Page 6 of 27
Posted: 04 Jan 2006, 21:55
by Optimus Prime
interesting point i didnt noticed. I will have a look on that - thanks!
Posted: 05 Jan 2006, 01:36
by Fanger
actually optimus the tag that determines what shoots at what is in the unit file not the weapon file, so thus you could have the single ravenger fire only at cap ships.. while the ones on the battlestation fire at everything
add the OnlyTargetCategory1=BIG; to the ravenger (not the battlestation) and it will only target BIG tagged units..
BadTargetCategory=SMALL; also that line added to the 2 lvl2 turrets (slugger..etc) should make them shoot at big units over small given a choice...
Posted: 05 Jan 2006, 03:02
by Optimus Prime
I know, but i think that would look strange... i mean they are the same weapons. I will make different ones (color or so) for different types, that would be a better solution.
Posted: 05 Jan 2006, 03:24
by Fanger
yeah... the turreted one is a bit larger than the battlestation one...
also we might think about putting an onlytarget line in the slugger and reaver, cause I cant get the bad target lines to work and they can be easly confused by fighters and not shoot at capital ships..
Posted: 06 Jan 2006, 21:46
by Optimus Prime
eh one question... was it savant who made the FF mod for TA? i m writing the credits right now.
Posted: 06 Jan 2006, 21:52
by Min3mat
yeah that would make sense, cos antifighter literally is anifighter atm. btw stealth pwns!

