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.

Please join us also on:
PhotobucketPhotobucket
Image RSS Feed Latest Screens
The Imperial Fleet The Imperial Fleet The Imperial Fleet
Blog RSS Feed Post news Report abuse Latest News: Player Code of Conduct and Patch for the Open Beta Server

1 comment by Rogueleeder on Jan 26th, 2015

Greetings all and belated happy 2015.

The Tides of War team had been rather busy over the last 2 months so its time to share the fruits of their labors.

Firstly our community manager, Darkforce has put together a code of conduct which is to be followed when playing on the Open Beta server. This can be viewed here: Freeworldstidesofwar.com

The beta has also been updated with a few balance fixes and many fixes for bugs that our community has reported to us over time. This should lead to an overall more pleasant experience when on the server. the full list can be read below:

FriendlyFire wrote:-Tripled in-system hyperspace tunnel length.
-Eliminated YT-1300 "wreck", Z-95 Mark I and BTL-S3 Y-Wing from starter loadouts, replacing them with the standard YT-1300, the civilian Howlrunner and the Supa, respectively.
-Cleaned up old hyperjump buoys.
-Added mc90 normal map.
-Unified docking ability of freighters: transports can all use berths, freighters can only use large moors; corvettes and gunships may also use berths.
-Reduced collision elasticity.
-Removed Laseel from files as a base.
-Doubled baseline speed of mc90 and ISD.
-Fixed CC-7700 loadouts not having the gravity well projectors.
-Doubled interdiction range of Immobilizer-418 to 4x20k = 80k, tripled range of CC-7700 to 60k.
-Reduced capital weapon dispersion angles across the board, reduced muzzle velocity.
-Halved mag-pulse range.
-Decreased hull damage of mc90 super turbos.
-Increased damage of ISD turbos and energy damage of ISD ions.
-Increased explosion radius and damage of proton bombs, increased explosion radius of assault concussion missiles.
-Reduced max speed/range of proton bombs.
-Miscellaneous changes to effects.
-Player capital ships do not collide with NPCs, but collide with other players.
-Improved jump animation so the ship no longer "flips" around when docking; also removed the point where all objects in the system disappeared.
-Mag-pulses and ion-pulses properly cause the ship to drift.
-Reduced starsphere brightness to more sane levels and tweaked generation algorithm to look less pixellated.
-Moved many data files to My Games\Freeworlds, including all dump files, option files, logs, etc.
-Certain tips are now "blocking" tips and prevent other tips from popping over them, which makes it less overwhelming.
-Hyperspace tunnel is now of the correct radius.
-Removed "chance to drop" system from hyperspace: players now collide with the tunnel and take shield damage; when shields hit zero, the player is dropped off.
-Distinguish between a mag-pulse and an ion-pulse; ions are stronger and are the only ones that can affect larger freighters and capital ships. Successive disruptions stack in time.
-Proper, super shiny specular reflections on all ships.
-Changed lighting model a bit.
-A few more safety checks around hyperspace.
-Simplified and automated a lot of the background balance of hyperspace tunnel lengths and difficulty.
-Fixed numerous issues with hyperspace tunnel rendering, particularly at steep angles versus the +Z vector.
-Completely redesigned equipment regeneration on docking: should be more reliable, less likely to kick for cheating, less likely to replace valid equipment or double/triple equipment.
-If a player disconnects or F1's out while in hyperspace, the player is dropped as though their shields had failed.
-Staying idle or moving backwards in hyperspace deals shield damage.
-If a player fails to receive the exit packet for leaving hyperspace, they are moved to their destination before being kicked to preserve server stability.
-Characters are saved right before jumping in hyperspace.
-Completely overrode FLServer behavior 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.
-Cargo is lost if player drops from hyperspace (whether through F1/disconnect or through losing shields).
-Shields are now dropped if the player logs in while in space. Docking/undocking will regenerate the shields. Log off docked to avoid this!
