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Naquaii
8th Sep 03, 4:39 PM
I recently stumbled upon a way to test the vaygr ships and the unused hiigaran ones...
Just edit the persist2.lua file wich you can find in the profile folder under campaign/ascension.
There you can add any ship you'd like to try out, plus subsystems and other things about the mission that carry over from mission 1.

Just thought you people would like to know this... :bigwave:

Go Here (http://hw2.ath.cx/~naquaii/) to get the edited persist2.lua file. (It only works if you have finished lvl 1..)

Parias
8th Sep 03, 5:12 PM
Well now, this is fascinating... *strokes chin*

Zang
8th Sep 03, 5:16 PM
Hrrmm...can we give ourselves Vaygr ships?

Parias
8th Sep 03, 5:35 PM
http://members.shaw.ca/alvandyk/HW2VagyrCarrier.jpg

Apparently so! :D

Naquaii
8th Sep 03, 5:39 PM
Mhm, Vaygr is availible...
Test the Vaygr mothership... That thing is awesome!
Unfortunatly buildsystems seems to be disabled for everything except the hiigaran mothership in this mission...

Cmd>Metalvenom
8th Sep 03, 5:41 PM
and destroyers and marine frigs and the mighty vaygr battle cruiser,i hope i never incounter that beast,it made short work of the vaygr carrier lolhttp://www.thegamingunion.com/users/b5coi/vag.jpg
http://www.thegamingunion.com/users/b5coi/vag1.jpg http://www.thegamingunion.com/users/b5coi/vag2.jpg

Spooky
8th Sep 03, 6:12 PM
Hehe - well spotted :) Playing as the Vagyr is great :)

Langy
8th Sep 03, 7:02 PM
Good god the Vaygr BC is powerful. What the hell does it fire!?

And, I wonder.. why is it even in the demo? O_o

EDIT: If you want to put the Battlecruiser in, just add this little section here after the mothership data:

{
tactic = 2,
type = "Vgr_Battlecruiser",
subsystems = {
},
size = 1,
shiphold = {
},
name = "Vgr_Battlecruiser",
teamColourHandle = 0,
hotkey = 0,
},

Change Battlecruiser to whatever you want, though remove 'shiphold' from anything without a docking facility and remove 'subsystems' from frigates and below. Not even sure if you need to do that, but do it just to be safe;)

Link_of_Hyrule
8th Sep 03, 7:36 PM
Any way someone could tell me the code to get the Hiigaran Marine Frigate? Been quite curious...

Man the wait is hard... :noball:

Zilor
8th Sep 03, 7:47 PM
What file should i add that battlecruiser line too to make it work?

F'Lar
8th Sep 03, 7:51 PM
i was just about to ask that

Zilor
8th Sep 03, 7:54 PM
I love the fact that it is possible, but some of us know very little to nothing of modding and where as the command line for the battlecruiser is mad helpful we havent a clue how to use it.

Langy
8th Sep 03, 7:55 PM
the persist2.lua file wich you can find in the profile folder under campaign/ascension.

The Hiigaran marine frigate code should be:

{
tactic = 2,
type = "Hgn_Marinefrigate",
size = 1,
name = "Hgn_Marinefrigate",
teamColourHandle = 0,
hotkey = 0,
},

Haven't tested it, though

EDIT: Oh, and you have to start up the single-player mission 2.

Larkaan
8th Sep 03, 7:56 PM
Would it be possible for someone to put up the .lua file that gives all the fun stuff? I'm trying to mess with it, but i don't know if it'll work.

You put the code right after which mothership entry? The one with all the subsystems listed? And do you need to indent it?

Zilor
8th Sep 03, 8:06 PM
Yea, i am having the same problem, could you give us a few of the the lines directly before it so we can match it up?

Dazz
8th Sep 03, 8:20 PM
I tried the battle ship one but after the it tells you your objectives for mission to it crashes to desktop.

Zilor
8th Sep 03, 8:21 PM
We must not be putting the line in the right place.

Dazz
8th Sep 03, 8:31 PM
Ah to tell with this i am just going to replace the interceptor data.

silver falcon
8th Sep 03, 8:31 PM
u idiots, your realy ruining the game for yourselves and its only 9-8 days away.... for christ sakes go do something else to pass the time, besides exploiting striped files. this is probably the reason sierra delayed giving out the demo for so long, they expected this.

<>silver falcon - one who isn't going to add code to spoil the game for short term gain

Dazz
8th Sep 03, 8:34 PM
Sweet that works, i have 4 battle crusiers :cool:
http://www.nvnews.net/vbulletin/attachment.php?s=&attachmentid=3112

Zilor
8th Sep 03, 8:37 PM
What the hell does it matter to you?

Its fun trying and it isnt ruining anything, its not like i am fishing for spoilers about the story.

It isnt like dinner, if i have to much homeworld 2 i wont be able to enjoy the full game.

If you dont want, good happy friggin times to you, I on the other hand would like to screw around with the Vaygr battle cruiser, so back off.

Naquaii
8th Sep 03, 8:38 PM
I think it's unfair of you silver falcon to call us idiots, isn't it our choice if we wan't to know more about the ships in homeworld 2?

And I'll see if I can come up with a file to download for you who are having trouble with the code, that is tomorrow... It's about 4 am here, time to sleep! =)

Freakshow
8th Sep 03, 8:43 PM
can someone give us an example of where that line of code should go

Dazz
8th Sep 03, 8:49 PM
I just replaced all the interceptor lines with Vgr_Battlecruiser
Man they are powerful but they are extreamly slow i don't think i will be building them in SP unless you can use their jump engines.

orion68
8th Sep 03, 8:55 PM
Can't we get the Kushan Bcruiser?

Personnally i can't wait to see what it looks like so I'm going to go home and mod the file and take a look! :kami:

obiwankanathan
8th Sep 03, 8:59 PM
Here's where I put the lines, and at least for the battlecruiser, it works fine.


...
index = 0,
type = "Hgn_Interceptor",
hotkey = 8,
teamColourHandle = 0,
size = 5,
tactic = 2,
},
},
name = "Hgn_MotherShip",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 2,
type = "Vgr_Battlecruiser",
subsystems = {
},
size = 1,
shiphold = {
},
name = "Vgr_Battlecruiser",
teamColourHandle = 0,
hotkey = 0,
},
},
StrikeGroups = {
{
name = "Fighter Screen",
Squadrons = {
},
},
},
RUs = 2650,
}

Freakshow
8th Sep 03, 9:07 PM
thats incredible, my two battlecruisers never even managed to get a single missile to hit the carrier before it was killed. if the hiigaran cap ships are supposed to be better i cant imagine how powerful the hiigaran hot rod must be.

Mehrunes
8th Sep 03, 9:14 PM
Originally posted by orion68
Can't we get the Kushan Bcruiser?

Personnally i can't wait to see what it looks like so I'm going to go home and mod the file and take a look! :kami:

The Kushan BC wasn't included with the demo, along with alot of other ships.

Rampart
8th Sep 03, 9:30 PM
*SPOILERS* warning, in honor of silver falcon.
.
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.
.
.
.
.
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.
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I noticed while playing around that those Vagyr assault frigates are nasty :)

that single pipe torp launcher doesn't launch full size torps, it launches these nasty anti strike craft torps. they launch slow, then go into this "sprint mode", faster than ints. seems to have a large blast radius too. I think it makes up for the lack of flak cannons.

anyone else notice the pulsar weapon ports on the sides of the vagyr BC? I'm not 100% sure, but I think I saw a burst of what appears to be small mass driver fire coming from the BC as well, though it might have just been a group of Vagyr assault craft.
I like the 3 tube main gun on the front too, reminds me of B5 :)


yup, the BC seems to have a pair of mass driver mounts for point defense on each side, near the forward pulsar mounts
got a screenshot here (http://www.students.ipfw.edu/~claumj01/ss00010.jpg) and here (http://www.students.ipfw.edu/~claumj01/ss00011.jpg)


interesting strategy based thought, if you could get your Hig BC behind the Vgr BC, it could only fire back with those torps, and that can be destroyed with bombers...hmm....

