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Homeworld:@(0.2.4.0) P#840 - June Update

  1. #151
    Yes it does; I also feel like this is a good way to take things. I wouldn't object to the ICF only having one weapon if it was actually decent.

    I also like the clearly defined roles for DD's and CA's. I felt like DD's were only really good against frigates, where as BC's were good against both frigates and larger.

    sounds like improvements on all aspects keep up the good work!

  2. #152
    Sorry for the delay, Homdax, I hope this suffices.

    Co-founder of Homeworld:@
    Open to new members

  3. #153
    This mod looks great. I really enjoyed HW1's style and backstory, not to mention its haunting atmosphere of a people pushed to the brink of extinction. And your mod really looks like it has a lot of that same atmosphere to it. Great work!

    P.S. Great job giving the HW2 story the axe. I hated all that Progenitor, Sajuuk, Trinity, and End Times stuff. Wasn't very Homeworld-y at all.

    Quick Edit: Please make the ships balanced and buildable. Yes, they look nice and the new SFX are great, however that doesn't matter if I can't use them in battle because they pop like balloons.
    Last edited by SpardaSon21; 20th Jan 09 at 10:38 PM.

  4. #154
    Member Quaetam's Avatar
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    I like the fact that you are making Ion frigates worth their money once more, not to mention everything else you've done with this. Great job! This is one of my most anticipated mods at this point.

  5. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #155
    Ignorans, te absolvo Homdax's Avatar
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    Siber, added as intended, but is the colours right? Looks very pale...is it a blow-up?
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    www.homeworldaccess.net. Still WIP.

  6. #156
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    I like the fact that damage will be the same across the board...None of this doing damage to corvettes but not to frigates, etc.
    10% of life is what happens to you and 90% is what you DO about it

  7. #157
    Story
    (FFI) Blaze Ion Frigate

    When the Reconciliation was unveiled, speculation immediately began on the replacement for the decrepit Firelance III Frigate. The Kiith Council, the Daiamiid finally decided to take control of several Kiith-level enhancement programs and place it under the purview of the UNH. The admiralty of the UNH immediately began embroiled in its most divisive project to date, with several hundred contributing design officers and many thousands of scientists all attempting to steer the project their own way. Kiith nationalists also often tried to manipulate the design to make use of their particular Kiith's specialties, whether it was Kiith Nabaal's lightened compression Ion weapon, or Kiith Paktu's ducted exhaust maneuvering system.

    After one year the product was being castigated by outside critics as well as the frustrated designers. The proposed single-beam layout was lambasted for a lack of vision and hide-bound traditionalism. Those proponents of multiple-weapon designs, including a Kadeshi-inspired triple fixed beam and a variant of the Reconciliation with light ion turrets replacing the kinetic turrets were criticized for unrealistic expectations of nascent technology. Cooler heads began to prevail, and in the end the single, fixed, mothership-class beam wrapped in strategically placed armor and engines proved to be the most effective and cheapest option. Extensive field testing showed that this proposal, dubbed "Blaze", could use off-the-shelf technology in a new configuration to save enormous costs in develompent. Shared technology with both the existing Reconciliation frigate and Tempest destroyer allowed production of the Blaze class to begin almost immediately after the design was finalized, enabling a complete replacement of the Firelance III within only a few years time.

    The current Blaze is a single heavy energy artillery emplacement with numerous redundant vents and cooling systems installed. These systems can barely keep pace with the massive cannon bulging out of the interior of the frigate; the heat sinks will actually glow cherry-red on firing. Armoring has been reduced for the sake of slightly increased maneuverability and significantly increased firepower and range; this weapon system is capable of devastating larger ships, living up to it's heritage as a giant killer. It has also been criticized in some circles as being a glass cannon, dangerously vulnerable to return fire and strike craft assaults. Standard doctrine includes corvette escort to protect against enemy bombers and larger capital ships drawing opposing ion fire.

    • Max Velocity: 100 m/sec
    • Armor: 16000
    • Firepower: 228
    • Coverage: 3%
    • Maneuverability: Low
    • Mass: 42000 tons
    • RU Cost: 650 RUs, build time 60s


    Download Links
    0.0.3.0 Big file.
    0.0.3.0 Data folder.

    Change log
    0.0.3.0
    • Added UNH_FFI
    • Added UNH_Carrier
    • Improved UNH_DDS energy cannon effects and SFX
    • Improved UNH_DDS and UNH_FFI ion cannon effects
    • Separated UNH into distinct race, no longer part of HGN fleet
    • Put in place custom background for certain skirmish maps
    • Added launch animations to frigate antennas
    • Default player colors set to Homeworld 1 default Kushan colors, Homeworld 1 and Cataclysm faction colors set to default color picker swatches.
    • Expanded Readme

    Notes
    The carrier is best described at the moment as a placeholder. You're free to complain about any visual glitches with it, but at this time we won't consider them bugs.

