Final Frontier 1.18 (Website and first FF-map released) - Page 2

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

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Optimus Prime
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Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

OP (optomis prime) could you please fix the CORE anti capitol ship gun...the Slasher i think its called. It should use a beamlaser, but insted it fires something that LOOKS like a beamlaser, but isent. Its more like a really rappid fire laser, fired in a straight line.

Oh and Fang kicked my but in FF, so i guss i have a lot to learn. The light show was very impressive.
that will be changed.. Fang showed me a cool weaponeefect.. its a beamweapon u will love ;)
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I'd also like to complement you for the awsome laserlight show that the battles in FF turn into. hehehehe Beamlasers ROCK!
Mugslugs
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Joined: 23 Aug 2005, 00:08

Post by Mugslugs »

Optimus i have mirrored it (phew damn crappy public servers) and packed it into a sd7
please update mirror list
here it is thebooglinator.tauniverse.com/Final_Fro ... l_1.01.rar
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Optimus Prime
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Post by Optimus Prime »

done. Thx for ur mirror :)
Mugslugs
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Post by Mugslugs »

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Optimus Prime
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Post by Optimus Prime »

eh Mugslugs i need to remove ur Link from the List. People who have different types of the mod (sdz, sd7) are unsyncron if they want to play together. You need to make the same ending like me or i ll change the ending to yours but not before the next version is out. Sorry
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Would it be possible to make battlestations rotatble? Or at least some hack?
Because anisotropic weapon arcs suck when you have a tower thats great for defending to the north and the enemy it to the west...
Sean Mirrsen
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Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

In theory, you could make it have a weapon that can only target a specific, yet non-existant, unit category, set it as a primary weapon, and then you could order it to fire on the ground to force it to turn there. As the only unit category it's supposed to shoot doesn't exist, it shouldn't turn on its own accord.
Mugslugs
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Post by Mugslugs »

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Optimus Prime
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Post by Optimus Prime »

eh.. is it me or is it a deadlink?
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Optimus Prime
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Post by Optimus Prime »

because Fang didnt messaged me since friday i decided to upload a new version with major part in balancechanges. I hope that Fang will message me in the next days, so we can upload the improved FF version with better textures and more weapons.

Final Frontier 1.02
===============================================
- Balance: Commander now produces 5 Metal (2.5) to make the start easier
- Balance: Heretic (Cor lvl2 Frigate) is a bit more expensive now (+200)
- Balance: Flakcannon 10% less damage
- Balance: Solarpannels now produce only 100 Energy (120) and Resource Centre is a bit cheaper
- Balance: Scouts stronger (more firepower)
- Balance: Piledriver costs now more 51k (47k)
- Balance: Deathhands primeweapon reloadtime now 1.5 (2.0)
- Balance: Warhawk now costs less and has more HP 1100 (900)
- Balance: Lvl 1 Antifrigates, Corvettes- turrets more expensive now 1400 (1000)
- Performance: removed all unused movementclasses, so that the map will be loaded much faster (instead of calculating 33 pathcosts only 3 are calculated now)
- Changed: Weaponbeameffect of the Acceleratorweapons (see the image)

Image
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Please don't change too much stuff, no problems with ballancing, but just don't add too much.

Any chance any 3rd party FF units will be added like the Kirov and such?
Sean Mirrsen
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Post by Sean Mirrsen »

I like that new effect. Looks cool, and very suiting.
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FizWizz
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Post by FizWizz »

Optimus Prime wrote:- Performance: removed all unused movementclasses, so that the map will be loaded much faster (instead of calculating 33 pathcosts only 3 are calculated now)
Hail OP! The particle accelerator effect looks pretty nifty too.
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Optimus Prime
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Post by Optimus Prime »

GrOuNd_ZeRo wrote:Please don't change too much stuff, no problems with ballancing, but just don't add too much.
I only changed one weaponeffect because it was just a placeholder untill i have found a new better looking effect.
But u must know, that if fang comes back, we will change a lot, but most is only grafic improvement. For example we retextured all units /the textures are at the moment not correct on their places if u have a look at them) and we add some turrets to some big ships. But first fang needs to come back and i dont know when this will be.
Any chance any 3rd party FF units will be added like the Kirov and such?
Fang added all extra FF units from the OTA FF, but we are unsure if we add them in the next version. There is 1 BIG ODSs and 1 medium Ship for every side.
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

Sorry I have been working from 7am-3pm most days recently, and thus have not really had time to communicate with optimus due to the 6 hour time difference..

yes we are changing stuff, but it is for the better, for one I have now decided to rescript/redo all turrets and weapon models on all the ships in the game for the most pare excluding a few, also all ships and buildings have been retextured to make them look nicer or differentiate them from OTA units. This has not been included into FF yet though. I need to finish the Core ( the Arm is currently done) and then I will get it to optimus so he can implement the balance changes.. I really need to talk with him though. For now I will simply leave a few screenshots of new unit stuff...

Image
Warspite Heavy Cruiser with New Core Turrets, and New Texture..

Image
Broadside Dreadnought with New Arm Turrets, and New Texture...
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FizWizz
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Post by FizWizz »

t3h h4wtn3ss...

take your time and do a good job! I can wait for something like that.
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Optimus Prime
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Post by Optimus Prime »

Fang but next time please answer my PMs i send to you, else our communication is near to zero and thats bad for the evolution of the mod.
I have at the moment only a few time and therefore i m not able to join the lobby for hours only to wait for you :(.

But the pics look good!
Hope we can fix the turrets, so that they only can fire to one side and not through the shiphull... or do you know now how that functions?
Sean Mirrsen
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Post by Sean Mirrsen »

Actually, I've been successful in making that work... on the EDF infantry. It seems the following is what is happening:
If weaponmaindir<1> and maxangledif<1> are set, weapon 1 fires in an arc starting with weaponmaindir and going to maxangledif. This makes for good side turrets that generally face forward.
If, however, weaponmaindir1 and maxangledif1 are set, weapon 1 fires in an arc with weaponmaindir as the center - which is the way it was said to work in the first place.
I can only wonder if the maxangledif<x> can be set to negative too...
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Optimus Prime
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Post by Optimus Prime »

cool :) thx
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