[edit] for those interested:
still trying to figure out the Vgr fighter's names, along with the torp frigate.

{
tactic = 2,
type = "Vgr_Assaultfrigate",
size = 1,
name = "Vgr_Assaultfrigate",
teamColourHandle = 0,
hotkey = 0,
},

{
tactic = 2,
type = "Vgr_Destroyer",
subsystems = {
},
size = 1,
name = "Vgr_Destroyer",
teamColourHandle = 0,
hotkey = 0,
},

Afoxi
8th Sep 03, 9:58 PM
Marine Frigates don't get the capture ability....

I'm still trying to get the Heavy missle frigate....

SvK
8th Sep 03, 10:04 PM
I'll try to get a list of ship slots and research options for you guys.

Qwaar-Jet
8th Sep 03, 10:09 PM
Ok, I must have deleted the second mothership entry, because it no longer hypers in and I fail the mission straight away.Can someone give me that bit of the file?

Rampart
8th Sep 03, 10:27 PM
this should go right after the last ship in your MS's hanger

},
name = "Hgn_MotherShip",
teamColourHandle = 0,
hotkey = 0,
},
},
StrikeGroups = {
},
RUs = 0,
}

next time make a backup :)

SatanicPickle
8th Sep 03, 10:29 PM
Ok, I royally screwed something over, because non of my ships appear now. They just don't want to hyperjump in. Can someone please post they're persist2.lua file with the nice shit in it.

Afoxi
8th Sep 03, 10:30 PM
I'm very sure this should work, but it doesn't!!!

tactic = 2,
type = "Vgr_carrier",
size = 1
subsystems = {
{
index = 0,
name = "VGR_C_PRODUCTION_FRIGATE",
},
{
index = 0,
name = "VGR_C_MODULE_RESEARCH",
},
{
index = 0,
name = "VGR_C_INNATE_ENGINE",
},
{
index = 0,
name = "VGR_C_INNATE_RESOURCE",
},
},
buildjobs = {
},
},
name = "vgr_carrier",
teamColourHandle = 0,
hotkey = 0,
},

The MS doesn't hyper in after that...

Afoxi
8th Sep 03, 10:35 PM
vgr_interceptor
vgr_lancefighter
vgr_lasercorvette
vgr_missilecorvette
vgr_bomber
vgr_hyperspace_platform
vgr_scout
vgr_weaponplatform_gun
vgr_weaponplatform_missile
vgr_heavymissilefrigate

Knock yourselves out, I'm not sure if they work though...

Qwaar-Jet
8th Sep 03, 10:40 PM
Is it possible to use the Vaygr Mothership or Shipyard?

BTW, I've noticed the Battlecruiser almost complete inability to hit fighters.It doesn't launch the missiles at them and often doesnt even move when told to engage fighters.

Mehrunes
8th Sep 03, 10:41 PM
I think you might be missing a bracket at the biginning, Afoxi. It's hard to tell with no formatting.

I don't think Vaygr battlecruisers have any anti-fighter weapons, Qwaar-Jet.

Rampart
8th Sep 03, 10:45 PM
they do, see my above post. they just don't seem to manuver to use them very well.

oh, and big props to Afoxi, the vgr heavy torp frigate works :)

adding shiphold didn't help either.

Afoxi
8th Sep 03, 10:49 PM
Yeah, the missle frigate works, but I'm mainly trying to figure out the carrier.

Not the brackets either... :(

Mehrunes
8th Sep 03, 10:50 PM
Originally posted by Rampart
they just don't seem to manuver to use them very well.

They don't seem to maneuver too well, period. Good thing they have those torpedoes to swat frigates. :)

Oh yeah. You're also missing a comma after size, Afoxi.

Parias
8th Sep 03, 10:58 PM
If you're really having that much trouble getting it working again, is there any reason you can't just run through the first mission to fix it? The game seems to generate these files on the fly anyways.

Mehrunes
8th Sep 03, 11:01 PM
Yeah, but at least it's practice with the vagaries of C-style structures, which the game seems to make heavy use of.

Rodimus
8th Sep 03, 11:02 PM
the battlecruiser was powerful, but it's only about 1KM long.....i was expectin something larger

i love how it can dock and repair fighters and corvs now :)

Rampart
8th Sep 03, 11:08 PM
this works, but it won't build anything:

{
tactic = 2,
type = "Vgr_carrier",
subsystems = {

{
index = 0,
name = "VGR_C_PRODUCTION_FRIGATE",
},
{
index = 0,
name = "VGR_C_MODULE_RESEARCH",
},

},
size = 1,
buildjobs = {},
shiphold = {},
name = "Vgr_carrier",
teamColourHandle = 0,
hotkey = 0,
},

Rampart
8th Sep 03, 11:17 PM
ah, and the reason it won't build, is because you aren't enabled to build vagyr fighters in this level.
I added a hgn carrier, with a fighter module, and I could produce scouts, ints, and bombers there.

[edit]
and if you add corvette and frigate production to the hgn carrier, it won't produce those either, at least until the scripts in the mission run and let you build corvettes

SajuukCor
8th Sep 03, 11:17 PM
*hop skips and jump over to editing files for screenies*

:beer: Cheers guys, the HW Modding Community shall never die!!

Afoxi
8th Sep 03, 11:23 PM
thx rampart!

Anyone wanna try and mod in the following:
hgn_ms_production_capshipadvanced
or maybe
hgn_ms_module_buildspeed
hgn_firecontroltower

Parias
8th Sep 03, 11:34 PM
Originally posted by Afoxi
thx rampart!

Anyone wanna try and mod in the following:
hgn_ms_production_capshipadvanced
or maybe
hgn_ms_module_buildspeed
hgn_firecontroltower

Why not try it yourself? :p

I attempted the FireCon tower, but got a crash instead. I imagine it'll probably be the same case with the other two items.

dd5
8th Sep 03, 11:37 PM
MY gawd... that vagyr battlecruiser is insane its covered in guns.
Im gona take a vid :P.

Mehrunes
8th Sep 03, 11:41 PM
What does the firecontrol tower go on, it doesn't have a type in the name? Maybe those modules are used by other modules and aren't supposed to be placed directly? ( vgr_c_module_firecontrol )

Rampart
8th Sep 03, 11:44 PM
anybody else look at persist3? beat mission 2 with all these modded units and you get some interesting results, like the following:

{
tactic = 0,
type = "Vgr_Battlecruiser",
subsystems = {
{
index = 0,
name = "VGR_BATTLECRUISERENGINE",
},
{
index = 0,
name = "VGR_HEAVYFUSIONMISSILELAUNCHERBC",
},
},
buildjobs = {
},
size = 1,
shiphold = {
},
name = "Vgr_Battlecruiser",
teamColourHandle = 6,
hotkey = 32,
},

Mehrunes
8th Sep 03, 11:47 PM
I got 'vgr_c_module_firecontrol' to work on the Vaygr carrier.

dd5
8th Sep 03, 11:48 PM
What does the fire control tower do?

Langy
8th Sep 03, 11:49 PM
Here's a persist2.lua file that you can use that has one of every single Vaygr and Hiigaran ship. After that is a list of all of the non-vaygr/hiigaran ships that you can use, like megaliths and the transports. Be warned that some of the neu or sp ships are bugged and crashed the game, probably the soundtest one.

