View Full Version : Capture the Megalith mod
thesamonthemoon
18th Dec 03, 8:23 PM
In this new game type, capturing, and holding, megaliths, gives you a steady flow of RU's.
Known problems:
--------------------------
I originaly wanted the mining stations (the ones from gehenna) capture points to be inside the asteroid, but that didn't work (because of the collision boxes). Not really a problem, just an asthetic thing.
Minor clipping errors when infiltraitor frigates try to capture mining stations.
Other minor collison detection problems.
Typo in the readme. (the readme says bug reports go in the wrong place. They actualy go here.)
Edit - Oh, and I highly doubt that the AI will try to capture the megaliths... they might, but I'd say that this game type is mostly for multiplayer.
---------------------------
I'm calling this version "beta 1.0". In actuality, the mod is finished, but I want to make it clear that I'm very willing to make changes, fix bugs etc...
Please report any bugs, or other problems here, and I will adress them as quickly as possible. Also, any sugestions and comments would be greatly aprecieated.
And finaly, more maps would be great too, if anyone has any maps with megaliths in them lying around.
Sorry about the big file size. The only way to add capture hardpoints to megaliths is to edit the .HOD, and the .HOD's for megaliths are pretty big...
Anyway, enjoy the mod :)
Download Capture the Megalith beta 1.0 Installer (http://www.relicnews.com/files/homeworld2/mods/CaptureTheMegalithBeta1.0.exe) - works only with the 1.1 patch.
Download Capture the Megalith, old version (http://homeworld.star-fleet.org/mods/download.php?action=zip&image_id=30) - for those of you without the 1.1 patch
Oh, and a brief note. This mod shouldn't overwrite any of your other mod's files (all of the things in the mod have original file names), especialy the new installer version, which doesn't even require you to add things to the /data folder. In fact, this mod should be compatable with all other mods except those using their own game script (in which case you could have both mods installed, but you would have to select which to use). :)
Zero-9
19th Dec 03, 9:27 AM
*Downloads Does the AI work okay with the mod ?
admiral666
19th Dec 03, 10:39 AM
links dead:(
thesamonthemoon
19th Dec 03, 10:53 AM
I would be very greatly surprised if the AI works. :hmm:
Let me check on that link...
Edit - It seems Starfleets page is having a database error or somesuch...
If it continues, I'll try to host somewhere else.
J.MorT
19th Dec 03, 12:02 PM
Dl'ed fine for me, works good too.
Get some weird manouvers with iniltrator/marine frigs in my map though.
thesamonthemoon
19th Dec 03, 12:38 PM
Yea, once capture frigates start their capture ruitine, they completely ignore collision boxes....
And yes, the mod is back online. :)
admiral666
20th Dec 03, 9:30 AM
i got it today,just letting u know
thesamonthemoon
20th Dec 03, 10:23 AM
I've been looking around in the AI files to find capture priority.... so far, nothing.
Has anyone tested it V.S another human yet?
admiral666
20th Dec 03, 10:26 AM
nope,only have one computer that it works on,and anyways,no one else here would anyway play:/ im about to try it...these r the kind of modes i like...capture and defend:)(and kill the enemy with max BCs really quick)
Make sure that in your Homeworld2 shortcut, you have the following command line (case sensative):
-overrideBigFile
????? How do I do this? What's a command line? Why am I so stupid?
rc2080
22nd Dec 03, 10:48 AM
Is it just me, or does the megalith look like a giant hyperdrive..?
thesamonthemoon
22nd Dec 03, 7:31 PM
Which one?
TechnoTorgo
22nd Dec 03, 9:16 PM
Man, being able to play like that is great. Creating 22 bcs just to wipe the floor with vagyr feels great. They line up like a giant tower, more than twice the size of the ms in height.
thesamonthemoon
22nd Dec 03, 9:56 PM
I don't get it... this mod doesn't change the unitcaps at all...
hehe nice...
I reckon there should be more megaliths per map though. Maybe invincible megaliths too...??
thesamonthemoon
23rd Dec 03, 9:30 AM
Acording to my scripts, only one of them isn't invincible.
I believe the megalith counts for each map are 1, 5, and 7.
