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April. 23, 2021

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[Freelancer Mod News]Freeworlds: Tides of War - Tactical Overview
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The teasing about the tactical overview has an end! I finally show it to you ingame with a video blog. Note that this is still a work-in-progress and will likely get expanded more in the future. However, as regards the basic features, I'd say its more or less complete.



If you'd like to check out Allegiance by which the tactical overview is inspired, head over to www.freeallegiance.org and give it a try. It's free and open source!
Interested in Freelancer? Check out the demo here!

Stay tuned for future updates. We are here to stay!

As always any comments, suggestions or questions are always welcomed!
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Posted on: 2010/9/26 15:21
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Re: [Freelancer Mod News]Freeworlds: Tides of War - Tactical Overview
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Dudes, you are totally w00t!!1

Posted on: 2010/9/26 16:48
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Re: [Freelancer Mod News]Freeworlds: Tides of War - Tactical Overview
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THIS IS SIMPLY AWESOME !!!!!!!!!!!!!!!!!!!!!!!!

Posted on: 2010/9/26 19:01
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Re: [Freelancer Mod News]Freeworlds: Tides of War - Tactical Overview
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Posted on: 2010/9/26 19:54
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Re: [Freelancer Mod News]Freeworlds: Tides of War - Tactical Overview
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Breathtaking.

But it seems to give an overview over the whole system and even shows objects (at least planets) you haven't visited before. Does it also show all players in the system? What about wrecks?

Posted on: 2010/9/26 20:00
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Re: [Freelancer Mod News]Freeworlds: Tides of War - Tactical Overview
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Quote:

Quarks wrote:
Breathtaking.

But it seems to give an overview over the whole system and even shows objects (at least planets) you haven't visited before. Does it also show all players in the system? What about wrecks?


Yeah. this is a good question.
And what about showing paths and zones, asteroid fields?


Is it possible to do the same through navmap??

Posted on: 2010/9/26 22:00
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Re: [Freelancer Mod News]Freeworlds: Tides of War - Tactical Overview
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hah, that sounds like a 3d map viewer request here was some time ago. honestly, as i see what you FW gents are doing to the engine im starting to doubt there is anything worthy of implementation that would be entirely impossible.

Posted on: 2010/9/26 22:06
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Re: [Freelancer Mod News]Freeworlds: Tides of War - Tactical Overview
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Technically seens this is quite a masterpiece of work - respect! I like the scrolling and with that zooming in and out (reminds me on my old times for opengl implementations ).

But for freelancer - the game itself - i think it doesnt really fit. Its looking like a different game. Nevertheless nice work!

Posted on: 2010/9/26 22:09
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Re: [Freelancer Mod News]Freeworlds: Tides of War - Tactical Overview
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You haven't seen the entire thing we have in mind, Huor.

Trust me, this interface fits

Posted on: 2010/9/27 1:34
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
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Re: [Freelancer Mod News]Freeworlds: Tides of War - Tactical Overview
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Quote:

Huor wrote:
Technically seens this is quite a masterpiece of work - respect! I like the scrolling and with that zooming in and out (reminds me on my old times for opengl implementations ).

But for freelancer - the game itself - i think it doesnt really fit. Its looking like a different game. Nevertheless nice work!


I'd disagree. For huge capital ships, that control the battlefield, and for commander of large fleets, with more than 40+ players to control, this tactical overview mode will probably be a huge asset for large scale tactical engagements.

Furthermore, the mod team has planned to control NPC capital ships and small NPC squadrons, which would make this tactical view even more critical.

As for it looking like a different game, well, that's what modding is all about

Posted on: 2010/9/27 1:50
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Re: [Freelancer Mod News]Freeworlds: Tides of War - Tactical Overview
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Quote:
Sushi wrote:
As for it looking like a different game, well, that's what modding is all about

have to disagree with that unfortunately. imo modding is not about redoing the game but extending it. making it stay what it is but doing it look better, work better and be more interesting, inspiring and attractive to the player. however, a total conversion is no total conversion, if it doesn't convert the basic functions to what the converter sais he does.
the Star Wars atmosphere, the battle scenes and stuff like that do require a strategical amount for the capital ships while fighters are only to be ordered to certain coordinates do engage certain targets. other sources, like Star Trek would rather require motion in turret view and maybe turret view zoom, but no tactical overview due to the template bases on almost only capital ships. Battlestar Galactica would again be different, as capships are rare in a battle and nearly never interacting with fighters, which, are making the most action on the battlefield.

Posted on: 2010/9/27 6:21
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Re: [Freelancer Mod News]Freeworlds: Tides of War - Tactical Overview
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Quote:

Huor wrote:
Technically seens this is quite a masterpiece of work - respect! I like the scrolling and with that zooming in and out (reminds me on my old times for opengl implementations ).

But for freelancer - the game itself - i think it doesnt really fit. Its looking like a different game. Nevertheless nice work!


Modding is all about change, especially in a total conversion. For those brave enough to attempt it, the freelancer engine offers much and since the game engine itself is at least 8yrs old, it just shows with a bit of application what can be achieved. Try to look past "Freelancer" the game and look at "Freelancer the game engine". That's what has been done here. Just because the FL engine is used to write the game, doesn't mean it has to be about FL.

On a slight tangent, look at what OP has done with Crossfire, lots of non FL things going on there for example. That's almost verging on a TC mod these days.

Posted on: 2010/9/27 7:47
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Re: [Freelancer Mod News]Freeworlds: Tides of War - Tactical Overview
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And i thought only Adoxa has the sources oO

Posted on: 2010/9/27 9:16
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Re: [Freelancer Mod News]Freeworlds: Tides of War - Tactical Overview
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I am sure it will be fabulous. I am just not the kind of player who acts very tactical - hence my misunderstanding of that part. The NPC things is indeed something i could like

Anyway would you see everything on this overview even if you havent yet found it? Or is it based on the nav map - so you usually see things first if you found them. Its probably something that would spoil the FL universe tho.

Nevermind i do respect the technical part that you guys have put in there! Is there further details - i am just curious how you can control the fl engine this way.

Posted on: 2010/9/27 19:49
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Re: [Freelancer Mod News]Freeworlds: Tides of War - Tactical Overview
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It'd follow the same restrictions as normal FL. If you haven't explored it, you can't see it.

Posted on: 2010/9/27 19:58
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
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