PersistantData = {
Research = {
[1] = {
name = "SensorsDowngrade1",
progress = 1,
},
[2] = {
name = "SensorsDowngrade2",
progress = 1,
},
[3] = {
name = "SensorsDowngrade3",
progress = 1,
},
},
TeamColours = {
{
trailColour = {
0.36500,
0.55300,
0.66700,
},
badgeTexName = "DATA:Badges/Hiigaran.tga",
baseColour = {
0.36500,
0.55300,
0.66700,
},
stripeColour = {
0.80000,
0.80000,
0.80000,
},
},
{
trailColour = {
0.36500,
0.55300,
0.66700,
},
badgeTexName = "DATA:Badges/Hiigaran.tga",
baseColour = {
1,
0.49400,
0,
},
stripeColour = {
1,
0.49400,
0,
},
},
{
trailColour = {
0.36500,
0.55300,
0.66700,
},
badgeTexName = "DATA:Badges/Hiigaran.tga",
baseColour = {
0.75200,
0.69400,
0.55600,
},
stripeColour = {
1,
1,
1,
},
},
{
trailColour = {
0.92100,
0.75000,
0.41900,
},
badgeTexName = "DATA:Badges/Vaygr.tga",
baseColour = {
0.90000,
0.90000,
0.90000,
},
stripeColour = {
0.10000,
0.10000,
0.10000,
},
},
{
trailColour = {
0.50000,
0.50000,
0.50000,
},
badgeTexName = "DATA:Badges/Relic.tga",
baseColour = {
0.50000,
0.50000,
0.50000,
},
stripeColour = {
0.70000,
0.70000,
0.60000,
},
},
},
Squadrons = {
{
tactic = 1,
type = "Hgn_MotherShip",
subsystems = {
{
index = 0,
name = "HGN_MS_PRODUCTION_FIGHTER",
},
{
index = 0,
name = "HGN_MS_MODULE_RESEARCH",
},
{
index = 0,
name = "HGN_MS_INNATE_ENGINE",
},
{
index = 0,
name = "HGN_MS_INNATE_RESOURCE",
},
},
buildjobs = {
},
size = 1,
shiphold = {
{
index = 0,
type = "Hgn_PulsarCorvette",
hotkey = 67108864,
teamColourHandle = 0,
size = 3,
tactic = 1,
},
{
tactic = 1,
type = "vgr_scout",
size = 1,
name = "vgr_scout",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_bomber",
size = 1,
name = "vgr_bomber",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_interceptor",
size = 1,
name = "vgr_interceptor",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_lancefighter",
size = 1,
name = "vgr_lancefighter",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_lasercorvette",
size = 1,
name = "vgr_lasercorvette",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_missilecorvette",
size = 1,
name = "vgr_missilecorvette",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_probe",
size = 1,
name = "vgr_probe",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_resourcecollector",
size = 1,
name = "vgr_resourcecollector",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_scout",
size = 1,
name = "hgn_scout",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_probe",
size = 1,
name = "hgn_probe",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_interceptor",
size = 1,
name = "hgn_interceptor",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_attackbomber",
size = 1,
name = "hgn_attackbomber",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_attackbomberelite",
size = 1,
name = "hgn_attackbomberelite",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_assaultcorvette",
size = 1,
name = "hgn_assaultcorvette",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_assaultcorvetteelite",
size = 1,
name = "hgn_assaultcorvetteelite",
teamColourHandle = 0,
hotkey = 0,
},
},
name = "Hgn_MotherShip",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_assaultfrigate",
size = 1,
name = "hgn_assaultfrigate",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_carrier",
size = 1,
name = "hgn_carrier",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_gunturret",
size = 1,
name = "hgn_gunturret",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_hscore",
size = 1,
name = "hgn_hscore",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_ioncannonfrigate",
size = 1,
name = "hgn_ioncannonfrigate",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_ionturret",
size = 1,
name = "hgn_ionturret",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_marinefrigate",
size = 1,
name = "hgn_marinefrigate",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_marinefrigate_soban",
size = 1,
name = "hgn_marinefrigate_soban",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_resourcecollector",
size = 1,
name = "hgn_resourcecollector",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_resourcecontroller",
size = 1,
name = "hgn_resourcecontroller",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_targetdrone",
size = 1,
name = "hgn_targetdrone",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_torpedofrigate",
size = 1,
name = "hgn_torpedofrigate",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_assaultfrigate",
size = 1,
name = "vgr_assaultfrigate",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_battlecruiser",
size = 1,
name = "vgr_battlecruiser",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_carrier",
size = 1,
name = "vgr_carrier",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_destroyer",
size = 1,
name = "vgr_destroyer",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_heavymissilefrigate",
size = 1,
name = "vgr_heavymissilefrigate",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_hyperspace_platform",
size = 1,
name = "vgr_hyperspace_platform",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_mothership",
size = 1,
name = "vgr_mothership",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_resourcecontroller",
size = 1,
name = "vgr_resourcecontroller",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_weaponplatform_gun",
size = 1,
name = "vgr_weaponplatform_gun",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_weaponplatform_missile",
size = 1,
name = "vgr_weaponplatform_missile",
teamColourHandle = 0,
hotkey = 0,
},
},
StrikeGroups = {
},
RUs = 20000,
}

{
tactic = 2,
type = "meg_chimera",
size = 1,
name = "meg_chimera",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 2,
type = "meg_sajhulknose",
size = 1,
name = "meg_sajhulknose",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 2,
type = "meg_sajhulkpanels",
size = 1,
name = "meg_sajhulkpanels",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 2,
type = "meg_sajhulkturret",
size = 1,
name = "meg_sajhulkturret",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 2,
type = "meg_tanis",
size = 1,
name = "meg_tanis",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 2,
type = "meg_tanisstructure_medium",
size = 1,
name = "meg_tanisstructure_medium",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 2,
type = "meg_tanisstructure_medium2",
size = 1,
name = "meg_tanisstructure_medium2",
teamColourHandle = 0,
hotkey = 0,
},

{
tactic = 2,
type = "neu_soundtest",
size = 1,
name = "neu_soundtest",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 2,
type = "neu_transport",
size = 1,
name = "neu_transport",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 2,
type = "sp_tanker",
size = 1,
name = "sp_tanker",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 2,
type = "sp_tanker2",
size = 1,
name = "sp_tanker2",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 2,
type = "sp_tanker3",
size = 1,
name = "sp_tanker3",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 2,
type = "sp_tanker4",
size = 1,
name = "sp_tanker4",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 2,
type = "sp_tanker5",
size = 1,
name = "sp_tanker5",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 2,
type = "sp_tanker6",
size = 1,
name = "sp_tanker6",
teamColourHandle = 0,
hotkey = 0,
},

Here's a list of all of the ships in the game:

hgn_assaultcorvette
hgn_assaultcorvetteelite
hgn_assaultfrigate
hgn_attackbomber
hgn_attackbomberelite
hgn_carrier
hgn_gunturret
hgn_hscore
hgn_interceptor
hgn_ioncannonfrigate
hgn_ionturret
hgn_marinefrigate
hgn_marinefrigate_soban
hgn_mothership
hgn_probe
hgn_pulsarcorvette
hgn_resourcecollector
hgn_resourcecontroller
hgn_scout
hgn_targetdrone
hgn_torpedofrigate
meg_chimera
meg_sajhulknose
meg_sajhulkpanels
meg_sajhulkturret
meg_tanis
meg_tanisstructure_medium
meg_tanisstructure_medium2
neu_soundtest
neu_transport
sp_tanker
sp_tanker2
sp_tanker3
sp_tanker4
sp_tanker5
sp_tanker6
vgr_assaultfrigate
vgr_battlecruiser
vgr_bomber
vgr_carrier
vgr_destroyer
vgr_heavymissilefrigate
vgr_hyperspace_platform
vgr_interceptor
vgr_lancefighter
vgr_lasercorvette
vgr_missilecorvette
vgr_mothership
vgr_probe
vgr_resourcecollector
vgr_resourcecontroller
vgr_scout
vgr_weaponplatform_gun
vgr_weaponplatform_missile

Afoxi
8th Sep 03, 11:59 PM
I'm desperately trying to mod in
vgr_cloakgenerator

onto the BC...