The reason there are so few kinds of megaliths is the size. The mod is 5.6 MB the way it is.
Caydr
24th Dec 03, 3:13 PM
Originally posted by thesamonthemoon
I don't get it... this mod doesn't change the unitcaps at all...
I think he must've uh... er... replied to the wrong topic? ... er... Nah, he's just an idiot. :spin:
I think he was saying that with the amount of resources available he could build tons of BC's really quickly....maybe
Ok point taken. I still think that there are more megaliths that could have been included such as the vagyr outpost, the main tanis hulk, the dreadnought berth, balcora gate... Hey maybe I'll stop criticising and learn how to map-make and do the above maps.
Anyway you did a great job, I thoroughly enjoy the mod. One bug I did encounter was that on the first map with the tanis bases and chimera station, my torpedo frigates were firing THROUGH the asteroid mining base thingy. There were also some pathfinding errors (I captured the bottom tanis base, then ordered my marine frigate to capture the mining base and it got confused)
Well done keep modding
£lectricMule
27th Dec 03, 5:23 PM
Yeah I couldn't manage to fix those pathing thingies. Strikecraft should be ok with the station. But bigger ships don't understand whats going on :s
And the whole firing through the base bug is inherent to hw2 it seems...
thesamonthemoon
30th Dec 03, 10:48 PM
Bounding boxes are beasts of evil. They simply don't listen to reason, even when I beg...
About the megalith RU generation rate, I included a game setting that lets you adjust it (so if you think megaliths are too valuable you can set the rate to "slow").
My reasons for not including more megaliths:
Vagyr Outpost ------------ 10.0 MB
Main Tanis Hulk ---------- 12.8 MB
Dreadnought Berth ----- 4.50 MB
Balcora Gate ------------- 6.09 MB
Total Size ----------------- Priceless.. err... I mean.... 33.99 MB.
The file sizes would actualy be somewhat bigger, but ziping it would make it a good deal smaller. Even so, thats a big download for just one new game type...
Originally posted by thesamonthemoon
Vagyr Outpost ------------ 10.0 MB
Main Tanis Hulk ---------- 12.8 MB
Dreadnought Berth ----- 4.50 MB
Balcora Gate ------------- 6.09 MB
Total Size ----------------- Priceless.. err... I mean.... 33.99 MB.
LO F-ING L! BRILLIANT!! I like you Sam! :D
Might want to include the main Foundry section in that count as well
NovaBurn
7th Jan 04, 7:50 PM
Hell if we can get Unicron's actual FOUNDRY SHIP ingame and working without killing your system, then that would be totally perfect for this!
ÜberJumper
7th Jan 04, 7:58 PM
K... just spent a couple of hours playing with this... simply awesome.
Mind if I use this in a tutorial for gamerules packaging examples? Also, I'd like to polish up some simple things like screenshots for the levels and what not.
Basically, I'd like to make this a .grm1 file, and package it in a simple installer which will install directly into your HW2 directory and not require the override big file.
Some suggestions though...
1. The Space Base level, increase separation from the tanis chunks, or spread them around the chimera blob thing in the center. Also, perhaps more secondary RU pockets.
2. The Dig Site one, could use some secondary RU pockets, and also some thinning of the clouds... I found my ships constantly right click moving to dust clouds. Some additional secondary RU chunks would rule.
3. The Foundry sample map, secondary RU chunks would rule.
4. Starting Fleet Option to include a couple of capture frigates would be excellent.
5. A "Megaliths Captured" Indicator.
6. An "RU /s /megalith" counter.
7. More of a question really, would it be possible to add cool things like strategically placed inhibitor roids? How about a command station with Subsystem slots on it that could then be configured?
I'm just starting to get into the mod scene, and gotta say, this is a pretty damn cool example of what you can do with such things.
Also, to cut down on size, wouldn't it be possible to use the stock textures from the HW2 install, but use your modified models? That should work should it not?
thesamonthemoon
7th Jan 04, 10:00 PM
Hmm... let me see...
K... just spent a couple of hours playing with this... simply awesome.:jaw:
I think I'll go dance for joy right now... I'll write something meaningful in a minute.
edit - Ok, all done. I have to say, Uber, that your post really made my day.
