View Full Version : Special Fleets Mod (Currently v1.2)
Mikail
3rd Feb 04, 1:14 AM
CHANGES IN 1.2
* Added "Random" special fleet.
* Added "Builder" and "Anti-Fighter" special fleets.
* Added "ScoutPingAbility" to Hiigaran "Spy" special fleet.
* Large ships now spawn in formation around the mothership.
* Fixed bug where "Starting Resources" and "Lock Teams" options were reversed.
CHANGES IN 1.11
* Fixed bug where game would never end.
CHANGES IN 1.1
* Each player's starting fleet may now be selected seperately.
* Variables have been moved into tables in "ModCheckList.lua", just like in the HW Classic Rebalance Mod.
TO DO
* Fully emulate HW2 starting fleet technique.
INSTALLATION
Extract this archive into your "...\Homeworld2\Bin\Gamerules" directory.
INTRODUCTION
Welcome to the Special Fleets Mod. This mod gives the player extended starting fleet options. You can choose from several different fleet makeups,
each being composed of a different assortment of ships and research.
You gain access to them by choosing "Special Fleets" as the game type, instead of "Deathmatch", and then selecting "Starting Fleet" from the several options.
The following fleets are available:
* Normal HW2 option:
HW2 default starting fleet
* Worker:
12 Resource Collectors
2 Resource Controllers
0 Carriers
* Scientist:
Hiigaran:
MS Research Module
MS Advanced Research Module
0 Resource Collectors
0 Carriers
Vaygr:
MS Research Module
MS Fire Control Module
0 Resource Collectors
1 Carriers
Command Corvette already researched
* Soldier:
0 Resource Collectors
2 Carriers
* Spy:
Carrier Cloak Module
Carrier Advanced Sensors Array
3 Probes
3 Scouts
0 Resource Collectors
1 Carriers
ECM Probe already researched
Scout Ping Ability already researched (Hiigaran only)
* Builder:
0 Research Collectors
0 Carriers
MS, Carrier, and Shipyard Build Speed Upgrade already researched.
* Anti-Fighter
Carrier Platform Module
0 Research Collectors
1 Carrier
6 Gun Platforms
Gun Platform Health Upgrades 1 & 2 already researched
THANKS
* Tamerlane
DOWNLOAD
http://www.geocities.com/Area51/Quadrant/3864/homeworld.htm
Can parts of this mod be copied into others? It's not mentioned in the readme.
omiwan
3rd Feb 04, 8:22 AM
this is very nice thx alot
Mikail
4th Feb 04, 7:27 AM
Originally posted by varis
Can parts of this mod be copied into others? It's not mentioned in the readme.
Sure. Just remember to credit me.
Mikail
4th Feb 04, 7:28 AM
I've updated the mod to v1.1.
Now, you can select a different starting fleet for each player.
Also, the variables have been moved into a table in "ModCheckList.lua". If you add a new race to the table, the mod should automatically work with it correctly. This is just like in version 1.3 of the HW Classic Rebalance Mod.
[edit] If you're adding a new race, you'll also have to create a new starting fleet file in the "scripts\startingfleets" directory.
Mikail
5th Feb 04, 6:53 AM
I've updated the mod to v1.11.
I fixed the bug where the game would never end.
Mikail
28th Mar 04, 10:51 PM
I've updated the mod to v1.2.
CHANGES IN 1.2
* Added "Random" fleet.
* Added "Builder" and "Anti-Fighter" special fleets.
* Added "ScoutPingAbility" to Hiigaran "Spy" special fleet.
* Large ships now spawn in formation around the mothership.
* Fixed bug where "Starting Resources" and "Lock Teams" options were reversed.
Riker2600
29th Mar 04, 6:22 AM
I got a little problem, when I run the Mod and go to the game menu, no text appear, only numbers? This seem to have something to do with the specialfleets.FLEXlm file... So, what should I do?
Thanks
Mikail
29th Mar 04, 6:57 AM
What language version of Homeworld are you playing?
Riker2600
29th Mar 04, 7:03 AM
English one...
Mikail
29th Mar 04, 7:27 AM
English one...
U.S. or U.K.?
Riker2600
29th Mar 04, 7:42 AM
Us
Mikail
29th Mar 04, 7:44 AM
I don't know what's happening. It works fine on my computer.
[edit] Try downloading and installing it again.
[edit] Also, have you installed the 1.1 patch for HW2?
Riker2600
29th Mar 04, 7:55 AM
I have the last patch and I reinstalled it, still no text...
Mikail
29th Mar 04, 8:03 AM
Try renaming the extension of the ".big" file to ".grm1".