    I would appreciate it if someone cloud take a look at the asteroids up close and let us know if anything strange is going on with them. We're having some internal issues that are hard to pin down, so let me know please.

    Hostilities End has a new background and lightmap. I've never done lighting in anything before, so if you have any issues with how I handled it, feel more than free to voice them so I can improve.

    other stuff
    Homdax, the colors are probably a result of the lightmap. I tried to get it in a good light, but as I said above, I'm still learning this stuff. Hey, at least it's not orange!
    Last edited by Siber; 21st Jan 09 at 10:27 PM.

  8. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #158
    Ignorans, te absolvo Homdax's Avatar
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    I need to play this me self and do some screenies...

    GG!

  9. #159
    Homdax: Don't forget to share!

    Of particular interest to me is any feedback about the new impact effects for the ion cannons and energy cannons; I've spent a few days on them and really want to know if they cause any performance hits, or if anybody has any other feedback on 'em really.

  10. #160
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    Great mod, Siber. the ships are very high quality and the moving engine flaps are awesome. just sad you cant build the destroyer, if you lose it, its kinda the end for you.

    but its just a beta
    GIEF KILLZONE 2 AND HOMEWORLD 3!

  11. #161
    Member Jake's Avatar
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    The more I read about this mod the more I like it, and I also empathise with your approach to canon. I'm curious, though; how much of Cataclysm are you actually treating as canon, if any? I presume that a mainstream 'entertainment product' of that sort with a historical setting must have some basis in fact, even if they do fudge the details a bit.

  12. #162
    Member OhJohnNo's Avatar
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    ooh, flashy lights... That go all flashy when Ion Beam fires...
    The mention of the MBF made me think of the Sommtaw one I've read about (I haven't got Cata either). Will a varient of this be included as an all-rounder? (Good against corvettes and frigates/capships, y'see).
    Let's sail in this sea of charms
    Let's drown underneath the stars

  13. #163
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    I havent played HW or HW:Cataclysm, (the team is from HW1, right?) should probably do that . but is it just me, or are these ships incredibly underpowered? a single destroyer has problems with 2 Vaygr Heavy Missile Frigs and gets smashed to pieces by a Higaaran Destroyer. but maybe thats how this team is supposed to be.

  14. #164
    In order!

    Shrike: More like an alpha than a beta. When we actually have a mothership, you'll be able to build destroyers, but with just the carrier it'd look kinda silly. Glad you like the thrust vanes.

    Jake: The Historical and Technical briefing in the readme will in time include a recounting of events of Cataclysm, but let me see if I can give you a rundown. The basic story of the Somtaaw and the beast is 'real', though the details may differ. The lowly mining kiith did uncover a dormant horror and start a major crisis, the imperials did try to make an alliance with them, there was a Naggarok, and so forth. While others are planned to be salvaged, like drone frigates, the only confirmed bit of tech that was 'real' is the energy cannon, and even these were overstated in Cataclysm, as ours don't track and aren't put on every ship.

    Oh,John,no!: Unless I'm forgetting something we don't have any plans to make a direct successor to the Somtaaw multibeam frigate in form or function. You could argue that we have already filled it's function slot, however, given how you describe it. The assault frigate is most effective in an anti-corvette role and holds its own in a frigate brawl.

    Shrike94 again: The Unified Navy of Higaara(UNH) 'team' is from Homeworld 1 in a sense. In another sense they're an alternate vision of Homeworld 2's Hiigarans. As to balance, comparing them to stock Homeworld 2 ships is inappropriate, as they are not meant to coexist in the final form. However, I will make some comments. Homeworld 2 balance is based on a rock/paper/scissors model to such an extent that certain weapon types get damage bonuses or penalties depending on target type. I'm not intimately familiar with the guts of it, but I would assume Heavy Missile Frigates get bonus damage to capitals and frigates that would tip the scales a bit.

    Even so, our destroyer is meant to be worth about 2.5 ion cannon frigates in a standup fight, and Missile Frigates probably are about similar in damage and health. Frigates in Homeworld 1 and Homeworld 2 are roughly equal in statistics. However, in Homeworld 1(what we are using as our balance starting point), destroyers and cruisers are not able to destroy dozens of frigates all by their own, and must be escorted to take advantage of their particular qualities. Homeworld 2 destroyers and battlecruisers increase in firepower at a stunningly steep curve, so if you let the CPU player build them, they will smash your UNH fleet quite easily.

  15. #165
    Member Jake's Avatar
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    Yeah, magical homing plasma bolts annoyed me as well, and I decided when I started writing Somtaaw Dawn that I was throwing out a lot of plot elements that only made sense in the context of making the game more fun. I can rework some of my existing notes for that part of the Historical/Technical Briefing if you like.

