I added a new scenario – Fleet operations. Here you would have to make use of the strategical panel (F5) and fleet orders (follow, engage, repair etc.) You have three strategical targets to destroy in this mission and you have to control your fleet in order to succeed.
I was also given permission by artist https://www.deviantart.com/unusualsuspex/ to use his artwork ingame, so I was able to add some more stations and more will follow. With more and more stations, I decided to move Federation stations to separate faction “Federation base operations”. So that the stations are not mixed with regular starships, as they will mostly be used just in scenarios.
Then I also polished a bit the old Klingon HUD and I set it as default for Klingon ships. But don’t worry, if you won’t like it, you can still override the HUD setting for all ships in options.
HUD – klingon HUD
HUD – override in OPTIONS (you can select HUD to be used independent on ship settings)
few additional stations (Federation base operations), Danube runabout, Constellation class
AI TARGETING – ships reconsider targets, when more enemies appear in short time (prevents focusing on first seen ship for extended period of time)
SENSORS – all ships are no longer revealed when winning scenario
SENSORS – update visibility immediately after adding ship – prevents them being revealed for a brief moment
In last few months I got used to using Discord as a platform for chat about many topics. I think it might be a good idea to create a FW3 Discord server to talk about any topic related to the game (in addition to existing IRC channel and phpBB forum)
I added random tilled backgrounds which will be randomly chosen in roughly 30% of the battles. Other major change is related to scenarios – there is now “version 2″ which allows parallel goals definition and activation/deactivation of defined goals on success or fail. This will allow much more complex scenarios.
DYNAMIC BACKGROUND – random dynamic tiled background
DYNAMIC BACKGROUND – scenario definition – tiledBackground attribute of scenario element in XML; if missing (default) -> no tile. Can be overriden by empty attribute -> random tile, or specific image path
TRACTOR – allied ships can be tractored in warp if the distance to the ship is small
minor chnges and fixes – when firing single shots, ship will iterate the used weapons. So it will not fire from one weapon four rounds in a row, but rather once from four weapons one after another; render symbols only if not nebula or planet (fixes the off-center render bug)) ; larger distances shown in “km”;
SCENARIO – support for large images; empty battery does not prevent lowering shields for repairs;
SCENARIO – version 2 – parallel goals, lists of goals to activate or deactivate on success or fail, detail description of goal, hidden flag
STRATEGIC MAP – available on key 9
PROJECTILE WEAPONS – lifeSpan for projectiles is 1/4 higher than value used for checking range. Therefor projectiles will fly 1/4 further. Thus preventing tactic with running ship firing backwards. Now the ship is either out of range, or the pursuing ship projectiles will hit as well
Some small changes – it is now possible to issue REPAIR order. In case, that a shipyards with repair ability is on the map, the ordered ships will head towards it and return once repaired. This can be particulary useful in battles like “Sector” with the Borg cube In addition, ships with FOLLOW order now travel in formation.
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