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  Discovery Gaming Community The Community Freelancer Forum
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Freelancer Aftermath Update: EcoUtility

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Freelancer Aftermath Update: EcoUtility
Offline Karlotta
01-29-2020, 02:52 PM, (This post was last modified: 01-29-2020, 02:56 PM by Karlotta.)
#11
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(01-29-2020, 02:42 PM)Loken Wrote: It's not like there are a huge number of alternate routes to take at the moment. Almost everything is going to go through the border worlds between two houses at some point.

This is even more true when you have a smaller, less connected map than Discovery.

My comment was for those who would think that this tool would be very useful in discovery.

But yes, there are a lot of alternative routes in disco, too many, at the moment. Alternative best routes between two points? No, there is always only one best unless there is more that are exactly the same (we also have too many trade routes that are almost the same profit tho).

But its not only about having too many alternatives when traveling between two points, its also about having too many alternatives of travel between many different points (also outside of the profitability of routes topic).

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Offline Felsvar
01-29-2020, 02:54 PM, (This post was last modified: 01-29-2020, 02:55 PM by Felsvar.)
#12
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(01-28-2020, 09:35 PM)Durandal Wrote: Are there plans to release this tool to the general Freelancer community?
(01-28-2020, 09:39 PM)Laz Wrote: The tool litearlly wont work with other mods. It relies on changes I've made to the FL engine to function.

Not to be rude, I like the amount of work you are putting into your own mod along with the tools you are building. However, what has me concern is if this tool doesn't work with any other mod rather than yours, why advertise it here?
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Offline Laz
01-29-2020, 03:31 PM, (This post was last modified: 01-29-2020, 04:12 PM by Laz.)
#13
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It's an update to the work we are doing. Originally we'd have posted it under our other thread but it's rather unique and should be treated differently imo. We're revamping our own forums with the custom designed platform, 'Afterlife', by @Corile, so our own forums aren't seeing much usage right now. We need somewhere to talk and get feedback, and this community is one of last bastions of Freelancer.

In time our approach will change, but for now our options are limited.

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Offline SnakeLancerHaven
01-29-2020, 04:12 PM,
#14
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Ayyyy nice job

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Offline Felsvar
01-29-2020, 04:32 PM, (This post was last modified: 01-29-2020, 04:33 PM by Felsvar.)
#15
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(01-29-2020, 03:31 PM)Laz Wrote: ... and this community is one of last bastions of Freelancer.

Okay, that is understandable. Nevertheless, I quoted a piece of your comment that is in fact very true.

Compared to all other mods in the Freelancer Mod Universe, "DISCOVERY" Freelancer is the only mod out there that has the LARGEST player population in its server. Why start a new mod from a game that has 17 years since its release when there is a MOD that has an active player base? Do you believe that your Mod will be as populated as Discovery like other mods thought; IE: Freeworlds: Tides of War? (FW: TOW is a great example in this cause they had to revamp the FL engine in their way for their tools, ideas, etc to work. However, they lack the mass of players to play the Mod. Barely anyone online in that GREAT Mod they built).
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Offline Laz
01-29-2020, 04:46 PM,
#16
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We addressed most of this in our main thread: https://discoverygc.com/forums/showthrea...tid=172704

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Offline Felsvar
01-29-2020, 07:30 PM,
#17
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Okay, there was some hate in that thread and your team believes in hopes that the mod will gain new "fresh" members. That is good faith! However, how many people do you, your team, believe is still interested in playing Freelancer apart from Discovery mod? I mean I am all in for new mods, but the fan base is almost all is what left in Discovery. You also gonna get the same people with their nasty attitude on your servers; can't really put a stop to that ON ANY GAME's forum and it cannot be removed. Just like tares and wheat; both must grow along with each other.

But, overall, I am looking forward to your continuous hard work to your mod and hope, (no pun intended), for its release soon.
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Offline SnakeLancerHaven
01-29-2020, 11:30 PM,
#18
Volgograd Industrial
Posts: 2,873
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Joined: Feb 2012

Honest Opinion, Discovery ain't cutting it anymore, the universe is too expanded and relying on a full 200 players server to even remotely have anything meaningful done. Going back to its roots and a fresh start is what the Community needs, I wouldn't call it hate but rather a step forward.

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Offline Ash
01-30-2020, 12:21 PM,
#19
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To reiterate what has been said a number of times before: Aftermath's development team does not measure the Aftermath mod against Discovery. That's kind of the point of creating something from scratch; to create something different.

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Offline Felsvar
01-31-2020, 05:21 AM,
#20
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(01-30-2020, 12:21 PM)Ash Wrote: To reiterate what has been said a number of times before: Aftermath's development team does not measure the Aftermath mod against Discovery. That's kind of the point of creating something from scratch; to create something different.

I understand where you are coming from. I am just hoping it does not turn out like any other Mods that started from scratch and in the end, no one plays it or barely has players interacting.
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