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Post by Gibbon on Jun 15, 2018 5:57:08 GMT
Putting the finishing touches to 1.4, thought i'd share a new model for this version, the Nomad Battlecruiser, one size bigger than the Battleship
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Post by Gibbon on Jun 27, 2018 19:19:04 GMT
As i'm nearing the end of this project, just doing the commodity pricing which is a long boring process, thought i'd mention one important update i've added to the game. Someone in the distant past asked me if i could increase the docking speed of ships when docking at bases. There are actually different speeds for bases compared to planets. Where i've really noticed the difference is at Thorsen Station, a custom asteroid base in the Tortuga system. Now the exit speed is fine, but after being pointed in the right direction towards one of the dll's, i changed the entry docking speed variable and matched it to the exit speed from bases, so they are now the same. Makes a big difference.
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Post by Gibbon on Jul 12, 2018 16:44:30 GMT
Genesis 1.4 is now in final beta which hopefully shouldn't take too long. Trying to go round and test everything by myself is taking time so please bear with me
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Post by Gibbon on Jul 17, 2018 17:56:29 GMT
Currently having some issues with the new version of the mod which is why i've taken down the server for now. I kid you not, it's one thing only that's holding things up, as soon as i've fixed it i'll upload a new version, and things will be back to normal
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Post by Gibbon on Jul 20, 2018 20:04:23 GMT
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Post by Gibbon on Aug 2, 2018 17:47:20 GMT
A few new things in 1.43. Server crash bugs all fixed, added in five new commodities to trade, added a new Nomad Gunship and fiddled around with the player flyable Nomad Crusader which was in the original Beta 1 of Freelancer. When you drop cargo, the wings fold Nomad Gunship Nomad Crusader Nomad Crusader
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Post by Gibbon on Aug 3, 2018 20:59:21 GMT
New version 1.43 is now on the server
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Post by Gibbon on Aug 20, 2018 17:15:12 GMT
So what's next for Genesis? Well the next update for starters. After listening to some of you, i'm taking your suggestions on board and will try to implement them as best as possible. The major thing for me with the string of early updates to the 'Sol Chronicles', was stability. Think that has been achieved quite nicely I'm working on sorting out the commodity pricing, which needs attention for sure. I've already fixed a couple of infocard errors that i've stumbled across so far. Added a new Bounty Hunter base in Tohoku, made no sense how the bounty hunters got near the Omicron Kappa jump hole, now it does. Changed the texture on one of the custom pachyderms for the {nighthawks} clan, it looks way better now. Looking into letting players get a Nomad bribe so you can ty out being a Nomad, won't be pleasant i can assure you lol. More news when i have it
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Post by Gibbon on Aug 21, 2018 19:42:53 GMT
And big news it is. You can now be a Nomad in game without Admin assistance. I've gone down the bribe route so if you want to become a Nomad agent, you can get a bribe from a selected Fugitive base. This will allow you to become green with the Nomads. I've also added missions to all the Nomad bases so they allow you to do missions against various human factions. Scoop up the human pilots and bring them to any Nomad base where they can be sold for experimentation. Sell out the human race, you know you want to
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Post by Gibbon on Aug 27, 2018 14:51:31 GMT
Currently adding in a whole bunch of Nomad bases throughout the mod to make it a bit easier if you are a nomad, probably around 25 bases in all. Fixed a few other things plus looking to add in a few new weapons. There are plenty of weapons fx not used by Freelancer, but i've got them all working so just need to put them in. Some of them are already in the mod like the Rapier and Tizona Del Cid, while being original weapons, never actually had effects on them, no idea why as they are in game. Somebody forgot to code them in.
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Post by tfokatarn on Sept 7, 2018 11:08:10 GMT
So..to get friendly with nomads i have to take a bribe from a ``certain``Fugitive base..hmmm gotto find this bribe :-)
EDIT:Thx for this nice mod it looks great!
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Post by Gibbon on Sept 7, 2018 15:52:11 GMT
Thanks tfokatarn, but I wouldn't go searching just yet. What I've been talking about will appear in the new update, due very soon. I only have the commodity pricing to balance out a bit and then i'll release the new version.
Regarding the Nomad rep, without giving too much away, there's a Nomad spy who gives out the Nomad rep on one of the Fugitive bases. The rep will make you green with the Nomads and allow you to do missions against the humans from any Nomad lair. There will be 25 of them dotted about the universe. Trading doesn't really come into it being a Nomad, although they will pay well for any type of human, includes pilots, passengers, tourists and VIP's. Plus you will have access to all the Nomad fighters available and the Nomad Gunship
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Post by tfokatarn on Sept 8, 2018 3:09:06 GMT
I see thx good info! I just wait until this Nomad Mr.Bond is released.
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Post by Gibbon on Sept 15, 2018 6:57:07 GMT
Some more updates. I've done a major revamp of missiles and torpedoes in game. I've always thought them a bit useless tbh, well not anymore. They are all faster now and track superbly and in my eyes at least, behave like they should do. You still have to time your torpedo launches so you don't blow yourself up, but once they get going, they track their target with new vigour like i haven't seen before. Personally i wish they'd been like this from the start in FL, or i'd done this change before. Hopefully you'll like how they handle as well.
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Post by Gibbon on Sept 22, 2018 14:50:10 GMT
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