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Cleron
27th Apr 04, 6:04 AM
Untill recently ive not had a computer powerful enough to run HW2 so i didn't bother to buy the game until a month or two ago. Now i have it of course i can finally have a go at modding it and this rather simple mod is just a few tweaks and new tech's that i felt made it closer to how i originaly thought the game would be like. Some of the things are similar to what others have done but it's still a bit different then the others. I consider this mod complete as there's not much more i am capable of doing to it at the moment but if you have some problems with the new balancing then ill see about smoothing things out, also your all free to have a go at fixing some of the small problems (aka limited Ai ability) if you wish.



Mod changes (Most but not all and not exact)

Kushan

Ms now has a 3rd lvl of armor that ups health to 500,000

Defense weapon power on the MS upped to 240 & range to 6000 bullet speed 5000

Carrier hull defense weapons upped to 300 with a 6000 range & 5000 speed

Shipyard hull defense is now the same as the MS

Carrier Cloak Gen Sub now cloaks for longer and over a greater range + it also cloaks cap ships

Flak Frigate now has a "personal" cloak tech that adds the cloak ability to the ship. It only effects the ship there's no area effect.

Marine & Field frigates now have tech to research equal to the others so you can improve there abilitys

The field frigate's special now runs for longer ( i think 300-400) but takes longer to recharge then it dose to use up (times are around 1m 22sec run 210 charge)

Field frigate cost reduced to 1050 from 1250, seamed a bit high.

All frigates now have a 3rd Armor lvl that ups there health a small amount, i was almost happy with them before so in most cases there's only around a 5k improvement in armor (30,000 Ion 32,000 Flak 34,000 Marine 28,000 Torp & FF. Maxed)

Torp frigate was upped to 14,000 Hp from 12,000

The Field Frig was lowered to 14,000 from 18,000

The Marine Frig was lowered to 17,000 to keep the max armor upgrade closer to the others (was 36 from 18 & is now 34 from 17)

Ion Cannon Frigate now has 2 advanced techs you can research after BC tech. First is the weapon range upgrade that ups the range to 6000 & the second (you need to research range before the power upgrade) increase IC power up to 450 making small fleets of these quite deadly while not uber... originally the power was 500 but i found that a bit to much.

Pulsar Corvette now has an advanced Weapon upgrade that boosts the weapon power from 54 to 70 but once again you must research BC tech before you unlock it.

Dreadnought has been added to both sides upon start up. It now has the Trinity cannon effect for the turret witch looks much better then the old blue pulses, it also has a 5000 hp power increase to help cope with low lvl BC's (from 25,000 to 30,000) witch it was actually below. The speed and movement has also ben upped to Destroyer standards as well as improved Regen rate. It's not uber by any means and your Dread should be able to counter it enough so your bombers can destroy it before it becomes a problem. It is after all a one time only ship.

You also get 4 AC's 5 bombers & 10 controllers upon start up (including the dread... and each side gets one of those)

Finally the hig Destroyer has a tech (Weapon Refit) that gives the Destroyer a 21% increase in power, this was added to help it cope with lvl3 frigate armor. It's only available after... yup you guessed it... BC tech.

Ion Frig upped to 800 ru

Marine frig upped to 750 ru

Pulsar range of the BC upped by 400

Bc base speed upped to 75

Platforms have had there health upped a bit there now maxed at 11500 hp, they have a fast Regen rate and the Kenitic guns have range & power improvments. There still far from uber though, perhaps even "ok". Ion plat has been left pretty much as is other then the listed changes... i remember the problem with platform rushes and wanted to avoid it.

Hig BC was actually upped in it's lvl2 speed cost because i felt it was too cheep

All these advanced tech's not only take a while to research but also cost you a pretty penny so your really going to have to pick and chose what you want other wise you will defiantly run out of money fast. A lot of this stuff especially the ion frig is now powerful enough to really chalange a BC rush... you could do it before but now it's much easier to take down a BC. BC's arnt useless but they do now need fleet protection much like the original HC of HW1 (witch was never used).


Vaygr

These guys i felt were the underdogs so i tried to fix what i could to make them a better race but with all the advances i gave the Higgs im not sure if i have leveled things out or stuffed it up lol.


Lance fighters have a power improvement tech that gives the ship a 25% boost up to 54. It's unlocked by BC tech

Laser Corvettes now actually fire "Beams" or i should say vgr pulsars like the lance fighter... no other changing has been made as these ships are already extreamly powerful but instant damage can only make em better

Ms Hull weapons are the same as the Hig Ms

Carrier hull defense weapons have a range of 6000 a speed of 5000 & a power rating in game of 320... a little more then the hig carrier

Vgr carrier like the hig carrier can now cloak longer over a greater area & can also cloak cap ships.

