Final Frontier unofficial 0.97b
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- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
sorry, i tried it out, but i m to stupid for that. When I pack the file with 7zip, Spring doesnt show me the mod in the battlescreen when i pack it this way. So i packed it with rar and uploaded it. If u can explain it by detail i will upload the next version with 7zip file.
Unofficial Beta 0.95b
----------------------
- Balance: Commanders produce more metal
- Balance: some small changes like added accuracy to a lot of weapons
- Fixed: Removed the Energyusebug of the Ressourcecenter
- Fixed: Longbow is now only able to fire its rockets in front of it
- Removed: All Units without a function like Drivemoduls
- Ressurectionships now work (they can now ressurect)
- Changed: Laserweapons now have a longer beamtime
Downloadlink in the first Post
Unofficial Beta 0.95b
----------------------
- Balance: Commanders produce more metal
- Balance: some small changes like added accuracy to a lot of weapons
- Fixed: Removed the Energyusebug of the Ressourcecenter
- Fixed: Longbow is now only able to fire its rockets in front of it
- Removed: All Units without a function like Drivemoduls
- Ressurectionships now work (they can now ressurect)
- Changed: Laserweapons now have a longer beamtime
Downloadlink in the first Post
-
- Posts: 578
- Joined: 19 Aug 2004, 17:38
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
-
- Posts: 578
- Joined: 19 Aug 2004, 17:38
The ships most likely removed are the fleet support ships, and hyper drive modules.. these do not function properly in spring due to the way it handles the code for air pads. Since you cannot order an air unit to land on a air pad FTL modules are useless and fleet support ships are buggy. Until we can get a workaround they serve no purpose.
I am somewhat collaborating on FF with Optimus he is doing the balance, im am currently reskinning all the ships since the textures on them are rather strangly done.
I am somewhat collaborating on FF with Optimus he is doing the balance, im am currently reskinning all the ships since the textures on them are rather strangly done.
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
hm.. i m not able to upload the new Version. Its size is nearly 10MB can this be the reason?
Here is the
Change Log
Unofficial Beta 0.96
--------------------------------------------------------
- Balance: ODS less HP
- Balance: Lvl 1 Antiairturrets now stronger bur more expensive
- Balance: Stealthbombers now more expensive but faster and stronger
- Balance: Paralyser more damage
- Balance: Morningstarweapon stronger
- Balance: Antifighterrockets stronger
- Balance: Wildcatweapon damage reduced
- Balance: Piledriver higher breakspeed, so that now it should try to stay in range
- Changed: Lance now is on hovermovement
- Changed: Thunderlance and Arclight now have an Annihilator as primaryweapon :D
- Changed: Lvl 1 Yards now a bit cheaper
- Fixed: Prowler now fires only 16 Rockets and not 50 or more before it needs to reload
- Added: 2 new Loadingscreens
- some other fixes and (very small) changes i dont remember -.-
I tried to send it as a *.sdz file, but it was to big. So i needed to pack it with rar again.. same procedure like everytime.
OK its online at Filefront! First Post hast the link
Here is the
Change Log
Unofficial Beta 0.96
--------------------------------------------------------
- Balance: ODS less HP
- Balance: Lvl 1 Antiairturrets now stronger bur more expensive
- Balance: Stealthbombers now more expensive but faster and stronger
- Balance: Paralyser more damage
- Balance: Morningstarweapon stronger
- Balance: Antifighterrockets stronger
- Balance: Wildcatweapon damage reduced
- Balance: Piledriver higher breakspeed, so that now it should try to stay in range
- Changed: Lance now is on hovermovement
- Changed: Thunderlance and Arclight now have an Annihilator as primaryweapon :D
- Changed: Lvl 1 Yards now a bit cheaper
- Fixed: Prowler now fires only 16 Rockets and not 50 or more before it needs to reload
- Added: 2 new Loadingscreens
- some other fixes and (very small) changes i dont remember -.-
I tried to send it as a *.sdz file, but it was to big. So i needed to pack it with rar again.. same procedure like everytime.
OK its online at Filefront! First Post hast the link
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
Change Log
Unofficial Beta 0.97
---------------------------------------
- Balance: Balance: Wildcat and Ironangel Damage reduced
- Balance: ODSs speed decresed to 0.7 and 0.75(from 8 and 0.85)
- Balance: increased reloadtime of nearly all Fighters (they were in general to good)
- Balance: Sledgehammer now available at lvl 1 (now core and arm have an antifighter at lvl 1)
- Balance: Ionboltturrets now have very high Damage vs ODSs
- Balance: Annihilatorweapon does now more Damage
- Balance: ODSs are now slower and have different (not so good) weapons
- Balance: EMP weapons do now more damage to ODSs
- Balance: some smaller changes i dont remember
I put a lot of work into the Balancing and I think (hope) that its now really playable. I hope that i can upload Version 1.0 Final at Weekend (Sunday).
Hope u try it the new Version out!
