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Pirates Mod - Buildup to v0.4 (version K Released)

  1. #101
    Member TechOps101's Avatar
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    yay! glad to hear it. im currently working 2 jobs and getting ready for some sweet swells surfing the eastcoast this summer but ill keep in touch with my comp so i can totaly enjoy this mod. its an alltime personal favorite.

    thougj im getting used to the move back stateside iv been a bit tired and lax with getting all my stuff unpakced . With that in mind ill be setting up my audio recording equipment soon and would like to ask around if anyone needs some work. its fun and i enjoy doing small time voice acting and iv got a cast of atleast 2 others to help me if anyone wants a sample just PM me.
    Last edited by TechOps101; 20th Jun 08 at 1:36 PM.
    Oh, Death was never enemy of ours!
    We laughed, knowing that better men would come,
    And greater wars: when each proud fighter brags
    He wars on Death, for lives; not men, for flags.

  2. #102
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    Banghead

    Update:

    i am going to have put the new version on hold for a bit while i resolve some real life and mod related things.

    i just got some bug reports sent to the pirates mod email and they are currently getting worked on and are going to take a little time to squash.

    also i am currently moving the family into a new house. (the old apartment was not very baby safe ) and its going to be at least a month before i get internet.

    hopefully i can get things in order quickly as i really want to get this new version out.
    Pirates Mod - Team Leader/Modeler/Ship designer
    Pirates Mod @ mod DB
    Version 0.4 To do list


  3. #103
    Member Valaron's Avatar
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    *CHEER!!!*

    I use the Pirate Battle cruiser as my prefered testing platform for ALL my new ideas..
    Slavish devotion to rules is a sign one has nothing better to do with his time. :P

  4. #104
    Member TechOps101's Avatar
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    oh thunderbolt i finally emailed you a few concept designs. its a bit rough but iv been very busy with work and school coming up in a few weeks. but its a transport model . hope you enjoy it
    Last edited by TechOps101; 5th Aug 08 at 10:02 PM.

  5. #105
    The kids can call you HoJu! Homer Jr.'s Avatar
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    I'm glad to see that this mod is still active after all these years and happy that all my hard work hasn't gone to waste! Thanks for keeping the Pirates Mod going, Thunderbolt. Big props to you.
    Check out my HW2 Pirate Race Mod at:
    http://mods.moddb.com/3583/

    And check out the mod discussion at:
    http://forums.relicnews.com/showthread.php?t=25956

    Current version is v0.3 as of 2/10/2006

  6. #106
    Banned Silver_Wolf#'s Avatar
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    Well Homer pirates, roughnecks and scavengers are popular types, they often make great anti-heroes (such as Jack Sparrow or Mad Max) or the perfect group around which to build a story/game (S.T.A.L.K.E.R is partly based around a scavengers) so it's no surprise it's still kicking, hell I can see it alive and well in it's Homeworld 3 version(which I have no doubt will be someday relatively soon).

    That being said, I've always enjoyed playing this mod from time to time and excluding the times I crashed the game by the sheer amount of debris I had in the game (in the versions where even strikecraft left debris) it's been a fun.

  7. #107
    Any word on when v0.4 will be out?

  8. #108
    Member TechOps101's Avatar
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    Homer is gone for a while if you did read before this you would know he and a few other pirates guys are moving. he said he wont be back for a month or 2 until he can get the internet working again.

    so stop pestering the guy ok! its annoying to the rest of us who have been waiting and to hear someone new just HOLD ON like the rest of us.

  9. #109
    Member TechOps101's Avatar
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    Sorry for being so harsh. the move really has me on edge. i intend not to do so again and instead just politely inform the newcomer of what the situation on the mod is thus far. or give them contact info or whatever is needed. my bad.

    -Tech

  10. #110
    Ahoy! Planet lubbers! it's talk like a pirate day! Arrrrr

    oh and i made this because i was bored
    http://couger8116.deviantart.com/art...rates-98374769

    it's a vista icon for your pirates mod shortcut
    Last edited by Couger8116; 19th Sep 08 at 8:13 AM.

    Hurrah for copy and pasted scripting errors!!!!! and cheese!
    http://couger8116.deviantart.com

  11. #111
    Member .:Makaan:.'s Avatar
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    Hey, im thinking of making a fanfic about the crew of a Pirate Battleship.
    If i need it, can i have your permission to base the ships in it around your models before i go ahead?
    Thanks.

