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Old 05-11-2011, 10:13 AM
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TALON TALON is offline
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Default First Strike 1.55 Released!!

Greetings Troopers!

Welcome to the release of First Strike version 1.55. So what do you get with this edition of First Strike? Well for one thing you don't get the hassle of any new files to install, that will all be taken care of by our custom Launcher which when prompted will automatically update your current version of First Strike to the new 1.55 build, so you should have a smooth transition to 1.55 if you already have an up to date version of First Strike.



http://www.fsmod.com/

So what exactly is new with First Strike 1.55 you might ask? Well the major selling point is a vastly increased co-op and singleplayer section to the mod which now gives you bot support for a good portion of the vehicles available within the mod which have allowed us to provide you with a singleplayer/co-op experience which more fully reflects what you'll find playing the mod in multiplayer. We have also advanced leaps and bounds in the sophistication of the bot AI in general too, with bots now able to utilise ammo boxes, bacta canisters and various other team assist items, most notably the defibrillator and fusion cutter, which really changes the landscape of the battlefield when facing the bots, additionally the bots now have the capability to utilise grenades and other explosives making them more deadly than ever. Basically these improvements just provide an overall more well rounded experience when playing co-op or singleplayer with maps that better reflect the mod as a whole.

http://www.youtube.com/embed/Bn5uteFSioE

Another bonus of these new co-op maps is an additional feature we've added, which are bonus multiplayer maps based on the smaller layouts used by some of our co-op maps, which should give you new and unfamiliar experiences on some of our classic maps, I think you'll be pleasantly surprised by these.

In addition to this, myriad tweaks have been made to the general gameplay and graphics of the mod, solving many balance issues, and bugs which have been an issue in the past which should improve the entire First Strike mod experience.

Last, but not least we have the return of an old favourite, the Bounty Hunter pick up kit. This is only available in the co-op and singleplayer version of the Mos Espa map, but I'm sure you'll have fun hunting down the location of this highly sought after asset which will allow you to rain down death from above.



We hope you enjoy these improvements, and look forward to seeing you all on the servers soon.




First Strike v1.55 Changelog:

Weapons:
- Further enhanced AI tweaks for turbolasers
- Further enhanced AI tweaks for anti-starfighter turrets
- Proton Torpedo yield and range setting adjusted for a more intuitive effect and better gameplay balance
- 1.4 FD P-Tower laser cannon blast yield increased to improve effectiveness against vehicles

Vehicles:
- Further enhanced AI tweaks for all starfighters
- AI support added to various land vehicles including AT-PT, Armoured Rebel Freerunner, Firehawke & T1-B
- Further tweaks to Firehawke and T1-B for better balance
- Auto-turrets added to Imperial Convoy Raid Freighters

Singleplayer Map Support added to:
- Imperial Convoy Raid
- Null Sensor Station
- Rhen Var: Ice Plains
- Rhen Var: Research Facility
- Strike at Parmel

Co-op Map Support added to:
- Imperial Convoy Raid
- Null Sensor Station
- Rhen Var: Ice Plains
- Rhen Var: Research Facility
- Strike at Parmel
- Tatooine: Mos Espa

Improved Singleplayer & Co-op Map Support for:
- Battle of Yavin
- Encounter at Mos Entha
- Endor Clearing
- Endor Strike Team
- Tatooine: Bestine
- Tatooine: Mos Espa

Co-op Map Variants available as Multiplayer Maps:
- Null Sensor Station
- Rhen Var: Research Facility
- Tatooine: Bestine

Visual:
- Portable Shield Generator effects, and impact effects enhanced
- Enhanced star fighter and capital ship explosion effects
- Imperial Outpost Building texture tweak


Gameplay:
- Bounty Hunter kits added to Co-op and Singleplayer Mos Espa maps
- AI enhanced for more complete bot functionality, bots now able to utilise grenades, explosives and team assist items such as ammo boxes, bacta canisters, fusion cutters and the Defibrillator
- Balance issues addressed on Lok Wastelands map
- Freighter hitpoints increased on Imperial Convoy Raid to improve balance
- ISD Heavy Turbolaser effectiveness improved on Escape from Hoth
- Null Sensor Station complex optimised
- Tank weak spots added

Various bug fixes:
- Including special effects graphic issues present since BF2142 v.1.55 release
- Snowtrooper skirt black patch bug fixed
- Python tweaks added to reduce server crashes and solve Battle of Yavin end of round bug
__________________
www.fsmod.com
First Strike Lore & Modeller
www.haroldwithers.co.uk

Last edited by TALON; 05-11-2011 at 10:47 AM.
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  #2  
Old 08-11-2011, 01:11 PM
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TALON TALON is offline
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Join Date: May 2007
Location: Manchester, UK
Posts: 523
Default Re: First Strike 1.55 Released!!

