Final Frontier 1.18 (Website and first FF-map released) - Page 7

Final Frontier 1.18 (Website and first FF-map released)

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Optimus Prime
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Post by Optimus Prime »

Min3mat wrote:the death star
:P
ground units? :D
make those defense stations float! :D and the shipyards too!
If u play on any metalmap u are on the deathstar ;)
atm i think its much to early for groundunits and i m unsure if they ever will be implemented, cause they can completely change the game.
I already made the shipyards floated and the small battlestations too (before ur post ;) - but i didnt told it)
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Min3mat
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Post by Min3mat »

what to say but w00t? :D
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Optimus Prime
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Post by Optimus Prime »

Here it is ;)

Change Log

FINAL FRONTIER "The Next Generation Of War" 1.07
===============================================
- Fixed: Longbow wasnt able to be built - fixed now (was a typingerror -.-)
- Fixed: Fixed a crashbug with the Bomberunits (I still dont know why it sometimes crashed)
- Balance: Added Damagemodifier 0.75 to most defensbuildings
- Balance: Big Battlestations more expensive +20%
- Balance: Decreased Damage of EMP Weapons
- Balance: Decreased Cost of the Mauler -1000 Metal
- Balance: Bombers need 500 (350) Energy per bombardment
- Balance: Increased energyuse of Mohomines to 250 (150), reduced metaloutput 0.017 (0.02) and increased HP (+1000)
- Balance: Invincible has now a weaker laser (- 15% Damage)
- Balance: Cordeathhand a bit stronger +5%
- Balance: Increased HP of the big Shipyards ~18000 (11000) Spylabs 10500 (8500) and med Shipyard +1000
- Balance: Targetfacility buildtime reduced 40000 (80000) and HP increased 6000 (3000)
- Balance: Removed the Radarability from most Units, so Communicationships and Radartowers are more important (Cloaked units as well)
- Changed: Removed energystoragecapacity of all Fighters
- Changed: Increased Radardistance of Sensorstations 6000 (5000) and costs/buildtime
- Changed: Some changes in the Buildtree (only some buildings)
- Changed: Now all Orbitalbuildings are buildable on water too (all Constructionbuildings, Resourcestation, Metalmaker and Battlestation)
- Changed: Added capture ability to the Resurrectionships
- Changed: Reduced the turnrate of some big ships
- Changed: Speedreduction of nearly all units (- 10%) to make radar more efficient
- Changed: Mohomines now deaktivate when beeing attacked
- Added: Radarjamming-Frigate buildable at Spylab
- Added: Small Radarstation, buildable by Commandship and Constructioncraft
- Added: Megafusionreactor buildable by Constructioncruiser
- Changed: Selfdestructioncountdown of metalextractors to 1 sec
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Min3mat
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Post by Min3mat »

yeay!
and the factories float? :D
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Optimus Prime
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Post by Optimus Prime »

Min3mat wrote:yeay!
and the factories float? :D
they are like normal buildings and shipyards knwon from XTA now. So you can build them on land and water. Thats it
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Zoombie
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Post by Zoombie »

I like your unique spelling of deactivate's.

Also keep up the good work! It pained me that something as cool as FF had been abandonded by its creators, seeing as how the last update was made...around...2002?
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FizWizz
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Post by FizWizz »

there's a big freaking bug with the way the factories and battlestations are now!
Try building them on any map with Lava or other incarnation of the waterdamage tag!
What happens is they take that damage regardless of whether they are built on the water or not.
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Zoombie
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Post by Zoombie »

Thats a pretty big bug....
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Optimus Prime
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Post by Optimus Prime »

i think that cant be fixed. Else you wouldnt have orbitalbuildings and all of u wanted them (the things you can build everywhere).

So you must play on maps where u know that they function with FF.. its like when u want a seabattle u wouldnt pick a map without water.