  12. #112
    The kids can call you HoJu! Homer Jr.'s Avatar
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    But of course!

  13. Gamers Lounge Senior Member General Discussions Senior Member  #113
    In yo' SCOPEDOG Dawg, Mantaray's Avatar
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    so glad this mod is still alive and kicking!

  14. #114
    Member .:Makaan:.'s Avatar
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    Thanks Homer, i'll start writing.

  15. #115
    Member TechOps101's Avatar
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    yay everyones back! hail the pirates mod!

  16. #116
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    What homer said

  17. #117
    Member Ultraxwing's Avatar
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    Awesome mod, problem is, it makes my computer lag for some odd reason. make that homeworld 2 its self lags period, and even on the lowest settings, btw, did you know these ships kinda kick the Gundams asses? i combined the mods and decided to play pirates vs zeon federation on standerd, it was sure as heck a nice 5 hour match but whew the pirates won.

    EDIT: And no i will not give you my super mod that of which combines the FX mod, Gundam Mod, Pirates mod. now thats alot of choices to play from. i am kinking out the bugs lol, i will not post any downloads to anyone, cuase i have no permission by these guys, and i do not intend to get permission cuase i just wanted a mod that had all of my favorite mods on it. and so i went to work and the Ai has issues but everything else is perfect.
    Last edited by Ultraxwing; 23rd Oct 08 at 11:32 PM.

    Do you Remember Love?

  18. #118
    CloudAge
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    I have yet to try out this Pirates Mod but when you guys get the next release out i would be very interested in trying it out! have you come up with any plans for future designs or mechanics?

  19. #119
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    Dang, I've been thinking about trying that mod since a long while. I had heard of it years ago.

    It's hard to say how glad I am to see it's still alive an kicking even today ^^
    "The one who stop trying to better himself at something already stop being good at it at all".
    -Anonymous

  20. #120
    CloudAge
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    Hmm, any staatus on how close it is to the next release and when is Version 1!! coming out? =P

  21. #121
    Unworldly
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    Quote Originally Posted by .:Makaan:.
    Thanks Homer, i'll start writing.
    Wow... this mod sure does attract writers

    o/ everyone

    So, this is totally the same Unworldly that wrote some other fanfiction for the pirates (and im happy to see it's still coming along ), though I had to rejoin, so I lost my cool "Joined" date
    Pirate Mod is lookin good still - and having been playing it again tonight, it's still fun too

    Half a cheer for the modmakers! Hip-hip HOO...!

    Seeing as I've finished university for ... like, ever... I was thinking of actually writing a new story arc for ye olde Pirates Mod. However, noting the awfully polite and proper way that Makaan asked permission, I guess I'll do that too
    So, how about it, Homer and/or Thunderbolt?
    If i remember right, I still had to work the Strength into the story, as the pirates don't seem to own it yet....
    Last edited by Unworldly; 7th Dec 08 at 8:50 AM. Reason: forgot to add actual content :S

  22. #122
    Member Ehlek's Avatar
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    Hey, what program do you guys use to make the ships?


    P.S. Big fan of the pirates mod, keep up the good work!

  23. #123
    empirecitizen
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    Sorry for the necromancy

    But I really want to ask...Is this mod is still alive?
    Reading through this thread... there seems to be some momentum to release a 0.4 version but it has suddenly gone silent last year.

    I've searched the forum, googled the internet and found nothing related to the fate of this mod. I just assume mods don't suddenly disappear...

  24. #124
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    Its been 10 months ........ 10 months......

    @ empirecitizen this is not necromancy its .... a wake up call.

    @ Everyone
    i cant sit on this anymore so i am going to just get off my chest.

    the last 10 months i have been through the most and greatest changes in my life. (if you just want info on the mod skip this paragraph)

    Towards the end of the year i began fighting with unusual symptoms, and after months of testing i was diagnosed with Complex Partial seizures also known as "Mini seizures". To be honest i think i have had them all my life and just never noticed. But from march to June i was forced to take a medical leave from work and have just now started working again. during this leave my wife had to have surgery due to gall bladder problems. fortunately due to my leave i was able to care for her and the baby. i am still adapting to the medication i am on and things are slowly returning to normal.

    So to make a long story short i will skip to the mod related part and the choice that has to be made.

