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cataclysm alliance mod

  1. #1

    cataclysm alliance mod

    i have created a mod for version 1.00 cataclysm.it works perfectly with both single and multyplayer games, but i dont know how to upload it to the internet so people can download it. can someone help?

    alliance mod
    alliance mod v1.1
    alliance mod v1.2
    WARNING!

    do not use the special action on the defender or the game will crash!
    Last edited by sgt cortez; 4th Nov 06 at 6:54 PM.

  2. #2
    Never thought I'd be on a boat Fiirks's Avatar
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    HI cortez, welcome to the forums. You should probably check out the forum guidelines (found Here)... As for mod hosting, there are plenty of people around here with HW websites that would (I hope!) be glad to host your mod. Can you provide us with some information about your mod? Cata mods are few and far between around here, so the others and I are always very excited to hear about them. For image hosting, you can use the www.hwcommunity.com services Here.

    Congrats on making your mod!

  3. #3
    my mod replaces a few ships from the two sides.

    somtaaw ships:

    recon \ kushan interceptor
    acv \ kushan multigun corvette
    mcv \ kushan cloak generator
    sentinel \ kushan defender
    destroyer \ kushan destroyer
    carrier \ kushan carrier
    dreadnought \ kushan heavycruiser

    beast ships:

    ion array frigate \ infected taidan ion frigate
    carrier \ turanic attack carrier

    i modified the guns on the new ships so that they werent over powerful or too weak

  4. #4
    Ghost3021
    Guest
    cool!
    I personally use www.rapidshare.de , but if you don't like german servers, then I'd go for www.megaupload.com
    I look forward to downloading this!

  5. #5
    ok.....how do i upload it?

  6. #6
    Ghost3021
    Guest
    Well, first you gotta place all your files and folders in a single .zip archive.
    Then, on the uploader's page, you'll see a 'browse' button- hit that, browse and select the .zip file, and hit 'ok'. Then, hit upload, and a download link will appear on the bottom of the page. Copy and paste that onto here, and you're set!

    (smack me if I missed something, I always seem to forget at least one major detail >_>)

  7. #7
    funny how i can mod, but i dont know how to make a zip file!can you explain?

  8. #8
    Ghost3021
    Guest
    If you're using Windows XP, then just right click in the Homeworld Cataclysm directory, go down to 'new', and click on 'Zip archive'. Then, select the folders and script files in your cataclysm folder, hit CTRL and C, double click on the ZIP file to open it, and hit CTRL and V. That should put the selected folders into the zip file.
    If you're using anything other than XP...then I'm sorry to say I honestly don't recall

  9. #9
    yes i have xp but is there any other way?because its not listed in the rightclick menu
    Email and MSN adress: Homeworldmike@hotmail.com

  10. #10
    Ghost3021
    Guest
    http://www.rarlab.com/

    Try that. Same concept, but this will open a popup window instead.
    (By the way Winrar owns Winzip anyhow)

  11. #11
    this is hopeless!i have winrar, i know where to go to create a new zipfile but i dont know how to actually create the zipfile.maybe this will help:

    my mod is currently sitting in a folder named cata alliance mod.should the files be there?

  12. #12
    Member Zabaron's Avatar
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    Look behind you. What I'm not there? Then who's that?
    If the mod runs then the directory structure is correct, just put everything that you pulled out of the .big file and edited into an archive of some sort with the same directory structure that it has now.

    -Zabaron

  13. #13
    the mod is now available in the first post

  14. #14
    Ghost3021
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    Downloading now...will edit this post with my opinion and such

  15. #15
    not many people seem to have noticed this mod.hope some others come and give their opinions.this is actually the first oficial mod i have ever made.

