Final Frontier 1.18 (Website and first FF-map released) - Page 17

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

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Optimus Prime
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Post by Optimus Prime »

what?
Do you want to know if there are battleship hunters? If yes - most Gunships are BSH. They do more damage vs Battleships. If you send 20 Bearcats or Dragons vs a Piledriver you win with less than 1/3 of the costs of the Piledriver (just an example). Thats all what thar means.
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Optimus Prime
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Post by Optimus Prime »

Ok thats what i did the last days:

Image

I know that the models are no high poly models, but i think it would look odd if the third race has much more details as the other ones. Therefore i will make 100-200% polygons of the other races, not more.
The solarpanel looks not so big /detailed because i plan to make it smaller than the others and it shall be some kind of turret which will turn on when enemies are in range.
The solar panel and the radar is armored in off status (you see the 2 models in the 2 statuses: left on - right off).
All these buildings are scripted and theoretically ready for playing.
The next work will be the completed lvl 1 navy and buildings.
Then i will work on lvl 2 and go over to lvl 3 (i hope in a month is all finish).
Also the commander is just a prototyp and will be redone.

The average amount of polygons is between 100 and 300.
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Nemo
Spring 1944 Developer
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Post by Nemo »

Well, Low Fat FF could be released right now, but I still haven't quite finished the bomber and the spacemine. I could release it now without the spacemine, and just an expensive bomber (because its a wee bit too effective right now, since it can't be shot down yet), or I can wait about two and a half weeks and release a (hopefully fixed) version then.

The problem is that between now and then I'm gone for 10 days.
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Optimus Prime
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Post by Optimus Prime »

FF 1.14 is online including 1.13 changes

Change Log

FINAL FRONTIER "The Next Generation Of War" 1.13
========================================================
- Balance: Increased Damage of Ionbolt Weapons done to ODS +10%
- Balance: Increased Damage of Flakminigun (mounted on most big ships) done to Fighters and Bombers 100 (40)
- Balance: Increased Damage of Morningstars Flak Weapon done to Fighters/Bombers 80 (25)
- Balance: Increased Damage of Flak done to Fighters/Bombers 150 (140)
- Balance: Increased Damage of Heretic done to Fighters/Bombers +20%
- Balance: Recalculated Damage of Fighters . Now they are less effective against cruisers and destroyers and much less effective against Frigates and Corvettes
- Balance: Increased Damage of Blaster Tower + 10% to some UnitClasses
- Balance: Increased Range of Anticomm Towers 1200 (1100) and increased their Damage to Frigates/Corvettes +15% and to Destroyers/Cruisers +10%
- Balance: Increased HP of Bombers +400
- Balance: Increased Weapon Velocity of Slugger 1050 (850)
- Balance: Recaltulated ODS Weapons (lvl 2)
- Balance: Increased CruiseAlt of Devastator 120 (90)
- Balance: Increased HP of lvl 3 Constructors +1000
- Balance: Increased HP of Elite Fighters +100
- Balance: Recalculated Damge of Mauler Weapon (to make it more equal to the Ravager)
- Changed: Decreased Energy Per Shot of SledgeHammer Laser 60 (160)
- Changed: Decreased Energy COsts of IronAngel, Wildcat, SledgeHammer and Metalion -2000 Energy
- Changed: Increased Damage of Drone Frigate done to Fighters so it is now a Fighter/Bomber-Hunter
- Changed: Increased Cruise Alt of FirstStrike, so that it shouldnt shoot his own ships so often
- Changed: Scaled Models of Plasmashots so that they look a bit longer
- Changed: Added NoChaseCategory=small; for nearly all ships, so they will not follow fighters anymore, but still shoot them
- Changed: Increased Jamming Distance +100 to all Jammers
- Changed: Added Commander=1 tag to Command Cruisers (only for AI)
- Changed: Antifighters now try to target Fighters if they are in range (before they made no difference between big and small ships) (dont works perfect)
- Changed: Slugger and Reaver now try to target Big Ships if they are in range (before they made no difference between big and small ships) (dont works perfect)
- Fixed: Changed wrong textures on core Adv Solar
- Fixed: Drifting Problem with some units fixed by decreasing their acceleration (caused by the dontland=1 tag)
- Fixed: Added Armored = 1; tag to the Drone Frigate and a lot of turret scripts (it was missing and so the Drone Frigate had only half the HP it should have, also most turrets had no effect of their DamageModifier=0.75;)


Change Log

FINAL FRONTIER "The Next Generation Of War" 1.14
========================================================
- Balance: some tweaks on the Drone Frigate, Morningstar and EMP Weapons
- Changed: Scaled the Core Flak Tower. It is now more flat so that big turrets can shoot over it (for example Blaster)
- Changed: Added ImpulseFactor=0; to all Weapons to improve performance (in big battles 8-14% better PErformance)
XigXag
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Post by XigXag »

I finally had time for a quick game of FF 1.14. The tweaks all seem positive. I haven't tested or looked at the new "bad target" code yet; I'll get back to you if I notice anything unusual.

I do have one suggestion: Give the construction drones a "hover altitude" of a different elevation than the other construction units. The problem right now is that when you have a lot of drones (like 20-40) guarding another construction unit, they surround that unit in a big cloud and mire it down when it tries to move to a new construction site. It ends up having to fight its way through the "rabble," eating up valuable construction time. Perhaps you've experimented with this; my guess is it's probably mostly a Spring issue.

The only other thing I noticed is that the clickable part of the lvl 2 factory seems a bit off-center or small; it's not where you'd expect. I can't remember if it was like that in the last version.

Looks good!

p.s. A third race would be cool. What weapon scheme are you planning for them? (Arm=plasma, Core=lasers, etc.)
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Optimus Prime
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Post by Optimus Prime »

XigXag wrote:I finally had time for a quick game of FF 1.14. The tweaks all seem positive. I haven't tested or looked at the new "bad target" code yet; I'll get back to you if I notice anything unusual.

