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View Full Version : The need for non-TC mods.


Retroboy
16th May 03, 2:28 PM
Total conversion modifications are usually three things - amazing, a lot of fun, and (unfortunately) a very long time to deliver.

This thread was created to ask if anyone is interested in creating mods with Homeworld 2 with very short delivery timeframes. Perhaps they just rebalance skirmish. Perhaps they make the entire single-player campaign many times harder by doubling the number of enemies. Or perhaps they do other things that aren't going to take a very long time to get out to the community.

Is anyone thinking of tackling some of these types of projects?

{eduted fer spelnig.}
-- Retro

Dawn Falcon
16th May 03, 5:31 PM
This is why I want to start with a short, relatively simple project.

Also, people tend to do shorter stuff out of interest rather than planning.

Delphy
16th May 03, 6:34 PM
I'd agree. TCs are good in theory but it's the small stuff that is usually impressive at the start.

Take the HW community - started small, look at it now :)

Rebel
17th May 03, 1:01 PM
If Homeworld 2 files are as easy to edit as Homeworld files (and as it appears so far they will be more accessible) I'm definetely going to make a some new physic mods, fighter emphasis mods.

Would anybody be interested in a mod with beefed up capitals that cost more, but with cheap, fast production fighters as well.
Or maybe just making the Vagyr have higher fighter production and the Hiigaran have faster capital ship production for cool star-wars esqe battles.

And I will definetely edit the "crew number" system. I'm imagining having bigger fleets built faster with more durable ships for cinematic battles...yay

Ammon Ra
19th May 03, 4:01 PM
yep, agree. currently working for a TC...lots of back-stabbing work.....

I'd Gladly volonteer for smaller mods...
-Ra

verybad
19th May 03, 10:56 PM
I think an even more interesting mod would be to introduce additional races for multiplayer that can fight with the original races. Texture memory becomes a problem then I bet though.

kaynn
29th Oct 03, 5:47 AM
Someone said about the physics....

I'd lova to see a mod with REAL laws of physics ^^

it would mean that fighter woul quickly gain a 2000km/s speeds but....

Anyway it would be awesome if someone would make BIG maps.

Alex Drake
29th Oct 03, 7:37 AM
As someone who does both TC (Angels Fall First) and 'small' mod work (Dynamic Series), I have to count myself in as well. Any mod projects looking for boardspace give me a holler and I'll set you up here; Pegasus Station (http://www.dendezyn.net/afforum/). Ask Dawn, I can be very accomodating.

;)

jpaugh78
29th Oct 03, 7:42 AM
You guys could help me on my Cataclym mod then.....riiiight? I have only changed the researching and added a few extra ships to the mix so far. Would anybody like to help me out? I need some ideas for what else needs to be in this mod. At this moment all I can do is change existing stuff like build.lua, research.lua, minor .ship file stuff and adding ships......

Bakuras
29th Oct 03, 7:48 AM
I agree that many of us have already begun announcing enourmous Total Conversions that will likely take almost as much time to complete as Relic's Mod Tools, but we're already seeing a glut of simple rebalances that make signfigant changes to Homeworld 2.

I don't think we suffer from a lack of these sorts of mods at all! We already have 6 or 7 of these projects well past their initial testing phases; it's just a matter of fine tuning now. Quite the contrary to this thread's assertion, I think we have too many similar projects! Let's face it: The Mods we want to play right now are going to be multiplayer. Without any way to recompile these mods into .BIG files at the moment, it's very difficult to set up games in IRC when someone wants to play you with a different mod installed.

On top of that, it's getting extremely difficult to differentiate between the various mods available! This isn't a shot at any mod, it's just an observation: Most of them do the same general things and are hard to distinguish from one another.

Instead of everyone shouting out: "I agree Retro! I'm going to start my very own mod.... TODAY!" and having fifty new projects appear out of nowhere, I'd much rather see a community modifacation to Homeworld 2 in the same tradation as the Uberhack for Total Annihalation. Something that isn't a Total Conversion, but still does some serious rebalancing to the gameplay.

If we all work together on a community project like this, the end result is not only going to be something that more people will play, but it will be intelligent in its changes to Homeworld 2. More people will have a stake in it and thus be concerned with how it turns out. Since more people will provide input to such a project, the changes made to Homeworld 2 will make sense to far more people. Instead of new ships and abilities, this mod should concentrate on changing the dynamics of the current ship dominance model. Tiny tweaks here in there that take no time or special work to implement, but require brainstorming and long discussion to think up.

Yeah, I suppose that will take a while to do, but its not a Total Conversion or one of the dozens of quickie mods already available either.

Let's work on something together and we'll produce something beyond anything any one of us could come up with alone!

.:Steevo:.
29th Oct 03, 1:37 PM
Originally posted by Retroboy
Total conversion modifications are usually three things - amazing, a lot of fun, and (unfortunately) a very long time to deliver.

This thread was created to ask if anyone is interested in creating mods with Homeworld 2 with very short delivery timeframes. Perhaps they just rebalance skirmish. Perhaps they make the entire single-player campaign many times harder by doubling the number of enemies. Or perhaps they do other things that aren't going to take a very long time to get out to the community.

Is anyone thinking of tackling some of these types of projects?

{eduted fer spelnig.}
-- Retro

As you've probably seen, I am working on a TC Prog. Mod. Not to worry about the long wait tho, I probably will be releasing versions with 3-5 new ships each. No, they do not include the ships already in existence. For more info check out www.progenitormod.50megs.com This site is temporary.