  16. #16
    Ghost3021
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    Yeah...this forum dies a little more every day. Such a shame, too >_>
    There's a forum for another game that came out around the same time, and it's quite active I think you'll see.
    http://hellscrag.net/phpBB2/index.php

  17. #17
    Member Zabaron's Avatar
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    Look behind you. What I'm not there? Then who's that?
    I would play it, but I havn't actually played HW or HW:C in ages. [joking]I just hang around to crush everyone's hopes by saying "hardcoded" a lot :P [/joking]. That and empart little tidbits of wisdom to the new folks that stumble across here every little while.

    I will however download it just for the hell of having it (about time someone made a HW->HW:C conversion).

    -Zabaron

    [edit]
    taking a look at it I see you gave race_kushan the kheavycrusiercannon and a kcarriersupport. These two things are completely useless as heavycrusiers don't have repuslors (and are hardcoded that way) and kushan carriers don't have support modules (again, hardcoded).
    Last edited by Zabaron; 23rd Aug 06 at 3:54 PM.

  18. #18
    thats where your wrong!the repulser still works and the new carrier doesnt need support modules.its progammed like the beast one.it supllies the units straight from when its built!

  19. #19
    Member Zabaron's Avatar
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    Look behind you. What I'm not there? Then who's that?
    You missunderstand, I don't mean the actual heavycrusier, I mean the heavycrusier slot (the one in race_kushan, not the one in race_sect (yes, the race_sect one will still repulse, because its not technicly a heavycrusier, its a drednaught)). The race_kushan doesn't need the support modules or the cannon slots (infact they don't exist in game terms).

    -Zabaron

  20. #20
    Captian Drakken
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    how do you put the mod into the game???
    i have the zip files but i dont understand how to put the mod into the game

  21. #21
    Member Zabaron's Avatar
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    Look behind you. What I'm not there? Then who's that?
    You only need to ask once.

    -Zabaron

  22. #22
    Ghost3021
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    sgt cortez, I've been working on porting the old Kushan mothership to Cataclysm...if I finish it, do you want to use it for your next release?

  23. #23
    Member Caboose123's Avatar
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    A secret location, somewhere near southhampton, inside a small town called Basingstoke... Wait...
    heh, rather you than me mate!
    SquidDNA:"This isn't weird. It would be weird if the humans were also furries, and were fighting the Vagyr because they were all in love with the Hiigarans. AND the humans were descended from the Hiigarans, but from the future, and they were all created by the Bentusi for no reason."

  24. #24
    Ghost3021
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    It's not exactly the easiest let alone funnest thing to port :P

  25. #25
    Member Caboose123's Avatar
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    A secret location, somewhere near southhampton, inside a small town called Basingstoke... Wait...
    still, im looking forward to seeing it, any plans to add extra pieces to it, using the extra modules?

  26. #26
    Ghost3021
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    I might try my hand at changing the module's meshes and placing them in a style similar to HW2...
    But if that fails, I'll just leave them be and be smart with my placement :P
    Not sure how I'm gonna do the hangar module

  27. #27
    Member Caboose123's Avatar
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    A secret location, somewhere near southhampton, inside a small town called Basingstoke... Wait...
    you could just use the door, and make it open in a similar fashion as in HW1

    or have a seperate "unit" altogether, like the shipyard thingy in HW2

  28. Child's Play Donor  #28
    Guilty. Of being in space! Captain Pierce's Avatar
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    I'm from Iowa--I only work in outer space
    You're not going to make the door open in Cata--at least not easily, and certainly not in the Kuun-Lan slot.

  29. #29
    Ghost3021
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    I could use the sMothershipCommand slot...but there would be no way to make the animation trigger when a supercap was built >_>
    I might just leave the door off all together
    I should probably make my own thread - I feel like a threadjacker

  30. #30
    you dont need to kill yourself over converting the mothership,cause the mod is more like if the somtaaw bought the tech from the kushan.