Mehrunes
9th Sep 03, 12:02 AM
Originally posted by Afoxi
I'm desperately trying to mod in
vgr_cloakgenerator

onto the BC...

You need the specific one for the ship. I got 'vgr_c_module_cloakgenerator' to work on the Vaygr carrier, but the cloak option was still unavailable.

Vijil
9th Sep 03, 12:05 AM
that doesn't work, nothing will hyperspace in. Can we have one that works?

Vijil
9th Sep 03, 12:30 AM
PersistantData = {
Research = {
[1] = {
name = "SensorsDowngrade1",
progress = 1,
},
[2] = {
name = "SensorsDowngrade2",
progress = 1,
},
[3] = {
name = "SensorsDowngrade3",
progress = 1,
},
},
TeamColours = {
{
trailColour = {
0.36500,
0.55300,
0.66700,
},
badgeTexName = "DATA:Badges/Hiigaran.tga",
baseColour = {
0.36500,
0.55300,
0.66700,
},
stripeColour = {
0.80000,
0.80000,
0.80000,
},
},
{
trailColour = {
0.36500,
0.55300,
0.66700,
},
badgeTexName = "DATA:Badges/Hiigaran.tga",
baseColour = {
1,
0.49400,
0,
},
stripeColour = {
1,
0.49400,
0,
},
},
{
trailColour = {
0.36500,
0.55300,
0.66700,
},
badgeTexName = "DATA:Badges/Hiigaran.tga",
baseColour = {
0.75200,
0.69400,
0.55600,
},
stripeColour = {
1,
1,
1,
},
},
{
trailColour = {
0.92100,
0.75000,
0.41900,
},
badgeTexName = "DATA:Badges/Vaygr.tga",
baseColour = {
0.90000,
0.90000,
0.90000,
},
stripeColour = {
0.10000,
0.10000,
0.10000,
},
},
{
trailColour = {
0.50000,
0.50000,
0.50000,
},
badgeTexName = "DATA:Badges/Relic.tga",
baseColour = {
0.50000,
0.50000,
0.50000,
},
stripeColour = {
0.70000,
0.70000,
0.60000,
},
},
},
Squadrons = {
{
tactic = 1,
type = "Hgn_MotherShip",
subsystems = {
{
index = 0,
name = "HGN_MS_PRODUCTION_FIGHTER",
},
{
index = 0,
name = "HGN_MS_MODULE_RESEARCH",
},
{
index = 0,
name = "HGN_MS_INNATE_ENGINE",
},
{
index = 0,
name = "HGN_MS_INNATE_RESOURCE",
},
},
buildjobs = {
},
size = 1,
shiphold = {
{
index = 0,
type = "Hgn_PulsarCorvette",
hotkey = 67108864,
teamColourHandle = 0,
size = 3,
tactic = 1,
},
{
tactic = 1,
type = "vgr_scout",
size = 1,
name = "vgr_scout",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_bomber",
size = 1,
name = "vgr_bomber",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_interceptor",
size = 1,
name = "vgr_interceptor",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_lancefighter",
size = 1,
name = "vgr_lancefighter",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_lasercorvette",
size = 1,
name = "vgr_lasercorvette",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_missilecorvette",
size = 1,
name = "vgr_missilecorvette",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_probe",
size = 1,
name = "vgr_probe",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_resourcecollector",
size = 1,
name = "vgr_resourcecollector",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_scout",
size = 1,
name = "hgn_scout",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_probe",
size = 1,
name = "hgn_probe",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_interceptor",
size = 1,
name = "hgn_interceptor",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_attackbomber",
size = 1,
name = "hgn_attackbomber",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_attackbomberelite",
size = 1,
name = "hgn_attackbomberelite",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_assaultcorvette",
size = 1,
name = "hgn_assaultcorvette",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_assaultcorvetteelite",
size = 1,
name = "hgn_assaultcorvetteelite",
teamColourHandle = 0,
hotkey = 0,
},
},
name = "Hgn_MotherShip",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_assaultfrigate",
size = 1,
name = "hgn_assaultfrigate",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_carrier",
size = 1,
name = "hgn_carrier",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_gunturret",
size = 1,
name = "hgn_gunturret",
teamColourHandle = 0,
hotkey = 0,
},

{
tactic = 1,
type = "hgn_ioncannonfrigate",
size = 1,
name = "hgn_ioncannonfrigate",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_ionturret",
size = 1,
name = "hgn_ionturret",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_marinefrigate",
size = 1,
name = "hgn_marinefrigate",
teamColourHandle = 0,
hotkey = 0,
},

{
tactic = 1,
type = "hgn_resourcecollector",
size = 1,
name = "hgn_resourcecollector",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_resourcecontroller",
size = 1,
name = "hgn_resourcecontroller",
teamColourHandle = 0,
hotkey = 0,
},

{
tactic = 1,
type = "hgn_torpedofrigate",
size = 1,
name = "hgn_torpedofrigate",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_assaultfrigate",
size = 1,
name = "vgr_assaultfrigate",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_battlecruiser",
size = 1,
name = "vgr_battlecruiser",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_carrier",
size = 1,
name = "vgr_carrier",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_destroyer",
size = 1,
name = "vgr_destroyer",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_heavymissilefrigate",
size = 1,
name = "vgr_heavymissilefrigate",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_hyperspace_platform",
size = 1,
name = "vgr_hyperspace_platform",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_mothership",
size = 1,
name = "vgr_mothership",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_resourcecontroller",
size = 1,
name = "vgr_resourcecontroller",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_weaponplatform_gun",
size = 1,
name = "vgr_weaponplatform_gun",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_weaponplatform_missile",
size = 1,
name = "vgr_weaponplatform_missile",
teamColourHandle = 0,
hotkey = 0,
},
},
StrikeGroups = {
},
RUs = 20000,
}

Vijil
9th Sep 03, 12:31 AM
The above one works. It gives you all the ships minus megaliths and neu stuff and sp stuff.

Langy
9th Sep 03, 12:32 AM
Vijil - You mean for the things I posted? It should work perfectly. I just tried it, and it worked fine for me. Try again, and make sure that, this time, you only have the things in the first code lines in it, NOT including the line (if you just do 'select all' it'll get the line as well).

Vijil
9th Sep 03, 1:37 AM
I tried it again, being very careful to select the right stuff. Dont work.

Psycho-SoniC
9th Sep 03, 2:38 AM
What's the damage/s and hitpoints of a BC??

Sportwarrior
9th Sep 03, 3:08 AM
Does this only work in missions? or will it work in skirmish as well?

Afoxi
9th Sep 03, 3:58 AM
Only works for missions... :(

Langy
9th Sep 03, 4:03 AM
Only works for mission 2 in the demo, specifically.

