View Full Version : Research Mod v1.15
14th May 04, 7:01 PM
I recently made a research-enhancing mod(just in case you didn't guess by the thred name :talk:), this mod adds lvl 5 research options to the game except for hyperspace costs(they would cost nothing at lvl 5) and build speed upgrades(which now have 2 lvls), i played around with the AI a bit and they SHOULD use the upgrades...other than that this isn't complex at all, and doesn't even add proper descriptions, so if you want to use it in one of your mods go ahead, just add credit. Both teams have the upgrades and it took a long time to make(hiigaran research file is up in size by 100kb).
Here is the download.Research mod (http://www.freewebs.com/alsin/ResearchModv1.15.exe) PLEASE NOTE! need to right click link/save target as...
P.S. it's an installer program, just point it to the HW2 root directory.
Due to requests later in this thread i have decided to create new versions with the suggested features(i might even add the idea creators' name to the credits :salute: ) so far people have listed these features:
Limited Branch type research
(e.g MAX 5 upgrades, you can get Lvl 3 armour and Lvl 2 speed)
Credits to: Death Ab
Ship MAX upgrade upgrades
(e.g Increaseing MAX upgrades buyable by a ship/class)
Credits to: Mithias
if you have any ideas feel free to post them
15th May 04, 6:39 PM
i fixed the installer program...used to made a shortcut on the desktop that didn't work :bricks: ...fixed.
18th May 04, 8:26 PM
might I suggest limiting to 3 levels of research upgrades? This allows "hero" elite units to be integrated into a HW2 mod, and still offer advantages over the normal L3 ships. Also, strikecraft just become far too fast with an L5 upgrade, if you continue the linear pattern of upgrade modifiers. Just a thought. I'm currently working on a similar idea(s) in an attempt at HW2 v2.0 mod.
19th May 04, 1:43 PM
23rd May 04, 4:41 AM
Good idea...i'll put up a version limited to lvl 3 research below the other one in a day or two, i also noticed at the high lvls the strickcraft started losing proper manuvering abilities, they'd fly past their target letting off a single round, so Okay to your idea, i'll put it up soon.
23rd May 04, 5:04 AM
You have to make it upgrade their other characteristics such as thrusters. Not just speed.
24th May 04, 12:12 AM
i have plans for those...just i have taken a while to make the current version, so i was going to work on more upgrades after the original was released, guess what it is now so i'll be working on those sort of things now.
25th May 04, 5:19 AM
there are other stuff to upgrade...
Faster fire etc...
one thing that would be good waould be to make there be a branched system... And that you have to make choices... (Ie once you have taken Lvl 3 armour you cant also upgrade the armour to Lvl 3..)
26th May 04, 11:35 PM
Alsin, would you like to collaborate? I'd be interested in combining some of our ideas, if you are interested.
The main difference I see is how you wish to add in more upgrade levels, perhaps beyond Lvl 2 or lvl 3... which I disagree with (at least for now) due to issues like i said above, ships moving too fast, etc. I think we can work that out, though.
BUT, I really am interested now in the possibility to add in research options for other upgrades like weapon speeds, firepower, accuracy, turning speeds, etc.
I don't want to steal any of your ideas, and feel like we're already overlapping on a few things between our two mod projects.
27th May 04, 3:35 AM
those where the kind of upgrades i was talikng in the above post, but i didn't specify,sry
sure i don't mind sharing ideas ;), one of the first ideas behind this mod was for it to eventually proceed to things like turning speeds, i believe it is possible to do but i haven't found a way as yet...i'm attempting to add the coding for it, i noticed a certain patern between the way upgrades function and the lines in .SHP files...ANYWAY if you want to share ideas i'm fine with that, and i don't mind about any "stealing" of ideas, this mod is a work in progress, if you can learn from it, go ahead.
28th May 04, 11:33 PM
I meant specifically, collaborating on a HW2 v2.0 mod, since our end goals seem to be similar - ie - expanding the level and depth of the current stock HW2 game, without necessarily adding in new ship designs. (the included elite ships aren't really new designs, and would sit a bit higher than the top lvl upgrade... say L3 or so.)
29th May 04, 3:14 AM
well sure, i would like to do this, if you want we can exchange e-mails and begin working, i have a couple of hours a day that i can use for it, so here is my e-mail address: Alsin_gielis@hotmail.com. Send me a mail when you want.
29th May 04, 5:00 AM
i like the idea. as someone said you can have it disable other upgrades if you reached a certain limit.. why not just an update limit of 6 per ship, then you can have 4 speed upgrades and 2 armour upgrades. you can certainly get across the map and surpise the enemy, but you wont be able to last long agianst the same class with 4 armour upgrades, 1 speed upgrade and 1 weapon upgrade.
