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Ta_erog
21st Jan 04, 9:23 AM
Hw2 Fleet engagement MOD :NEW:

See here for full Description (http://forums.relicnews.com/showthread.php?s=&threadid=22258)

ChangeLog

0.5 - First Beta Release.
0.51 beta – First minor update and fix.
Basic fixes to weapons and the addition of a new missile and mine weapon.
Added updated weapons to Vaygr side.


This MOD is designed to add missing fleet elements to Homeworld 2.

2x plus the number of ships as in HW2 (Both Hiigaran and Vaygr fleets merged (for lack of useable New HODs so far) Plus some new ships.
The Ships have altered movement, rotation, damage and other stats. (Ie CAP ships have similar top speeds but different accelerations)
ALL new weapons. These are standardized and have defined roles (Small beams can’t damage anything but unarmored ships). Also the use of the weapons have changed . . Beams are longer ranged but weaker then kinetics and the kinetics are very deadly but highly inaccurate.
Weapons have shock and push effects.
Additional ECM and ECCM capabilitys.


And more. .


Download . .
Hosted by homeworld.star-fleet.org (http://homeworld.star-fleet.org)

Zip file FleetMod.zip (http://homeworld.star-fleet.org/mods/download.php?image_id=32)


Also please note that my MOD is OPEN source (minus the HODs I am using - any exeptions will be listed) . . You can DO anything you want with it! Feel free to take what you want or modify it the way you want (even use it as a basis for your mod if it will help you)

Have fun! :Pint: (Please help with suggestions)

Ta_erog
21st Jan 04, 2:22 PM
Any comments yet? :allnight:

2 notes . . .

This game is to be played on BIG maps (oops for got to put that in) The speed become less of an issue and sensors more of one.

Also Check the FleetDocumentation dir for the xls files!!! that will allow you to modify all my ships easally and if you find a good setting . . . make it easyer to send me the fix!

YellowKnife
21st Jan 04, 3:20 PM
Nice I tryed it and its nice.... first not that many new modules..... Second I cant get a research module, just adv, so i cant make hvy destry........ third, even though this is an early beta, it seems like each race can build all the ships?

:ninja:

Ta_erog
21st Jan 04, 3:39 PM
New modules?? I didn't add new modules. But combining the two sides required a bit of reworking. Also some things where removed to get a working release.

"it seems like each race can build all the ships"
No only Hiig side . . . eventually it will be a new "race"

“Second I can’t get a research module, just adv, so i cant make hvy destry”
Research module is removed (well from use but not all menus) it is not needed for any ships. . . did you Research DD’s???

varis
21st Jan 04, 6:12 PM
Hmm maybe you're coming a bit early to Completed mods :-. You can get some very good feedback on Progressing mods... and having some time between the initial releases would maximize publicity in the long run I think. People reading this forum aren't so often modders as on the other, they might expect a polished mod without any major issues. Well you could always keep a low profile I guess.

Was there any official criteria or accepted rule of thumb for what counts as a "completed mod"?

Midgetus
21st Jan 04, 8:28 PM
hmmm. I get a crash to desktop as soon as I click the start game button. I'm absolytely positive I removed all PDS mod files, so that's no the problem. I did note an inconsistency in the races.lua file, that number of playable and nonplayable races listed is incorrect. I may be misinterpreting the file, though.

If you know of this and have fixed it, please let me know soon. I'm really l;ooking forward to trying FE out.

Midgetus
21st Jan 04, 8:41 PM
Hmmm. that allows me to play the mod without crashing, but also allows me to slecet all the races, even those tagged as nonplayable, and also leaves me with nore search options except proxy probe, even though I have a research module

Edit:
problem mainly solved, I was building the normal research module on my carrier (i guess you forgot to remove that) instead of the advanced research module at my MS. i have noticed some formation issues, and I don't know how the AI will work out since I only tried a quick 1v1 against an easy as a test run, but I like the way it plays so far. It really gives the player more than one counter to just about any tactic, allowing for more flexibility and less predictability. (thus forcing better recon habits on all players) It does kinda bug me that I can't built a large fleet of light/heavy cruisers thanks to the one shipyard limit, but I do like the cruisers turned out very much, even though my heavies refused to fire on the enemy MS. All in all, seems a little buggy (though some of ths issues, like the crash, are probably due to my comp's unique ability to crash any program ever made) but is certainly a project I'd like to see continue to develop.

YellowKnife
22nd Jan 04, 3:54 AM
new ~models~ srry bout that

:ninja:

Ta_erog
22nd Jan 04, 6:46 AM
"Hmm maybe you're coming a bit early to Completed mods."

You know . . I was so geared to getting it out and in thinking release . . . I put this thread in the wrong sub-forum?!?!?

Well, Crap . . I will see about getting this fixed . . thanks I would have never really seen that . . and this MOD is anything but DONE :cry:

Ta_erog
22nd Jan 04, 7:04 AM
YellowKnife -
Ah, that makes more sense! Since there are VERY few new Models at all not haveing many makes sense ;) No really when there are more I will start useing them and replaceing where needed . . The main gole is the game play first . . eye candy later.

Midgetus -
I don't understand what you have done or what went wrong . . there are no other reports of problems.

"All in all, seems a little buggy "
YUP, beta work . . most are just oversights, non harmfull bugs and wacked balencing . .( ie being able to build the normal research module on the carrier is a oversight that effects nothing)

Thanks for the comments though. I spent allot of last night working on some of the known problems and ones people commented on.

PS. read the DOCs!!! there is allot of info there (look in the fleetdocumentation dir)

Ta_erog
22nd Jan 04, 10:00 AM
I don't Know if this thread will be moved or not so just go here . .
Hw2 Fleet engagement MOD 0.51 Beta (http://forums.relicnews.com/showthread.php?s=&postid=311626#post311626)

. . . and let this misplaced thread die off . . . :coffee:

ÜberJumper
22nd Jan 04, 10:35 AM
I'll try and find time to do a big file and an installer for this tonight.

Ta_erog
22nd Jan 04, 1:16 PM
No biggy . . I have a "Big" version (but no installer)
But I Wanted people to look into it and see what I did and make sugestions. Making a "big" file at this stage is just one more step for people.

note. I did [er well] post this in the wrong sub-forum it is not done . . I asked SvK to move this thread . . but if that does not happen I also updated the other thread in the "Mods in progress" with all of the info above.

But thanks anyway :)