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More Screenshots |
Here are some more screenshots to drewl over. (More pics under full story)
Pics may cause extreme envy, caution required. |
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Screenshots released |
Here are some screenshots, enjoy 
(More pics in full story) |
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Time to recap some things.. |
We all know how much you guys would want the mod be released on the dates we say they could be released on, but those dates are not definate.
It seems some of you are expecting us to be on schedule like a commercial product, but unfortunately we are not a commerical product, thus we do not have the time to work on the mod 24/7, as we have a life outside the internet.
Why isn't the release out yeat?
Well cause, at the moment Duelron is busy with real life, and he is the one who packages all the inhouse & public releases.
But until Duelron returns, i will be happy to answer your questions around the forums, or look at any hatemail you may want to send me to my email adress, that is avaible from the "Staff" page.
Please, be patient, and do not make questions about the release date. We ourselves do not know when we will release, but you can be shure the mod will be released when it is READY. |
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Update |
Sorry to be the bringer of bad news, however release of v0.25B has been delayed due to RL reasons for Duelron. We will release 0.25B as soon as it is finished and tested. The wait will be worth it  |
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the time of reckoning |
| we are all most ready to finaly release v0.25B, the B being the bulging with stuff that we were ment to save for latter releases. i hope to release it on the 1st of march, about 5 days from now. it will also mark the point where we [finaly] move our offical forums over to game-warden. there will also be other suprises instore, although none of them including handing out cookies to the masses. so we need people to report bugs/make suggestions otherwise they won't be included in this release. people should however note that the weapons have being completly redone (script wise) and fighters'/bombers' HP has being ajusted so they have approx the same amount of HP with sheilds (to help with blancing and to make strikecraft last longer then 2 sec underfire, oh and longer dogfights). And just to cap it all off, part of the new gameplay changes have being introducted, namly the subspace nodes (note that they are using a temp model for the time being) which means that people (once they capture a node of their race) are able to build cap ships. but wait there is more! now this would have to be one of the most commonly complained about problem, the AI. rest assured that it has being very heavly worked on, and just maybe it might work properly. so people there is much to look forward to, not only the begining of a new month but also a start of a new age. |
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AI?Whats that, articifial ineffiency?Well, no more! |
If you have not yeat heard, i have joined the FSNA team as a ai coder(though i do much more than just code the AI ). So far i have managed to get the GTVA Ai Fully operational, it knows how to build & use every single ship class.
Shivan AI is something im still working on, as it flat-out refuses to build so it usually ends up being ganged up on by a huge GTVA fleet..
(a Fenris class has just jumped in to join up the attack group that is leaving to fight an other GTVA Ai, an Aeolus Class is right next to the Fenris Class)
Click read more for the second image and even more blabber. |
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What's Going On? |
Well, it’s been a while since there has been a news post around here, but don't take that to mean no work is going on. Just the opposite in fact. There is some good stuff with the AI going on, and Duelron has something nice in game. However, I'll let him tell you about it, when he is ready 
However, I will tell you what I'm working on. Just have a look below. (The image doesn’t really like jpeg compression much, but there’s nothing I can do about that)
Yes, it’s the Terran Installation. I have all the textures completed, although only one of the final versions is actually applied to the model. That’s the one you can see in the blue, which is what textures look like once the glow information has been added and then converted. Currently, I'm working on the turrets, which I am about half way through. If you have a look, you will be able to see blue things sort of sticking out of the model. Well, those are joints for telling the game where the turrets go, and what way they point. After that, comes all the paths and dock points and anything else I've forgotten about for the moment. If you are expecting any sort of ETA on it, you are going to be disappointed, as I don’t do them Hey, what can I do, if gave one, it would be wrong anyway  Well, that’s all I have to say really, I thought this page needed an update. (Okay okay, I was prodded into doing it by Ransom Arceihn . I suppose its only fair people use it after he went to the trouble of setting it up.) |
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Maps, what would you do without them? |
With the addtion of our new map maker zgrillo2004 many new maps are to be found in FSNA. As one can see below is the map of Betelgause, now in game for everyone to play: |
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It's here! get it before it isn't |
| FSNA v0.25A R3 has being uploaded and is now ready to be downloaded. Grab it from the link to the right. |
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v0.25A R3 |
well today is hopefully the day, providing i find the GTISD (well that's a mouthfull) Hades in my inbox with in the next 22 hours and 30 mins -3 hours to upload it on dial up. R3 will feature a great many changes over v0.25A, heck I am sure that I am missing half of them from the readme file. Anyway I am sure you are all eger to get it so I'll be heading to bed now... if that makes sence.
Oh I hope to see you all on the game network, I have devloped abit of a nack to winning games of late, maybe someone will be able to show me other wise  |
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Here Comes the Website |
Well everything seems to be in order.
THAT IS ALL. GO BACK INSIDE YOUR HOMES. THERE IS NOTHING WRONG. |
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