So just what is First Strike you might ask? Well if you've not heard of us before, we're a Star Wars mod for the PC game BF2142. If you're sick of waiting for a Star Wars: Battlefront 3 that my never come then you might want to give us a try. Basically we aim to create a gritty and realistic portrayal of the Star Wars universe from the point of view of the grunts in the trenches. This means no Jedi or hero characters feature, but you get to participate in epic land and space battles featuring all your favourite vehicles and weapons from the movies. This also focuses on the Galactic Civil War period in the timeline, so that means characters vehicles and locations from the original trilogy and EU (Expanded Universe) based in that period.

So why not join us in battling across the various classic locations of Tatooine, Endor, the space blockade above Hoth and the Battle of Yavin? Or the myriad other battlefields we feature such as Bandomeer, Lok, Null, Rhen Var and Ryloth? And lets not forget the epic space battles of Imperial Convoy Raid, Strike at Parmel and the Battle of Taloraan. You'll be hard pressed to find a more complete Star Wars gaming experience, and the Battle of Hoth is also currently in development, so the circle is almost complete.

Also as you'll have seen from our latest update, we have now improved AI and an increased number of maps with co-op and singleplayer support, so you can get the full First Strike experience prior to venturing into the multiplayer arena, if you wish to polish up those blaster and piloting skills before mixing it up with the big guns.

For more information why not head to our forums? You'll find them a friendly bunch, and they'll be more than happy to answer any questions, or help you to get the mod up and running.

http://www.fsmod.com/
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First Strike Lore & Modeller
www.haroldwithers.co.uk

Last edited by TALON; 08-11-2011 at 01:15 PM.
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  #3  
Old 08-12-2011, 10:19 AM
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TALON TALON is offline
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Join Date: May 2007
Location: Manchester, UK
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Default Re: First Strike 1.55 Released!!

First Strike: A Year in Review





http://www.moddb.com/mods/first-strike


Greetings Troopers!

Just where did that year go? It is always a shock (though a welcome one) when the ModDB Mod of the Year Awards roll in, it is always hard to believe that yet another year has gone by, that Christmas is just around the corner, and yes, that it is time to take stock of just what this year has brought us.

So just what have we been up to in 2011 at First Strike Towers? Well we haven't been idle I can tell you that. We declared last year that this one would be all about Hoth, and it was. We have been beavering away at various art assets over the course of the year that mean that the much anticipated Battle of Hoth map inches ever closer. These assets have included Hoth specific character models such as the Imperial AT-AT Commander and AT-AT Driver, both brand new assets to First Strike.







In addition development has continued on the key asset required for any map involving Hoth, the mighty Imperial AT-AT Walkers. We have finalised the interior for this powerful symbol of the fearsome Imperial war machine, and have the cockpit and crew bay interiors in game and functioning. A critical step towards completion for this asset. We are still having problems with the coding side for this complex behemoth, but with new coders recruited and old ones helping out where they can, we should soon have these issues resolved.







Lastly on the Hoth front we have continued our work on the most complex and lore accurate Echo Base to ever be seen in a Star Wars game. Continuing to build on the layout asset we built a while back, we are completing the detailing process which really breathes life into these locations from The Empire Strikes Back movie. Check out the video below for a nice preview of the Battle of Hoth's Echo Base environment.


http://www.youtube.com/embed/i2_bAfLV2MY


Unfortunately it has been another tough year for First Strike, what with a very small development team and external issues hampering our progress. None the less we are still committed to getting Hoth to you guys, and though progress is slow we are getting there.