Alright, now, the list:
-1. Sure, esp. the level screenshots. However, I would like to know what the "what not" is...
0. I don't know what a .grm1 file is, but it sounds good. So... what is it?
1. I didn't make that map. J.MorT did. The readme really aught to say that... :hmm:
2. and 3. Ok, but I warn you, I suck at mapping. I couldn't have made those maps without Lathe of Sajuuk. I'll give it a shot though.
4. I don't know how to have a mod use optional starting fleets. However, Apparantly the Homeworld Classic gametype mod lets you choose an alternate starting fleet (I assume that this is what the "Carrier battle" option does), so I'll examine how that was done. I'll DL the mod soon.
5. and 6. Yes. Good ideas. :)
7. I think I lost you there...
About the file size thing. I have no idea. It's really quite frustrating. The data I added to the .HOD files amounts only to a few lines of text, and yet I have to include the whole model. :hmm:
With these sugestions in mind, I plan on making a sort of "update" for the mod. It will be a separate file, and because the only files I'll be changing are the game script and the readme, it should be pretty small. :)
Homdax
8th Jan 04, 5:30 AM
d/l as I speak.
UberJumpers recommendation is gold. I just dont know what mods to try, afraid messing up and stuff.
So I try this.
Nice work thesamandthemoon!
## Homy
Tyler20
8th Jan 04, 6:46 AM
Yeah this is a awesome mod just need more maps 4-6 players imo.
ÜberJumper
8th Jan 04, 8:05 AM
I've got a wicked package for this mod just about put together here. Going to use what I've done in an example tutorial or two.
Hopefully sometime today...
ÜberJumper
8th Jan 04, 11:10 AM
Right... I hope you're not too offended here thesamonthemoon... I took the liberty of standardizing your level names, redoing the readme.txt and slightly renaming the mod in the game screen (it's now "Cap the Lith Beta 1.0"). But I've also created some level thumbnails, packaged it into a big file, and put it into an installer!
Please check out this installer application (http://www.relicnews.com/files/homeworld2/mods/CaptureTheMegalithBeta1.0.exe) and enjoy a fully packaged capture the megalith mod!
Let me know when you get your next version done, and I'll put that together for you as well.
For how I made the level thumbs, see this thread (http://forums.relicnews.com/showthread.php?s=&threadid=23057).
Will be doing a tutorial about mod packager shortly.
Anyone who tries this out, let me know if I've missed anything or if there are any errors in the packaging or installer.
Thanks!
ÜberJumper
8th Jan 04, 2:41 PM
6 hours later, I have a tutorial for you on using the mod packager...
http://forums.relicnews.com/showthread.php?s=&threadid=23071
£lectricMule
8th Jan 04, 3:49 PM
Yay! I'm in the 'thanks to' section!
Shame it has my old name though : /
Homer Jr.
8th Jan 04, 4:45 PM
Great work thesamonthemoon and UJ! Can't wait to try it out.
One question: Has the AI been changed at all so that it recognizes the importance of the megaliths and maybe tries to capture them?
thesamonthemoon
8th Jan 04, 4:51 PM
Thanks Uber. I'll update my first post with your new packaged version. :)
Homer Jr. - I have absolutely no idea what criteria the AI bases capture priority on. So, to answer your question, probably not.
Then again, maybe I changed the right things, and the AI does try to capture them.
Who knows?
No, really. Does anyone know?
£lectricMule - Your old name being...?
Edit - Ok DLed the new installer. I like it. :)
It's so much cleaner than splaying files throughout the /data folder.
A couple of minor things in the readme are off. Rather than posting how I want it to be changed, I'll just post this:
Capture the Megalith is a new game type, where players get RUs based on how many megaliths they control.
To run this mod, select the "Cap the Lith Beta 1.0" Gametype from the Setup Screen.
To capture the megaliths, use capture frigates.
Many thanks go to:
Thought, who wrote the original deathmatch with resource injections script.
Zeelich, whos script I used as a basis for several aspects of the "Capture the Megalith" game script.
Vapidfire, for making Lathe of Sajuuk, a map generator.
Pipakin, for creating HardEd.
J.MorT, for a map contibution.
Starfleet, for hosting the original version of the mod.
Überjumper, who gave me the idea for this game type. Also for packaging this mod,
for creating the installer, and for hosting the newest version.
Mecha, for the .HODing help.
Please report any bugs to the "Capture the Megalith Thread, on the Completed Mods forum at
forums.relicnews.com at the following thread:
http://forums.relicnews.com/showthread.php?s=&threadid=22328
-thesamonthemoon
-Readme updated by thesamonthemoon and by Überjumper.
ÜberJumper
8th Jan 04, 6:29 PM
thesamonthemoon, I'll update the readme with the next release. Just make sure you include it in the zip file.
Alternately, you could try to package it yourself.
thesamonthemoon
8th Jan 04, 7:34 PM
I could do the package thing myself, but then I would have to send you the whole 5.xx MB file, and you would have to download it, and then upload it.
Just including the modified files will be far more efficient.
ÜberJumper
8th Jan 04, 7:35 PM
Sure, just sending the modified files is fine.
Retroboy
8th Jan 04, 7:48 PM
Well done, guys. :up:
-- Retro
Homdax
9th Jan 04, 4:39 AM
ÜberJumper:
just a minor detail:
The package is 6 MB, but the unzipped mod is 13,3 Mb.
The installer reports the wrong filesize for mod. It should be 13 Mb, not 6....IMHO
## Homy
£lectricMule
9th Jan 04, 7:21 AM
Originally posted by thesamonthemoon
£lectricMule - Your old name being...?
J.MorT.
"Jay dot mort" is easier to say than "Poundlectric Mule"
ÜberJumper
9th Jan 04, 3:52 PM
HomeAgain... errr it's 5400KB... so 6MB is about right.
Homdax
10th Jan 04, 12:38 PM
Yes, I guess the repackaging and other stuff I know little about affected filesize.
I just compared straight out with the earlier .zip
My mistake.
## Homy
£lectricMule
11th Jan 04, 11:24 AM
Originally posted by SvK
"Jay dot mort" is easier to say than "Poundlectric Mule"
The £ in £lectric Mule is an E.
ElectricMule = Ee lec trick Myoo luh
£lectricMule = Eiae lec trick Myoo luh
£ makes the E go jiigly! :dance:
thesamonthemoon
11th Jan 04, 4:06 PM
£ is also the sign for "pounds" (English money for the two of you who didn't know).
£lectricMule
12th Jan 04, 4:10 AM
Who didn't know?
thesamonthemoon
12th Jan 04, 2:00 PM
Greg and Bob, but don't tell them I said so. ;)
Retroboy
12th Jan 04, 4:24 PM
You can't fool me. It's the letter "f" jammed into the ground so hard that the base bent. :p
-- Retro
thesamonthemoon
19th Jan 04, 7:36 PM
You know, England converted to the metric system a long time ago.
So, shouldn't their money be in kilograms instead of pounds?
I am now taking suggestions for CtM beta 1.1 (in progress).
So far I plan to do the following:
1. The option to choose an alternate starting fleet with a couple of capture ships. (Maybe I should let the player choose how many to start with...)
2. A Megalith owned by you/Total number of megaliths counter.
3. A rescource/minute counter for the megaliths you own.
4. Maybe some modifications to a some of the maps (adding secondary asteroid groups), if time permits.
ÜberJumper
20th Jan 04, 7:40 AM
I'd be interested in seeing additional types of capturable megaliths.
For example, a Command Control and Communications megalith, that when captured has the ability to improve firing (say the combined effect of 3 Fire control towers or C3 vettes). Or perhaps a Repair Yard (say the Chimera Station with some of the tanis small stations floating nearby) which improves the healing rate of ships that are near it.
I think a single capture vessel from the start would be really handy on maps with lots of capturable structures. Should be part of the default Fleet IMO.
Magus
20th Jan 04, 8:53 AM
Maybe instead of making marine frigs available early, you can add a non-combat capture vessel that would have an average survival time of -5 seconds in combat. That way you can easily capture megaliths to begin, without worrying about ppl capturing entire fleets.
And I agree with the additional kinds of megaliths. Most field effect things could be applied to megaliths.
thesamonthemoon
20th Jan 04, 9:00 AM
You think one (capture ship) should be default?
Ok, fine with me. :)
I dunno about adding a whole new ship. Too often it seems marine frigates live for only 5 seconds in combat anyway... ;)
Any opinions on this?
Again, I hesitate to add too many more megaliths, because I don't want to disuede (sp?) dial-up users from DLing the mod...
Maybe I can split it into two files, like, Cature the Megalith beta 1.1 and Extra Megaliths pack for Cature the Megalith beta 1.1. Or... will that not work because they would both be packaged? Or would the game see, and mix, both of them?
Good ideas about other functions for megaliths. Will do.
Off the top of my head, I thought of another one: After you hold Balcora Gate for 5 minutes, Sajuuk comes through. :evil:
All kinds of posiblities... :)
Magus
20th Jan 04, 9:18 AM
Tell that to my two marine frigates that captured 2 cruisers (and would have been a third if he hadn't scuttled it) ;)
Ideas for special megalith functions:
Note: Universal means an entire map radius. It only affects the owners ships
Foundry Core: Universal Hyperspace mod
Chimera Station: Universal sensor radius
Tanis Derelict: Universal Build speed multiplier
Balcora Gate: Can build Sajuuk (10 min build time, 20000 Rus)
Dreadnaught Berth: Can build Dreadnought (4 min build time, 5000 rus)
Bentus: Counts as 3 research mods. Also can move :)
Vaygr Command Station: Sensor distortion, Cloak Detection, and Fire control in a radius around the megalith
Gehenna Asteroid: Gives income
And yes, you may have to split the mod so dial-up users can use it.
ÜberJumper
20th Jan 04, 10:34 AM
Some good ideas there Magus!
Abilities list...
Sensors
-Cloaking/proximity
-Probe
-Hyperspace
-Distortion
Fire Control
Cloaking
Inhibitor Module
Hyperspace Module
Research
You could also have a megalith with customizable build facilities or what not.
What's really important (IMO anyway) is that the mod be something that makes it fit into the HW2 Universe... so perhaps no so keen on Sajuuk or dreadnaught making things. More things like Repair Facilities, comm facilities, build facilities, etc etc.
thesamonthemoon
20th Jan 04, 8:59 PM
Right....
My idea involving Sajuuk is less about the Sajuuk itself, and more about "Capture and Hold".
Instead of just winning after holding the gate for a certain amount of time, you would get a Sajuuk.
Basicaly the same thing as an automatic win, but with more style. ;)
But yes, generaly I agree with you Uber.
Random Person
25th Jan 04, 5:55 PM
Geting sajuuk would make a game no fun. Also too easy.
Same goes for the dreadnoght. Other than that, good idea magus. I love the mod.
Random Person
26th Jan 04, 1:26 PM
How do you make maps for mods?
I know how to make maps.
ÜberJumper
26th Jan 04, 1:55 PM
You make them as you would any other map.
Game rules only maps are installed in a subdirectory in the \leveldata\multiplayer\<gamerule>\ folder.
thesamonthemoon
26th Jan 04, 2:50 PM
For those interested in making more maps for this mod, the following megaliths are supported so far:
The Foundry (meg_foundryctm)
Gehenna asteroid 1 (meg_gehenna_1ctm)
Gehenna asteroid 3 (meg_gehenna_3ctm)
and
tanis base (meg_tanisstructure_medium2ctm).
The names in parentheses are the file names, and are the same as the default HW2 file names, but with "ctm" added.
Any map submissions would be great. :)
Random Person
26th Jan 04, 7:05 PM
um i do not have the gamerule thing in level data or multiplayer only i have death match
Akalamanaia
27th Jan 04, 1:39 AM
What I'd Wanna See:Huge Megalith With Diffrent Races Techeses(Old Higaarans, Old Taidaan, Bentusi, Progenitor, T-mat, maybe Beast?)but It Would be in middle of nebula(it has shields to protect from nebula). Problem is:After you capture it you have only chance to build 1 races mothership before the Self Destruct Mechanism Activates(hyperspaces and blows up inside Hyperspace). So make it So:after ya built 1 ship from the facility, it hyperspaces outside map and blows up. So Players Can Choose what they want.