  31. #31
    Member Caboose123's Avatar
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    A secret location, somewhere near southhampton, inside a small town called Basingstoke... Wait...
    ill point it out again, AFAIK the hangar bay doesnt have to be attacjed to the mothership, therefore you could just take something else (say, a carrier but make it slightly bigger) and place it to the side of the mothership, that way you dont have to worry about animations and stuff

  32. #32
    Member King of Hearts's Avatar
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    Definatly work on a total conversion, it would be kick ass!
    See if you can borrow some units from the Rebirth mod at http://rebirth.nickgains.com/rebirth/ , they have a converted Taiidan Support Frigate and Kushan Beast units which are very nice looking. :Pike:

    Also try to fix the defender problem, because I have a tendency to hit the 'z' button.

    EDIT: The Rebirth mod has a battle for Hiigara type map were the Mothership (door is perpendicular to the Mothership, it would look cool if moved to the other side) stays behind as you protect it.
    Modules could be built on the underside of the door.





    ^^ The Swarm Frigate is attacking a Multibeam Frigate, its the 4th one in the line up, but you can't see it (sorry). :hmm:



    Sorry 56kers, but you deserved it....

    Anyway those are the screenies for you.
    Last edited by Total Entropy; 12th Sep 06 at 3:32 PM.
    My blog
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  33. #33
    Member King of Hearts's Avatar
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    OMFG!

    You have done what so many modders before you have done. You have made ACV/MCV's more than 2x as expensive and more than 2x better than thier unlinked counterparts.

    A Mimic costs like 1/10th that of a Holo Generator (MCV) and has about 20 armor, wereas a Holo Generator has 6000. The same goes for the Acolyte/Multigun Corvette (ACV).

    But there is a bit of redemption, as the ACV/MCV's are much slower...but the RU's and Armor are still an issue.

    Also change the Build Manager discriptions for the changed units, its anoyying to have to build one to discover the stats.

    But this is a good mod dispite some fixable flaws, keep it up!

  34. #34
    Member Caboose123's Avatar
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    A secret location, somewhere near southhampton, inside a small town called Basingstoke... Wait...
    to be really honest i dont care whether the "Acolyte" is stronger and faster than the "ACV" mainly because if i try to unlink or link them in the mods ive made, the game crashes

  35. #35
    Member King of Hearts's Avatar
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    The models might be messed up, or the dont have a link point...but im a mod newb so i wouldnt know.

  36. #36
    Never thought I'd be on a boat Fiirks's Avatar
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    The door perpendicular to the mothership reminds me alot of the Research Station in homeworld one.

    No need to be mean entropy, and double posting is frowned upon here. I suggest, since you're self describedly new, to check out the forum guidelines found here http://forums.relicnews.com/forumdisplay.php?f=24

    Good work though, I really like the rebirth mod, if I had cata I would go download it.

  37. #37
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    sgt cortez, that's real fun - have my thanks!

    But I've already a hard problem: my nice Hiig-carrier, even if it is able to build and counts the RUs down in doing so, he doesn't actually release one of those new ships!?

    HW ACCESS | Mods and resources for HW, HW-Cataclysm and HW2
    25.000+ downloads done! | 1000s of shots and WIP! | You want more?

  38. #38
    quote:But I've already a hard problem: my nice Hiig-carrier, even if it is able to build and counts the RUs down in doing so, he doesn't actually release one of those new ships!?

    could you refrase that?i dont get what your saying.

  39. #39
    Member King of Hearts's Avatar
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    He means that when he builds a ship with the carrier it builds properly but the ship doesn't leave the carrier, as if it were traped inside the system manager launch bay.

    Also, I am new to the boards...but I know from experience from other boards not to double post, but it slipped my mind...sorry guys.

  40. #40
    Member Zabaron's Avatar
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    Look behind you. What I'm not there? Then who's that?
    Make sure you copy the dock points over exactly as they are in the stock Somtaaw carrier or they won't work (this means name, number, everything).

    -Zabaron

  41. #41
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    Sorry, Sergeant, for my unclear phrasing and thanks to T_E for providing help - it's exactly what you said.