To help tide you over during this long wait for Hoth we have also been working on a number of other factors that will increase the popularity of the mod. First up this Summer we introduced a Campaign event in association with Nations in Conflict and Black Intel. An event where casual and veteran players alike could come together every weekend to play in a number of battles across maps which highlight the versatility of First Strike, with both infantry maps, land battle maps and space maps played every week. Join a faction and play First Strike as it was meant to be played. With organised teams utilising fine squad work and communication to win the day. The first campaign was highly successful, and after a bit of a break a second campaign has recently commenced. So head on over to the NIC forums and sign up today.


http://www.nationsinconflict.enjin.com/forum


The final news on the development front for First Strike this year was that of a new release. While artists worked hard on art assets for Hoth, our mappers and AI coders were working equally hard on enhancing another element of First Strike. The singleplayer and co-op portion got a first release with First Strike 1.5, but over this year work has continued to hone the AI to levels that far surpass that which was originally released. Bot infantry now has the ability to utilise far more of the assets available within the mod making them a far more life like and formidable foe or ally. Their ability to use vehicles has also been impressively increased to include both tanks and enhanced starfighter support, opening up the opportunity to add many more First Strike maps with AI support which give a more fully rounded singleplayer/co-op experience which now truly reflects the First Strike multiplayer one.


http://www.youtube.com/embed/Bn5uteFSioE


So 2011 has been a tough year for First Strike, but also a successful one with the release of First Strike 1.55. We hope you stick with us through 2012 as we continue our efforts to complete the Battle of Hoth, and bring a few more surprises to the table.

Don't forget to vote for us over at ModDB, just click on the link beneath the big red button at the top of this article and it'll take you right over there.



See you out there on the battlefield Trooper!
__________________
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First Strike Lore & Modeller
www.haroldwithers.co.uk
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  #4  
Old 10-12-2011, 06:58 PM
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TALON TALON is offline
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Join Date: May 2007
Location: Manchester, UK
Posts: 523
Default Re: First Strike 1.55 Released!!

NIC Campaign 2: Battle 2





The Imperial officer braved the bitterly cold gale force winds of the ice world of Rhen Var, stepping out of his command centre stationed amongst the towering ancient Jedi temples. Planetary sensors had picked up something entering orbit, but once within the atmosphere tracking the targets had been sketchy at best. The density of the airborne ice and snow meant all but the strongest sensor sweeps were next to useless, and that same snow and ice made visual scanning next to impossible. All the same he brought his macrobinoculars to his face, this would shield it somewhat from the wind if nothing else, and proceeded to scan the valley ahead beyond the harbour. He swept from right to left, and then pulled back. He thought he'd seen just a hint of movement in the distance. Increasing magnification on that area he saw more shadows of motion amongst the swirling ice and snow. The game was afoot. He calmly lowered his binoculars and keyed his comlink on.

"Mobilise all Firehawke tank divisions. It would appear we have company."

The commander had not been happy with his posting to this backwater world so far from the action, babysitting a bunch of scientists at a remote research station, but this day could prove most interesting.



ROUND 1: RHEN VAR RESEARCH FACILITY





A seasoned Rebel strike force sought to infiltrate and secure an Imperial research station on the remote ice world of Rhen Var. Securing a compound in the south for use as a staging area they pushed north through tight mountain passes to the station's sister compounds, initially meeting with some resistance but successfully securing the next of these installations. However they came unstuck when the defending Imperial snowtroopers mounted an impressive counterattack as the Rebels attempted to push through another mountain pass on the way to the final compound. They successfully outflanked the Rebel troops and re-secured the second installation erecting impressive defensive weapons emplacements that made it all but impossible for the Rebels to successfully invade again. Now that the advantage of surprise was lost, the Rebels had to cut their losses and retreat in the face of insurmountable odds.



ROUND 2: RHEN VAR ICE PLAINS





Dropping vehicles close to an Imperial installation under the cover of the vicious weather conditions of Rhen Var, a Rebel tank division engaged in a bold full frontal assault on the Imperial forces stationed at an ancient Jedi temple in the region. The Imperials were ready and deployed their superior at long range Firehawke heavy tanks around the valley approach to the temple complex. The resulting kill zone was lethal for the advancing Rebel armoured forces who were torn to pieces by the Firehawke's devastating long range weapons. Even support from the longer range Mortar Freerunner's couldn't break up the Imperial's solid defence. However the Imperial forces' overconfidence proved to be a weakness. Pushing too far forward they left their flanks exposed allowing speedy APC Freerunners to break through their lines in an effort to secure the tactically valuable harbour and temple complexes. Taken initially by surprise the Imperial armour divisions were slow to react and the harbour was taken. The Rebel forces made it to the temple, but by this point it was too little too late, the Imperial's defending the area regrouped, and the Rebel forces weakened so much by the earlier onslaught were now no match for the awesome firepower of the Firehawke tanks, and were finally wiped out on the steps of the Jedi temple.



