Patch with several big changes – Lukas, who is helping me with the game for a long time, prepared tutorial scenario, which will help new players to learn the game :-).
Secondly I prepared a “fleet control panel” accessible via F5, where you can have limited control over allied ships. But first you need to take command of the fleet by pressing the “flagship” button. Then you can give orders to hold, engage, follow, guard or retreat. More orders will follow later.
Lastly – it is now possible to modify subsystems for ships in scenario.
I also prepared new link for download, so that new players do not have to download version 0.64 and then a lot of patches.
FLEET CONTROL PANEL – F5
possibility to take control of allied ship and give them orders – FOLLOW, GUARD, HOLD, ENGAGE, RETREAT
SCENARIO – possibility to modifyObjectSystem by <modifyObjectSystem name=”inactive Borg sphere” type=”weapons” group=”1″ id=”3″ state=”30″ disableRepairs=”true”/>
Today just a data patch (so no changes in code). I added some ships, some variants of ships, some new textures – see patchnotes.
BTW As a lot of players might not be aware – some ships have variants. If you hold CTRL when clicking on a ship in lobby, you will enter a submenu and you can choose among variants of the ship class.
But most importantly new scenario – one of the most hectic battles in Federation history, which was never shown on screen
Data changes only
new San Francisco scenario
COST rebalancing – Defiant, Miranda, JH fighter increased by 10%; B’Rel, Hideki decreased by 10%
I realized on of previous AI adjustments made Nemesis scenario unplayable, because allied ships did not react properly when Scimitar is briefly visible. And thus spent most of the time spread thin across large area and not fighting.
I am now also experimenting with different beam visual effects, so I replaced some of the textures and made some beams wider. Particulary polaron beam looks better I think.
In scenario it is now possible to destroy a ship (hull=0) and give orders to ships.
This time I added some new ships – Borg sphere, Prometheus, New Orleans. Nebula variant with sensor pod, Ferengi marauder. I also increased the size of Borg cube to be more realistic and added some more effect on the cube destruction
Recently I released new updates 0.71. You can now directly download it here : Link for download
Start game via launcher, it will download latest updates
Let me know, how do you like it
Some balancing related to retreating ships. Ships, which deplete primary ammunition (e.g. quantum torpedoes) switch to secondary (e.g. photon). New asteroid map And some new scenarios.
This time I added a feature which I considered for a long time – manual targeting by mouse. You can fire by left and right buttons. But most importantly this helps when firing tricobalt torpedoes (currently only on Akira – switch by pressing E) Because you can then fire on precise location, where you want the torpedo to detonate. In addition to that, you can also activate mouse steering by F4.
There is also some improvement on AI – it should evade dangerous nebulae and in some situation retreat.
I added a “screenshots of the day” feature Addes few ships. Some changes for scenarios – targets of goals are now defined by ship names and not numbers.
I also updated the launcher, but the changes are irrelevant for common player.
New functionality for scenarios : modifying objects. Referencing by name you can modify ships coordinates, status, target, disable AI etc. I also added two effect for adding ships : decloak and warp. So added ships do not appear “in thin air”. You can check the decloak effect in the scenario “The defector” (based on the TNG episode). I added also a betaversion of “Way of the warrior” DS9 scenario, so you might check that out.
There is another important change – ships now start with primary weapons fully charged and secondary weapons half charged. It looks more realistic in many situations (the Defector scenario being one of them). It also shifts the balance a bit towards ships with more powerful torpedoes (because now they get them half charged on the beginning – saving some 20 seconds). If you remember – in FW2 all ships started with all weapons fully charged.
Another new feature is kamikaze – based on faction settings (status of team, status of ship and overall probability) ships can decide to go on collision course and ram the target, doing considerable damage. As seen in many situations – especially by Jem’Hadar.
And one more thing – I created separate user config file, so from this version forward, your saved config (resolution etc.) should not be overwritten when new patch arrives.
Check patchnotes for the rest and more details.
And here is a video from battle of Cardassia Prime
So, after some years, I realized, that I am not really sure when I will be able to finish FW3 with the Mode zero content. And I think it is about time to make the game available at least in the state it is. So I will make the current version freely available as open beta with the Star Trek mod.
And I will continue with the development further to the best of my abilities. Maybe driven by the players requests for features.
I hope, that the players who were waiting in patience for years will enjoy what the game has to offer
Oh, I just realized the last post here was already two months ago. But can asure you, I am working on the game Quite intensively. Just to name a few topics, let me see the logs : engines glow effects, better explosions, point defense systems, subsystems targeting/damaging, damage textures, some network code improvements and optimizations. Graphics works are also in progress. I will have to post some screenshots. But most of those topics are not really appealing on static image
What features would you expect from the game launcher/updater ?
Currently I have a launcher, that checks installed game version and newest available version. Download all necessary patches and installs them. Then there is a screen with game related news. It is possible to see patch notes, visit homepage, forum and chat. And of course, start the game.
The main reason for a launcher is the autoupdate function, so that a player does not have to check updates and manually download them.
While browsing on gaming development sites, forums and chats I encountered a widespread statement : “premature optimization is a root of all evil” (or similar formulation).
Even though it may be true in some extreme cases, I think that overusage of this phrase started causing more troubles, than the optimization itself. It encourages beginners to skip planning and architecture.
It is important to think through every part of the code and see the big picture. Not to code the first possible solution of a problem. Otherwise you’ll be building on top of weak foundations and you’ll run into some serious problems later. And it is increasingly difficult to correct and refactor those foundations. Therefor it’s important to create solid and optimal solutions in the first place.