    But it comes still worse - unfortunately. The beast's mothership was building a cruiser and there were two attack carriers around with a group of fighters to protect their workers. So I thought enough with defence, let's attack! A Hiig cruiser, accompanied by four destroyers, should be enough ... and it was exactly during that attack when the game completely crashed (but not do desktop): suddenly got about a 1-2 fps screen with a really dreadful stuttering music (probably you know that feeling of being near a 100% CPU usage...) . The only escape was ESC (with a reaction time of 10-20 seconds) and then the normal end ...

    Zabaron, great that you're offering a chance of improving that mod, but I'm not sure that it would also solve my crash ... Anyway, Sergeant, if you interested, I have a related savegame.

  42. #42
    Member Zabaron's Avatar
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    Look behind you. What I'm not there? Then who's that?
    No, it wouldn't solve the crash, but it would make things launch from the carrier correctly. If the game doesn't find a dockpoint with the correct name when something finishes building it doesn't know where to launch it from, so the new ship just never launches.

    I.E. Here are the dock points on the stock Somtaaw carrier:
    Code:
    ;Dock Points
    ;=---------=
    NUMBER_OF_DOCK_POINTS		44
    
    ; format is DockPoint		name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection]  (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
    DockPoint					Repairbots,DPT_Repairbot,300,300,300,0,2			
    DockPoint					Res0,DPT_Worker_RU_Transfer,500,500,600,0,2
    DockPoint					Res1,DPT_Worker_RU_Transfer,500,500,600,0,2
    DockPoint					ResLeech0,DPT_Leech_RU_Transfer,500,500,600,0,2
    DockPoint					ResLeech1,DPT_Leech_RU_Transfer,500,500,600,0,2
    DockPoint					ResLeech2,DPT_Leech_RU_Transfer,500,500,600,0,2
    DockPoint					ResLeech3,DPT_Leech_RU_Transfer,500,500,600,0,2
    DockPoint					FtrIN,DPT_Small_In,1000,1200,1200,6,0
    DockPoint					FtrIN2,DPT_Small_In,1000,1200,1200,6,0
    DockPoint					FtrIN3,DPT_Small_In,1000,1200,1200,6,0
    DockPoint					FtrIN4,DPT_Small_In,1000,1200,1200,6,0
    DockPoint					FtrIN5,DPT_Small_In,1000,1200,1200,6,0
    DockPoint					FtrIN6,DPT_Small_In,1000,1200,1200,6,0
    DockPoint					FtrIN7,DPT_Small_In,1000,1200,1200,6,0
    DockPoint					FtrIN8,DPT_Small_In,1000,1200,1200,6,0
    DockPoint					FtrOUT,DPT_Small_Out,1000,1200,1200,2,0
    DockPoint					FtrOUT2,DPT_Small_Out,1000,1200,1200,2,0
    DockPoint					FtrOUT3,DPT_Small_Out,1000,1200,1200,2,0
    DockPoint					FtrOUT4,DPT_Small_Out,1000,1200,1200,2,0
    DockPoint					Frigate,DPT_Med_In,1000,900,1000,6,0
    DockPoint					Frigate2,DPT_Med_In,1000,1200,1300,6,0
    DockPoint					Frigate,DPT_Med_Out,1000,1200,1200,2,0
    DockPoint					Frigate2,DPT_Med_Out,1000,1200,1200,2,0
    DockPoint					Leech0,DPT_Leech,500,500,600,0,2
    DockPoint					Leech1,DPT_Leech,500,500,600,0,2
    DockPoint					Leech2,DPT_Leech,500,500,600,0,2
    DockPoint					Leech3,DPT_Leech,500,500,600,0,2
    DockPoint					Leech4,DPT_Leech,500,500,600,0,2
    DockPoint					Leech5,DPT_Leech,500,500,600,0,2
    DockPoint					Leech6,DPT_Leech,500,500,600,0,2
    DockPoint					Leech7,DPT_Leech,500,500,600,0,2
    DockPoint					Leech8,DPT_Leech,500,500,600,0,2
    DockPoint					Leech9,DPT_Leech,500,500,600,0,2
    DockPoint					Leech10,DPT_Leech,500,500,600,0,2
    DockPoint					Leech11,DPT_Leech,500,500,600,0,2
    DockPoint					Leech12,DPT_Leech,500,500,600,0,2
    DockPoint					Support1,DPT_Support_EB,0,0,0,2,0
    DockPoint					Support2,DPT_Support_EB,0,0,0,2,0
    DockPoint					Support3,DPT_Support_EB,0,0,0,2,0
    DockPoint					Support4,DPT_Support_EB,0,0,0,2,0
    DockPoint					Support5,DPT_Support_EB,0,0,0,2,0
    DockPoint					Support6,DPT_Support_EB,0,0,0,2,0
    ;DockPoint					tow0,DPT_SalvageLatch,500,500,600,0,2
    ;DockPoint					tow1,DPT_SalvageLatch,500,500,600,0,2
    ;DockPoint					tow2,DPT_SalvageLatch,500,500,600,0,2
    ;DockPoint					tow3,DPT_SalvageLatch,500,500,600,0,2
    ;DockPoint					tow4,DPT_SalvageLatch,500,500,600,0,2
    DockPoint                   Crystal,DPT_Crystal_Process,500,0,10,0,2
    DockPoint                   CrysEffect,DPT_Crystal_Effect,500,500,600,0,2
    And here are the ones from the Kushan carrier (which you have replacing the Somtaaw one in your mod):
    Code:
    ;Dock Points
    ;=------------=
    NUMBER_OF_DOCK_POINTS		5
    
