Posts by SWAT_OP-R8R

    update is available now

    It contains:

    • a few thousand new voice samples
    • changes to how ships are referred in space by NPCs
    • minor changes to faction assignments on stations
    • name fixes to clan bases
    • rebalancing of MK10 weapons
    • rebalancing of clan base defense turrets (hull and weapons)

    Well, yeah I guess everybodys wants range and projectile speed. The reasons are well understandable but it also would have made the balancing pretty boring.

    While hitting something far away is great the truth is that most shots at large distance miss their targets due to bad aiming or targets not moving where predicted.


    Shorter range weapons which in return have a higher damage output in my eyes should remain valid options. Same with shield bursting weapons and weapons with lower energy consumption. I think the mix makes it interesting.

    But the mix also is what makes balancing tricky.


    I created a rating system for all the mk10 weapons (vanilla codenames and nomad weapons excluded as they will remain the way they are).

    All these weapons got a rating number for:

    • Range
    • Projectile speed
    • Energy consumption
    • Shield DPS
    • Hull DPS

    So in total 5 ratings per weapon from which a total rating is calculated.

    This total rating is the reference point of balancing the weapons. The top used weapons (oh surprise) had a relative similar total rating (a rating of 2.2 to 2.4).

    The above mentioned values of the other weapons are being rebalanced to reach similar total ratings. Some getting higher speeds, some get more range, some get less energy consumption and many get a higher damage output.

    In the end weapons will have advantages and disadvantages based on play style but the overall performance should be much closer to the current top weapons.


    Codenames MK2 all will get their range and speed increased to 1000/1000. That is a significant boost compared to what it was before but it is not a coalition gatling or a war'si. However, most of these guns either will have a higher DPS or lower energy consumption. Not all of the codenames will be able to perfectly compete with the top guns but the gap will be much smaller.

    I went through all the settings and found 50 minor errors concerning naming of samples since there seems to be a difference between male and female voices.

    It might fix part of the issues that I have found during last test... dunno yet... going to do another test run this evening.

    No matter what, it can not explain all the irregularities experienced during the last test. I cross checked all references in the game but was not able to find further errors.

    Dunno if I have missed something important but actually I pretty much cross-indexed all related values. Maybe part of it is hardcoded (seen something like that before).


    Well, Ill push out the update this evening even if only a part of that stuff is working. That is better than nothing. Maybe I stumble over a solution later. It just does not make much sense to get stuck at this part forever.

    Togehter with that update a bunch of fixes to clan stations will be done.

    It also is intended rebalance the defense of the clan stations since that never really was viable.

    IF I am able to find the time I will also add the rebalance of the MK10 weapons to this update. Unfortunately there has not been that much feedback when I asked for it so Ill just do a bunch of minor tweeks.

    let me quote my reply to your last temper tantrum

    This was the most out of context comment every done.

    Considering the replies you got to the other 4 posts you made plenty of peopled tried to help you despite EVERY of your posts aimed to insult someone.

    Dunno what you expect with such terrible manners.


    The bonus missions are work in progress and for many players they worked perfectly fine.

    What you do to f-up these missions is beyond my knowledge but be assured that after writing 330.000 lines of story code I am very well able to do my coding stuff.

    And maybe you should keep in mind one important fact here.

    The FL you bought was developed by a game studio (a pretty large team actually) which took 6 years to develop a 700mb game. CF is a 10GB mod developed mostly by me alone in my after work free time. This is not an excuse, just a testiment of my skills and dedication.



    And just to put it straight... the bonus missions are optional and work in progress. That means that it was not even my job to give you an option to return to sol from that last finished bonus mission. I could also have ended it in renaissance space unconcluded without option to return to the main story until the next part of the bonus mission is released. I could have ended it with a message "oh bonus mission is over... for now at least. Too bad for you. Come back later when the new version is being released".

    You have very little reason to complain there at all.


    And you have absolutely no reason to complain about the lack of support. You were told to load the last mission generated savegame and continue the main story from there. That's it... simple solution. IF you fail to do that then it is purely your problem.

    yes, the reputation should be neutral.

    When starting the game the DK reputation is neutral. This can change when killing Nomads since they are allied but the storyline has a trigger right before going on that mission to set the reputation to a better value if you have a negative one.

    If they are hostile to you now then it probably left the path somewhere and missed the trigger.


    The story in sol is optional. Those are bonus missions you can do which have nothing to do with the main story line. This is still work in progress and some people even reported issues when returning to the main story. I am going to have another look at this issue when I have more time again.

    Took a bit longer since I had to recreate a good bunch of voice samples where spelling went wrong or the correct voice failed to be initialize.

    I have the intention to do a test run this evening and if everything works well there is going to be a release tomorrow morning.


    Download size will be around 600mb.

    ~3% of the samples are going to be a refresh of existing stuff. Everything else is completely new voice stuff that was previously not playing at all.

    In total there are 2853 new voice samples in this update and roughly 8500 changes to the settings. This also includes the previously mentioned corrections to the ships, factions, bases and commodities.

    A bunch of these changes will refer to voice samples which do not exist yet. This should in worst case only trigger a few minor warnings in the error logs. I don't expect bigger problems. The warnings will disappear again once the 2nd part of the voice files is ready to be released.


    This patch will require some detailed work on the server since it the files that get updated require synchronization and also market files will be altered for this... so there will be a short downtime of the server tomorrow.


    EDIT: update will delay.

    There seems to be a problem with playing the audio. Need to do further tests to figure out what's wrong.