    Early in august just before finishing the move into the new place my laptop (which contains everything i use to make the mod) got a virus which trashed my registry. so everything mod related is in limbo as i have tried every trick in the book to fix it. so as of now i have a choice.

    Option A: i save version 3.0b (the bug fix and hammer upgrades) from the computer and release it. But if i do so i lose the ability to finish or create any new models, as my Maya is a student license which is no longer supported and will not be able to get it restored if i reinstall.
    (this means that this will be the last version of the mod as i would only do stat and code changes)

    Option B: i take longer but i try to manually transfer the mod and all related programs and risk a hardrive failure in which i loose it all.

    Wow i am glad i finally got that off my chest.

    A day has not passed which i have thought of this mod and these options. but i cant get myself to choose so i will leave up to you.

  25. #125
    hope you get well soon

  26. #126
    I'm not sure how moving everything holds a risk of losing it all that wouldn't exist otherwise, but I'm no export, so taking that as rote...

    If you do loose everything, there's no real reason why you couldn't re-extract the uploaded .big files and work from that base, though certainly you wouldn't have access to any unreleased, unfinished work. I don't really know how sizable a body of work that comprises, so it's hard for me to be able to make a judgment there.

    On the other hand, Maya isn't the only route to getting stuff into the game anymore, third party tools exist for almost every aspect (with admittedly variable levels of polish), and there are a couple freeware modeling tools available as well. Learning the new tools would certainly be a roadblock, but it is possible.

    So, even in the worst case scenarios, continuing should be possible. Not necessarily easy, but possible.
    Co-founder of Homeworld:@
    Open to new members

  27. #127
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    @Siber
    good points.
    i did leave some things out in my post that you just brought up.

    option B exists because the hard drive was starting to fail before the virus happened. so i think i got one shot to try a option before the whole thing goes kaput.

    and while it is easy to import models now. Making them is a whole other boat. Relics original mod tools which they used (and i use extensively) to make the game where made for use with maya.
    while i could learn another program the versatility i had was unparalleled.

    And if i where to loose the current files i would be set back at least 6 months which looking at my current free time would be about another year. And i would also loose new versions of 3 ships as well as the Hammer upgrades.

  28. Gamers Lounge Senior Member General Discussions Senior Member  #128
    In yo' SCOPEDOG Dawg, Mantaray's Avatar
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    if you've got a decent memory stick. you could save it all... if your registry realy is buggerd i would sugest investing in a 4gb memory stick (about £15) or... 25$ or something...

    that should be more then enough room for all the mod files, your Maya and all the other important irreplaceable doccuments youve got

    then your all clear to format the laptop and bobs your uncle!

  29. #129
    Member MatthCoFreak's Avatar
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    Registry fail shouldn't be such a big problem, it is a software issue, not an hardware one. Your hard drive itself is not jeopardized. You can just use an OS on live cd (like ubuntu) to browse you windows partition and get back all your stuff, before reinstalling your OS.
    Lead developer of the Homeworld: Blue Planet TC.
    Member of The Apocalypse Project TC for Freespace 2.
    To all newbies : remember to use S110's clean data.
    Latest version of CFHodEd.

  30. #130
    It's been a long time i have not played with this mod, but after recently replaying with it i enjoyed it a lot again.

    I am really sad for your health and family problems Thunderbolt, i pray that your life will get a better turn.
    Thanks for all this superb work that you have put into making this really interesting mod.

  31. #131

    New ideeas

    I have some ideeas i would like to see in the new version of mod.............
    1.We need a new hyperspace....Hiigans got blue ions and Blue Hyperspace,Vaygrs got Green Hyperspace.......Bentusi got......orange lasers (idk) and orange hyperspace,Pirates got red ion beams and blue hyperspace..................................if u fight with hiigans would be cool to have other hyperspace......like red one if u have red lasers.......
    2.New map......The Pirate's Home
    The map will be full with dust clouds,excepting a part from where the player or the enemy can start,and in the dust cloud there are pieces of broken ships,asteroids and Dust! So pirates will can hide and fight in dust........I maked a story....some kind of:
    "From hyperspace a Hiigaran Police Fleet appears in the Pirate Sector,there is a lot of Dust and there are pieces of broken ships.....the Police Fleet enters in the dust,after they flied in dust,behind them something big appears....Is a Pirate BattleCruiser,the storm is starting,the Police Fleet gets some damage from the Lightning Storm,but the Pirates,Who live in that Dust and for the most of the time they are in a Lightning Storm,got Specially Armour that protects them from the Lightning Storms(If they live there,they adapted) the Pirate BC starts attacking the Police Fleet and destroys it,Some Pirate Resource Collectors appear and takes the pieces from the destroyed fleet."
    3.Other Boarding ship............that one,the boarding ship currently in game is cool........but the Vaygr Boardingship looks cooler with that robots.....Or would be cool a new one.....like first it starts with a laser beam cutting the metal then a tracting beam blocks the hole and pirates enter..................................................Please i would really want a new map and the new hyperspace drive

