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View Full Version : Nirnaeth Arnoediad, UPDATED 22/12/03


Nirnaeth
19th Dec 03, 8:47 AM
EDITED 22/12/03

<EDIT>

Oopsy, don't know why the new modules didn't work, very weird As they as they worked before I'm sure. Fixed now and can't go wrong.

New fixes, still not complete yet.
------------------------------------

Droid and DF subsystems now work, oopsy, could've sworn it worked before.

All vagyr weapons are now lasers.

New attack group, Bomber, certain ships now attack this menace first.

Fixed formations for all new ships.

Vgr Assault frigs now have a cluster missile.




Still to come...
-----------------------------

AI builds

More dynamic fighters and frigates.

Balancing

</EDIT>


EDITED 21/12/03
<EDIT> OK here it is. (http://members.iinet.net.au/~jessenco/nirnaeth.zip)

I decided to do a "modders" release rather than be a tease. Just unzip into your HW2 dir and away you go.

I have included custom starting fleets so you can see each new ship straight up, delete them for balance sake after you have a look.

Note that I assume you know what you are doing, there is no more documentation than what is in this thread. I won't be back online until after Xmas, but I would appreciate any feedback.

Things are still incomplete, and there are some rather large balance issues to work out

Just some pointers to other modders out there who wonder how I did stuff.

Movers - check the attack script, and collision modifier.

Defence Frigates - added munition to missile attack group, added munition to DefFrigate can attack, look at the weapons, have to add minelayer ability to ships to make it work!?!

Weapon subs on BCarrier, the ion cannons are just HBC ones, look in the shipfile at the subsystems, notice the "weapon" fields and where I placed subs. The Missile Dump is an invisible module that cannot be attacked.

Look in Ship/icons/shipicons.lua for how I got the icons happening, you need to copy a whole string for ships, and do the = thing for modules.

The circle around the Support Carrier is actually an Accuracy Multiplier that is set to near 0. Just a guide is all.

FamilyList.lua is where I put the specific unit caps and build groups (e.g. so BCs can only build drones but not scouts.)

Big thanks to all the modders out there who have helped me to make this (even though they didn't know it). Especially Tel'Q who has written up so much stuff it is scary.

Will have an updated version after Xmas.
<EDIT>




j/k

It's funny how I get all my answers in thses forums, and once I do they become redundant because someone else is doing the same thing! I almost abandoned this little mod because I felt that it was getting too similar to HW2+ and PointDefence, but I want to thank the creators of both for giving me insight into how things work (I'm toolless), and hope they see this moreso as "great minds think alike" than "thick as theives".

The honest truth is I haven't tried either mod yet, just looked through all the files, bug testing my own mod takes up all my playing time.

Nirnaeth Arnoediad - Balance/Theme/Blah Mod

I've tried to make it an unobtrusive as possible, all icons work, things have research and upgrades, it shouldn't feel like a tacked on mod. I've also tried to replicate any new weapons or ships, rather than overwrite existing files.

Changes Reasoning below.

Both

All Frigates get an armour boost and different attack behaivours.
Attack preferences changed to give ships a "smarter" role in melee's rather than everyone attacking frigates over anything else.
Quite a few minor speed, health, firepower etc changes here and there.
Both races can build a Juggernaut if they have enough RU to spare. Costs are huge as you need to have both BC, Desty and Jugger research.

Vagyr


All ships now have a common feel with weaponry, if it aint red, it's a missile.
Capitals now have light anti-fighter hull defences.
Assault Frigates now have some cool looking weaponry.
HMFrigates have a longer range, keeping them away from BCs.
Destroyers no longer go broadside.
You can build Cloaking Sensors!

Vagyr New Ships

Stealth Corvette. Using Command Corvette model. Giving greater all round sneakiness. Equipped with Sensor Disruption and Cloaking abilities. Requires research. Replaces Sensor Disruption Probe.
Defence Frigate. Using Assault Frigate model. Anti-Missile, will shoot them down. Also has a medium range EMP missile to slow down opposing Frigs.
Droids. Requires Droid Controller Module. There are two types; Attack Droids, small fast droids which target subsystems and disable missiles. And Mover Droids, who are my favourite as they act just like Ramming frigates from Cata, pushing enemy Capital ships out of harm's way and giving you some breathing space. When used in tandem they really shine. Oh, and BCs can build them too.
Battle Carrier. Gives up build capabilities for more speed, armour, dock space and heavy weapons. Has two Hig BC turrets mounted on it's module slots that fire weakened trinity cannons. Gives Vagyr even more mobility and is a counter to the Hig Support Cruiser (if I ever get that into my mod).
Deep Space Probe. Uses SD probe model. Has a massive Sensor Range (30K), but you can only have two at a time and they cost 1000RU a pop. Counter to Ping.