Vaygar Bc missile weapons have had there fire time halfed to 15 seconds, of course i also had to half there weapon power to keep the BC's in the same class but this simple tweak makes the Vgr BC much more reactive and not as wast full.

Bc pulsar range upped 400

Bc base speed upped to 75

Assault Frig tech now cost's 100 ru Less

Assault Frig now has personal cloak tech to research just like the Hig counterpart.

Inf Frigs now cost 750 Ru

Heavy Missile Frigates now cost 800 Ru

Ive added back the cloak sensors for the carrier & the MS im not sure if i did something stupid but i though they were already in there before the patch.. dono how to alter the info as it comes up as a proxy sensor... i just hope they work because the new cloaking abilitys really will require you to be careful now.

HMF now has upgrades similar to the ion frig (yes BC tech to unlock again) it has a range upgrade that increases the range to 4800 & a warhead yield upgrade that increases power to 440.

HMF Hp down to 15,000 base

Inf Frig hp down to 17,000 base

Con missiles now launches twice in a burst, the second shot fires about 2-3 seconds after the first

One of the problems with the Vaygar was the extra cost of getting an upgraded BC as opposed to a Hig BC so ive made a number of small tweaks all over the place taking a few hundred Ru's hear and there. The difference now is around 4000-4500 from a 9450 or so difference. The Vgr bc also builds slightly faster then the Hig bc now. However like i said it still costs more to upgrade the ship. Shipyard was lowered 200 ru in cost so was BC tech i think... lvl 2 health down a full thousand the ship speed by only a few hundred. Hig BC was actually upped in it's lvl2 speed cost because i felt it was too cheep... lots of small things that arnt to harsh (other then the lvl2 health drop)

MS now has an Adv armor that will take it up to 500,000 like it's Hig counterpart

Platforms have been upped like the higgs so they to have a cap of 11500 hp and a fast Regen. Auto turret upgrades are the same as the higgs but the Missile platform has a damage upgrade.

Once again the Destroyer has a tech that allows for a 21% increase of power :)

Vgr Hull defense guns now have a larger angle of fire & similar in range & speed to the higg ms so you will see ships with these fire em now.

(Edit) Patch increases Command vet cost to 700 & increases squad size to 4 while lowering the hp to the standard 400. The ship can now attack like any other ship but like before it still has no weapons. Because of these changes i can allow the AI to build it & the ship as a hole (i feel) is much more usable.



Over all this mod makes things much more like the original HW where frigates are kings but BC's can still kick some major ass. None of the changes will wow or amaze you but there certainly are a few more was to counter now then there were before & the new supper cloaking carriers are going to be a real pain in the ass for those of you who don't keep a good sensor net up. The Ai will use the new Health Upgrades for the frigates but most of the other stuff it wont use. Still those should be enough to give you a taste... the original Ai is rather limited and when i changed it or i should say "tried" to it just ended up dead as a post.

Have fun :) it's not much but it might keep you busy for a few minutes & best of all it's only a little over a meg.


Download it hear

Http://www.tgu.org.uk/users/cleron/pic/SimpleCleMod.zip

Or hear if TGU is down (This page includes the new patch)

http://www.geocities.com/cleron_2000/ (http://www.geocities.com/cleron_2000/index.html?1083053503171)

Cleron
27th Apr 04, 6:22 AM
Hosting seams to be down at the moment, should be back up soon enough. Just my luck though.

Farlander
27th Apr 04, 7:10 AM
Hey, this actually looks really cool i'll have to check this one out

Cleron
27th Apr 04, 1:52 PM
Hosting seams to be up again, best get it while you can. TGU has been a shade unstable the last few days. Enjoy :)

[Edit] Tgu is currently rebooting every hour to over come some problem or another so hosting is going to be rather touchie. Ive got no where else to host so you'll have to try your luck.

The Monkey
27th Apr 04, 2:53 PM
Thanks for letting us know.

Why dont you make your own website. Like at http://members.freewebs.com/
Its free.

Hold on, i made a website. its called HomeWorld 2 Modders. www.freewebs.com/uopi/

Cleron
28th Apr 04, 12:48 AM
I used one of my old geocity accounts to host it until tgu is back. Feel free to add it to your site though.


Go hear to get it

http://www.geocities.com/cleron_2000/index.html?1083053503171

Dorky_24
28th Apr 04, 3:03 AM
this mod looks good if i can i will download it tonight

FluxX
28th Apr 04, 9:51 AM
Sounds verygood.

It looks like (havenottriedyet :( ) avery good well balanced mod. Pity there are no decent model tools toallow you to add ships ect.