  32. #132
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    Just an update for anyone still watching this thread.

    the hard drive with my current build and bug fixes died while attempting a repair of the Operating system.

    i think i can still retrieve the data but i need a new drive and an adapter which i cannot afford at the moment.

    now i am working with someone on mod db who has a bug fix version almost compete which he did personally on his own time.
    this version will be posted for download as soon as i can work things out and can give him proper credit.

    on a personal note part of the reason i have been MIA is due to the latest arrival for my family. Katharine Marie was born on march 18 of this year. and for fans of Warhammer 40k or DOW 2 she has the scream of a howling banshee

    if anyone needs to contact me the best way is via pm or HW2Piratesmod-@-gmail.com (take out the -'s) as i check those on a daily basis. also i have noticed that some email services block the pirates mod email address so please add the address before you send an email else i might not be able to reply to you.


    have a happy Easter/passover/whatever

    P.S. This is not a April fools joke i despise the Holiday

  33. #133
    The kids can call you HoJu! Homer Jr.'s Avatar
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    Congratulations, Thunderbolt!



  34. #134
    We will wait!

  35. #135
    Member TechOps101's Avatar
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    God Speed....

  36. #136
    I'm having difficulty installing this mod. I've tried following the instructions, but they do not seem to work for whatever reason (this is the first mod I've downloaded so I am a bit slow on all of this.) So is the .big file supposed to go into the data folder of Homeworld2? It's in there sittin' pretty, but it ain't doin' much else. Would it make any difference that I downloaded version 0.3 instead of version 0.1?

    Will the Pirates appear immediately on Homeworld2 or is there some bizarre wait period of some sort?
    Last edited by YahwehFreak4evr; 2nd Jun 10 at 12:35 PM.

  37. #137
    The kids can call you HoJu! Homer Jr.'s Avatar
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    You need to edit the HW2 shortcut or create a new shortcut to enable the mod. Just follow the following instructions below. Make sure that the file name in the shortcut target line matches the file name of the .big file for the mod.


    1. Place 'piratemodv0.3.big' into your 'C:\...\Sierra\Homeworld2\Data"
    folder.
    2. If you originally installed Homeworld2 into the default directory, then simply use the provided shortcut to start the HW2 Pirate Race MiniMod!

    OR

    2. Create a new Homeworld 2 shortcut, and add the modifier '-mod piratemodv0.3.big' to the target line of the new shortcut's properties. It should look like this:

    "C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe " -mod
    piratemodv0.1.big

    3. Double-click on the shortcut and enjoy the mod!

  38. #138
    Though that didn't really help me much I figured out the problem. Since Homeworld 2 wasn't working I moved it into a new folder designated as Games instead of the Program Files folder and that threw off where it was supposed to start. I'll have to keep an eye out for that.

    And thanks Homer! :-)

    EDIT: Hey, is there no unit capable of repairing other units?
    Last edited by YahwehFreak4evr; 3rd Jun 10 at 6:24 PM.

  39. #139
    The kids can call you HoJu! Homer Jr.'s Avatar
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    Salvage Collectors can repair. Resource Collectors cannot.

  40. #140
    Ah okee dokee. And here I thought that was supposed to be like one of their disadvantages. Thanks again. :-)

    By the way, is this mod even in progress still?
    Last edited by YahwehFreak4evr; 4th Jun 10 at 5:28 PM.

  41. #141
    HOw goes the new update?

  42. #142
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    hey guys just want to all to know that i am attempting to get back to working on things again.

    i was in contact with someone who made there own bug fix version for the mod but have not heard back from them in the last few months.

    i plan on trying again after i get a new HW2 Disk (you should see my old one you would know i used it often ) i plan on trying to start over. i will make a similar post on the moddb page.

    PS: anyone trying to contact me VIA the Pirates mod email needs to add the address to their safe list so i can email you back. i have tried to reply to several emails from people but am getting blocked.