Hilgarin

Defence Module replaces Cloak Module. (You can build both at once, but the abilities conflict with each other :/, I'd rather DF thankyou).
Ramped up Capital Hull Defence slightly, added some pretty blue lasers and bombs.
Frigates are all more specialised, and have slightly different stats to reflect this. (Flak faster, Ion heavier etc).

Hilgarin New Ships
Cloaking Frigate. Uses DFF model. Replaces Claoking Modules, has a large area of effect.
Pulsar Platforms. Anti-Corvette.
Decoy Drones. Uses Scout Model. Can only be built by BCs. These small ships emit a Frigate attack signature, drawing fire from careless players and silly AI alike. They do not attack ships, but rather circle them at a long range, VERY effective against the AI, and quite funny to watch his Capitals spin around trying to target them.
Support Cruiser. Uses tanker model. Really pissed this doesn't have docking paths, or module hard points. Sort of on hiatus until I can figure what to do with this great model.


I have to admit, I started on Vagyr first, the Hig will have to wait to catch up a little I think. I've probably missed some changes too as I'm writing this up at work and can't double check.

Reasoning

I started off by adding hulldefence guns to the Vagyr Capitals, and replicated the cool red beams found on BCs. It got me thinking about how both races for all their physical differences, use pretty similar weaponry for the most part. So I changed all Vagyr kinetic guns to fire red lasers, looks cool.

I then figured that in the game universe, both races having not seen each other would have defences suited to their own offence. So Vagyr capitals would have decent fighter defences, while Higs would be more inclined to worry about frigates. Ergo I added anti fighter missiles to Vagyr caps, and defence field modules to hig caps.

Higs have ping, and seem to be more defensive in nature, vagyr have nothing and are more on the move. So I ditched the sensor disruptor probe and made a deep space one, expensive but with a huge sensor range. To compensate I created a Stealth Corvette, that not only disrupts but can cloak, take that ping!

BCs always annoy me with their build menus clogging up my screen for no good reason, so I gave them both the ability to create small defensive in nature ships.

I also had to give higs Cloak back, so I gave them a new Frigate, and just so vagyr didn't feel left out, I gave them one too. Besides, I figured that with all those Missiles flying around they would have figured out how to shoot them down by now.

And while we are adding ships, why not some new capitals? Vagyr needed a way to inflict damage without missiles, I almost went with the KprDestroyer but felt the added bonus of docking ships and Hypering them around made up for using the Carrier model.

Anyway, I'll have it up at my site (click the button in my sig) fairly soon (probably pre-xmas), but I have one huge favour to ask..

Can anyone add some dock paths to the sp_tanker? It's a cool looking ship and would fit in perfectly with the Hig fleet as a support cruiser or something. Looking at the model it almost seems to have spots up the front to put modules on and such. Underneath as well. Even module hard points would be cool to be able to add turrets at least. At the moment all I can do is add missiles to it's two weapon points to give it some firepower, just isn't reaching it's potential

Mystic_Rabies
20th Dec 03, 5:13 AM
That sounds...pretty cool. Personally, the decoys are a little cheap...but the AI needs to lay off those poor frigates anyway. My kingdom to captain ANYTHING but a frigatedeathtrap. I like how you plan to expand the differences of the HGN and VYR.

Nirnaeth
20th Dec 03, 10:04 AM
Thanks, Decoy Drones, aren't too bad now I've changed some priorities, still if you are going to slack off during battle, they are the price you pay.

Oh and BUMP!

Moe
20th Dec 03, 1:46 PM
OK, two things I noticed:
1)I cant research or build juggys, where are they? I researched everything, built every module - they didnt even show up in the build or research menus.
2) The decoy drones are considered frigates, they use the frigate battlechatter and when they are fired upon I get a warning "Frigate is under attack". Im using the German version, so maybe its just me.

Nirnaeth
21st Dec 03, 8:26 AM
Originally posted by Moe
OK, two things I noticed:
1)I cant research or build juggys, where are they? I researched everything, built every module - they didnt even show up in the build or research menus.
2) The decoy drones are considered frigates, they use the frigate battlechatter and when they are fired upon I get a warning "Frigate is under attack". Im using the German version, so maybe its just me.

Juggy's have been pulled out for now, will add them later maybe.

Yer, about the Drones, unfortunately the attack group also controls the chatter. Wiat until you here Vagyr Droids yell like they are Resource Collectors.

Grab the updated mod, lots of changes and stuff. Glad you like it.

Mystic_Rabies
21st Dec 03, 7:10 PM
Just a question. The hgn support carrier. Wouldn't it make more sense to somehow make it a cap ship support craft, since vayger is really the strike craft guru. I'm not really sure how you'd go about doing that...but yeah.
The theme-ing of vayger weapons is a nice touch. If you could "blue-ify" the hgn projectile cannons and use the blue laser effect on the captial ships...it would be nifty.

Earendil
28th Dec 03, 9:27 AM
Nice work Nirnaeth, what's cooler is the name, nice to know there's a fellow Simarillion fan in this forum:buddies: