View Full Version : Progenitor mod
29th Sep 03, 4:58 PM
Here's a little quick mod I compiled. It adds the progenitorside to skimirish and, I think mp.
I know there's already another mod posted, but I have added the ships differently and for one thing, my mods smaller in file size. :p
You spawn with one keeper, 5 drones, 1 vgr resourcecontroller and 6 vgr resourcecollectors.
The keeper can build drones, movers, keepers and dreadnaughts.
You have to research to be able to build everything except the drones.
The drones launch from the keeper when built, the rest hypers in.
I haven't been able to make the keeper able to hold ships in it's hangar yet. Suggestions are welcome as to what the solution might be. Also I've been trying to make the keeper able to "phase" as in sp by giving it a modified defensefield, but that too I haven't figured out yet.
Extract it in your hw2 directory and the run hw2 with the -overrideBigFile commandline.
29th Sep 03, 5:15 PM
I take it you aren't including Sajuuk as an MS?
Also, if it's atall possible, teh mover would make a good resourcer... you could use a keeper as a controller.
Anyway, I'll try it out, thanks for making one.
29th Sep 03, 5:27 PM
can i take parts to include in my mod?
29th Sep 03, 6:45 PM
The reason mine is bigger is because I used PRJ_ with a new race so that I could modify ships but not change the original KPR_ ships, etc.
Nice mod though!
Edit: the large files are the .hod's
29th Sep 03, 6:51 PM
hmm 3 peeps working on Progenitor mods.. and me working on the Foundry.. what say we team up?
29th Sep 03, 6:57 PM
29th Sep 03, 7:07 PM
I'm not sure I have the dedication to do a really serious progenitor mod with new models and all, I'm thinking of starting a Battlefleet Gothic mod for hw2 instead. But feel free to use code from my mod. Maybe a mention in a readmefile somewhere?
The reason I haven't added Sajuuk is that I feel it's really one of a kind and furthermore all to powerful. I'll look into making the movers resourcers, I haven't checked if I have to add hardpoints and stuff yet, but I'll be putting any updates here.
29th Sep 03, 7:16 PM
Yeah, I wasn't thinking about ships being too powerful or anything so everything 'Projenator' got thrown in. Even crazy research that gives keepers 1260000hp!! Of course I am doing some tweaking... there is much to be done.
29th Sep 03, 7:21 PM
movers? resourcers? ick........
things look like a kushan light corvette with a salvage vette strapped to the top of it.. hehe... not that i dont like it.. but.. as a resourcer? ick..
me thinks that a more... 'animated' type of ship would work better....... peraps the OLD Vaygr collector in Karos?
or better yet........The Dog.
29th Sep 03, 7:22 PM
The dog sounds good... hmm...
29th Sep 03, 7:30 PM
and for a refinery, a slightly obese semi-spherical wad of blue-green partially transparent mint-scented wax will do nicely..
or, as an equally plausible suggestion, a revamped version of the Turret derelict.... :)
or static hyperspace gates :-D
29th Sep 03, 8:03 PM
Refinery.. hmm... yeah! How about the dog having those same portals as it did in HW1 but for bringing the resources to the foundry?
29th Sep 03, 8:32 PM
:) we will have to do a better version of the dog, of course, in order for it to live up to the standards set by other HW2 ships..
29th Sep 03, 8:40 PM
1st Oct 03, 11:41 AM
"Extract it in your hw2 directory and the run hw2 with the -overrideBigFile commandline."
What the hell does that mean??
1st Oct 03, 11:55 AM
When you unzip that file, unzip it into the main folder for homeworld 2.....
then take the shortcut you have for homeworld 2 on your desktop (or wherever it is) and add -overridebigfile to the end of the target line (right click on the shortcut then goto properties) so the target line will look like this:
C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe -overrideBigFile
1st Oct 03, 12:16 PM
every time i start as projenatot my stuff explodes
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