    EDIT: just spent 4 hours reading the old topic and this one. a Major refresher that was badly needed.

    also i snatched up every piece of "Fluff" i came across and the old log entry's myself and others made long ago. i plan on making a formal Back story document and posting it.
    Last edited by Thunderbolt; 7th Sep 10 at 12:43 AM.

  43. #143
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    i am not sure how many people follow this topic anymore but i am considering taking advantage of the forums that are offered By Moddb. to help Discuss things with out having to skim non related posts. what is everyones thoughts ?

  44. #144
    We are watching, and we interested on mod.

  45. #145
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    its been a while since my last post.
    but if everything works out everyone can expect a small christmas or new years present

  46. #146
    Member Blaze's Avatar
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    NO WAI!!!!! FINALLY!!!!! I hope the pirates get their own models now!!!

  47. #147
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    i know Christmas has come and gone. but i have been blessed with a rare opportunity to pump out some 3d models in a familiar interface for a limited time so i am making the most of it. i would elaborate more but i am pumping out content like crazy and don't want to break stride.

  48. #148
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    Just to let those who still watch these forums know.

    http://www.moddb.com/mods/pirates-mo...tus-update-mk2

    i still have not forgotten about the mod. a fan made a nice version to hold everyone over.

    See MODDB for the details

    http://www.moddb.com/mods/pirates-mo...-mod-version-k

  49. #149
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    Just Checking in and updating the Topic Title and first post with information on "Version K" as i call it.


    patch notes
    Code:
    piratemodvK.big
    
    File Names and Changes
    
    pir_carrierb, pir_bishopbattlecarrier, pir_carrier, pir_lightcarrier, pir_raiderdestroyer, pir_raiderdestroyerb: 
    	
    	Changed Hyperspace Minimum values to 0 (from 250) to gain free Hyperspacing from the Hyperspace Research.
    	
    pir_battleship: 
    	
    	Removes two -'s in an attempt to enable Hyperspacing on Battleships.
    		To keep Hyperspacing of such a massive weapon fair, changes maximum cost to 2000, from 1500.
    		NOTE: Hyperspacing from the Battleship was removed due to balance issues.
    
    	Copy/Paste docking commands from Hiigaran Mothership into Battleship file with the hopes to allow the Battleship
    	to dock units. Removed SuperCap repair value and changed repair rates to reflect Frigate storage on the 
    	Battleship with a repair value of 800 for Frigates. -Failed
    
    	Removed Frigate docking value in an attempt to allow the Battleship to dock fighters and corvettes. Removed Utility
    	docking as well to keep in line with standard Battlecruiser codes for the Hiigaran and Vaygr.
    
    	Using a program, modified the enter (assumed due to unfamiliarity with program) path to accept the following unit Families:
    	Fighter, Corvette, Utility, Platform, Resource, Frigate. This is in an attempt to allow units to dock with the Battleship.
    
    	Battleship is now able to dock correctly, however, graphics display on docking animations are not in line with the dock
    	sections of the Battleship model. Multiple number tests will be required to align the docking units correctly.
    
    pir_lightcarrier: 
        Changed innate Hyperspacing value to 1. This grants the Pirate Attack Carrier Hyperspace capabilities.
    	Changed the repair values for Fighters and Corvettes to facilitate 'in-combat' uses and give the Attack Carrier
        a more wanted role within battles. Allowed Attack Carrier research to give increased movement speed and defense
        in order to mirror the new 'in-combat' uses.
    	Changed Prerequisites to reflect the need for Capital Chassis upgrade and removed Shipyard Prerequisite as the
    	player could only view the Attack Carrier Prerequisites from the Shipyard.
    
    pir_resourcecollector: 
                                    Removed two -'s that allowed the Collector to harvest Salvage. This has been taken out 
    				to allow Salvage Collectors a more important place in the Pirate resource operations.
    
    pir_bishopbattlecarrier, pir_carrierb: 
                                               Changed Thrust/SpeedMAX values to 100/120 respectively to reflect changes in Pirate
    						Mod V0.4 that were never released.
    	
    pir_carrierb: Altering Utility exit point to facilitate faster salvage operations by allowing salvage to enter from one point, and
    		      allowing the Salvage Collectors to exit from a seperate point. Moved the Clear Reservations in the KeyFrames closer
    		      to the beginning of the line, so as to allow faster salvage processing.
    
