vote   reply to comment
Jonlissla
Jonlissla May 14 2009, 2:58am says:

How is the capital ships handled? Is it like flying a normal fighter but just slower? Remember trying out a mod once that added capital ships and it was a pain in the butt to fly one, it was just too slow and the camera angles sucked major a$$.

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi May 14 2009, 9:10am replied:

No, capital ships are a completely different beast all together. I'm not sure if you've ever have tried "Tides of War", but physics will be handled very similarly to that. The ships will "feel" like a HUGE ship. Turning will be very slow, because that's an incredible amount of mass to move. At the moment, at our very prototype stage of Capital Ship development, the biggest ships in the game ISD/MC 90 (Both appoximately 2km in length) will have a 360 degree turning speed of approximately 3-4 minutes. Coupled with the inertia factor, it should simulate capital ship physics well. Smaller capital vessels will, obviously, move a lot quicker.

For an example of the camera we're hoping to use, here's a very early prototype version of it: Youtube.com

+2 votes   reply to comment
Jonlissla
Jonlissla May 15 2009, 12:21am replied:

Thanks for answering.

After looking at that video you linked, is it possible to have turrets firing at targets automaticlly? I don't remember any similar function in the original game.
If there isn't one, won't it be kinda difficult to hit any fighter craft? That Nebulon in the video might not have that much trouble since it was fairly mobile, but I'm thinking of the much bigger ships.

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi May 15 2009, 9:58am replied:

Well, sadly, we cannot make automated turrets. That's probably the only downside to these capital ships. As for fighters and capital ships, we've created many classes of capital ships. Some are anti-fighter, some are a multi-role, some are fighter/bomber carriers (yes we have mobile docking now :)), some are hyper-drive suppressing - Immobilizer Starwars.wikia.com - and some are just for slugging it out with other capital ships. This all depends on the weapon type and role we've assigned to each ship.

+1 vote   reply to comment
Jonlissla
Jonlissla May 15 2009, 12:47pm replied:

Is it possible to have AI fighers docked on your ship, or does it have to be players? Can't imagine it'll be that fun to just sit around, docked in a capital ship waiting for a horde of bombers to show up. :P

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi May 16 2009, 11:35am replied:

You don't have to stay docked with the capital ship. It really will only be useful for traveling through systems in a group.

And we can only get players to dock with player capital ships.

+1 vote   reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Freelancer Icon
Platform
Windows
Game
Freelancer
Contact
Send Message
Official Page
Freeworldstidesofwar.com
Release Date
Released Apr 11, 2014
Mod Watch
Track this mod
Share
Community Rating

Average

8.9

134 votes submitted.

You Say

-

Ratings closed.

Style
Genre
Futuristic Sim
Theme
Sci-Fi
Players
Multiplayer
Twitter

Latest tweets from

It can take up to a few hours for tweets to begin appearing.

Embed Buttons

Promote Freeworlds: Tides of War on your homepage or blog by selecting a button and using the embed code provided (more).

Freeworlds: Tides of War Freeworlds: Tides of War
Freeworlds: Tides of War
Statistics
Rank
1,751 of 22,808
Last Update
3 months ago
Watchers
1,764 members
Files
2
News
144
Features
8
Reviews
8