View Full Version : Apocalypse -- Kojima Dreadnaught 1.0
13th May 07, 10:57 AM
The Apocolypse is based off of a new technology in Armored Core 4, a mech game which has been around for quite some time. The Technologoy is Kojima.
In Armored Core 4, you pilot mechs called Nexts. Nexts are completely customizable and can be tuned using real world physicis and stabalisers. However this is not possible in Homeworld 2, I decided to bring over a really great asset from AC4.
Kojima Weapons by nature deal more damage the longer it has been since the gun was first activated. The gun will glow with a aqua/teal highly blinding, high contrasted glare till you release the energy. It only takes one complete charge of a Kojima Back weapon or Rifle to knock out the best energy defense mech build possible.
Due to the complex nature of Kojima, it was never thought to have also existed in space. With Kojima particles drifting space almost everywhere, it is possible to release 10 times the normal ammount of energy. This is not even taking into consideration that the ship itself is thousands of times larger than the gun of a 50ft mech.
One problem arises however, at extremely long distances the Kojima Beam tends to break apart rapidly and jet out of control cutting anything with medium armor in half. One arc of the beam can break up into 25 different segments as demonstrated http://www.viperslayer.net/hw2/kojimarain.jpg
Main Tactical Stragety:
Use probes to pin point the enemies location. Then Follow up by attacking a large target with the Apocalypse. When being attack, the kojima particles in the void will heal the Apocalypse much faster than standard ships. If the hull just happend to be at its maximum threshold of damage then if no successive hits were attained it could take little under 150 seconds for the armor to restore itself. Only one Apocolypse can be built. If you build more than one then your just ruining the experience of the game. I did not manage unit caps because of conflicting issues with many other mods.
Kojima Sniper Cannon Range: 35000
Min Damage Possible: 25000
Max damage possible: 50000
Rate of Fire: 1shot/10sec
Heavy Kinetic Guns Approx 2-3
Anti-Fighter/Corvette Guns Approx 2-3
One 8-track Missile Launcher
2 Plasma Repeaters
Download the mod Here (http://www.viperslayer.net/hw2/Apocalypse.zip)
14th May 07, 12:46 PM
14th May 07, 1:02 PM
Looks as if someone would pomp Hiigaran Battlecruiser, so that it wouldn't be flat... hmm... odd idea, but might work in bigger battles ;)
14th May 07, 6:49 PM
Seems pretty cool, but just a little nit-pick with the title -- it's spelled Apocalypse.
16th May 07, 5:12 PM
#I deleted my last two post due to the completion of a mod. If a mod would be so kind to move this topic to Completed Mods, that would be great.
The mod is also available to download here: http://www.viperslayer.net/hw2/Apocalypse.zip
17th May 07, 3:02 AM
Moved to Completed Mods.
Could you perhaps downsize the screenshot a little, right now it's pretty large filesize-wise, and waiting for it to load on a slow connection is pure torture. :)
18th May 07, 11:29 AM
Sure thing. I'll downsize it asap.
Ok both images have been both reducded to under 60kb each. I forgot to "save for web" on Photoshop on the original screenies. XD
18th May 07, 12:25 PM
A bit of a note for the mod everyone:
This is just a small release of what is to come in Intensive Battles. The largest problem that people might encounter is a drop in framerate and auto-rendering quality. You can plainly see from testing the ship out that the Kojima Cannon does a number on weaker machines.
19th May 07, 12:38 AM
Nice ship,interesting how many of us have similar ideas.
I built this last year but don't plan to finish it just yet.
Nagora Nuclear Launch
Your ship has given me a really cool idea.
19th May 07, 7:37 AM
Wicked Adam, those missle trails are sweet. However I recently came to closure that this ship needs some small bit of work still. Well not really work but instead of an ion cannon for the kojima, I'm going to make the weapon a giant engery ball that is 1/5th the size of the mothership XD
20th May 07, 3:18 PM
Just a small question I followed the placement of the files in the correct folder but I cannot find the build.lua to input the code so that you can manufacture it. Any tips/help?
21st May 07, 12:56 PM
Redownload the mod. I added the Building and Research lua folder. Just plop the contents into the data folder again like before. Hopefully you have the patched version of hw2 (1.1 I believe?)
23rd May 07, 3:19 AM
The problem with my missile trail is that it only lasy for about 3 seconds then it reverts back to the regular trail.
Don't know how to make it last all the way to the target.
23rd May 07, 4:12 AM
:confused: Hm ether I'm doing something wrong or something, I assume it -overridebigfile?
23rd May 07, 12:39 PM
From what I've deluged into, it seems anything FX related is a pain in the rear. But regardless those missile trails look really good.
23rd May 07, 8:51 PM
Do you have any other pics on the huge ship? I might want to purchase it for PDS XD
23rd May 07, 10:23 PM
The trails for the Nagora Nuclear Torpedos are really easy.
I just used the FIREY TRAIL SPRAY fx from the Hgn Interceptor Death fx and replaced the current trail with this one in the missile's EVENT file.
Do you have any other pics on the huge ship? I might want to purchase it for PDS XDDo you mean my ship or the Apocalypse ?
24th May 07, 5:42 PM
He means the Apocalypse. Yes Tel, you can use it however you wish. But let me update it one last time and I'll release a seperate version just for you with a few little extra things that I think would go great with PDS. Anything of mine is free to use in PDS friend, I simply love that mod. :D :)
27th May 07, 1:24 PM
demonslayer can i ask u
what do i do when downloaded?