Cleron
29th Apr 04, 6:02 AM
Ive uploaded a small patch that fixes one of the things i wanted to do before release witch was to fix the command corvette. Ive never liked how much it cost or how easy it was destroyed & how it's not exactly easy to position since it's more often then not dead in the water (fishy food). The changes ive made mean that the Ai treats it like a combat ship, they can attact like any other combat ship but unlike the others they have no weapons. Hopefully this way your real combat ships will stay within the CV bonus range. Added to that there's now 4 of these little buggers in a squad and while i have lowered the hp to where the others are it'll still last longer now then it did before. RU cost is now uped to 700.

You can download the patch at the geocity site, it's about 5kb lol

http://www.geocities.com/cleron_2000/


(edit) It appears that this change to the CV is not perfect, the ship gets to within 50 or so meters of the target and stops (Slow ships like ms). The squad dose try to avoide incomming fire witch. If you use the guard command hopefuly this problem will go away. Reguardless of this set back all my tests seam to still point that the CV is much more effective now then it was.

Cleron
13th May 04, 4:00 AM
Ive put up another version of the mod, i managed to get the AI to research the Desy's new weapon tech. Ive also made a few changes.


Both destroyers have had there missile range increased to about 5500, i was finding that both tended not the fire the missiles till they were quite close. This change just allows them to fire both sets of weapons around the same time or just slightly after the turrets. For the Vaygr dessy this was a major boost. Ive also decreased the Vaygr Dessys missile fire time like the others so it has much improved retarget ability (remeber i change the weapon power to keep the power ruffly the same) & finally ive uped the dessy upgrade to 26% boost from 21% since the frigates turned out to be better in groups then i first figured. Not all the techs require BC tech now either. Aside from that much is the same although ive fixed some of the AI problems the mod caused... im not sure if it's perfect in that respect as the AI is quite touchy to any changes & for that reasion im quite certin this will be the last version :).

http://www.geocities.com/cleron_2000/

DivinerSage
14th May 04, 9:02 PM
Actually dude this is a rather interesting mod. I have found one thing I feel is a "real" imbalance , but I have only given it 4 test games against several comp players, and against my friend and myself via LAN.

So heres my 2 cents....... giving the hiig marines, and DFFs upgrades takes away alot of the characteristics that set the vaygr and the hiigs apart. I thought the upgrades that cover the entire class of ships was the finest point of the vaygr. And also I felt part of the balance was that these upgrades also applied to all ships of that class improving things like thier minelayer corvs, command corvs, infiltrators (more specialised units) Upgrading Hiig marines makes it extremely easy to do an early capture strategy in multiplayer (as if the marine "rush" wasnt effective enough). Now what would "perhaps" help offset this is to give the vaygr a capture upgrade tech available for research right when you get done with infiltrator research that upgrades your capture speed by like 1.25 or 1.33. Plus if ya do it please dont make it too costly or time consuming.




ALSO just another request by me (im a demanding little s.o.b. I know :) )

Would it be possible to mod in a module like an anti Fire Control Tower that downgrades enemy ships Accuracy and Damage by less than a Fire Control Tower inceases them so you could counteract the effects of it with a fire control tower

Like FCTs do Accuracy upgrade 1.15 ......and damage 1.15 so basically FCTs give a +15% to them.

So make the Anti-FCT like Accuracy modifier for enemy ships .9 and damage modifier .9 of their actual numbers. I dunno if it works like this but I figured .9 = -10%


A radiation cloud immunity tech would be awesome too.


Perhaps an EMP power increase tech or a tech that permamnetly nullifies your opponents ships gaining immunity to EMP after they have been EMPed.


And dare i say a cost reduction Tech for each race that give a hmmmmmm how about a 5-10% decrease in all build items (NOT RESEARCH COSTS).
And on that tip a tech that gives you a 10% reduction in all research times (I know this will run you out of rus real fast but thats why i said no reduction in research cost)

Module armor tech?
Module repair speed tech?
Innate subsystem armor tech?
Innate subsytem repair speed tech?
BTW no facility armor tech or repair speed tech so bombers are still as effective against these.

AND just a simple question.....

You know how ion cannons (especially a swarm of hiig ion frigs) pull a target towards them? Can you possible make a tech that increases that effect or possible a tech that makes them push the enemy away (so you can push a bc away from your carrier or mothership, orpush an enemy into a mine field, OR push the enemy into a radioactive cloud to kill them.)




-Later-04'
DivinerSage


P.S. : If you accept even one of my ideas, or if you even read this thanx for your time.

