About Slipstream: The Price of Freedom:

Slipstream: The Price of Freedom takes place during the many battles of the Freedom war, a 320-year long war between the UNCG (United Nations Central Government) and DSCG (Dominion of Super Conglomerate Governments). The year is 2631, The climax of this massive war. It has been noted to be the bloodiest and longest war ever fought by humanity. Thousands of battles are taking place all over the milky way, fleets confront each other, planets are being bombarded. Take a role in a skirmish battle, choose a side, and choose a theatre, fight for your cause. Take your fight to the campaign and follow one fleet as it delivers the final crippling blow to the DSCG and it's religious overlords. Choose a side and fight for your freedom, but before you do, ask yourself this: At what cost? (You can grab the whole Slipstream backstory here: Moddb.com )

This Mod Features:

  • An Extremely well-written backstory that keeps you on the edge of your seat as you play through the game and learn what is at stake. 
  • A Redesigned Main Menu and Loading Screen with Full High Definition Support (Up to 1600x1200 Before Pixelation and blurring begins to occur).
  • The Ability to Choose Music before the start of a game, this includes the original default music built into the level, turning music off all together without having to adjust your settings, and the ability to have a playlist of random music from the original game. 
  • The Ability to change the starting fleet to either the standard fleet, two carriers for fighter, corvette, and frigate combat only, and an instant action with all the required research completed, all the subsystems necessary to build a fleet, and some ships to start a small skirmish with.
  • You can also choose what conditions which you want the game to end on, such as killing all ships, Quitting Manually even after all ships are destroyed, or the normal homeworld 2 rules.
  • Custom Maps, along with custom built backgrounds, make the battles unique from homeworld 2's stock game play. 
  • A short summary of the Slipstream: The Price of Freedom (Also known as Era II in the slipstream universe) Built into the game, located under the “Slipstream Universe” Menu item.
  • Adjusted Camera Settings to bring a slightly more realistic view to the game play
  • Intense ship to ship combat situations that leave the replay value extensive 
  • Dynamic Damaging systems that make attacks turn out differently with every attempt.
  • Simplified user-interface that brings it out of your way, putting your focus on the game. 
  • More Features that bring a fresh look and feel to the way you play this game. 

Credits:

  • Emperor (SRI) – Programming, Compiling, Graphics, Writer.
  • Aquemnun (SRI) - Ship Builder, (some) weapons, research & development, trailers. 
  • NSWMaps (SRI) – Slipstream Maps.
  • Fierwizard (SRI) - Testing. 
  • DJZ4K (SRI) - Slipstream Theme (Main menu) & Slipstream Ambient.
  • Axel - Ship & Turret Models, Initial Weapon files.
  • TFS v2.6 Mod Development Team (Sagyxil) - Missiles
  • Modernization team - Missiles
  • Eviljedi - Rehash models and weapons.
  • Mikail - Gameplay scripts, UI Scripts.
  • Ent-E - Taiidan Cruisers mod.
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Not All roads lead to the same path Know The Truth. Well, it's close. W.I.P.
Blog RSS Feed Report abuse Latest News: TPOF Development Path Overview

2 comments by SRI-Emperor on Nov 17th, 2009 digg this super bookmark


Hello All! Today I want to outline the goals for
version 2.6, and what will happen after this build. As most of you
know, 2.6 is our Gameplay freeze which we will begin developing the
Campaign scripts. During this time, we will have development paused,
in order to compile all the bug reports, so they can all be fixed.
Then a 2.6b will be released, and tested. 2.6c will contain our first
demo mission, and we will have our final bug report compiled. We will
then take 4 months to completely develop this campaign (at the most,
I doubt it will take that long). So, we're looking at a solid 8
months of work here, possibly putting out our demo campaign by March
2010, with the initial campaign released Summer 2010. After that,
TPOF development will go through one more debug run, which we will
de-mothball the entire codebase. If the fan base is large enough, we
will then develop an expansion kit for TPOF which will run with TPOF.
If not, we will take our plan for Slipstream: Uprising to another
engine and begin work with a modern engine (or do an entire engine
ourselves, which after working with basic C++, I can do the same
thing I did with LUA code, and simply build on those experiences.)
Which ever runs, TPOF will be completed by the close of 2010.
Unfortunately, there will be no more development after 3.0 on the
TPOF codebase, as we do not want to ruin a piece of art. Not to fear
though, blowing up code is what we do best. Now, lets go over the
Goals for 2.6.

TPOF v2.6 Goals & Features.