I do have one suggestion: Give the construction drones a "hover altitude" of a different elevation than the other construction units. The problem right now is that when you have a lot of drones (like 20-40) guarding another construction unit, they surround that unit in a big cloud and mire it down when it tries to move to a new construction site. It ends up having to fight its way through the "rabble," eating up valuable construction time. Perhaps you've experimented with this; my guess is it's probably mostly a Spring issue.
good point. Will test that, but you should know, that mass construction drones are a performance problem. Use nanotowers or lvl 2or 3 constructors ;).
XigXag wrote:The only other thing I noticed is that the clickable part of the lvl 2 factory seems a bit off-center or small; it's not where you'd expect. I can't remember if it was like that in the last version.
when you build a building over space (orbital ones), they are a bit over the point where you expect them. Perhaps that was your problem?
XigXag wrote:p.s. A third race would be cool. What weapon scheme are you planning for them? (Arm=plasma, Core=lasers, etc.)
Thats a secret ;). I will tell you, when the race is nearly done.

BTW: new FF map online: http://www.fileuniverse.com/?p=showitem&ID=2607
Archangel of Death
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Post by Archangel of Death »

Small scripting issue: The left barrel on the Resilient destroyers second/center weapon returns to position extremely slowly, and holds up the firing process for that gun by several seconds. Probably just a typo in the script.
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Optimus Prime
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Post by Optimus Prime »

Archangel of Death wrote:Small scripting issue: The left barrel on the Resilient destroyers second/center weapon returns to position extremely slowly, and holds up the firing process for that gun by several seconds. Probably just a typo in the script.
thx! Is fixed now :) (was a typo: speed 0.1 instead of 1.0)
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mecha
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Post by mecha »

How goes with the third race?
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Optimus Prime
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Post by Optimus Prime »

that needs a bit more time than expected :(
reason 1: tomorrow the new semester begins and so i have no more free time.
reason 2: Oblivion :D. Atm i m playing a bit this new rpg and working on a mod for that game too.

but the third race will not fall in oblivion. I moddeled and textured all lvl 1 units and nearly all lvl 2 units (buildings and ships).

atm i m waiting for a solution for the drift problem from the developers, than i could/would upload Version 1.15 which is finished but i dont know if the next spring version tells me to rechange some speed/break/acceleration values. That would suck so i m waiting what the devs find out about this problem.
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Min3mat
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Post by Min3mat »

ohnoes oblivion strikes again lol
please i implore you (again) do not ruin this mod with a third race!
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Zoombie
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Post by Zoombie »

I too have been claimed by Oblvion...

DEATH TO MEHUNES DAGON!
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Masse
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Post by Masse »

i have even lost my intrest in pussy cause of oblivion :roll:
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Zoombie
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Post by Zoombie »

<shigh> i think you offended EVERYONE on this server!
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Masse
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Post by Masse »

back to topic... ahh... optimus try cheats that makes u lose all intrest in oblivion :wink: i havent tried that yet but thats the way i got myself out of morrowind

oh i was suppose to be on topic... :lol: stupid damn oblivion
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Min3mat
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Post by Min3mat »

lol
if its that good i might have to get it :D
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Zoombie
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Post by Zoombie »

Why its ALMOST better then life.
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Optimus Prime
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Post by Optimus Prime »

lol... :D

@Min3mat: what would be so wrong with a third race? Do you think that the balancing will be broken? If yes, believe me when i say you that i can balance three races. You know that the concept of FF is the rock paper scissor system and therefore every race will have some units which can be countered by others. You wont have any super-uber-units. And core will still have the strongest ships.
Starcraft has three races and is balanced, warcraft has 4 and is balanced. I really think that you can have a lot more than 2 races and the game is still balanced. You know that i m playing FF more than nearly everyone and i play all races. I dont care about the race so i will not let one race be better than the other one. If there would be a unbalanced unit (which will sure be in the first release), i will fix it as fast as i can and you know that i can fix it fast.
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Optimus Prime
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Post by Optimus Prime »

Change Log

FINAL FRONTIER "The Next Generation Of War" 1.15
========================================================
- Balance: Reduced Damage of Mauler and Ravager done to Frigates,Corvettes,Cruisers and Destroyers to 20%-40% to make Anti-corvettes,Frigates Tower more usefull
- Balance: Reduced Damage of First Strikes primary Rockets to ships (not buildings). The smaller the unit, the less damage it does now.
- Balance: Increased the (in)accuracy of big lasers to make them weaker against fighters (like arm weapons are)
- Balance: Increased Energy Usage of Arm Commander to 35 (0) like Core Commander
- Balance: Removed Radar from Warlock
- Balance: Reduced Warhawk Damage vs Commander -50%
- Changed: Lvl 1 Constructors are now SMALL and BIG classes, so all turrets can shoot them.
- Changed: Reduced Costs of Repair Pads -500 metal -4k energy, also reduced Build time
- Changed: Colors of Plasmashots (i will change them back, if people dont like them)
- Changed: Reduced Cruise Alt of Repair drones 80 (100)
- Changed: Added autoheal=1; to all fighters (not gunships) so that they dont die when crashing their own units
- Fixed: Super Constructors were missing in the armorclasses.txt, so they took a lot more damage from all units. Fixed now, but also reduced their HP -1000
- Fixed: Grafic bug with arm commander fixed
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Nemo
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Post by Nemo »

Optimus Prime wrote:
You wont have any super-uber-units.

*cough* Flying hotdog of death. *cough*


Perhaps I'm mistaken, but I don't recall the original FF making use of much in terms of RPS balance.

*shrug*
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