8th Jul 07, 6:54 PM
Hmm, yes this does look like it should be in PDS. nice job. Tel, if you like, ill go ahead and Engineer it into battle, at your discretion.
14th Jul 07, 1:06 AM
Not usable I'm afraid. Good work but presentation quality is suspect. I won't mind something that looks like the Lone Ranger/C3M2 or the trimaran Vaygr destroyer but this isn't very good to look at in-game.
14th Jul 07, 10:39 PM
hmm. i see, good work though!
25th Jul 07, 12:42 AM
to me that ship looks like a freelancer conlony ship and a hiigaran battlecruiser :p
25th Jul 07, 4:49 PM
I'm gonna get back to tweaking this mod.. only this time on my new computer. Unforunately that new Hod tool which I love is not working for Vista...
12th Aug 07, 9:50 AM
it looks a lot like a huge bulked up higgaran battlecruiser and the amount of cannons it should have
it sounds like something from spaceship yamato calling it kojima
24th Aug 07, 3:18 PM
I got the Idea for the name from Armored Core 4.
28th Aug 07, 12:09 AM
what do i do when downloaded??
30th Aug 07, 7:39 PM
is there a read me for the mod?
30th Aug 07, 9:21 PM
The installation is pretty straightforward. Extract the contents. Drag the Data folder into your HW2 folder. Add -overrideBigFile to your shortcut and play the game, the ship should be in your build menu.
31st Aug 07, 12:39 AM
erm i did that its still not on the build menu
31st Aug 07, 12:42 AM
Probably a family problem then. I didn't try it out, I just downloaded and looked at what was contained in the zip.
31st Aug 07, 4:26 AM
2nd Sep 07, 2:12 AM
any1 got any ways of installing cause i really wanna try this ship out ^^
2nd Sep 07, 12:48 PM
hey demonslayer can you please answer hazzar9's and my question??
I cannot get this mod to work and every other mod I have managed to download has had a readme to help and this one does not I have tried -overrideBigFile, that didn't work.
I also tried to add it into the map files so it would be there when i start a MP map (this has worked always like w\sajuuk and others) but it crashes to Desktop before the map starts so will you please tell me what's wrong and how to fix it?
3rd Sep 07, 5:21 AM
... no awnser??????
15th Oct 07, 3:22 PM
I might wrong my explanation.. and if so my apologies...
I do not download the MOD A.T.M but I'll try as mush as I can...
@ hazzar9, try extracting the MOD into your Homeworld2\data folder, and please examine the build and research folder under script folder. Inside it, look for build.lua and see if that hugeship is mentioned. If not, try copying one of the parameter and name the 'ThingtoBuild' parameter with that huge ship.
if it doesn't stand everything out, try this...
Look for a ship folder, and find a Hgn_Mothership, or anything that stands as 'Ship Production' [like Motherships, Carriers, or Shipyards]. After look up into one of the '.ship' files, look for a parameter 'addAbility(NewShiptype, canbuildship' or something and examine the names there. it should a shipclass followed by prefix [example: Fighter_Hgn, Corvette_Hgn] and a build class [Fighter, Utility, Capital]. Add few names that is classed to that huge ship into. To do this, examine that huge ship name, and look inside its .ship file. Look up onto family parameters, and find the build parameter are up to. Then add that huge ship build family into whichever ship production you choose. don't forget to examine the above explanation too...
For extracted data, you might want to see this thread (http://forums.relicnews.com/showthread.php?t=73876) before trying out further.
Remember, you also must add parameter, -overrideBigFile into your Homeworld 2 shortcut. This however overrides that .BIG files and uses your extracted data first to look data and then searches for real .BIG files for its main foundation.
See if you can build that huge ship into the game and start blasting off the Vaygr to dust...
@ Wingman, A.T.M I don't know how to solves your problems, I'm sorry as I'm running out of time here...
21st Oct 07, 2:31 PM
I had to reformat my harddrive and was forced to reinstall many other programs first.
I'm in college now and have limited time on my hands to mod homeworld 2. Give me some time and I'll stick a new version of the mod out included with a read-me file. Do what the others said atleast for now. Also, this mod will conflict with other mods that modify the build.lua for the higgys.
12th Mar 08, 12:26 AM
the game crashes when the Apocalypse start to engage or attack enemy ships.
28th Mar 08, 2:15 AM
Any idea or any fix for the main laser weapon? Everytime the apo trys to firei t , the game crashes -.-
28th Mar 08, 3:40 AM
I'll take a look at the problem.
Maybe I can fix it.
29th Aug 08, 1:15 PM
This will work in SP campaign?
31st Aug 08, 8:21 PM
I have also experienced the crash-on-attacking that others have mentioned.
Changing the weapons themselves doesn't prevent the crash, so the problem lies elsewhere. Hw2.log is unhelpful.
1st Sep 08, 9:10 AM
what you could do is make a special trail that looks like smoke and assign it to them
2nd Sep 08, 5:08 AM
What does this Mod do?
It simply adds a ship that you can add manually into gameplay.
Unfortunately somewhere along the line of managing my FTP I uploaded the wrong update ZIP file which actually would cause a Crash to Desktop when used. Give me a few days. I've actually been worried about leaving this topic in here because of the fact it's broken. I will fix it and release screenshots as soon as I can get the chance.
Just don't download it anyone - I'm pretty sure right now it doesn't work properly without more than what should be necessary modifications.
Actually ~ for right now, If this topic could be locked, that would be even better.
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