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Mr. Pete
22nd Sep 04, 1:04 PM
Hey. I still own a copy of the game and we can see if we can get to the gooey centre of models & textures & etc.

I'm willing to model & such - but one man teams don't accomplish much, especially without maya or the ability to UV.

Shiplist (unfinal):
Fighter: Wasp Fighters (any other fighters? Can't remember)
Bombers/Heavy Fighter: Storm Petrel?
Corvettes: Patcoms?
Frigates: Old Corvettes.
Destroyers: Cruisers
BC: Destroyers.
Carriers: There was one carrier ingame but may have to make one from scratch...
MS: Who knows... might have to do it from scratch/use a station.

Resourcers: Tugs? Maybe have to destroy cargo ships for cargo pods of money, then salvage it with tugs + basic mining? Spider tugs would have better weaponry to defend themselves. I saw a script to make traders travel across the map, maybe use those & add Cargo pod style salvage?

Weaponry: Basic missiles / rockets & guns on lighter ships, moving on up to heavier stuff & more accurate rockets on heavier ships. rem missiles for specials?

Concept: Have a Player ship in the starting fleet, Heavy corvette or something, and let it build probes (rem probes) and have custom weapons?]

L points: Point to point travel on a map.
LDS: Used like hyperspace... maybe have to code this, or use porta L-points or some rip off like that for hypering.

Resource controllers: Have to be modelled i guess: I'm good at kitbashing so i could probably forge a few.

Story: Expeditionary forces of Maas and the League both enter a new system, trading starts up, few colonisations, then war breaks out?

Prospects for new ship designs.

Detachable command sections? - Someone metioned linking would be possible... waste of time though i think.
Although would be cool if you could have the command section as a non-buildable sub-sytem that doesnt regen, then you can shoot it off and dock on your own command sections to steal enemy ships...

Sniper Corvettes?

Thoughts/suggestions?





Missile/PBC options for each ship?

MagNet
22nd Sep 04, 3:21 PM
Great idea. I really liked IW EoC. Must have played that game for hours just stealing goods. On the L points I would make them part of the map like the slip gates or whatever they were called in Cata. There shouldn't have to be to much new ship making since it has almost all sizes of ships you could possible want. Since I really like missles I would give all the ships the basic loadout that they had in the game. PBC and missiles. As for the sniper corvettes that would be pretty darn cool also

Archanon
22nd Sep 04, 3:57 PM
Ahh.... good old I-War..... on of my alltime favorite space combat games.... would be pretty coolto have an I-war mod around....

Mr. Pete
23rd Sep 04, 10:07 AM
How about weapon upgrades - research rapid fire PBC's & it replaces your current ship in the build menu with a new version of the ship that has the rapid fires? Would be a problem as you'd have to retire your old ships but meh. Realistic. Maybe Coolant upgrades to make emn shoot faster.

If PBc's are kinetic based in HW2 (projectile style i mean) then we should have no problems making a defense field. Just set it to about 40% blocking and change the effect.

Main problems:
Getting ships
Importing ships
New research options.
Modelling needed ships.

BmB
24th Sep 04, 8:02 AM
Really... I´ve been saying this... *counts fingers* for erh... *still counting fingers* ...A lot of times.

But i say it again... MS is not needed for hw2... its just because that the original game have an MS that everybody thinx it needs one... just redefine the starting fleets for MP and you can have an entire fleet w/out MS.

Mr. Pete
24th Sep 04, 8:45 AM
BmB23 is kinda right we could have a tactics game. I like the building thing though... lets you feel some kind of attachment to your fleet and have it consisting of what you want it to.

I'd like to have a MS. If someone wants to make a preset fleet gamerule, feel free :)

Devastator
24th Sep 04, 9:03 AM
For an authentic I-War feel, you'll need to get rid of the HW2 resourcing. An I-War mod with HW2 resourcing would suck. You would have to change gameplay to pure combat. Rather than building ships, you would have reinforcement which arrive when you capture strategic locations.

There are more features which are necessary for a good I-War mod, but hard to implement:

- newtonian physics
- multiple weapon-systems
- tactical combat
- communications
- sectors

That said, why not modding EOC into a RTS ?

MagNet
24th Sep 04, 10:34 AM
I don't think the hw2 engine is capable of newtonian physics. As to multiple weapon-systems, you can add weapons onto a ship to the point of crashing the game with one salvo. Sectors would be done in single player. Impossible I think for multi. And I'm not quite sure what you mean by communications. You don't Need a MS however if you play as one of the major forces from EoC then you will have fleet bases. For resources you could use the convoy idea that EJ has. Also you could do a command ship that "builds" the ships yet the ships get hyperspaced in.

Moe
24th Sep 04, 10:55 AM
Semi-Newtonian physics has been done before, check out the "Dynamic Fighter mini-mod" for that.
Multiple weapons is not a problem at all, a lot of ships already have two or more different weapons.
Tactical combat, not sure what you mean by that.
Same goes for communications
Sensor revamp shouldn't be that much of a problem, although that is just a guess on my part.

Mr. Pete
24th Sep 04, 11:21 AM
What about having a player ship - heavy corvette - with module based weapons, and this ship calls in reinforcements via hyperspace as Moe said. Go you, you crazy kraut.

Not sure about comms either.

I like the idea of having LDS that costs money to fly around at high speed but can the hyperspace be reworked to allow visible ships, and no hyperspace effect, and possibly 3 diffrent speeds? (researching improvbed LDS results in faster LDs making your fleet more responsive?)

Mr. Pete
4th Oct 04, 10:03 AM
Slight kinda update: Found the model files... as far as now i've got the collision meshes out... but now im kinda stuck... even mighty 3d exploration wont open... PSO LWS and FTU files... anyone know anything about these?

I think a low unit cap style game with lots of hiding places, a main base & such would be cool. You have to destroy convoys and take pods back to base to get the items then trade them. Same kinda I-War 2 thing but in an RTS. Would be shite hard to make though so i think just draggin crates off for money sounds ok.

Nice big maps though for hiding fun :)

Bones V2.0
5th Oct 04, 10:06 AM
well i really hope this mod gets off te ground, ive been waiting for an I-War mod since HW1 was still $39.95.....(and there was a i-war mod website).

http://www.i-war2.com/ships_db.htm

this is a link to some info about the ships in EoC. the first and best place to start looking for info is pretty much here (and the connected websites)

Mr. Pete.

good luck. the collision meshes are pretty much all you can get out. the textures & models are buried somewhere in the cds (or on the hd, i dont remember).

the only good thing about the coll. meshes is that they pretty much give you a begenning shape for the designs of the ships....you might have to use those and build off of them if you want to start modeling....

BmB
5th Oct 04, 10:28 AM
You know how they look... go make the ships yourself then

Mr. Pete
5th Oct 04, 12:33 PM
The models are in a big zip file on the hdd... i have them i just cant open em.

Modelling the ships would be... difficult to say the least. I'm having problems aswell e.g i can't export with gmax. also i can't texture and no one wants to :)