  • Tidy Up Code. This basically means fix
    all of the code problems, and tie-up loose ends, removing features
    that are unwanted or redundant.
  • Weapons Freeze. We will be freezing
    our weapons systems, halting development for them. So, if you have
    any concerns about the weapons, please report the bugs. We do not
    wish to deploy something the people do not want. Whats the point in
    that? We're not Microsoft. (Little Joke there)
  • Retexturing. We will begin large-scale
    retexturing of ships/megaliths/what-have-you.
  • Electronics, Strategy – We are
    FINALLY going to introduce some new modules and abilities beside the
    ones found in stock homeworld 2.
  • Final implementations of our “Mercury”
    UI design.
  • Gameplay Tweaks/Effects tweaks.
  • Custom Soundtrack – Myself, My
    friend Jim, and DJZ4K are working on a custom soundtrack for TPOF,
    that will replace homeworld 2's soundtrack.
  • Final maps + Backgrounds – adding
    the final Maps, and making new backgrounds for them.

As you can see, we have a LOT of work to accomplish in these short few months. Stay tuned for more details! I hope you all are ready, we are also going to be gearing up 10 = 8 very very soon.

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2.5c Whitespace/Lag Patch

2.5c Whitespace/Lag Patch

Nov 05, 2009 Patch 3 comments

If you are experience problems with Whitescreens, or Lag, try this patch, it may help.

TPOF v2.6 Gameplay Preview Trailer

TPOF v2.6 Gameplay Preview Trailer

Oct 27, 2009 Trailers 0 comments

Downloadable version of the trailer for the newest released version of TPOF, boasting new UI, new ships, new levels and backgrounds and the beginnings...

Slipstream: The Price of Freedom v2.5c

Slipstream: The Price of Freedom v2.5c

Oct 24, 2009 Full Version 14 comments

This is a major update to TPOF. We have carved out the UI's final structures, and worked on getting a lot of loose ends tied up. Please report all bugs...

Slipstream Official Backstory

Slipstream Official Backstory

Apr 25, 2009 Other 4 comments

I would like to introduce to you, the Slipstream official backing story. It has taken about a month to compile everything relative for the core of the...

Comments  (0 - 10 of 405)
B()nes
B()nes Nov 21 2009, 12:51pm says:

xD Why do the ships ram eachother?

+1 vote     reply to comment
SRI-Emperor
SRI-Emperor 7hours 40mins ago replied:

Strange Bug is Strange. I actually haven't seen that one yet.

+1 vote     reply to comment
NoThePowerIsNotYours
NoThePowerIsNotYours Nov 20 2009, 6:14am says:

I downloaded the patch, and the lastest version of TPOF still crashes. Could you please find out what dah fcuk is this problem? I'd love to play TPOF 2.5c.

+1 vote     reply to comment
SRI-Emperor
SRI-Emperor Nov 20 2009, 7:32pm replied:

Oh boy, um, PM your system requirements to me, we'll sort it out.

+1 vote     reply to comment
snigelkotten
snigelkotten Nov 17 2009, 1:29pm says:

hello very good mod but i miss the long time when the ships explode looks so much better.And why dont you have the options to turn off the hyperspace the computer hyperspace al over the area ..but overal its a very good mod .

+1 vote     reply to comment
SRI-Emperor
SRI-Emperor Nov 18 2009, 1:11am replied:

We're still working on the hyperspace asset.

+1 vote     reply to comment
glenn
glenn Nov 11 2009, 5:44pm says:

please ignore the previous message no delete option :(. Anyways fixed now the hod tool wont work...

+1 vote     reply to comment
glenn
glenn Nov 11 2009, 5:01pm says:

I've got a problem i've only ever moded on xp. Now im on vista and no .big extractors will work... Do you guys have a extracted version i can use? Or just tell me what .big extractors you use. I used Final Big and Spooky rat neither worked on vista...

Edit: realised Final big doesnt even work with homeworld .big files anywas why it was on a homeworld 2 modding site....

+1 vote     reply to comment
glenn
glenn Nov 11 2009, 4:11pm says:

Yeah that happens you got to make it just bigger then the ship so that it doesn't block turrets Takes a lot of fine tunning also some turrents will just never work with it :) It sucks that there isnt a better way to add shields. Shields are just cool :)

Well anyways thanks for that and I'll remember UNCG next time :)

edit: I'm actualy going to try play around with it on one of the ships see if i can get it to work... unlikely if you guys cant :).

+1 vote     reply to comment
B()nes
B()nes Nov 13 2009, 3:43pm replied:

You just quadruple posted o_O. I thought double posting was bad...

+1 vote     reply to comment
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Release Date
Released May 9, 2008
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