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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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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

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Our launcher, which will install Freeworlds: Tides of War

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  (1970 - 1980 of 2,112)
Rahl
Rahl Feb 2 2009, 4:49am says:

Hey folks :)
Forgive the n00bish questions but I need help. I'm kinda new to modding and although I have successfully installed this mod (and FLMM) I'm having problems ingame.
When I try to start a new game I find myself on Coruscant with a Z95 and 10,500 credits...unfortunatly the ship is UNLOADED (no weapons, engines, shields etc) and I don't have anywhere near enough cash for even an engine...thus I'm stuck, able to go nowhere :(
Have I done something wrong?

+1 vote     reply to comment
nemesisx
nemesisx Feb 2 2009, 8:21am replied:

i asked same question before but the answer is a few pages back but i will paste answer for you:
This is how you fix it to put the engine in:
Activate the mod. Then explore to find the file:

c:\program files\microsoft games\freelancer\data\missions\m01a\m01a.ini

Bring up the file properties to make sure that the file isn't read-only, then open it in Notepad.
Look for this line (should be the ninth from the top of the file):

Act_SetShipAndLoadout = z95, mp_z95

then change it to read:

Act_SetShipAndLoadout = z95, z95

Save the file and exit. Now, when you start the single player game, you'll have a ship that works right off the bat.

and also i figured something else in addition to this.
there is a line in the end of the page like that
Act_AdjAcct= 10000
in here, you can change the value however you want.for example if you change it to 100000, you will start with 100000 money. try whatever you want

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi Feb 2 2009, 10:02am replied:

Thanks for answering that NemesisX. The patch we're releasing in a few days will have that fixed - thank god.

+1 vote   reply to comment
Rahl
Rahl Feb 2 2009, 8:49am replied:

Thankyou very much :D

+1 vote     reply to comment
nemesisx
nemesisx Jan 24 2009, 3:08pm says:

i figured out something to go very fast.in flmm, there is mod by itself called speed mod.if you activate it, you can go like 3000 top.

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi Jan 24 2009, 4:12pm replied:

In 2.0 we travel at 5000 :)

+1 vote   reply to comment
nemesisx
nemesisx Feb 2 2009, 8:22am replied:

what do you mean by in 2.0? i play this mod only in SP and there isnt anything like that in SP :/

+1 vote     reply to comment
omayksilo
omayksilo Feb 5 2009, 6:24pm replied:

What is meant by '2.0' is the early development name for new mod. Everything that is posted here is what we are currently working on.

+1 vote     reply to comment
Kozmoman
Kozmoman Jan 30 2009, 3:28am replied:

OMG is the cruise speed 5000 at 2.0???

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi Jan 30 2009, 6:55pm replied:

Aye. Systems in FW 2.0 are over 1200km in diameter, we need that speed to get around.

+1 vote   reply to comment
Bubb9
Bubb9 Feb 1 2009, 3:19pm replied:

can I has awesome?

+1 vote     reply to comment
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Released Apr 11, 2014
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