Downloadlink at first Page
Unofficial Beta 0.97
---------------------------------------
- Balance: Balance: Wildcat and Ironangel Damage reduced
- Balance: ODSs speed decresed to 0.7 and 0.75(from 8 and 0.85)
- Balance: increased reloadtime of nearly all Fighters (they were in general to good)
- Balance: Sledgehammer now available at lvl 1 (now core and arm have an antifighter at lvl 1)
- Balance: Ionboltturrets now have very high Damage vs ODSs
- Balance: Annihilatorweapon does now more Damage
- Balance: ODSs are now slower and have different (not so good) weapons
- Balance: EMP weapons do now more damage to ODSs
- Balance: some smaller changes i dont remember
I put a lot of work into the Balancing and I think (hope) that its now really playable. I hope that i can upload Version 1.0 Final at Weekend (Sunday).
Hope u try it the new Version out!
Downloadlink at first Page
Last edited by Optimus Prime on 25 Nov 2005, 11:05, edited 1 time in total.
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
sure if u want to upload it, just do it.
/but tell me where u uploaded it, so i can edit the Mirrorlists at first post.
@Gnoma: the "daily" releases are only in the betaphase, cause else im not able to test all the changes i made during onlineplay with other people. I hope and i believe, that after the final release there will at most be weekly releases. Im sorry about the daily releases at the moment, but else it would have needed a lot more time to get at the stage it is like it is now.
/but tell me where u uploaded it, so i can edit the Mirrorlists at first post.
@Gnoma: the "daily" releases are only in the betaphase, cause else im not able to test all the changes i made during onlineplay with other people. I hope and i believe, that after the final release there will at most be weekly releases. Im sorry about the daily releases at the moment, but else it would have needed a lot more time to get at the stage it is like it is now.
First off I wanted to say thank you for making a playable version of the awesome mod. Some of the changes such as the he beam weapons look incredible in spring. I know its still in beta and the balance is still being worked out so I thought I might make a few comments from the few games I├óÔé¼Ôäóve played.
First off I noticed in a game I played last night that the ODS work a lot better than they did in the OTA version of this mod (both me and my opponent were Core). At one point in the game my opponent made a last ditch offense with his rather large fleet of ODS which was made up of the two smaller ones the shards and quasars. In the OTA version of this mod, the amount of defenses I had would have easily stopped this offense however for some reason his fleet took minimal damage and were able to wipe out a large portion of my secondary base even though it was defended with multiple firestorms, slicers and a large number of reavers and scythes. I├óÔé¼Ôäóm not sure exactly why but I did notice that most of them seemed to not be getting hit, it maybe something to do with the accuracy of the weapons or maybe the base defenses do less damage.
His fleet was also able to stop 2 deathhands and a number of smaller craft. He did have a very large number of ODSs but none of them were the heavy razorbacks. According to the TAFF manual the smaller ODSs shouldn├óÔé¼Ôäót be able to handle starships and definitely not capital ones. The only way I was stop his fleet was to pump out one of my own and back it up with a few capital ships.
One thing I thought of was in TAFF the weapons were lasers but had an area damage in the 100s and in 0.97 they seem to be less than 50, this coupled with the fact that ships don├óÔé¼Ôäót overlap in spring makes them much less effective against masses of ships. I├óÔé¼Ôäóm not sure if this was intentional or not but I believe that heavier ships need a better way of fighting off swarms of smaller ships (I├óÔé¼Ôäóm not sure how this affects Arm as I never really play Arm) One thing I thought of is now that spring supports up to 16 weapons per unit maybe capital ships could get some flak style anti-fighter turrets or rapid firing point defense lasers or something.
Sorry for the long-winded post but I hope you will take some of these points into consideration. Also thanks again for helping to convert this kick-ass mod.
First off I noticed in a game I played last night that the ODS work a lot better than they did in the OTA version of this mod (both me and my opponent were Core). At one point in the game my opponent made a last ditch offense with his rather large fleet of ODS which was made up of the two smaller ones the shards and quasars. In the OTA version of this mod, the amount of defenses I had would have easily stopped this offense however for some reason his fleet took minimal damage and were able to wipe out a large portion of my secondary base even though it was defended with multiple firestorms, slicers and a large number of reavers and scythes. I├óÔé¼Ôäóm not sure exactly why but I did notice that most of them seemed to not be getting hit, it maybe something to do with the accuracy of the weapons or maybe the base defenses do less damage.
His fleet was also able to stop 2 deathhands and a number of smaller craft. He did have a very large number of ODSs but none of them were the heavy razorbacks. According to the TAFF manual the smaller ODSs shouldn├óÔé¼Ôäót be able to handle starships and definitely not capital ones. The only way I was stop his fleet was to pump out one of my own and back it up with a few capital ships.
One thing I thought of was in TAFF the weapons were lasers but had an area damage in the 100s and in 0.97 they seem to be less than 50, this coupled with the fact that ships don├óÔé¼Ôäót overlap in spring makes them much less effective against masses of ships. I├óÔé¼Ôäóm not sure if this was intentional or not but I believe that heavier ships need a better way of fighting off swarms of smaller ships (I├óÔé¼Ôäóm not sure how this affects Arm as I never really play Arm) One thing I thought of is now that spring supports up to 16 weapons per unit maybe capital ships could get some flak style anti-fighter turrets or rapid firing point defense lasers or something.
Sorry for the long-winded post but I hope you will take some of these points into consideration. Also thanks again for helping to convert this kick-ass mod.
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- Posts: 578
- Joined: 19 Aug 2004, 17:38