ROUND 3: ESCAPE FROM HOTH





Following a devastating attack on their primary base in the region, Rebel space forces lift off from the icy world of Hoth to evade capture by the Imperial ground forces, but it isn't over yet. The Imperial starfleet lies in wait in orbit. A planetary ion cannon fires to clear a corridor through which to escape, but still one huge Imperial Star Destroyer lies in their path. Main systems have been disabled by the powerful ion cannon blasts, but the mighty cruiser's systems are starting to come back on line. To have any hope of escape the Rebel space forces must knock out the Star Destroyer's remaining weapons to clear a path for the Galofree transports to escape. Y-wing starfighters swoop over the surface of the Imperial warship, their target the lethal heavy turbolasers mounted on the ventral hull, but are faced with stiff opposition from Imperial TIE fighters. The Rebel transports move in in pairs covering each other, equipped with anti-starfighter quad laser cannon batteries and enhanced shielding they speed towards the crippled Star Destroyer, and the freedom of open space beyond. But as the first pair come into range the captain spots a fatal error. One of the heavy turbolasers is still operational, before he can do anything lethal blasts of emerald green laserfire tear through the ship's shields and hull and in moments all aboard are lost. The second transport avoids the fiery destruction of it's sister ship and uses it for cover and speeds past the Imperial cruiser and successfully makes the jump to hyperspace. The second wave have a more difficult time of it, crossing over the hull of the Star Destroyer to get to the specified jump co-ordinates they stray too close and are ironically disabled by the Star Destroyer's own ion cannon fire. The remaining turbolasers and Imperial TIE Bombers make short work of both the remaining transports resulting in a dark day indeed for the Rebellion.



So with two rounds completed the Rebels after a strong first round find themselves totally defeated in the second, meaning that after having an early lead the Imperials have now taken that lead from them with the scores now standing at 34 to the Imperials and 20 to the Rebels. Quite close and early days yet anyway, so anything could still happen. We hope to see more players in the coming weeks, so if you haven't joined up already get involved and sign up here:

http://www.nationsinconflict.enjin.com/forum



Until next time,



May the Force be with you.
__________________
www.fsmod.com
First Strike Lore & Modeller
www.haroldwithers.co.uk
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  #5  
Old 11-12-2011, 09:36 AM
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TALON TALON is offline
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Join Date: May 2007
Location: Manchester, UK
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Default Re: First Strike 1.55 Released!!

Many thanks to all who voted for us. We're now in the Top 100 List, and so begins phase two of the MOTY Awards, so please get voting once more and let's get this mod the recognition it deserves (and perhaps a few new players to boot), to celebrate I'll be on the Rebel Defiance server at some point this afternoon for a few games, so I hope to see a few of you guys in there. See you then.


http://www.moddb.com/mods/first-strike
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First Strike Lore & Modeller
www.haroldwithers.co.uk

Last edited by TALON; 11-12-2011 at 09:39 AM.
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Old 13-12-2011, 09:27 AM
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TALON TALON is offline
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Default Re: First Strike 1.55 Released!!

NIC Campaign 2: Battle 3




http://www.moddb.com/mods/first-strike




We'd just like to take the opportunity with this timely article to thank all who voted for us in the current Mod of the Year Awards event, it really means a lot to us to be in the Top 100 mods list once again this year, especially as the team is now so small and hard at work bringing new content to you. It has been a difficult year but we're persevering on, and inching ever closer to Hoth, so keep your eyes peeled for new articles on that very subject later this week.

Thanks once again for the support, it is most appreciated, and we look forward to letting you loose on the ice plains of Hoth soon.

Until then get on our servers and let's get some highly populated games of First Strike going, and of course don't forget to register for the NIC Campaign currently being played. Get in on that competitive play action, you'll love it.

Speaking of which, back to business...