Random Person
27th Jan 04, 4:51 PM
Good idea but you forgot about the higs in that nebula in HW1.
The gardens of kadesh. And they had needle mother ships.
Here is a list of what they had:
Needle mother ship,
Swarmer,
Adv. Swarmer,
Multi ion frigs,
And refuel things.
needle ms had 2 ions on the front. No turret. And they can ram stuff. Multi ions had 4 ikes, no turrets, just forward. If you make them, have them be heavy ions.(They could kill a ms in about 2.5mins.)Swarmers had a simple and standard int gun. Adv. ones had a more powerful simple int gun. And refuel things we can turn in to ru collecters.
Random Person
27th Jan 04, 4:56 PM
The bantus anchor ship ship could be the ms. old bantus ship as carrior with three ions in back. and super acolytes had to ion cannens. And the cargo ship could be a resorce collecter.
Random Person
27th Jan 04, 5:04 PM
And progenitors would not have a ms. You could hs in a ship yard thing. You would have to make that your self. Attack drones could be the vets, also movers. in stead of have 3 bcs, you could get a dreadnoght.Keeper would be the thing you begeen with. It would have to have the moduls built in. Or you would just get the dreadnoght jump in. That would be easier. And you would have movers have a secondary role as ru collecters.
Random Person
27th Jan 04, 5:05 PM
Who are the "t-mats"?
Link_of_Hyrule
27th Jan 04, 10:56 PM
Where is this thread heading towards?
:wtf2:
:sniper:_________________:mdance:___:monkey:_____
Random Person
28th Jan 04, 4:41 PM
That is from halo. The "All your game types are belonging to us." It is in the multip room. on the edit game types screen. i have it for pc. name snipemarine
thesamonthemoon
28th Jan 04, 6:04 PM
AAAAAHHHHHH!!!!!!
Who stole my thread!?
This mod doesn't add new ships. So I can't do all that stuff.
Why don't we get back to this:
Originaly Posted by Me.
I am now taking suggestions for CtM beta 1.1 (in progress).
So far I plan to do the following:
1. The option to choose an alternate starting fleet with a couple of capture ships. (Maybe I should let the player choose how many to start with...)
2. A Megalith owned by you/Total number of megaliths counter.
3. A rescource/minute counter for the megaliths you own.
4. Maybe some modifications to a some of the maps (adding secondary asteroid groups), if time permits.
Random Person
28th Jan 04, 7:24 PM
like 1 that it
Link_of_Hyrule
29th Jan 04, 12:55 AM
Actually, the REAL quote is not from Halo. It's from a poorly translated game from Japenese to English... OLD game... I forget the name... "All your base are belong to us!"
And lets please get back to megaliths and all the such...
I do thourghly enjoy your mod Sam. And I'm liking the idea of capturing megaliths and making them into bases... Being able to add modules, and taking over megaliths that grant inate abilities and upgrades...
[Edit] Oh, and an idea I just had...Could you, in the map script, change the starting fleet? If so, you could addtwo or more megaliths that can act as bases, and start you off with a Carrier, and 6 resourcers, and maybe a Marine frigate only... I know the Vayger could have a disadvantage, but whoever gets the megaliths first would have the advantage... Right?
Random Person
30th Jan 04, 5:48 AM
All you would need to do to get that to happen is to downloed the mod "homeworld classic." Then go in to the files and find that carrior only thing and transfir it to the cap megalith mod. Simple.
Edit: You can build a ship yard with a carrior.
thesamonthemoon
30th Jan 04, 10:50 PM
It sounds simple, but it's not.
Technichaly it should just be one line of code.... but it doesn't work... :hmm:
Well, not to worry. I'll get it figgured out eventualy. :)
Link_of_Hyrule
31st Jan 04, 2:28 AM
Originally posted by random person
All you would need to do to get that to happen is to downloed the mod "homeworld classic." Then go in to the files and find that carrior only thing and transfir it to the cap megalith mod. Simple.
Edit: You can build a ship yard with a carrior.