Be prepared for Wednesday!!! There will be more than only another FF Version - perhaps the most important day for FF :)
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Guessmyname
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Post by Guessmyname »

ooo-OOOO-ooooh!
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Masse
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Post by Masse »

OPTIMUS WAKE UP EARLY :P
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Min3mat
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Post by Min3mat »

erm i know FF rocks and all
but Empire at War demo released tommorow.
so not that i want to spoil ur big day, coz its a gonna be a huge DL i'll play some FF before it finishes :-)
also my exams finish wed
wednesday is going to be fucking cool
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Optimus Prime
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Post by Optimus Prime »

Masse wrote:OPTIMUS WAKE UP EARLY :P
that depends on Fang, cause he wants to change some models and he asked me to wait for him.
erm i know FF rocks and all
but Empire at War demo released tommorow
Empire of War sucks :P
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Min3mat
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Post by Min3mat »

:(
EaW released today at 5 PMT...aka 12 ish tomz for GMT... >,<
erm...yay! FF? :D
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Optimus Prime
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Post by Optimus Prime »

its coming... working on the last tests and changes right now... cant be more than an hour (if nothing unexpected happens).
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Optimus Prime
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Post by Optimus Prime »

OK here it is all!

I have made a Website for FF including a techtree u can find here: http://people.freenet.de/FinalFrontier/index.html

XCrist made the first awesome FF map u can download here:
http://www.fileuniverse.com/?p=showitem&ID=2211

and here is the changelog for FF1.08 which includes a new special "weapon" the Arm Experimental ODS-Teleporter!

Change Log

FINAL FRONTIER "The Next Generation Of War" 1.08
========================================================
- Changed: Some models/textures like the Morningstar, arm fusion reactor
- Fixed: The black groundplates of the exeter and piledriver
- Fixed: Some scripts
- Balance: Reduced Accuracy of ODS small ods (arm) to 100 (400)
- Balance: Reduced Buildtime of Eclipse 15000 (21000) and increased costs 3000 (2700)
- Balance: Increased damage vs Fighter/Bomber of Metalions and Sledgehammers +50%
- Balance: Increased costs of lvl1 Antifighterturrets +50
- Balance: Decreased Workertime for Spylabs 160 (220)
- Balance: Increased Workertime of adv. Shipyards 140 (120/130)
- Balance: Increased HP of Dragon 1250 (1050) and BEarcat 1220 (1100)
- Balance: Armflak costs reduced -200 (was to expensive in comparison with coreversion) and slightly more HPs
- Balance: Dreadnoughts, Battleships and Piledriver a bit slower and less acceleration -6%
- Balance: Increased Jammingradius 950 (850) and energyusage 450 (250) of Radarjammertowers
- Balance: Decreased Damage of Sliver (-25%) and costs (-15%)
- Balance: Changed one weapon of Monrningstar to a small Minigun (more effective against fighters)
- Balance: Reduced Reloadtime of Gattling Gauss and Gattling Lasercannon (-7%)
- Balance: Reduced costs of Stormbringer 3600 (3800)
- Balance: Increased Bomberreloadtime 0.22 (0.2)
- Balance: Reduced Damage of Fighterweapons -10%
- Balance: Ionbolts now track their targets, but move slower
- Balance: Increased Damage done by REAVER and SLUGGER to Cammandcruisers, so they work as Commandkillers now (to prevent Commandrushing)
- Balance: Increased Commanders metaloutput 8.0 (5.0)
- Changed: All Metalextractors are now buildable on more uneven ground
- Changed: Sensorarrays arent buildable at Superconstructor anymore
- Changed: Increased Flight-height of all bomberships - now they shouldnt ram other ships while throwing bombs
- Changed: Lvl3 Constructioncruiser now buildable at spylab too
- Changed: Increased Breakspeed of Resurrectionships so that they dont drift so much
- Changed: Model of Plasmabombs
- Added: Repairpads buildable by lvl2/lvl3 Constructionships for both sides
- Added: Antimatterblaster for Core at lvl3
- Added: Experimental ODS Teleporter buildable at lvl3 (arm)
- Added: Superheavy ODS buildable at Experimental Teleporter (arm)

End of transmission...
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Optimus Prime
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Post by Optimus Prime »

sorry there was a bug with the teleporter. It wont work on non faltten terrain. Solved by giving the ODS Floater=1; now all should work fine.
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Min3mat
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Post by Min3mat »

erm opty...that superweapon OMG MEGABEAM OF DEATH...sucks...crappy LLT laser with a bit of range X,x
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Optimus Prime
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Post by Optimus Prime »

hehe the superweapon (i never said its a super weapon only a special weapon ;)) should be the teleporter :)
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Zoombie
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Post by Zoombie »

YEAH!

Space maps FTW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Also i love TAFF!
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