Final Frontier 1.18 (Website and first FF-map released)
Moderator: Moderators
yes that would be insanely useful decimator, thanks a whole bunch... now I need to figure out what the hell that stuff means. If that were to be implemented (which is more than likely, if I can figure it out) it will not be until the next version (1.04 abouts). 1.03 should be out soon, it will contain the model updates and retextures as well as additional weaponry on larger ships. It just has to be rebalanced and tested.
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
After days of hard work, fang and me finished the next version!
This is not a small update with small fixes and balancechanges. It really makes FF a lot better and even more beautyfull (You dont know that that is possible? - Try it out
).
There are some bigger changes in the "engine" of the game. The mainparts are:
[] now some turrets ony target small or big ships (Flak or *BIG* Weapons) so now the units are more *intelligent*
[] most Turrets now can only fire at one side and not through the shiphull
[] completely new Textures of all the ships and most Buildings
[] more Weapons on most big ships (now they have small Antfighterweapons)
This is not a small update with small fixes and balancechanges. It really makes FF a lot better and even more beautyfull (You dont know that that is possible? - Try it out

There are some bigger changes in the "engine" of the game. The mainparts are:
[] now some turrets ony target small or big ships (Flak or *BIG* Weapons) so now the units are more *intelligent*
[] most Turrets now can only fire at one side and not through the shiphull
[] completely new Textures of all the ships and most Buildings
[] more Weapons on most big ships (now they have small Antfighterweapons)
have you looked at the old scythe and reaver models.. they were awful, and would not have fit in with the overhaul we did of all the core turrets.
About the sliver, almost all the units that use a regular aircraft flight pattern yet have turrets (ie arent gunships) tend to have this problem, Im not quite sure what causes it, something with either the scritping or an engine bug.. cant say for sure..
Also about the gun, thats texture glitch i accidently textured the interior of one barrel grey and the other something else and then didnt change it back since the same model is used several times i felt to lazy to go and fix all of em..
About the sliver, almost all the units that use a regular aircraft flight pattern yet have turrets (ie arent gunships) tend to have this problem, Im not quite sure what causes it, something with either the scritping or an engine bug.. cant say for sure..
Also about the gun, thats texture glitch i accidently textured the interior of one barrel grey and the other something else and then didnt change it back since the same model is used several times i felt to lazy to go and fix all of em..
-
- Posts: 327
- Joined: 09 Apr 2005, 11:40
hey, most of the models were re-done pretty well, but a couple of these....
first off, what the heck happened to the Warlocks Ion cannons? what posessed you to use the 2x2 missile tube texture for it?
secondly, where did the gun barrel on the Eclipse go? That looked good, but now it looks rather plain, and a little dumb.
third, fourth, fifth, sixth, the Glaive, Sidearm, Razorback, and Shard (medium and heavy orbital defenses, arm and core) have ridiculous little textures on their fronts. the 2x2 missile tube texture and the gunbarrel texture. why?
Seventh! the arm still can't build the Bird of Prey! It hasn't in any spring version that I can recollect, why is it taking so long?
Eighth! the core lvl 1 fighter factory can build the sledgehammer, a lvl 2 fighter. I noticed that it was also removed from the lvl 2 factory. was this intentional?
also, is there any chance that the bombers can be given a low-velocity LoS weapon so that they can do bombing runs against capships too?
first off, what the heck happened to the Warlocks Ion cannons? what posessed you to use the 2x2 missile tube texture for it?
secondly, where did the gun barrel on the Eclipse go? That looked good, but now it looks rather plain, and a little dumb.
third, fourth, fifth, sixth, the Glaive, Sidearm, Razorback, and Shard (medium and heavy orbital defenses, arm and core) have ridiculous little textures on their fronts. the 2x2 missile tube texture and the gunbarrel texture. why?
Seventh! the arm still can't build the Bird of Prey! It hasn't in any spring version that I can recollect, why is it taking so long?
Eighth! the core lvl 1 fighter factory can build the sledgehammer, a lvl 2 fighter. I noticed that it was also removed from the lvl 2 factory. was this intentional?
also, is there any chance that the bombers can be given a low-velocity LoS weapon so that they can do bombing runs against capships too?
Warlock: that was due to a possible weapon change.. though i dunno why it bothers you so much..?
the gun barrel on the eclipse looked retarded.. as did all the gun barrels for the photon weapons... looked like some 50s ray gun..
the ODS units have missile textures on them because they actually have 3 weapon slots and id like to keep the possibility of htem having a 3rd missile weapon open,
Bird of prey is buildable.. (build a covert ops plant )
the sledgehammer has been removed as a lvl 2 fighter and placed as a lvl 1 fighter as a counter to the arm metalion this was a balance change and is in the changelog.. which reminds me Optimus you need to put the changelog somewhere else cause unless someone upacks the mod they cant see it....
the gun barrel on the eclipse looked retarded.. as did all the gun barrels for the photon weapons... looked like some 50s ray gun..
the ODS units have missile textures on them because they actually have 3 weapon slots and id like to keep the possibility of htem having a 3rd missile weapon open,
Bird of prey is buildable.. (build a covert ops plant )
the sledgehammer has been removed as a lvl 2 fighter and placed as a lvl 1 fighter as a counter to the arm metalion this was a balance change and is in the changelog.. which reminds me Optimus you need to put the changelog somewhere else cause unless someone upacks the mod they cant see it....