Vijil, are you selecting just the stuff in the first code box, or also the stuff in the second one? When you are done your file should look like this:

PersistantData = {
Research = {
[1] = {
name = "SensorsDowngrade1",
progress = 1,
},
[2] = {
name = "SensorsDowngrade2",
progress = 1,
},
[3] = {
name = "SensorsDowngrade3",
progress = 1,
},
},
TeamColours = {
{
trailColour = {
0.36500,
0.55300,
0.66700,
},
badgeTexName = "DATA:Badges/Hiigaran.tga",
baseColour = {
0.36500,
0.55300,
0.66700,
},
stripeColour = {
0.80000,
0.80000,
0.80000,
},
},
{
trailColour = {
0.36500,
0.55300,
0.66700,
},
badgeTexName = "DATA:Badges/Hiigaran.tga",
baseColour = {
1,
0.49400,
0,
},
stripeColour = {
1,
0.49400,
0,
},
},
{
trailColour = {
0.36500,
0.55300,
0.66700,
},
badgeTexName = "DATA:Badges/Hiigaran.tga",
baseColour = {
0.75200,
0.69400,
0.55600,
},
stripeColour = {
1,
1,
1,
},
},
{
trailColour = {
0.92100,
0.75000,
0.41900,
},
badgeTexName = "DATA:Badges/Vaygr.tga",
baseColour = {
0.90000,
0.90000,
0.90000,
},
stripeColour = {
0.10000,
0.10000,
0.10000,
},
},
{
trailColour = {
0.50000,
0.50000,
0.50000,
},
badgeTexName = "DATA:Badges/Relic.tga",
baseColour = {
0.50000,
0.50000,
0.50000,
},
stripeColour = {
0.70000,
0.70000,
0.60000,
},
},
},
Squadrons = {
{
tactic = 1,
type = "Hgn_MotherShip",
subsystems = {
{
index = 0,
name = "HGN_MS_PRODUCTION_FIGHTER",
},
{
index = 0,
name = "HGN_MS_MODULE_RESEARCH",
},
{
index = 0,
name = "HGN_MS_INNATE_ENGINE",
},
{
index = 0,
name = "HGN_MS_INNATE_RESOURCE",
},
},
buildjobs = {
},
size = 1,
shiphold = {
{
index = 0,
type = "Hgn_PulsarCorvette",
hotkey = 67108864,
teamColourHandle = 0,
size = 3,
tactic = 1,
},
{
tactic = 1,
type = "vgr_scout",
size = 1,
name = "vgr_scout",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_bomber",
size = 1,
name = "vgr_bomber",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_interceptor",
size = 1,
name = "vgr_interceptor",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_lancefighter",
size = 1,
name = "vgr_lancefighter",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_lasercorvette",
size = 1,
name = "vgr_lasercorvette",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_missilecorvette",
size = 1,
name = "vgr_missilecorvette",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_probe",
size = 1,
name = "vgr_probe",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_resourcecollector",
size = 1,
name = "vgr_resourcecollector",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_scout",
size = 1,
name = "hgn_scout",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_probe",
size = 1,
name = "hgn_probe",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_interceptor",
size = 1,
name = "hgn_interceptor",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_attackbomber",
size = 1,
name = "hgn_attackbomber",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_attackbomberelite",
size = 1,
name = "hgn_attackbomberelite",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_assaultcorvette",
size = 1,
name = "hgn_assaultcorvette",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_assaultcorvetteelite",
size = 1,
name = "hgn_assaultcorvetteelite",
teamColourHandle = 0,
hotkey = 0,
},
},
name = "Hgn_MotherShip",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_assaultfrigate",
size = 1,
name = "hgn_assaultfrigate",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_carrier",
size = 1,
name = "hgn_carrier",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_gunturret",
size = 1,
name = "hgn_gunturret",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_hscore",
size = 1,
name = "hgn_hscore",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_ioncannonfrigate",
size = 1,
name = "hgn_ioncannonfrigate",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_ionturret",
size = 1,
name = "hgn_ionturret",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_marinefrigate",
size = 1,
name = "hgn_marinefrigate",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_marinefrigate_soban",
size = 1,
name = "hgn_marinefrigate_soban",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_resourcecollector",
size = 1,
name = "hgn_resourcecollector",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_resourcecontroller",
size = 1,
name = "hgn_resourcecontroller",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_targetdrone",
size = 1,
name = "hgn_targetdrone",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "hgn_torpedofrigate",
size = 1,
name = "hgn_torpedofrigate",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_assaultfrigate",
size = 1,
name = "vgr_assaultfrigate",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_battlecruiser",
size = 1,
name = "vgr_battlecruiser",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_carrier",
size = 1,
name = "vgr_carrier",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_destroyer",
size = 1,
name = "vgr_destroyer",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_heavymissilefrigate",
size = 1,
name = "vgr_heavymissilefrigate",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_hyperspace_platform",
size = 1,
name = "vgr_hyperspace_platform",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_mothership",
size = 1,
name = "vgr_mothership",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_resourcecontroller",
size = 1,
name = "vgr_resourcecontroller",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_weaponplatform_gun",
size = 1,
name = "vgr_weaponplatform_gun",
teamColourHandle = 0,
hotkey = 0,
},
{
tactic = 1,
type = "vgr_weaponplatform_missile",
size = 1,
name = "vgr_weaponplatform_missile",
teamColourHandle = 0,
hotkey = 0,
},
},
StrikeGroups = {
},
RUs = 20000,
}

If it has any ships at the very end, then you messed up.

Naquaii
9th Sep 03, 4:22 AM
Glad you guys enjoyed the find...

My conclusions are that you can try everyship thats in the bigfile, extract it to get the list, but the special abilities and most of the modules wont work, neither can you build anything else than hiigaran fighters.

The only modules I got to work right was the firecontrol tower and the hyperspace module. I don't know if the firecontrol tower did anything though, but the modules with an area effect showed the outlining of their range so to speak...

Anyway, if anyone's willing to host a file I'm sure there's someone who can compile one pretty fast, including my self. :sci:

Naquaii
9th Sep 03, 6:04 AM
Just download the file on this page if your not into editing lua files yourself :3d: :
File + Screenshots (http://hw2.ath.cx/~naquaii/)

Ps. Did I mention that I really like the Vaygr Ms? =)

Psycho-SoniC
9th Sep 03, 6:32 AM
what units do you get if you use that file?
can I build all vaygr units out of that vaygr MS???
please explain yourself. Thank You.

Dan Van Crone
9th Sep 03, 7:07 AM
Oooh... somebody try:

type = "Vkg_GoatThrower",

and see if it works. :)

Chevieblazer
9th Sep 03, 7:39 AM
lol
even the first one worked fine for me.
do u think it could be possible to intergrate this in the scirmish mode? i feel the second mission is lacking practice targets for my destroyer and bc :evilnod:

Naquaii
9th Sep 03, 8:20 AM
You get all the unplayable Vaygr and Hiigaran ship that are in the demo, but no, you can't build anything with the vgr ms and carrier...

Sorry Chevieblazer... to do that we would have to change a lua file in a directory that the demo doesn't read... see the problem? :wtf2:

ofredo
9th Sep 03, 8:39 AM
where could i download the editor of the .ship file

mecha
9th Sep 03, 8:44 AM
There is no editor for ship files, they're text.

However this editor handles lua and is pretty nifty:
http://www.scintilla.org/SciTE.html

You need to mess around with the properties a little to make it truly useful.

Some of the designers used ultra edit also.

ofredo
9th Sep 03, 8:56 AM
thank you, mecha

Chevieblazer
9th Sep 03, 9:04 AM
@naquaii: what a pity :(

@mecha: cool thing one of the devs is supporting this. i remember when we started messing with the heagemonia demo the devs got real pissed

ps: anyone tried to unpack the big files and look whats inside?

W0ps
9th Sep 03, 9:04 AM
he didn't even slap us or something... :)

Afoxi
9th Sep 03, 9:14 AM
Originally posted by Chevieblazer
ps: anyone tried to unpack the big files and look whats inside?


Why do you think I have a big obsession trying to mod in a cloak generator, when there is a 1% chance of a normal person thinking that cloak generator is in the demo. :D:D:D

Skeeter
9th Sep 03, 9:43 AM
Originally posted by mecha
There is no editor for ship files, they're text.