29th May 04, 5:31 AM
This will surely create tons of new strategies , i like this idea.
29th May 04, 8:06 AM
go ahead with it because this will create variety in the gameplay as you will have to guess whether they have gon for Speed Armour or just brute firepower
29th May 04, 1:03 PM
I like the idea two.
30th May 04, 2:05 AM
Wanna get started ghent? i've got a bit of free time.
30th May 04, 6:02 AM
I like the idea of branching the research options. It would keep the game more real in a sense. The ships dont exactly have unlimited expansion space anyway so the idea of only being able to fit a limited number of upgrades sounds great.
It does raise the idea however of having craft size upgrades in game but then how do ships currently built gain size magically? that goes for all upgrades acutally. Brings about the idea of having to dock your ships before you upgrade them?
31st May 04, 4:02 AM
the only way to get something like that working would probably be, first researching the upgrade, retiring the old ships, and rebuilding the ships, if the retire money was the same as the cost of the new ship then it would cause no loss of money while allowing you to keep old models in service. i think that would be a good way to do it because it adds even more realism, because you don't expand a spaceship the same way you expand a house, it would take un-economical prices, while intruducing a new model altogether solves the problem, and alows you to keep your favourite ships.
Ok, i think i have found a way to make the limited research options possible, and i'm asking you to tell me if you like it:
For ever Ship/class you must research "research lvl1", this will unlock lvl 1 upgrade choices, once one has been selected, you will need to research lvl2 etc...
I haven't fully discovered the usage of this method but i was wondering if it is a good idea.
BTW: i will make a mod upgrading other things(weapons power etc...) without the branching system for 3 reasons:
first: i have not found a way to make branching system fully operation
second: people might like un-restricted research
third: i'll make a branching one when i figure it out
i think by branching, they/he meant when you research L2 armor, it removes the option to research L1 speed, or such... Right now, I don't know if that's possible to do, and I would tend to say "no, not possible" but who knows.
Right now my efforts are mainly inside .ship files trying to figure out possible balancing and adding in the elite class ships.
As far as ship size ... don't personally like or or think it a good idea, but HW1 had a line in each ship file near the NLIPS for scaling. It was always set at 1.0 for all ships, and was used in debuging the game during developement. I don't think a similar script line exists in HW2 .ship files tho.
i was refering to limited research in my above posts, which can remotly relate to branching...anyhow, i hate the code because there is no item in it that allows obsoleteing other items.... really sucks ;).......didn't think o' that 'ey relic
9th Jun 04, 11:55 PM
aye, they didn't.... but at least the rest of the general plan / goal can remain the same, and will actually be do-able.
12th Jun 04, 8:35 PM
had to reinstall windows...lost a bit of response time
20th Jun 04, 9:59 PM
no prob, im still around, working mostly on T-MAT and HW1 mod stuff at this time anyways %)
FOR HEAVENS SAKE.... edit the first post so theres a space between 'salute' and ) so it dont display like this: :salute:)
22nd Jun 04, 10:06 PM
Maybe some people have already said this but will the speed/armor/weapon upgrades varying on each ship?
P.S. if they are, don't put alot of wep or armor upgrades on the bc, speed would be nice. Imagine... bc at 120mps.
22nd Jun 04, 10:57 PM
Just noticed, thanks
Wpn upgrades will be different for all ships, while speed and maxhp will only be for separate ships if you play hiigaran(tell me if you want that changed)
10th Jul 04, 4:29 AM
Nice mod i like the idea of prolonged battles with lvl 5 armour BC's they just seem to handle for ages!! but as someone else pointed out don't you think lvl 5 is a bit much?..great ideas above keep up the hard work and again its a nice mod.
10th Jul 04, 7:04 PM
Thanks, the other upgrade types should be done soon.
22nd Jul 04, 10:46 AM
nice mod! it adds a certain extra depth to the game
just wanted to point out some minor bugs that I realized:
-resource collector lvl 5 health upgrade is unattainable, but this is easily fixed by changing one (because there are two lvl 4's) in the script to lvl 5.
-descriptions are not accurate (I know you already know about this one and its really not important, but...)
well, thats it I guess, just some stuff to fix with your next release (great idea with the branching of research options)
23rd Jul 04, 3:12 PM
Thanks, i'll fix that(and have a go at the descriptions to)
24th Jul 04, 4:56 AM
the hell i click on the research mod link and i get another window to this Forum page
24th Jul 04, 9:45 PM
i said next to the link you have to:
right click the link/save as...
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