Yes, but.... Then what would that really have to do with the Capture the Megalith gametype? All it would be is a cool idea... A big asteroid, or the "Big Red" as a Base Op... You know... Just something.... Neat...:slow:
Rather too bad it can't be implimented though :grrr:. Still think it's a good idea.
PS: No offense about the "Slow" Smilie... I just like it :-P
Random Person
31st Jan 04, 7:01 AM
Well, I will try.
P.S.I like that smile too.
Here are my favorate smiles::joy::slow::muffy::stick:
EDIT: FREAKY SIMBLES AHHHHHHHHHHHHHHHHHHHHHHHHHHHH!
Random Person
3rd Feb 04, 3:54 PM
Hello, anyone in here?
Random Person
7th Feb 04, 8:46 PM
PLEASE RESPOND! I am lonely:lonely:
thesamonthemoon
7th Feb 04, 8:59 PM
I will respond when suggestions are made.
Not requests to add new ships, or megaliths, but sugestions for things to add to the code. New features, and whatnot.
Maybe you're a random person, but please leave the random posts for the Shoutbox (http://forums.relicnews.com/shoutbox.php?s=). Not that I want you to leave. Feedback and comments are always welcome. :)
Random Person
8th Feb 04, 12:56 PM
This rocks with the ex mod.
SAM I had no idea you were on the requiem war mod.:wow: If you ever wonder my hw2 name is "13th fleet" and you can get the rest.
thesamonthemoon
9th Feb 04, 1:39 PM
I really wish I had more time to work on Requiem War. As it is, I'm only writing one script for them at the moment.
Get the rest of what?
Random Person
9th Feb 04, 7:13 PM
My name there is 13th, DUH.
thesamonthemoon
9th Feb 04, 7:31 PM
I'm glad to hear that you tested/played the mod (CtM) with another mod. IMHO one of the strengths of this mod is it's ability to be played with other mods.
You still haven't answered the question: "Get the rest of what?".
Random Person
10th Feb 04, 7:02 AM
look at my last post
Random Person
12th Feb 04, 5:52 PM
This is dead.
thesamonthemoon
12th Feb 04, 5:54 PM
What is dead?
Also, please continue the conversation in PM's, or someone might lock the thread.
Random Person
12th Feb 04, 10:39 PM
Can you maake somore maps?
1 for 2v2v2,
1 for 3v3
1 for 2v2
Makaan
10th Apr 04, 3:06 AM
Yah i like this mod but it needs more MAPS!
(i would like to see some genius modder make a megaltih like the HALO ring, or something big out of the SP game
MozzerV12
10th Apr 04, 7:51 PM
The "All your base are belong to us" quote was from Zero Wing - go here for a clip from the immortal intro featuring the bad translation : http://www.allyourbasearebelongtous.de/
Link_of_Hyrule
11th Apr 04, 1:32 AM
The "All your base are belong to us" quote was from Zero Wing - go here for a clip from the immortal intro featuring the bad translation : http://www.allyourbasearebelongtous.de/
That be the one, I had forgotten the name. Heh heh, I just thought the Gardenship deserved such a "tribute".... It kicks butt! But, that's off topic. Yes, this is deffinatly a great gametype. Sadly, I can't make maps I have ideas for because I don't have a proper progy for it... If anyone has knowledge of a nice program I've missed, by all means... I'll get workin.
Makaan
11th Apr 04, 2:05 AM
Hhahahahaha that hilaric!!! Probably Japanese!
Farlander
12th Apr 04, 11:16 AM
Man if i could talk half that funny... That was priceless
Random Person
29th Apr 04, 7:06 PM
Lololololoolol
Cleron
30th Apr 04, 12:50 AM
While i do enjoy this mod i had always hoped for megaliths witch had guns & building abality. So basicly the best thing this mod could do is go ahead and add hard points & edit the shp files so the 4 main stations could do this (Pris meg, com meg, chim meg, tanus meg) Bentus is a special case as it too should have had a ass load of weapons. With thoes kind of changes this mod would be far closer to what we were told we would get, still it's a fair bit of work.