-Fully-fledged interdiction system is now in place. If a player crosses through an interdiction field, they will be dropped somewhere in the field. This is determined in real-time, not at buoy creation, so fields MUST be active at the moment of the drop to work. Players are guaranteed to drop at 75% of the interdiction radius or less.
-F1'ing in while in space causes a 5 seconds radar pulse that broadcasts the player's location to ALL other players in the system. Log off docked to avoid this!
-Dropping (as in, shield failure or F1/disconnect) from hyperspace causes a 10 seconds radar pulse.
-Increased hyperspace cooldowns slightly.
-Cooldowns do not regenerate while in hyperspace.
-Added lots of new UI elements, collectively named "Info". This includes detailed overlays on spawned gates showing time to stable/despawn and instability %, target tracking overlay, missile lock overlay, cruise delay info, hyperdrive cooldown info, hyperspace distance from tunnel edge, etc.
-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 precalculated hyperlanes as well.
-Hooked death cameras so they render properly!
-Hyperspace drop-out orients players correctly.
-Possible fix for phantom gate spawns.
-More leniency on hyperspace checks.
-Warning sounds for hyperspace.
-Decreased god rays sample count, increasing performance.
-More aggressive shadow rendering culling, resulting in significant performance gains.
-Smarter light equip culling, increasing performance.
-FPS may be as much as doubled or more depending on the circumstances!
-Sped up jump in/out animations
-Completely redesigned weapon linking, should now work for all ships on all configurations, even with weapons turned off
-Reset some reputations, Jedi and Sith are a lot more neutral now, Hutt may attack less (they will still attack an enemy's allies if the enemy shows up)
-Eliminated Jedi and Sith spawns from everywhere aside from their respective expected locations
-Hyperspace data now resets on undocking, which should help with the exploding on undocking bug
-As a stopgap measure, there should now always be missions across the Bastion system for Imperial players
-Removed all remaining fake atmosphere zones (producing the weird burning effect)
-Formos, Avon, Radnor now have a gravity well
-Resized Dathomir, Fresia, Garqi, Gamorr, Sleheyron, Teth gravity wells
-Corrected some infocard errors with many gates
-Removed containers from Sullust
-Unified all gravity wells to show up on navmap
-Eliminated gravity well for asteroid belt in Bespin
-Renamed Coruscant -> Borleias tradelane
-Golans deal 5x more damage and have infinite power
-New weapon linking works on K-Wing, YT-series
-Fixed YT-1300 guns having different rates of fire
-Moved Coruscant -> Kashyyyk jump to avoid jumping through a planet
-Added missing shipdealer to KDY base selling the Cloakshape, Toscan and Supa (KDY Military Research)
-Moved lane in Bastion to make it a bit easier to navigate
-Missile explosions against shields have been completely rebuilt, bypassing FL's standard setup; as such, missiles should now damage the shields of all capitals reliably (including mc90/Neb-B)
-Better wreck rendering
-Removed space dust
-Crashed sessions on the server should now get kicked when attempting to rejoin
-Fixed tradelanes requiring cooled down drive.
-Improved client-side stability in hyperspace.
-Corrected visual glitches in hyperspace tunnel.
-Cooldown notifier is properly updated when hyperspace plotting fails.
-Modified behavior of hyperspace plotting: will now attempt to jump towards the selected target, or the first waypoint if no selection.
-Improved weapon linking, now actually works when disabling weapons, attempts to keep using current fire mode if it can when switching weapons on or off.
-Removed erroneous jump to a dev system from Kuat.
-Fixed lighting error in hyperspace.
-Properly released hyperspace textures on device loss/game exit.
-Now using proper lock flags for hyperspace textures.
-Added additional check on Firemode loading.
-Permanently disabled 3D sounds. Do not try to reactivate them, please.
-Fixed conflict between mouse lag fix and star rendering.
-Rebalanced TIE Interceptor
-MC30c bombs and a few other ammo types are now available everywhere
-Possible fix for crash on dock, though we have been unable to replicate
-Fixed VSD energy drain


Also a reminder that both the New Republic and the Galactic Empire are still actively recruiting pilots to serve on the front lines. Anyone interested should register on our forums and contact the respective faction leaders for more information.

