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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  

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1 comment by Mystacx on Aug 8th, 2014

News-Friday! Yes, the name is horrible so feel free to help me think of something more interesting.
I'm going to be doing these little posts each Friday to show you all what the team has been up to. So without further ado;

From the lore team: Things are starting to take off with the Battle of Orinda, having multiple people from all factions involved and will be  leading straight into *REDACTED*. It'll be a big point in our time line, so if you're into roleplay and want to participate, click the link to read the entire story. Because of this, work on Galacticnews.net has slowed down a bit, but don't worry, these will soon pick up again!

From our web team: Qi has been busy revamping our GameCP (and fixing bugs) with a more streamlined look, bringing it more in-line with our forums and preparing it for our metagame pivot, which we mentioned in earlier posts. Perhaps there will be a small sneak-and-peak for you soon!

From mod development: FriendlyFire has been working on hyperspace gameplay, adding proper cubemap reflections, changing the lighting model and adding the first implementation of interdiction! Exiting hyperspace now adds a radar blip and jumping into hyperspace with your shields down will soon mean a quick and sudden drop-out, so a warning will be added for this as well.
Sizer has been working on some capital balance changes and fixing up the unruly SURs of the Nebulon-B and mc90. Time will tell if he will win!

Both Sizer and FriendlyFire will be taking some time off for the next week, after which they will be working full steam ahead to release a few well-deserved patches and work on fighter balance.

As for me, I will be trying to have a sit down with some of the players, asking them about their likes and dislikes about our current state of the mod, the upcoming changes in the metagame pivot and events. Events, events, events. Gotta keep you busy after all. Perhaps you'll even be able to win a ship that belongs to your most hated enemy...

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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 2,105)
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
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
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
Guado
Guado May 10 2009, 7:42am says:

will aurabesh be in the game and actually translatable? lol i can read it im a supernerd :P would it be possible to have everythin translated to it such as hud and mission data?

+1 vote     reply to comment
FW:ToW_Sushi
FW:ToW_Sushi May 10 2009, 10:44pm replied:

Sadly, no. We'll be keeping it to English. Sorry.

+1 vote     reply to comment
HammerFalls
HammerFalls May 3 2009, 11:07pm says:

please i can't take it any more! STOP MAKIGN ME DROOL ALL OVER MY KEYBOARD!

+1 vote     reply to comment
FW:ToW_Sushi
FW:ToW_Sushi May 10 2009, 10:45pm replied:

Just wait until you guys see the 10th Development video :)

+1 vote     reply to comment
FW:ToW_Sushi
FW:ToW_Sushi Apr 28 2009, 5:21pm replied:

We're hoping to release the mod around September. However, we're making great strives in development now and are increasing the functionality of FL through FL Hook. So, that may increase development time.

As for taking a look at your Sins of a Solar Empire Mod, sure I'll take a gander :D

+1 vote     reply to comment
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