    ; format is DockPoint		name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection]  (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
    DockPoint					In0,DPT_Small_In,800,800,1000,2,0
    DockPoint					Out0,DPT_Small_Out,1000,1000,1000,2,0
    DockPoint					In1,DPT_Small_In,800,800,1000,2,0
    DockPoint					Out1,DPT_Small_Out,1000,1000,1000,2,0
    DockPoint					Frigate,DPT_Med_Out,1300,1300,1300,2,0
    ;DockPoint					Point1,DPT_Salvage,500,500,600,0,2
    ;DockPoint					Point2,DPT_Salvage,500,500,600,0,2
    ;DockPoint					Point3,DPT_Salvage,500,500,600,0,2
    ;DockPoint					Point4,DPT_Salvage,500,500,600,0,2
    ;DockPoint					Point5,DPT_Salvage,500,500,600,0,2
    Note that the names are different. Thats why new ships don't launch from the carrier.


    As for the crash, it may very well be that you're getting near 100% CPU or RAM (or GPU) usage. Even if your graphics card can handle massive ammounts of stuff, the HW engine can't.

    -Zabaron
    Last edited by Zabaron; 15th Sep 06 at 10:23 AM.

  43. #43
    i will fix all your problems over the weekend.
    i may even add a few new ships

  44. #44
    Member King of Hearts's Avatar
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    WOOT x 10^5

    I hope everything comes out okay, keep us posted.:cdance:

  45. #45
    Member Caboose123's Avatar
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    W00t indeed, sounds good, if you need any help, shoot me a PM

  46. #46
    new beast mothership:


  47. #47
    Member Caboose123's Avatar
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    A secret location, somewhere near southhampton, inside a small town called Basingstoke... Wait...
    do you have all the dock points for that?

    and will you do anything about the "Insta-recharge" beast beams?

  48. #48
    Ghost3021
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    Oy! No fair! I already did that for mehself >_>

  49. #49
    Member King of Hearts's Avatar
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    Very nice looking, could you post a pick with the support modules, or will they be internal?

    Also, could you consider using the Kushan Proximity Detector for the Sentinel instead of the Defender...its would look sweet.

  50. #50
    actually the proximity sensor is gonna replace the mimic.

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