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Final Frontier unofficial 0.97b
Posted: 17 Nov 2005, 17:43
by Optimus Prime
Hi
cause I think that the FF Team isnt still working on their mod (the last release is really old), and I think that this cool mod shouldnt die, I fixed nearly all bugs and I m now working on the balancing.
Actual Version 1.01
get it here:
http://files.filefront.com/Final_Fronti ... einfo.html
Posted: 17 Nov 2005, 17:46
by raikitsune
Hooray for you! i've been waiting for someone to make a playable version. release it when you can mate! FF is a great mod!
Posted: 17 Nov 2005, 19:46
by Optimus Prime
FIRST RELEASE!
Ok because my friend is ill and there is no AI working with FF, i cant test it for balancing, so i need your feedback for this mod. Feel free to post your suggestions for balancing and please try to test a lot of units not only one type.
Please post the exact Unitname when you think its unbalanced.
I hope you enjoy it

---------------------------------------------------
for the next Version:
- I noticed, that some units dont have sounds when u click on them. I will add to all units sounds (fang told me in lobby about that).
- Balancing
Fang told me, that he is working on a FF Version too, so perhaps we both make one Version in the future.
Posted: 19 Nov 2005, 04:20
by Optimus Prime
I uploaded the Version 0.9 to Fileuniverse
Changes:
- Fixed Soundproblems. Now all Units/Buildings should have correct sounds
- Balance: Startbuildings (Advanced Solarcollectors, Metalextractors) are cheaper now
- Balance: nearly all HP values of all ships changed. Now all Ships (not fighters) have a Damagemodifier of 0.5 (before there was nearly for every unit a diff. one)
- Balance: Bombers are more expensive now and a bit slower
- Balance: Some weapons changed
- Balance: all in all to much to write in detail
have some fun :D
Posted: 19 Nov 2005, 10:17
by CrowJuice
Very niiiiice

Posted: 19 Nov 2005, 13:14
by GrOuNd_ZeRo
Can't wait to try it, if you need help, let me know, since i've worked a little on this my self in the past.
I might get Savant re-interested in this project when I let him know he has UV-mapping available now

Posted: 19 Nov 2005, 13:18
by Optimus Prime
thank u :)
I think the best way to help me is testing the balancing in a few games and posting whats wrong. Version 0.9 should be nearly bugfree - try it out (ok i found a small bug right now, but this will be fixed in the next version).
For next Version there will be some Loadingscreens and of course a better balancing...
Posted: 19 Nov 2005, 16:52
by Zoombie
W00T!!
All hail Optimus Prime!
"Robots in disguse!"
Posted: 20 Nov 2005, 03:37
by Optimus Prime
Final Frontier Unofficial Beta 0.92 (special thx to Fang for his hints and help!)
--------------------------------------------------------
Fixed ArmOrb and CorOrb Errormessage at start
Balance: only small differences :D
Changed: Laserweapons look "better" now
Changed: nearly all Explosions look much better now (bigger)
Balance: Armorclasses included (will be used more in future versions)
Balance: all in all to much to write in detail
Added two Loadingscreens (will be more in future)
Added some missing trails for rockets
I hope u enjoy it! It really rocks now!
Downloadlink above
NOTE: i normally dont make every day a new version, but at the start of a mod, there are many changes to do and so I need a lot of small versions to test it with other people. This is perhaps the last of the fast ones.

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Posted: 20 Nov 2005, 04:14
by GrOuNd_ZeRo
interesting beam colors.
so did you fix the gemini missiles? moved the missile projectile to the root so it's visible? and removed pesky burnblow=1 tags?
Posted: 20 Nov 2005, 05:23
by Optimus Prime
so did you fix the gemini missiles? moved the missile projectile to the root so it's visible? and removed pesky burnblow=1 tags?
ehm i hear that the first time. What was buggish with the missile? I changed a lot and dont know if that was something i did... so can uplease explain it a bit in simple english :D thx
Edit: Ah i know what u mean... sure the missiles are all visible now! Whats up with the burnblow?
- For the next version, i will increase the LOS of nearly all units about 10-50%.
Posted: 20 Nov 2005, 09:14
by FolCan
Err I get an Error Cororb.cob missing when I build the a probe out of the lvl 3 shipyard... resulting in a crash
Posted: 20 Nov 2005, 12:18
by Optimus Prime
fuck.. i ll check this out.
Posted: 20 Nov 2005, 12:59
by Triaxx2
And I'll have to check out this mod as soon as I get my Spring working.
Posted: 20 Nov 2005, 15:51
by CrowJuice
Nice!!

Posted: 20 Nov 2005, 15:59
by Optimus Prime
Unofficial Beta 0.93
---------------------------
- Fixed ArmOrb and CorOrb Crashbug
- Balance: Increased the LOS of most ships (about 10-50%)
- Balance: some small changes (some armships more Hp, smallplasma more damage, increased flakrange and fighter missiles more damage)
downloadlink: See first post
Edit: There is a balanceproblem with the bearcat unit (lvl 2 fighter arm)
Its overpowered, so please dont build it untill i ll change that. Sorry about that
Posted: 20 Nov 2005, 18:47
by Optimus Prime
OK, i want to implement a Rock, Paper, Scissor - system in the next version.
Here are my suggestions:
Damage done to this Class - Damage done in %
Fighers:
Fighter 60%
Bombers 100%
Frigates, Corvettes 50%
Buildings 50%
Battleships, Destroyers 100%
ODS 60%
Frigates, Corvettes:
Fighter 100%
Bombers 100%
Frigates, Corvettes 60%
Buildings 70%
Battleships, Destroyers 50%
ODS 60%
Bombers:
Fighter 50%
Bombers 50%
Frigates, Corvettes 70%
Buildings 100%
Battleships, Destroyers 100%
ODS 100%
Battleships:
Fighter 60%
Bombers 50%
Frigates, Corvettes 100%
Buildings 90%
Battleships, Destroyers 60%
ODS 90%
this is not a concrete value.. means that the values can differ a bit.
I plan in the future to make differences between the subclasses (Corvettes/frigates...), but first this should be enough.
Posted: 20 Nov 2005, 18:50
by AF
The whole sentence containing rock paper scissors made my stomach churn...
Posted: 20 Nov 2005, 19:06
by Optimus Prime
why? Else u can pump onle one class and thats it... you have this system in a lot of games. You dont need it in XTA bcause u have diff landunits and airunits, but in FF there are only Airunits ok fighters and slow big ones, but most weapons shoot fast, so that u mostly hit. WIthout such a system there will be one class for all.
Do you have a better solution to make it tactical and strategical?
Posted: 20 Nov 2005, 19:58
by Min3mat
could u show what u mean simply? different factors make what u wrote real confusing. a list of 'unit' 'counter' opr a flow chart explaining said relationship would be good (awesome mod btw its fun, really fun :D)