This mod, set in the Pegasus galaxy, is a total conversion mod based on an original storyline. It combines a dynamic frontline, epic engagements, faster-than-light travel and many other features to create a sense of vastness in the blackness of space. The storyline kicks off with two warring factions, vying for control over a resource-rich system. This mod is still in development, and new modders are always welcome. Apply to the Icarus Development company page if you wish to join us and help this mod come to fruition.

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Alpha test

News

Right, as you may know if you've been following us on the website, we now have a working shipline, and about 6 working systems, although only a few are actually completely finished.

The Sla-Mari shipline is currently ingame, and working, and we're just putting the finishing touches on them (weapons, shields, etc). We'd like to invite members of the public (yes, that means you) to alpha test these ships, and give some feedback as to how they handle, how well you think they're designed, what you'd like to change about them, and possibly a review that we can use on our wiki.

If you're interested, have a gander at our website and sign yourself up for the test. If you have Skype, then drop myself or Nebraxis a PM, and if you don't, then we may be able to work through a different messaging platform (or you could always download Skype :3).

See you around

~Adamusa

Pegasusmod.co.cc

An update - FROM DA BOSS.

An update - FROM DA BOSS.

News

Update, courtesy of Nebraxis. Nothing much else to add.

Update on the progress of the mod.

Update on the progress of the mod.

News

Just an update of what's happened in the months between the mod being announced and now.

Comments  (0 - 10 of 17)
AFellowStalker
AFellowStalker

Rest in peace.

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Nebraxis Creator
Nebraxis

Okay guys. We are preparing for some playtesting of Sla-Mari ships. It is open to the public but spaces are limited. Head on over to the Pegasus forums and apply. It will be a case of first come first served.

See you soon!

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Nebraxis Creator
Nebraxis

Right, we have three willing mugs... er, volunteers which means there are two slots left. Head over to the Pegasus forums to get in on the fun!

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davies93
davies93

So after succesfully testing the pre-alpha mod, i can honestly say, apart from a few small things here and there, It's looking pretty damn cool.

You guys are in for a treat.

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cantthinkofaname
cantthinkofaname

WHAT HAPPENED TO YOUR TESTER? ME lol

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AFellowStalker
AFellowStalker

Last comment two months ago, last blog post one month ago, fraid to say this but is this mod among the dead?

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Adamusa Creator
Adamusa

Certainly not. There is a lot of work being done, but most of it's behind the scenes and the boss doesn't want me to reveal it yet. We're still here, just being vewwy quiet.

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AFellowStalker
AFellowStalker

Alright then that is great. Good to hear.

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Nova2
Nova2

Faster-than-light travel as in go-where-you-like-from-wherever-you-like (ie warp drive/hyperdrive) and not utter dependence on jump gates? Please let it be true! :D

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Adamusa Creator
Adamusa

It is indeed true, although in the Pegasus sector, most factions only have "experimental" FTL drives, so they'll only be mounted on large ships, like the big one in the pictures above.

But as the storyline advances, certain plot twists will allow most (if not all)ships access to FTL. The maximum range of the FTL drives will be one system away, however, and you still need to target a jumphole to use it.

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Nova2
Nova2

So you mean - gameplay wise - that jumping to FTL is just like in vanilla Freelancer except your ship can do it from anywhere in-system?

And how does exiting FTL work? You say you have to target a jumphole, does that mean you'll always exit that jumphole or is it just a 'landmark' to aim your FTL drive at and you can drop out wherever you like?

As for range, is it set in stone or will there be higher quality drives you can buy with greater ranges?

I ask because what I hate most about space games is that you can have (or at least easily imagine) a scenario where a character says "oh no, the jump gate is offline/blockaded/malfunctioning/destroyed...I'M STRANDED!!!" Well if that's the case, then you don't deserve to be in space! As long as this mod provides the far more sensible "oh crap, the jump gate's blockaded, I'll have to use my hyperdrive after all...I'm gonna be a tad late!" scenario then that'll be great. :)

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Nebraxis Creator
Nebraxis

At the moment, the FTL is a system relying on ingame co-ordinates and a bit of jiggery pokery with FLhook, if I am not mistaken. This could potentially move you from one end of a system to the opposite in about a second. We will be looking at developing this further, but, and it is a big but, we need to get an Alpha up and running first before any bells and whistles get refined.

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Adamusa Creator
Adamusa

Well, it's quite long winded, but I'll dumb it down as much as I can.

Basically, you target the jumphole, and input the co-ordinates of the object in the next system that you want to jump to. You could theoretically input them and FTL to where you want, but the odds of getting it right are VERY slim. If you target a JH and just FTL through it, then you'll end up in the middle of the system, normally.

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Adamusa Creator
Adamusa

As to jumpgates, the storyline (after a point) will be dynamic, and i suggested that jumpgates could pop up after the factions had established proper trade routes.

If they then get blockaded, you could target the jumpgate from a way off and jump through it, but maybe it's possible that we can introduce a feature that stops players from FTLing through a jumpgate if hostile ships are near to it.

Finally, to your range question, the plugin used can't handle more than one system away. But it's certainly an idea that we could look at, maybe higher class engines having a shorter recharge time.

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Adamusa Creator
Adamusa

Adding on to this, there isn't a way to exit FTL during a jump, as it happens (as the name implies) faster than the speed of light. Therefore, you reach your destination nigh-instantly.

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