Cleron
15th May 04, 7:41 AM
It's nice to see some one reply :) I never thought of the Capture frigates as a rush ship but then im only midicore player at best. I can look at making that a shade harder, not to much but enough to make a diffrence. I understand what your saying about the Utility ship upgrades but it still costs money and time to do the research (and in this case vaygr still come out better). I can make a few small changes there too but i feel that any one who has enough money to consider getting and upgraded Capture frigate or DFF before they get upped combat ships is probably making a mistake. They are support ships that can greatly add to a "fleet" but with out the said fleet there pretty usless even maxed Capture frigates in a large group is chicken feed for a dessy or ion frig not to mention bombers. I spose early game they could be a problem so like i said ill look at making a few small changes to make it slightly harder.. not to much though.

Ion cannon Push can be ajusted easly but i will have to play test it a bit more before i can add it. Mass varies greatly in the ship classes so, 5-6 Ions should be able to push a dessy a bit but at the same time i don't want to end up with "push wars" with lesser ships like frigates lol.

Targeting Distortion Tower should be easy enough but once and ill have to do a bit of testing work on it. Ive got results now so it IS possible but like i said i need to do more work and currently im enjoying my first holiday in 10 days of work. Just so you know the FCT adds a 15% reduction in fire time and + 15% to bullet speed :) thus a -1.99% TDT would stop almost all enemy fire within range of the Subsystem. So obviously id have to limit such things... to much either way and you'd be bound to notice the effect.

All the rest would take to much effort :P well... lets just take on these three first ehh ? at least i know i can do them and besides i think there great ideas.

The Monkey
15th May 04, 1:18 PM
Are you good at modelling?

orderedKnight
15th May 04, 8:31 PM
Don't know if it is exactly what you are looking for, but Homer has had pulling ion effects for a while now on the harpoon frigates in the priate mod (he just also added EMP to the beam).

Also had corvettes that counteract FCT (but forgot their names).
It "supposedly" had Rad cloud immunity...... bt I don't know if eh got it working.

Cleron
18th May 04, 7:48 AM
V3 released, more then anything this is a fix to V2 witch stil had the testing settings for the vaygr frigate tech. However there's enough new stuff to throw out a a full version as well.

One thing that was in V2 that i forgot to mention was that the Frigate overlay icon has been changed to a Parallelogram like the destroyer. Frigates being much smaller however mean it's quite easy to tell the diffrence between the two.

Scouts have had there weapon power uped a fair bit, from 10 to 27 witch is still 10 less then the ceptors (Should be noted that in the first 2 version scouts had hull def stat weapons so this is probably a decrease in power from that) . Fire time/burst is the same now and the AI movments of the ceptor are now on the scout so they certinly are a much better unit now. I had to up the build time to to 28 however equil it out a bit. The higgy scout now starts with 420 max speed because ive added tech for it. End tech Max speed is the same as the vaygr now. EMP fire time is down by 10 secs.

Ive gone ahead and made a DT (Distortion Tower) Module that acts as a reverse FCT but only on ememy ships, this will balance out the effects of a n enemy FCT or in combination with a friedly one will increase your Advantage to 30%, quite a margin so be carefull or you will get creamed. Currently only carriers can build one and as with the vaygr Cloak sensors i still have no idea how to change the UI icon display from the derelict to say the FCT Icon.

The changes to the DFF and Marines Frigates have been made, 200 ru more per research and 10 seconds more to each so this tech certinly will cost a fair amount more now and on top of that ive increased the MF build time to 70. The should help the problem out a bit.

I looked into Ion push and yes i can do it and i have added it to the mod but it dose not seam to be accumulative with numbers, in other words the push of one ion must be a silly number to move and counteract and ships engines, other ships will (or don;t seam to) add there own push, so smaller ships will act like a sledge hammer has hit em. Ive not tested it to much but the last check showned it not working to well on dessys. it'll more then likely be enough to knock frigates around quite a bit though.... maybe even to much.


http://www.geocities.com/cleron_2000/

(Note you might need to refresh the page to see the new link/s, Tgu hosting is still down and probably will be for quite a while so ill be forced to use Geocitys till it's fixed)



No, Im not very good at modeling. I tried a number of times in the past to help out mods i was working on but ive never had much free time to really get into it and ive never had software avalable that was decent. Im poor with to little time to even think about it any more so id have to say no.

Cleron
23rd May 04, 10:54 PM
3.5 Fixes the problem with the new D Towers and fixes the Icons, there are a few other small changes but im to tired to list them at the moment. Hopefully this will be the last release as there's nothing that i know of that needs fixing now "yaie", have fun & good night lol.


As always it's at the geocity site
http://www.geocities.com/cleron_2000/