However this editor handles lua and is pretty nifty:
http://www.scintilla.org/SciTE.html

You need to mess around with the properties a little to make it truly useful.

Some of the designers used ultra edit also.

Don't supose u know the settings to read the .ship files for both prgs do you as ive dled them and tryed opening them .ship files well just the probe for hiigarens but didnt work very well i dunno how to tweak these. Thought you might.

mecha
9th Sep 03, 10:08 AM
As a number of people have already said the lua files are all compiled, you'll have to either decompile them somehow or wait for the rdn release which will include the plain text versions along with the tuning excel files. To be honest you don't want to edit the .ship files anyway, it's much easier to use the excel spreadsheet and export them.

Justin
9th Sep 03, 10:30 AM
Will the RDN files be on the cd's? or will we have to download those after the game is released?

Skeeter
9th Sep 03, 10:40 AM
The RDN tools/files SHOULD be included on the hw2 cd. If not I wounder why not cos they wont take up much space i would have thought.

airguitargiles
9th Sep 03, 10:41 AM
can we dowload the edited file

Shasta
9th Sep 03, 11:54 AM
okie this is really doing my nut in lol!!!

toss me a bone guys :( any chance of some one sending me there edited persist2.LUA ? that works :)

ive tried editing said file and all i get is a mission failed.. im guessing becouse my mothership does not jump in... !

Some help would be welcome :)

::Shasta

Zang
9th Sep 03, 1:37 PM
Hot damn! That was awesome! The BC WASTES frigates! Those front cannons are amazing!

But, with the Vaygr destroyer, I never saw it launch any missiles, even when it was in the thick of things.

dd5
9th Sep 03, 1:45 PM
Luckily you can disable those devistateing missles on the battle cruiser . Took a video but then I thought , nah its just a stupid battle cruiser shooting missles for 8 seconds.

Naquaii
9th Sep 03, 1:53 PM
If you haven't noticed I posted a link to the file...
Look at my original post.

airguitargiles
9th Sep 03, 2:26 PM
what are the lines for the hiigaran battlecruiser

Zang
9th Sep 03, 2:28 PM
We can't add the Hiigaran BC because AFAIK it wasn't included in the demo at all. But let's all be thankful we got to see the Vaygr one at least, that things a BEAST!

Shasta
9th Sep 03, 2:56 PM
woot! thats some strong capital ships. any chance of adding these too a skirmish ? would be great fun too have a battleship or whatever... :)

yasotay
9th Sep 03, 3:24 PM
I just want to second the THANKS to Mecha for the support. While I am a software challenged person, and have no intention of dorking my demo, I recognize the rarity of having developers roll up their sleaves and actually tell others how to work with their software. This is what will make HW2 different. This will draw folks to it, because it will be part of the mod communities work as well.

Thanks again Mecha

GG Relic!!

Parias
9th Sep 03, 3:26 PM
Originally posted by Shasta
woot! thats some strong capital ships. any chance of adding these too a skirmish ? would be great fun too have a battleship or whatever... :)

If there was, the proceedure would have to be completely different. The files we're modifying only affect campaign progression (the data that keeps track of your fleet between missions) and nothing else.

.:Steevo:.
9th Sep 03, 3:28 PM
Wohoo. Now we only need to mod the .big file so we can get the ships in Player vs CPU games (Multiplayer would cause incompatability issues).:agree:

Cmdr. Cracken
9th Sep 03, 4:21 PM
Since Mplayer and VS. CPU are probably coded alike, i think that affecting the VS. CPU function could alter the Multiplay. Much like homeworld, i testted it, and had Ion Scouts. when me and my friend played Mplayer at a LAN, we got a big fat error, or desynch, something.

INother words, what you do to one, you might do to the other anyway.

Fishfighter
9th Sep 03, 4:28 PM
:ionfish: Long time no see all!:ionfish:
1st of i want to thank relic for there help on moding the demo, THE DEMO!!! Next i want to thank the guys and gals who helped put this mod togather. I think i might have a simple way to get the ships into mutiplayer. If i am not mistaken, all you have to do is edit the map file so u start with certian ships. Ture you wont be able to build reinforcements of that class, but just to have the ships ( to help tide us over till the game comes out) would be real hot! Keep up the good work guys, and relic, hurry up and relase hw2 all ready!

Fishfighter
9th Sep 03, 4:32 PM
:ionfish: Then agian where are the mutiplayer maps? :ionfish:

.:Steevo:.
9th Sep 03, 4:34 PM
Yea. I mean that if one player has a diff. .big file u get that error. Either u edit the .big file and lose Mplay or create a new .big file that is used by every1 that wants to play with the new ships.:dunce:

Zang
9th Sep 03, 4:56 PM
Anyone notice how ungodly fast Marine frigates move? I mean 200+, that's as fast as most vettes and some fighters!

Naquaii
9th Sep 03, 4:59 PM
I don't think the startingfleets are decided by the maps, because there's a folder in the hw2 big-file named startingfleets and it contains one hiigaran-file and one vaygr-file. But we can edit these until someone manage to decompile/figure out the lua files in that directory. And of course someone have to make a tool to put new files into the hw2 big-files...

F'Lar
9th Sep 03, 5:17 PM
ok, i downloaded that modified lua file and it still doesnt work. any suggestions

TyrealMathias
9th Sep 03, 5:53 PM
make sure that u have beatin the first mission.. also, it ONLY works in the second mission.. goto singleplayer mode, then duoble click the 2nd mission...

F'Lar
9th Sep 03, 5:58 PM
i did, its just like normal. and i beat the first mission

GOWDragonMaster
9th Sep 03, 6:14 PM
what program do you guys use to view the big file. I try with Bigviewer and Winbig but they both get errors.

Raptor
9th Sep 03, 6:20 PM
Mecha,
I think I speak for the entire community when I say:

You're cool :)

-Raptor

Langy
9th Sep 03, 6:22 PM
F'Lar - You can't go through the game normally. You need to start up the 2nd mission right away, rather than go through the full campaign.

F'Lar
9th Sep 03, 6:26 PM
i did, i started on the 2nd mission

TyrealMathias
9th Sep 03, 7:34 PM
did you unzip the file first? :)

Dragon: they dont work with HW2 big files.. use the SGA extractor for IC...

MajorFreak
9th Sep 03, 7:50 PM
SOMEBODY HOLD ME! THAT DD SCARES ME!!!!!!!111

elfwolfphin
9th Sep 03, 8:58 PM
Hmm... adding the ships to multiplay...

Since .sga and .big are pretty much the same the ModPackager from IC tools can extract all files from the .big files
and make a new .sga that you can rename to .big.

But when I tried it it didn't work.
The demo probably checks the .big sizes.

What could maybe work is save a game and alter the save file...

Afoxi
9th Sep 03, 9:30 PM
Nope, It's good you can only amature-mod single player games.

Kadreal
9th Sep 03, 10:20 PM
A cookie to the first person to give details on how to change the carrier into the vayger BC. Love to build afew and have them own the MS in under 3 seconds.

Tagar
10th Sep 03, 12:54 AM
uh...... :lol: people are trying the Summon heavy ships from start to win. :lol:
hope you wont do that untill you finished the Retail Version :sam:

Ammon Ra
10th Sep 03, 2:17 AM
lol! btw

...Since .sga and .big are pretty much the same the ModPackager from IC tools can extract all files from the .big files
and make a new .sga that you can rename to .big.

But when I tried it it didn't work.

now if that worked you'd get a thousand cookies :P
but yes i do think that the HW2 demo checks for a specific file size.

there were locked creatures in the ic demo. but with alot of tinkering you could have freed them. but the total size had to remain equal for it to work. and you couldn't extract and edit any files. it was very static.

i assume the the hw2 demo is similar, but the fact that we can add a clock to the game shows that its more modable than ic.

still, we'll have to wait for relic to release their software...