:D
Posted: 08 Jan 2006, 18:54
by Optimus Prime
OK here it is! (dl-link in the first post)
Version 1.05
Change Log
FINAL FRONTIER "The Next Generation Of War" 1.05
===============================================
- Added: targeting facility
- Fixed: heavy EMP Turrets now fire again
- Changed: laserthickness and color of some weapons
- Balance: Warspite has now a different (weaker) laser and is a bit cheaper (-700 metal)
- Balance: increased damage of EMP weapons (about 2x damage)
- Balance: increased the energyuse per metal from all metalmakers (from 60 to 70 and from 50 to 60)
- Balance: Starburst, Arclight and Warspite are slower now (-0.5/ -0.3)
- Changed: Ravagerturret now only targets big units
- Changed: nanotowers cheaper (-400) and a bit less effective 420 (450)
- Changed: Eclipse to old model with only one firepoint
- Changed: Sounds from nailguns to machinegunsounds and some other soundfixes
- Changed: Commander is now able to build metalstorage
- Changed: all pictures of all buildings changed
- Added: Gaspowerplant (buildable on geothermalspots)
- Added: Mohomine works as a supermine (4-times higher metaloutput as the advanced mine)
- Fixed: pakohit-sound was missing - now fixed
- Credits: added the ppl who made FF for TA (as far as i know - message me if i missed someone) [see readme]
Posted: 09 Jan 2006, 05:42
by BadMan
Core lv 2 frigate is too strong. The thing owns lv 1 and 2 units and structures with ease. The arm lv 2 frigate is a joke.
The Mstar needs a boost to just be comparable to the core's counterpart. Perhaps buff it so it will fire its weapon in a 2-3 volley, with a short reload time. That way, it can at least compete.
Another way to balance it is to nerf the lv 2 core frigate. It isn't worth it for arm to go lv 3 just to counter a lv 2 unit. Besides, if you do that, you would still get owned cuz u will sacrifice the lv 2 economy just to counter the unit. While core can just mass the lv 2 unit and build up at the same time.
Posted: 09 Jan 2006, 17:08
by Optimus Prime
will be balanced in the next version... thanks!
Posted: 09 Jan 2006, 19:15
by BadMan
yay ty :D
Posted: 09 Jan 2006, 20:47
by Min3mat
yeah make the morningstar faster firing?
and also the destroyer in this mod is a bit too strong vs buildings IMO ur mate spammed them in that 2v2 game we have and they are great for low-ish cost building demo :) don't think they are supposed to be but i could be wrong XD
Posted: 09 Jan 2006, 21:44
by Optimus Prime
Min3mat wrote:yeah make the morningstar faster firing?
and also the destroyer in this mod is a bit too strong vs buildings IMO ur mate spammed them in that 2v2 game we have and they are great for low-ish cost building demo :) don't think they are supposed to be but i could be wrong XD
to the Morningstar: lol we had the same thoughts :D. I decreased the reloadtime but also decreased the damage of one of the Heretics weapons and increased its cost. Now it still owns a Morningstar in a 1vs1, but 1vs2 it loses without killing one of them so i think its ok now.
to the Destroyers: no they are ok i think. My ally had an income of 1.5 k metal!!! The enemys perhaps 300 -.-. He attacked with about 20 of the biggest ships (thunderlancers and broadsides) so u cant take this game for a comparison ^^ Its like when a noob fight against a progamer (he owns them both alone).
But Version 1.06 is on its way.. i think doday in an hour or so its coming. There will be more changes than u probably think (yes i did that all in one day :D)
Posted: 09 Jan 2006, 22:37
by Optimus Prime
Change Log
FINAL FRONTIER "The Next Generation Of War" 1.06
========================================================
- Added: Fleetsupportships as a Lvl3 constructionunit
- Balance: Heretic has now a weaker weapon, needs longer to be built and is a bit more expensive
- Balance: Solarpanels dont store energy now - so commanderrushing is much harder
- Balance: Mohomines are more expensive
- Balance: Reduced the reloadtime of the siegegun (big Battlestation) to 14 (16)
- Balance: Decreased reloadtime of the 300MW Plasmaweapon (Morningstar and other Armunits) to 1.35 (1.5)
- Balance: Increased Gatling Laser Cannons damage ( ~ +10%)
- Balance: Increased the costs of the Battlestations +2k metal
- Changed: All buildpictures are now from in game view
- Changed: now the big Battlestations, the Mohomines and the Gascollector are only available at Lvl 3 Conunit
- Fixed: There was a problem by using the fusiongun against other commanders - fixed
- Fixed: The Flakturret wasnt able to be built - now fixed
- Fixed: Removed the jammingability from the Radartowers
Posted: 09 Jan 2006, 23:12
by Min3mat
hmm i liked the (v small) jamming thing on radar, meant they were more likely to survive and they are quite important as there is no lvl1 radar.
also: on stealth units; are they radar invisible??? coz there is no jamming effect in 'l' and they can't cloak! i mean they are still great because they have good medium range impact weapons but shouldn't they be able to cloak for say 100 odd e (cheap because they are supposed to be stealth ships!). and give a small jamming effect like the radar tower (used too).
love the mod :D
Posted: 09 Jan 2006, 23:54
by Optimus Prime
eh stealthed means that the unit is invisible on the radar... but only for the enemies
hmm i liked the (v small) jamming thing on radar, meant they were more likely to survive and they are quite important as there is no lvl1 radar.
we didnt removed the jammingtower. But the normal Radar had the ability to jam too, so it was just a mistake. Else no one would build a Jamtower

Posted: 10 Jan 2006, 05:59
by aspa
Where's the Longbow? I can't find it in the adv. shipyard build list anymore, and there's no mention of it being removed in the changelogs. Was it pushed out by the lvl3 con unit?
Posted: 10 Jan 2006, 12:47
by Optimus Prime
fuck u are right! Is fixed in version 1.07.
Thank u very much!
Posted: 10 Jan 2006, 20:47
by BadMan
Suggestion:
Could you make radar buildable with lv 1 cons instead of lv 2? As is, by the time u build it you probably have ships already that has some decent radar range (ie frigates or battleships)
Posted: 10 Jan 2006, 22:57
by Optimus Prime
thats allready done for 1.07.
I added a smaller radartower which is buildable by commander and lvl 1.
But i also removed the radarbility from a lot of ships (only speacial ships and all classes over battlecruisers have radar now) and made all units slower (not more than 10%) so cloaked and radarunits are more important now.
I also added a Megafusionreaktor for the lvl 3 Constructionunit and some other changes i will tell u when its finished :)
any other suggestions/imbalanced units for the next version???
I m running out of ideas ^^
Posted: 11 Jan 2006, 08:35
by Min3mat
the death star

ground units? :D
make those defense stations float! :D and the shipyards too!