That's it for this update. 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 Upload file 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  (40 - 50 of 2,120)
Steel_Dragon
Steel_Dragon May 8 2014, 5:54pm says:

So if I join NR I may not tryout GE with another char?

+1 vote     reply to comment
TSP-FriendlyFire Creator
TSP-FriendlyFire May 8 2014, 7:30pm replied:

You can, but only as a "recruit" character with a significantly limited ship list.

+1 vote   reply to comment
Steel_Dragon
Steel_Dragon May 9 2014, 3:36pm replied:

Okay, so if I want to play GE ships it should be on a local server?

+1 vote     reply to comment
Steel_Dragon
Steel_Dragon May 9 2014, 5:52pm replied:

well I just discovered that the server files are incompatible with the mod but I was just wondering how else it would be possible to play more than 1 faction and maybe get a chance to have fun with the destroyers and other cap ships since it doesnt seem very likely that players get to use them on the official server

+1 vote     reply to comment
TSP-FriendlyFire Creator
TSP-FriendlyFire May 9 2014, 6:23pm replied:

You wait until the final release is out with the server files. You can also sometimes find test events on the main server where people can get temporary access to certain ships.

0 votes   reply to comment
Steel_Dragon
Steel_Dragon May 10 2014, 12:28pm replied:

well that answers my questions thx

+1 vote     reply to comment
Entropy_Anton
Entropy_Anton May 3 2014, 7:36am says:

Where is the server located? I am experiencing really high ping (400-500).

+1 vote     reply to comment
Sizer Creator
Sizer Apr 28 2014, 11:30pm says:

I'll be streaming all day tomorrow as of this post date while working on a new MC-90. I'll take a break to do some gaming if anyone wants to stop by. Info in the link

Freeworldstidesofwar.com

0 votes   reply to comment
Ballroom
Ballroom Apr 27 2014, 2:54pm says:

If you ask me. You guys are saying how you would have dressed down capital ships that Civilians can have that will protect their own convoys but will not be able to go toe to toe with the normal military capital ships. I feel that if you incorporate those older ships like the droid control ships among all of the other old Clone Wars Era battleships,being they're older technology then those would be the much better ships to dress down so to speak for the Civilian community. Then everyone's happy because they're also Star Wars Canon ships.

+2 votes     reply to comment
Sizer Creator
Sizer Apr 27 2014, 4:01pm replied:

There will be no Clone Wars era ships.

+2 votes   reply to comment
07_Republic_commando
07_Republic_commando May 17 2014, 9:08am replied:

that doesnt make any sense, the empire used thousands of droid battleships all the way into the imperial civil war

+1 vote     reply to comment
Ballroom
Ballroom Apr 29 2014, 5:56pm replied:

I love your mod and don't mean to be a pain but,why ? Or in any case,why not ? No disrespect to you guys because i'd give you all a big Wookie hug if i could for this genius of a mod.

+2 votes     reply to comment
TSP-FriendlyFire Creator
TSP-FriendlyFire Apr 29 2014, 9:46pm replied:

Because we'd rather put our manpower towards ships of the correct era. When you have limited capabilities, you have to choose.

Also, most of the dev team dislikes the prequels :P

+2 votes   reply to comment
Ballroom
Ballroom Apr 30 2014, 6:00am replied:

I fully understand your need to choose. I however love the prequels and also fully understand the reason why Jar-Jar-Binks needed to exist as he was. The force has sway over the weak mind and Chancellor Palpatene using his dark ways of the force made it possible to put Jar-Jar right where he needed him. To cast the final vote to have a Grand Army Of The Republic which in turn played right into his insidious plans. There's much more of the reasons that i see on the prequels and such however yes this mod is your baby and i'd like to see it grow to it's mold breaking potential that i have seen and enjoyed playing so far.

+1 vote     reply to comment
SunnyBittern
SunnyBittern May 4 2014, 8:36am replied:

Most Venerators came under direct Imperial control following Order 66. They were most likely all either scrapped for materials to build Imperial I, or some may have went rogue and gotten destroyed.

+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
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

138 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
Last Update
3 months ago
Watchers
1,777 members
Files
2
News
145
Features
8
Reviews
9