Riker2600
29th Mar 04, 8:53 AM
Not working...
Mikail
29th Mar 04, 9:21 AM
Hmmmm... I don't know if I can help you.
Riker2600
29th Mar 04, 9:31 AM
Could this be the problem:
"C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe" -overrideBigfile -luaTrace -debug -useRandomSeed
Mikail
29th Mar 04, 9:46 AM
Could this be the problem:
"C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe" -overrideBigfile -luaTrace -debug -useRandomSeed
Try creating another shortcut without all the command-line switches. I never use more than just -overrideBigFile and -luatrace. I don't think you need the -useRandomseed switch at all. It's obsolete.
Riker2600
29th Mar 04, 10:31 AM
Do I need the Homeworld classic Mod?
Mikail
29th Mar 04, 10:47 AM
No.
spotH3D
8th Apr 04, 12:30 PM
This, and those maps on your site (particularly the mission 5 multiplayer version) are fantastic, thanks a lot.
Vitechy
22nd Aug 04, 10:45 AM
can anybody help me?
I installed the mod but everi time i try to run the game it gets to universe on the loading screen, then pauses for a minute, continiues and stops on LoadScarScript and then it just crashes. then after all of this i get an message saying as follows:
CmdLine: -luatrace -overridebBigFile
Starting Level: data:LevelData\Multiplayer\Deathmatch\4P_KHARAM_WRECK.LEVEL
parameter: attempt to call global `SetStartFleetSuffix' (a nil value)
stack traceback:
1: function `OnInit' at line 212 [string ""]
SCAR ERROR: could not find OnInit function in rule file (data:leveldata\multiplayer\specialfleets.lua) -- FATAL EXIT -- scar/223:! --stack trace-- 0x0062519F: getLibraryID () 0x004948BF: GSLobbySessionDesc::operator= () 0x0049034A: GSLobbySessionDesc::operator= () 0x0049090B: GSLobbySessionDesc::operator= ()
p.s. also i do not have the patch installed, so could this have anything to do with it???
Hakone
17th Sep 04, 9:38 PM
Yes, you need the patch installed for the mod to work.
This module seemed like the answer to my prayers, but it only falls short by a little, and it isn't your fault, this is an excilent mod for the community, I was searching for a mod where I could control my starting fleet down to the amount of fighters and of what type I had.
I am trying to start a community of HW2 players where we can simulate a galaxy and the battle between two factions via a Forum Hub, where descussions and battles are arranged, and then carried out via game, but I thought it would be excilent if people could be assigned command of actual fleets...
Such as... 'Your assigned command of a destroyer the [i]DDE Ravenholme[i/] and fleet command is assigning you two interceptor squadrons as fighter support.'
That player would participate in the community as the Ravenholme's captain and when a battle is organized and faught he would show up with his destroyer and pair of fighter squadrons.
I mainly want to eliminate the resourcing and construction aspect and like Total War, have you have to deal with the combat zone with only what you brought to the battle.
A drop down menu style would be the best way like.
Example of Ravenholme's fleet when he chooses before a game.
Fighters
Interceptors - 2
Scouts - 0
Bombers - 0
Vettes
Gunships - 0
Pulsars - 0
Frigates
Ion Frigates - 0
Torp Frigates - 0
Marine Frigate - 0
Flak Frigate - 0
Field Frigate - 0
Cap Ships
Carrier - 0
Destroyer - 1
BattleCruiser - 0
ShipYard - 0
Utility
Probe - 0
Resourcers - 0
Controlers - 0
Anyone who has played Rome: Total War knows how in multiplayer you choose your army, you only have so many points and unit slots and you decide before the battle what kind of army you want and how flexible or not your going to be... whenthe battle begins your army is on the field, and you have to deal with what the enemy has brought to your best ability.
In a mod like this choosing all fighters in hopes the opponent goes cap ships would be an interesting decision, but once you start, if you find out they have all flak frigates, you have to use your tactics to deal with it, and not just mass produce BCs and destroyers to crush them.
P.S. wow I really rambled... but you seem to know how to edit the starting ships and such so I figured I'd come to you with an idea and hope you would be willing to help me implament some of this stuff :P Sry if I spoke too much. :here:
My further ideas can be found here as they develop... could use scripters :S
http://forums.relicnews.com/showthread.php?p=731190#post731190
adamstrange
9th Dec 04, 10:12 AM
I think thats an excellent idea.
The very fact that your trying to figure out what the enemy fleet will consist of is closer to real life.
Any closer and you would have to plant some sort of spying program into the other player's PC so you can know what he/she is selecting for their fleet.
:D
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