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
hm normally i put the the FF.sdz, the readme and changelog into the FF.rar data. So all u need is to have a look at this.
To the Eclipse: I cant remember that the Eclipse ever had a gunbarrel.
To the Sledgehammer: Yes we need to have an antifighter on lvl 1 for cor.
To the Bird of Prey: yes its available at the Spylab.
You must know, that FF for Spring is different from FF for OTA. We never said that we want to make a 1 to 1 Version of the OTA FF. (I think ours is much better than the OTA version btw.)
For example for the next Version we plan to make the Spylab more usefull by making all cloaked and stealthed Units ONLY available at this building.
Sure its your oppinion on the new grafics, but i dont believe, that u find the new version not as good as the old one was. I mean my oppinion is different from Fangs oppinion too, but we need to find a middleway. Give us suggestions for better ones and we will see what we can do, but only to say: thats bad, this is shitt and why the fuck did u do that helps nothing
To the Eclipse: I cant remember that the Eclipse ever had a gunbarrel.
To the Sledgehammer: Yes we need to have an antifighter on lvl 1 for cor.
To the Bird of Prey: yes its available at the Spylab.
You must know, that FF for Spring is different from FF for OTA. We never said that we want to make a 1 to 1 Version of the OTA FF. (I think ours is much better than the OTA version btw.)
For example for the next Version we plan to make the Spylab more usefull by making all cloaked and stealthed Units ONLY available at this building.
Sure its your oppinion on the new grafics, but i dont believe, that u find the new version not as good as the old one was. I mean my oppinion is different from Fangs oppinion too, but we need to find a middleway. Give us suggestions for better ones and we will see what we can do, but only to say: thats bad, this is shitt and why the fuck did u do that helps nothing

okay, most of these things make a whole lot more sense now that I can see the rationale for them.
If I may make a couple suggestions/queries:
-The metallion is an anti-fighter fighter, why not move the battle angel to lvl 1 as a counter to it, and move the sledgehammer back to lvl 2 to counter the Warhawk?
-The Archon (and possibly ARM counterpart) currently use aircraft physics, while all other capships use gunship physics. Was that overlooked or is there something I'm just not seeing here?
-The Sledgehammer currently has a very small firing arc, and has great difficulty hitting ground targets on multiple passes.
By the way, I love FF to death, and I am optimistic about its future. keep up the good work!
If I may make a couple suggestions/queries:
-The metallion is an anti-fighter fighter, why not move the battle angel to lvl 1 as a counter to it, and move the sledgehammer back to lvl 2 to counter the Warhawk?
-The Archon (and possibly ARM counterpart) currently use aircraft physics, while all other capships use gunship physics. Was that overlooked or is there something I'm just not seeing here?
-The Sledgehammer currently has a very small firing arc, and has great difficulty hitting ground targets on multiple passes.
By the way, I love FF to death, and I am optimistic about its future. keep up the good work!
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
Thanks thats a much more helpfull post :)
I decided to make the sledgehammer an antifighterfighter, cause the battleangel is turreted and so it would be to strong in comparison to the metalion.
The thing with the archon... hm can be switched. I never used this ship so i didnt noticed that there is a problem.
Back to the sledgehammer.. the weapon will be changed in the next version back to its old style (i really liked the old version, but it had no sound- is now fixed). But i think when an antifighterfighter doesnt hit a groundtarget very well, its not a big problem cause it shouldnt be used for that... i ll see what i can do.
I decided to make the sledgehammer an antifighterfighter, cause the battleangel is turreted and so it would be to strong in comparison to the metalion.
The thing with the archon... hm can be switched. I never used this ship so i didnt noticed that there is a problem.
Back to the sledgehammer.. the weapon will be changed in the next version back to its old style (i really liked the old version, but it had no sound- is now fixed). But i think when an antifighterfighter doesnt hit a groundtarget very well, its not a big problem cause it shouldnt be used for that... i ll see what i can do.
-
- Posts: 854
- Joined: 28 Jan 2005, 18:15
Aircraft have trouble hitting ground with non-turreted weapons because Spring ignores the tolerance on them so they only fire straight forward. This makes strafing runs against ground and attempts to attack non-very tall ground units very ineffective. Not sure if it makes much difference in this mod as I haven't really played long enough to remeber what is supposed to be good against buildings and what its armed with.
However, current thought as to a workaround is to make them turreted and use the maxangle tags to limit their arc to something reasonable. My short tests with this have shown promise, but I imagine those working on the Star Wars mod could give a much more detailed analysis.
However, current thought as to a workaround is to make them turreted and use the maxangle tags to limit their arc to something reasonable. My short tests with this have shown promise, but I imagine those working on the Star Wars mod could give a much more detailed analysis.