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Final Frontier XE
Posted: 27 Oct 2006, 09:13
by SpikedHelmet
Oasis and I have decided to do a little tweaking of FF 1.19. Now, before the flamewar starts and topics start getting locked, the tweak does not edit balancing in any way. Rather it "extends" it. Below is the small list of changes:
Final Frontier 1.19 Extended Edition
- ALL Weapon ranges have been doubled
- ALL unit sightdistance, radardistance, and sonardistance have been doubled
- ALL weapons (except for missiles and rockets) that utilized a 3do model for their projectile have been modified to use Spring weapon graphics (ie, coloured laser/plasma shot).
- Uber battlestations can now be built in "space" as opposed to only on solid ground
That's about all that's been changed. No energy or metal cost, buildtime, unit health or weapon damage characteristic has been changed. I'll put up a link shorty (we're not quite done). I don't expect many people to be interested, but I thought I'd post, at the very least so that Optimus (if he's still working on it) knows that we replaced all of the weapon models with graphics, if he wants to include it in the next version. Really these changes are purely to suit me and Oasis.

Posted: 27 Oct 2006, 18:45
by bwansy
SpikedHelmet wrote:- ALL weapons (except for missiles and rockets) that utilized a 3do model for their projectile have been modified to use Spring weapon graphics (ie, coloured laser/plasma shot).
Do you mean the Arm's plasma cannons? I would love to see that becuase in space everything is weightless, so they would fly straight instead of falling down like they are now. And textured bolts would look much cooler than the 3do models.
Posted: 27 Oct 2006, 21:59
by rattle

Like that?

Posted: 27 Oct 2006, 23:28
by SpikedHelmet
Yep, and this

Posted: 27 Oct 2006, 23:50
by rattle
Just make sure the core is white (rgbcolor2). Non-white cores = ugly on dark background.
Posted: 27 Oct 2006, 23:51
by Dash_Riprock
Sorry if this is too related to the balance issues you were trying to avoid talking about, but if there is one thing in FF that I think needs changing, it's this.
The huge anti-capital ship weapons should miss fighters far more often than they do. This would add to both realism and balance, and it honestly seems like that was the way it was meant to be, but didnt work out.
Once again, if you were trying to avoid this kind of suggestion, thats fine.
Posted: 28 Oct 2006, 01:02
by Noruas
Are those models, if not, can i ask how u did it?
Note: a star trek space mod is becoming more possible for spring.
Posted: 28 Oct 2006, 02:47
by SpikedHelmet
zOMG <3 Star Trek
No they are not models. And rather than take the time to explain it improperly, simply download the friggen weapon:
http://www.unknown-files.net/index.php? ... &dlid=1875
Contains 3 files, everything you need (I think). Just take a look at it, put the weapon into your mod, give whatever unit the weapon and load that shit up.
Posted: 28 Oct 2006, 04:08
by mecha
Sweet! nice to know development on this is continuing, new projectiles look cool!
Posted: 28 Oct 2006, 19:59
by Noruas
Thx, i appreciate it, ill find a cool way to use it for xta i bet.
Posted: 28 Oct 2006, 20:06
by Nemo
Noruas wrote:Are those models, if not, can i ask how u did it?
Note: a star trek space mod is becoming more possible for spring.
Basic tractor beams are possible as well. Difficult to control though.
Posted: 28 Oct 2006, 21:08
by 1v0ry_k1ng
negative impulse?
Posted: 28 Oct 2006, 22:11
by Nemo
Yeah. It'd have to be a visual trick though - invisible rapid fire lasers slaved to the graphical 'beam' effect, since beamlasers don't follow the rules of impulsefactor and company.
Posted: 29 Oct 2006, 00:02
by rattle
Shouldn't be too difficult to get a decent tractor beam effect. Using a scrollspeed of 0, and fair tilelength/thickness to scale the texture accordingly. Texture itself can be pretty small. I made such an effect (out of accident) a week ago or so.
Posted: 30 Oct 2006, 02:31
by REVENGE
Nemo wrote:Yeah. It'd have to be a visual trick though - invisible rapid fire lasers slaved to the graphical 'beam' effect, since beamlasers don't follow the rules of impulsefactor and company.
OH! That's why i couldn't do a beam laser tractor beam. Actually, could you just use the OTA method of making beamlasers using burst?
Posted: 30 Oct 2006, 02:40
by Nemo
beamlasers don't follow the burstfire tags either. Normal lasers do though, and I think that's what you were referring to, so yeah, sure.
Posted: 03 Nov 2006, 09:55
by mecha
*bump*
Any sign of a release?
Posted: 03 Nov 2006, 11:04
by rattle
While you are messing with FF, there are some ugly things in it. One is the nanolather on the armccrus. It looks totally out of place nor does it move. There was more but I forgot half of it...

Posted: 03 Nov 2006, 17:35
by SpikedHelmet
http://www.unknown-files.net/index.php? ... &dlid=1887
We ended up not doing most of the graphical upgrades on account of a large bug we ran into. However this version has all of the main changes.
Posted: 03 Nov 2006, 18:30
by Zoombie
Those projectiles look amazing crazy good...
and Star Trek?!?!?!?! STAR TREK!
BABYLON 5 FOR THE WIN! That show has got FIVE Wolf 359's in its THIRD SEASON...ALONE!
And physics are actually...there in Babylon 5. And the idea that space ships can move in three dimensions. And they don't have sissy sheilds. It's ALL about Point Defence weapons and missles.
But let me try this out and see if expanding the ranges makes the game better...and who knows, it just might.