The swirling blue soup of hyperspace gave way to a million needles of bright white light, which in turn became the inky blackness of space, and he was at his destination. His tiny starfighter streaked in at incredible speed towards a dull brown orb. Blurs of motion in his peripheral vision notified him that his wingmen had also arrived, the sleek, flat red and white arrowhead shapes of the Rebel A-wing fighters dropped into formation either side of him as he checked his readings. There it was. Locking on he led his wing of starfighters as they peeled off towards their target, a shining space station floating in orbit around the planet Parmel. Then his ship's computer engaged a high pitched alarm notifying the pilot that the enemy installation was launching fighters. His tactical computer locked on and identified each ship class as it exited the space station's vast hangers. TIE Fighters and TIE Interceptors. The station was well defended, it looks like they'll have a good fight on their hands this day. But wait, a new signal comes across his screen. A TIE class configuration, but the likes of which he'd never seen before, a three wing array? But before he can really give it any more thought a storm of laser fire erupts before them bathing the cold vacuum of space with piercing hot light. The questions would have to wait. Now was a time for action.



ROUND 1: ENDOR CLEARING





Tracking a crash landed Galofree transport that had gone down in the woods of the forest moon of Endor, a Rebel search and rescue team have encountered a scout force of Imperial troops intent on salvaging the vessel's transponder to aid them in their escape from the world. Realising the threat the Rebel troops swiftly engaged the Imperial forces in a fierce battle to gain control of wreck. The Imperial forces arrived on the scene first, but their initial probing force was eliminated by the advancing Rebel commandos. Once secure they set up an effective defensive perimeter well serviced by sensors and Mk.II heavy repeating blasters, and dug in. By not seeking to advance further, and knowing that the Imperial forces would have to come to them if they wanted to secure the prize, they were able to whittle their numbers down as they left the surrounding tree line from their advantageous position until all the enemy were eliminated.



ROUND 2: ENDOR STRIKE TEAM





Encountering a crack commando unit of Rebel troops infiltrating their territory on the forest moon of Endor, Imperial commanders made the wise move to pull back from initial contact with the enemy with minimal resistance in order to consolidate their forces in more readily defendable positions. The first of which was an Ewok tree village near their compound. The village was essentially hostile territory, but the local indigenous sentient life forms were considered too primitive to be a threat, but in conjunction with the advancing Rebel commandos proved to be a more formidable foe than expected forcing the Imperial forces to withdraw to their southern most outpost. This proved to be more of a successful location to defend with high walls, defensive turbolaser towers and AT-ST Walkers to hand. The Rebels made many insertions into the compound but were repelled time and time again by the strong defensive measures of the crack Imperial Stormtroopers garrisoned there. Eventually with their mechanised support destroyed, the Imperials were overwhelmed at this location and they were forced to retreat again, but the cost of capturing the outpost had been high on the Rebel strike unit, and once they engaged the enemy once more in the forest trails leading to the bunker entrance, the Imperial counter attack was too much for them and the Rebel strike team was lost.



ROUND 3: STRIKE AT PARMEL





Acting on information provided by Rebel Intelligence, a strike force of Alliance starfighters had entered the Parmel system with orders to destroy all enemy resistance at the Imperial installation located there, and to capture it and any research relating to a new advanced Imperial starfighter. Little did they know that so many prototypes would already be operational. The battle over the Imperial research station was intense with some of the best spacecraft both factions had to offer engaging in head to head combat. What would win that day? The heavy firepower and shields of the Rebel starfighters? Or the faster and more manoeuvrable Imperial TIE Fighters? This time it was the Rebel's hardier vessels and hotshot pilots that won the day and managed to secure the Imperial installation, but the cost was heavy with many a good Rebel pilot falling to the superior weapons of the Empire's new TIE Defender.



Three weeks in and the Empire have managed to still hold onto the lead that they took so convincingly from the Rebels last week, but with a stronger showing this week the Rebellion shows that it is down but not out, with a number of victories that see them quickly clawing away at the Empire's lead, with the scores now standing at 41 for the Empire, and 34 for the Rebellion. So it is still very much all to play for. We hope to see more players in the coming weeks, so if you haven't joined up already get involved and sign up here:

http://www.nationsinconflict.enjin.c...ign-2-register



Until next time,



May the Force be with you.
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First Strike Lore & Modeller
www.haroldwithers.co.uk
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