    pir_raiderdestroyer, pir_destroyer: 
                 Removed file in an attempt to limit Raider Destroyer and Light Destroyer construction to one 'type' 
    			in order to allow proper grouping between Raider Destroyers constructed via carriers and ones 
    			constructed via the Battle Station.
    
    build.lua/research.lua: 
        Changed build.lua to reflect above pir_raiderdestroyer/pir_destroyer file changes and exchanged the Pir_RaiderDestroyer
    		command with Pir_LightCarrier under FreeHyperspacing in the research.lua file to remove the Raider Destroyer
    		and suppliment with the Attack Carrier as per the original scope of the Moderator.
    		
        Changed Advanced Manufacturing to Advanced Capital Tech to allow construction of Raider Destroyers on the Shipyard.
            This has, in turn, removed the ability to construct Raider Destroyers on the Strength of Libertatia and Barataria's Hammer                     
            when a Hyperspace Module is built. To balance, the two Carriers and the Shipyard will require the research of Advanced                             
            Capital Tech to allow the research and construction of the Raider Destroyer and Battleship. This also has the added   
            effect of placing more use on the Light Destroyer as it was overshadowed with the Raider Destroyer as both could be 
            researched and built at the same time, but Raider Destroyers had the added benefits of free hyperspacing and EMP missiles.
    		
        Altered the Prerequisites to reflect changed research and simplified ship descriptions.
    
        Altered Radiation Shielding to be a constant effect on all pirate ships. 
            This was done for two reasons. One, this	allows the AI to benefit from the upgrade rather then focus a research value  
            on it, which would slow the AI down on maps where it is really not needed. Whereas a player would understand this and 
            choose not to research it, the AI would not. Last of all, this change is reflected in the Vaygr immunity given on certain 
            Single-Player Missions. Hopefully this will allow proper allocation of immunity to all pirate craft as was intended.
    				
    cpubuild.lua: 
    	Changed to reflect Raider Destroyer and Light Destroyer alterations. 
        Added Attack Carrier and Resource Controller to the list as well.
    
    AI Files: Re-wrote several files in an attempt to fix errors in the Pirate AI.
    
    pir_shipyard: Added destroyer_pir to the CanBuild values to allow the shipyard to build the same Raider Destroyer as the Carriers.
    
    pir_comandeercorvette: Altered the speed to 300 to keep in line with the Corvette tag and to give the Commandeer Corvette more                         
            appeal when compared with the Boarding Frigate. While the Corvette is faster, it has no weapons, and it a 
            much weaker target then the Boarding Frigate.
    		
    increased the capture speed value in the research.lua to .5 and .75 (non-upgraded and upgraded) to allow better use.
    
    Sound: Switched out voice file of Hyperspace Gate to the Makaan Hyperspace Gate voice to remove the mispronounce of Buoy in 
           the original file.
    
    OVERALL: Changed all strikecraft (Fighters and Corvettes), resource/salvage collector, and missile files removing engine trails and 
            brightening the engine burn. Altered flare/trail files to reflect a brighter burn and further viewing distance. This was done 
            to alleviate system slow down when multiple strikecraft/corvettes were on the screen. This 'multiple' phrase is refering 
            greatly to the increased fighter cap the Pirates have and the faster movement speed of those fighters results in longer                    
            duration trails with much more frequent alterations in trail curves due to strikecraft turning.
    		 
            Deleted multiple file copies (most likely leftovers from the Mod Creator's editing days) in order to make the overall file smaller and
    		to allow faster compression.
    
    Withheld attempting to find ways to allow captured vessels to build. This was something that was not placed into the original           
                     Homeworld 2 script and, as a result, should be left untouched.


    Also i am going to use Version K as a building Block to get back on Track. Alot has happened since last year for i now attend school online for animation while supporting the Family. this has blessed me with access to the programs that i need to finish the mod and Then some as it has been so long i doubt many are still watching this topic... but rest assured i will get the new models that i made in if its the last thing i do!

    until next time!!!

    Thunderbolt
    Last edited by Thunderbolt; 12th Jul 12 at 8:35 PM.

  50. #150
    Member
    Join Date
    Jun 2004
    Location
    Graz, Austria
    Oooh, yes, there are still some oldies around^^ The pirates have always been one of my favs! Good to hear that it's still alive - thanks a lot and all the best to you and your family too.

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