MageKing17
22nd Aug 04, 6:26 PM
I'm glad to hear that you tested/played the mod (CtM) with another mod. IMHO one of the strengths of this mod is it's ability to be played with other mods.
Actually, I've been using it's maps as testing grounds for the mods I'm making, due to the constant inflow of RUs and the fact that the foundry map is a wide open map with dust clouds and the foundry itself being the only obsticles.
Reaper
26th Aug 04, 5:28 PM
Hello there, like your mod alot ..kinda adds a big twist to eveything.. makes what seems short battles into hour long power struggles :D which is all good!!.. i've been using CTM with Genesis mod, Siege station mod & Homoeworld 2 advanced mod and its been good so far playing my friends. But one thing annoys me when i play the CPU they don't even care about the Megaliths they just go about beating the living sh*t out of each other just like normal, are you planning to fix this at any stage??..Once i was playing CTM with the SSM and i found a megalith had been taken over!?? i was like WTF!!! you CPU's don't do that..it was very strange but good to see they had got the idea lol. I think The best mod to play CTM with is SSM because once you've take over a Megalith just build a Battlestation next to it along with 1 or 2 BC's to give it some company..
ThorinDP
26th Aug 04, 11:41 PM
I am thoroughly impressed that this thread hasn't been locked for divergance from original topic. But I'm glad.
Now, I know you said not to make suggestions pertaining to new ships, but I'm kinda surprised you didn't mention any consideration of the Vagyr command post.
Another thing. There's this "hive carrier" game type floating around. I've tinkered with it myself, playing with it and adding ships as both the "drones" and the "hives".
I've also discovered that interceptors basically target any target that its host attacks with no regard to proximaty of the host. So...you could do a chimera station with maybe 5 or so squadrons of interceptors that you can sick on resourcing ops, and are automatically replenished.
Shadowsage
30th Jan 05, 2:27 PM
Mabye you could change the Megaliths to look like planets and scale them up.You could have ships drawn to it by gravity, like fighting with your back to a wall.
Keep up the good work! :beer:
You could have a Homeworld in homeworld!! :D :wow:
Kill elephant!! :sniper: *elephant notices and turns* nice elephant,good ele- :omg: Oh MY GOD!!! He killed john!! :elephant:
randomjames
31st Jan 05, 12:01 PM
no the ai dont try to capture the megaliths
randomjames
31st Jan 05, 12:12 PM
i might be able 2 make some more maps 4 this
adamstrange
31st Jan 05, 1:20 PM
I do hope someone does make a mod that enables the com station to build ships.
If they do then the stations should be extremly armed.
Provideniya
12th Mar 05, 4:40 AM
Where I can download that Capture the Megalith, old version. I asked this because Link of it doesn't work... I have only a modem, so downloading the Patch 1.1 takes veeryy loong time....
JediMaster
15th Mar 05, 1:44 PM
I definitely would love to make maps for this mod. All that I would need is a supported megalith, correct? There are several layouts already on my mind. :D
JediMaster
17th Mar 05, 3:56 PM
I made a level for this mod, which you can get here (http://www.freewebs.com/tayos/6p_Capture_the_megalith_by_Tayos.level), courtesy of Tayos-TLSC|TFL.
http://www.freewebs.com/tayos/tayosmap.JPG
Lancefighter
24th Mar 05, 10:50 AM
Nice mod, ive had it for a while but never notced this thread somehow(lol). well one itme when i was playing, (on foundry i think) i caped the lith, and then, the ai starting attacking it. they pounded on it for a while with a buhc of frigs and a dessy(later they tried a bc) and didnot hurt it much(<5%) but i got scared. that never has happened again though i thought i just might point this out
LackOfSleep
9th Aug 05, 7:12 PM
Is this mod dead? I am unable to download it.
scorpia
2nd Nov 05, 5:37 AM
is this mod ever going to be downloadable or am i going to mave to make it myself
Lancefighter
3rd Nov 05, 1:33 PM
i have a copy of it(i dont know how old thogh) i could email it to you if you can hold it. it is 5 megs
Locutus
3rd Nov 05, 7:49 PM
Feel free to carry on this conversation via PM, but I'm locking the thread due to necromantic bumps which don't add any new discussion content.
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