Eazy E
10th Sep 03, 3:01 AM
Does anyone have a Vaygr mod made yet?

Pike
10th Sep 03, 9:39 AM
Originally posted by Ammon Ra


i assume the the hw2 demo is similar, but the fact that we can add a clock to the game shows that its more modable than ic.



Sorry, nope, HW2 is not more modable then IC. IC is WAY more modable. This is not my claim, this is Relic's claim.

The fact is that there are very few people interested in moding IC, and therefore little progress has been made, which is a shame. As far as I know I'm one of the few people working w/ the IC SDK (documenting it atm, when I have the time)...

Skeeter
10th Sep 03, 9:49 AM
Depends cos all i heard and seen is u control some stupid animals and u can splice them together which doesnt sound to fun. Besides what could u mod about it? What would the types of mods you can download and what would they do (if ppl modded it like hw was modded) .

Pike
10th Sep 03, 10:17 AM
Originally posted by Skeeter
Depends cos all i heard and seen is u control some stupid animals and u can splice them together which doesnt sound to fun. Besides what could u mod about it? What would the types of mods you can download and what would they do (if ppl modded it like hw was modded) .

The fact that IC uses animals or that it has a combiner that allows you to splice those animals together doesn't mean that you need to use either animals or the combiner in YOUR mod. In fact, the example mod that relic released doesn't use the combiner or animals, but has 3 races.

In essence you could create your own ground based RTS based on the IC engine. Of course, there would be some limits to what you could do, but IC is a lot more modable then HW2.

Some ideas that have been thrown around before IC SDK was released were:
- WW2 mod (molo's Blitz!) - Which I'm actually considering picking up once I finish documenting the SDK
- HW ground based RTS (HW:EV)

I'd also be interested in seeing stuff like a Total Annihilation TC... and I'm sure there's plenty more stuff that people would come up with.

Fishfighter
10th Sep 03, 10:36 AM
:ionfish: IC started to suck cause the music sucked and the damn whale chip, nothing stoped the whale chimp. :ionfish:

GOF007
10th Sep 03, 11:03 AM
Originally posted by Naquaii
Glad you guys enjoyed the find...

My conclusions are that you can try everyship thats in the bigfile, extract it to get the list, but the special abilities and most of the modules wont work, neither can you build anything else than hiigaran fighters.

The only modules I got to work right was the firecontrol tower and the hyperspace module. I don't know if the firecontrol tower did anything though, but the modules with an area effect showed the outlining of their range so to speak...

Anyway, if anyone's willing to host a file I'm sure there's someone who can compile one pretty fast, including my self. :sci:


I've heard from........ (I carn't remember)
that Fire Control Tower use to increase accuracy of the weapon
but I still not sure..... Frigure it out your self :P

Arioch
10th Sep 03, 11:08 AM
Posted my mecha:
There is no editor for ship files, they're text. That's hardly helpful, since they're Lua-compiled text files.

As a number of people have already said the lua files are all compiled, you'll have to either decompile them somehow or wait for the rdn release which will include the plain text versions along with the tuning excel files. To be honest you don't want to edit the .ship files anyway, it's much easier to use the excel spreadsheet and export them. I don't want to edit them, I just want to view the stats. Is there any reason why we can't have the plain text versions right now? It's not as if we can use them for anything sinister.

Naquaii
10th Sep 03, 11:39 AM
GOF, I know what the firecontrol tower does, I just don't know if it does that if I add it... =)

mecha
10th Sep 03, 12:49 PM
That would not be my decision arioch. You don't want the text files anyway, you want the excel spreadsheets.

elfwolfphin
10th Sep 03, 12:56 PM
Pike:
I was totally planning to start modding with the IC SDK,
but you need Microsoft Visual Studio .NET 2002 (VC7) compiler,
wich I don't have.

Do you know any free compiler that could work with it?



On a different subject, I didn't have any luck finding a lua decompiler.
Anyone knows of anything like that?

airguitargiles
10th Sep 03, 1:36 PM
Originally posted by Naquaii
GOF, I know what the firecontrol tower does, I just don't know if it does that if I add it... =) what does the firecontrol tower do anyway

Kadreal
10th Sep 03, 1:41 PM
It's suppose to increase accuracy of all vessal in the shpere of infulence which you can find by clicking on the tower ;)

.:Steevo:.
10th Sep 03, 5:12 PM
The sphere of influence should be larger than the sphere of influence of the hyperspace generator.

Pike
10th Sep 03, 6:39 PM
Originally posted by elfwolfphin
Pike:
I was totally planning to start modding with the IC SDK,
but you need Microsoft Visual Studio .NET 2002 (VC7) compiler,
wich I don't have.

Do you know any free compiler that could work with it?



On a different subject, I didn't have any luck finding a lua decompiler.
Anyone knows of anything like that?

Yup, the SDK does require .net, one of the first things I did actually was try to get the SDK to compile under VC6, but due to the fact that relic used the build in wchar_t type in .net, I was unable to get it to work. Shame really.

Still, if you're a student getting .net should be fairly cheap. I got my academic version (exactly the same thing as the Pro version) for only 120$ canadian, and IMHO the upgrade was well worth it...

danwatt
10th Sep 03, 11:12 PM
and if you are a student... see if your university or department has MSDN-AA. You can get VC7 or 2003 for free! University of Illinois has it, Texas AM has it, I am sure a lot of others do. I only know these two since I go to one and have friends at the other.

Fishfighter
10th Sep 03, 11:23 PM
:ionfish: Yea i go to TCI on 34 street in manhattan and they gave of VB and some other goddies as wwll as .net 4 free. Just go and ask you collage what free softwear they have. :ionfish:

Drop_6
11th Sep 03, 11:17 AM
has anyone figured out how to get the higaaran shipyard?

Ammon Ra
11th Sep 03, 11:25 AM
the shipyard isnt included.

Drop_6
11th Sep 03, 11:36 AM
POO!

vulcan4d
11th Sep 03, 6:13 PM
The battleship is big but not that BIG. Expected something more, maybe the size of the flagship :). Anyone play the 4 player skirmish level? There is debris from some massive ship, now such a battlecruiser would be sweet!

:jaw:

dd5
11th Sep 03, 6:31 PM
http://wad-ac.no-ip.com/dd5/NEW!3.avi

Battle cruiser blasting its small side cannons



Dont kill my bandwith :P

err fixing it

Kinjiss
11th Sep 03, 10:16 PM
I want to know if there is anyway we can get the Vaygr ships in Skirmishes?

Prometheus|ANJ
12th Sep 03, 4:07 AM
If you think the standard colors are boring you can of course set your own color scheme and badge for the cool vaygr units in the persist2.lua file. I edited the Teamcolors and fiddled a bit with the teamcolorHandle which I'm guessing is pointing at an instance of the Teamcolor list at the upper part of the file.
It seems the color values in the playercfg.lua are 0-255 (byte) while the colors in the persist2.lua file are normalized floats. I wonder why.

Anyhow, for random screens of the larger vaygr units, look at ss#111 and above in my HW2 dir (I hope you're not offended by the badges). I used the persist2.lua file someone posted a few pages ago.
http://w1.485.telia.com/~u48508900/hw2/

Here's my german cross thing profile. The cross badge is in my dir aswell. Just divide the integer value from your profile with 255 to get the float.

badgeTexName = "PROFILES:badges/CROSS.TGA",
baseColour = {
0.45000,
0.45000,
0.45000,
},
stripeColour = {
0.29000,
0.29000,
0.29000,

thrawn
12th Sep 03, 5:50 AM
Why do you use the Wehrmacht-symbol? :confused:
I use the one the Bundeswehr has (you know, the one which looks older :)). Not that I have any problem with it ( Wehrmacht =/= SS !!!), but imho it fits alot better.

Btw: Nice pictures :heyhey:

Prometheus|ANJ
12th Sep 03, 7:35 AM
thrawn> I didn't know it was a wermacht symbol (Edit: I think it's the Luftwaffe symbol actually). I've just seen it on a lot of the plastic kits I built (and destroyed) as a kid. It was really easy to make (16x16 pixels in mspaint). It has no curved lines so there's no anti aliasing messing things up.
The Bundeswehr symbol looks like a malt cross according to google. I don't recall ever seeing it.

ÜberJumper
12th Sep 03, 10:35 AM
Nice work Prometheus! BTW, love the clay models and the rest of your work.

Arioch
12th Sep 03, 11:56 AM
Ack! Space commies!!

Fishfighter
12th Sep 03, 5:05 PM
:ionfish: Space commies LOL :ionfish:

Eazy E
12th Sep 03, 5:32 PM
LOL I don't think Mr. Selfish Swedie would be so slap happy about using Soviet insignia if Finland didn't fight them off, as he would likely be under Soviet control and be called Viktor or Sergei :)

Eazy E
12th Sep 03, 6:11 PM
Best color scheme ever:

http://koti.phnet.fi/absent/ss00002.jpg

Naquaii
12th Sep 03, 7:21 PM
As if we would Eazy E :vikingb: :nyah:

bobthedog
12th Sep 03, 7:50 PM
mmm... I dunno if this was pointed out but there IS a lua decompiler.

you can find it here (http://hosted.nihilogic.dk/freelancer/fled-thorn.zip)

I'm not sure it will work on HW2 lua files but it does work on Freelancer lua files (called .thn files)

as for getting them back in the game... I dunno...

Tisun
12th Sep 03, 8:43 PM
It dosn't work bobthedog, it comes up with a blank decompile

Arioch
12th Sep 03, 11:15 PM
It won't work with the Relic lua 4.0 files... that decompiler is lua version 3.2.

RAZOR-BLADE
13th Sep 03, 9:32 AM
is there any way to get the vagyr in the skirmishes?:Pike:

TyrealMathias
13th Sep 03, 10:53 AM
not yet

Linas
14th Sep 03, 8:41 AM
Hmmm does anyone know how to add the Hiigaran Battlecruiser and/or the Hiigaran Destroyer?

i tried many things but nothing worked....

I hope someone can help me.

Langy
14th Sep 03, 9:12 AM
You can't. They aren't in the demo, period.

theBlind
14th Sep 03, 9:33 AM
Originally posted by thrawn
Why do you use the Wehrmacht-symbol? :confused:
I use the one the Bundeswehr has (you know, the one which looks older :)). Not that I have any problem with it ( Wehrmacht =/= SS !!!), but imho it fits alot better.


He isn´t even using a Wehrmacht sybol, but instead a Bundeswehr (http://www.bundeswehr.de/) symbol as was pointed out.
Oh and for those still thinking Bundeswehr and Wehrmacht are the same, check the Bundeswehr ongoing operations (http://www.bundeswehr.de/forces/030728_einsatz_welt.php) out. (No german needed to understand)

elfwolfphin
14th Sep 03, 1:17 PM
Re: lua decompiler

Very interesting!
The program doesn't seem to work (crashed on my system)
but it seems to use the compiler to decompile...
I'll try to find a lua 4 compiler...

IronLegionnaire
15th Sep 03, 2:01 AM
The fixed pulse cannon is obscenely powerful, but considering the maneuverability of frigates, and even of destroyers, I suspect that the pulse cannon will find itself being relegated to siege duty against big, slow ships like carriers, motherships, shipyards, or other BCs. Against any smaller capital ships, the heavy missile battery is going to be the main weapon. While the battery can pretty much take out a frigate in a single salvo, the fact that the missile launcher subsystem can be targeted and destroyed by bombers is a big liability. If a Vagyr battlecruiser finds itself without anti-fighter escorts, it could easily be cut off, disabled, and captured by a resourceful commander. Faced with that, I think most people would opt to scuttle their BC before letting it fall into enemy hands.

Personally, I believe that the Vaygr BC perfectly personfies the entire Vagyr fleet. It is purpose-built to kill SuperCaps, yet does only a "pretty good" job against smaller vessels. The Hiigaaran BC, on the other hand, looks as though it will be somewhat less effective against SuperCaps, but far more versatile, able to more easily destroy smaller CapShips and frigates, seeing as its number one weapon system (the heavy ion cannons) are turret-mounted, as are its heavy mass drivers.

Did anyone else notice that when you click on the BC's missile subsystem it says "Anti-Fighter?" Must be a typo. Even the Heavy Missile Frigates do not launch their big missiles at fighters; they only fire their concussion launcher.

On to the Missile Corvettes. Despite the fact that they are labeled "Anti-Corvette," their concussion missiles are far more suited to killing fighters. That said, their design leaves something to be desired. While the port and starboard missile ports allow their missiles to make immediate, radical course changes in almost any direction, problems come into play when the corvettes split into pairs when they enter combat. I have seen paired corvettes striking each other - and themselves - on many occasions now, and although the missiles do not do any damage to friendlies, it seems horribly wasteful. The easiest way to alleviate this problem, I think, without redesigning the corvette, would be to change the horizontal pair formation to a vertical pair formation, with one corvette flying above the other.

Oy... More to come later. I don't think this the right forum for this kind of dissemination, but I didn't see any other place with people posting their thoughts on the cracked demo ships.

SpinDizzy
15th Sep 03, 4:09 PM
Heh, definite evidence of scaling, I gave myself 12 squads of missile vettes, shulda have seen the number of fighters that launched from that carrier, I was like. :jaw:

The missile system on that cruiser is a subsystem, which is why I think the cruisers won't target fighters, it's missing a required subsystem.

Also I noticed something weird, I had a vaygr carrier, usual frigate subsystem on the top, not like you can use it, but then I looked at the actual vaygr carrier on mission 2, same place, subsystem looks exactly the same, but it's a fighter subsystem apparently, did I miss something?, is it one of those optional subsystem routes that was talked about where carriers and shipyards cant build everything? If so, the vaygr have got it harsh, choosing between fighters and frigates.

TyrealMathias
15th Sep 03, 4:27 PM
dats why dey build multiple carriers :)


also.. just got done ogling at my 65 squadrons of Vay ints... mwuahahaha... THAT was fun... :)

Kadreal
15th Sep 03, 4:35 PM
Yep the vag only have 1 production slot on their carrier, but it's not that great of a disadvantage, considering you can only build one unit at a time... It's just limits the carriers versitilty to the module it picks. Maybe their carriers will be cheaper or build their units faster.

Arioch
15th Sep 03, 6:14 PM
The missile system on that cruiser is a subsystem, which is why I think the cruisers won't target fighters, it's missing a required subsystem. I don't think so... I believe the weapons of the battlecruisers are subsystems only so that they may be targeted and disabled, like cap engines.

SpinDizzy
16th Sep 03, 12:10 PM
Sorry Arioch, It's how I say things, I knew the missile system couldn't be destroyed, I was trying to point out that the cruiser actually uses subsystems. Which was probably common knowledge.

Anyway to cut to the point, you need a fire control tower subsystem for the cruiser to attack corvs/fighters. :)

thesquare
19th Sep 03, 2:49 AM
Is there a way to instead of making the ships spawn for you to give them to the computer to make the mission harder ?

bobthedog
19th Sep 03, 12:04 PM
nope... that's probably coded in the mission script.