  16. #166
    Member Ultraxwing's Avatar
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    this is awesome i skimmed through the whole post, man that was fun=P well good luck and Sajuk-Ka be with you "my kharakian gets to me, i should stop studying this war, and be done with it, but i have to do tests!" good job!

    Do you Remember Love?

  17. #167
    Jake: I'd certainly be happy to hear your thoughts on what should stay and what should go, and how things should be restructured. I hope you'll understand, though, when I'm say we're not prepared to tell people that we'll just stick their story in our story without very careful review.

  18. #168
    queen-bee
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    Can't find/build the Javelin when playing with 0030.
    Is this normal?

  19. #169
    Yeah, sorry. With the faction set up, the build list and starting fleet are supposed to approximate the final setup of the UNH fleet as best as possible. Given that the Javelin is a Vaygr ship, it gets left out. We probably should have included at least a few in the starting fleet. If you want to add some in, the file name for the Javelin is mod_vgr_gunship
    Last edited by Siber; 25th Jan 09 at 12:44 PM.

  20. #170
    queen-bee
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    I will give it a try, thanks for the head's up.
    Oh and really nice job so far on your alpha mod.

  21. #171
    Member Blaze's Avatar
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    hehe that ion frigate has my name

  22. #172
    Member OhJohnNo's Avatar
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    *looks around cautiously before opening sarcasm box on lap*
    Noo, I never would have noticed.
    This seems to be dying... should I get out my first-aid kit and hand it to Siber? Or are long waits common on modding threads? I don't have a clue, sadly.

  23. #173
    The only showable progress at the moment is the textures for the interceptor, and we've decided to not show that publicly until it is done. We're still alive, and we'll show you stuff when we have stuff to show.

  24. #174
    Member OhJohnNo's Avatar
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    Yay! *Puts first aid kit away*

  25. #175
    I have been trying to get this mod to work but. I place the data-big file in the data folder and then what?
    Can anybody give me some instructions how to do it?

  26. #176
    Orgus:

    You'll need a shortcut to Homeworld 2. I assume you have one or know how to get one. now right click on it, go to properties, switch to the "shortcut" tab, and find the target line. It should say something like this
    "x:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe"
    Where x is your drive letter. If the directory structure is different, you'll have to take that into account for the next step.
    Change it to say something like the following
    "x:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe" -mod data.big
    That should work now.

    (did I really leave the file named data.big? wow, I didn't mean to. I have to remember that for 0.0.4.0.)
    Last edited by Siber; 15th Feb 09 at 1:10 PM.

  27. #177
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    Siber, forgetfulness is supposedly a sign of old age... you must be old! [runs]

  28. #178
    Thank you so much. I really really like your mod.

  29. #179
    Well, thank *you* very much! Keep an eye out for us, we have some stuff coming up on playable.

    I know I'm far from an unbiased person, but if you've liked what we have going on so far, I think you'll like this.

  30. #180
    So, we've gotten the interceptor textures to a point where we think you'll enjoy them as much as possible. The ship is a Taiidani/Kushan hybrid, and while technically it is the Republican Taiidani that field it, we are for the moment showing it in the colors of the old empire, because it really looks awesome that way.









    Expect more news soon.

  31. #181
    Member Wintermute's Avatar
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    Cool! Stat-wise, is it about the same as the Hiigaran and Vaygr Interceptors?
    A Brave New Homeworld. (◔ ◡ ◔ )

  32. #182
    As with all other balancing factors, the stats of the interceptor are going to be based on HW1 standards. Considering that relatively speaking, HW2 fighters are made of wet paper, it will be frighteningly effective against them.

  33. #183
    It has more than five times as many hit points as the stock HW2 vaygr and higaaran interceptors. Its guns are shorter range range, higher damage, and faster firing. It's also a good bit slower; the HW1 era interceptors were about 267 meters/second compared to the HW2 era interceptors at 325 meters/second.

    In short, since we're using HW1 stats as placeholder, it's going to shred entire formations of HW2 interceptors. But that's because HW2 light craft are an entire plate of bullshit and lies

  34. #184
    Member Moleman's Avatar
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    very good looking, i have a small question though as to your methods of texturing, how do you do it?

  35. #185
    Member ajlsunrise's Avatar
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    Quote Originally Posted by Avatar II
    It has more than five times as many hit points as the stock HW2 vaygr and higaaran interceptors. Its guns are shorter range range, higher damage, and faster firing. It's also a good bit slower; the HW1 era interceptors were about 267 meters/second compared to the HW2 era interceptors at 325 meters/second.
    i thought hw1 interceptors went 875... actually... I know hw1 inties go 875, i just pulled up my copy of the game...


    Quote Originally Posted by hw1\r2\heavyinterceptor.shp
    Code:
    maxvelocity                         875.0
    ...
    maxhealth                           160
    ...
    GUN         0
    {
    Type                            GUN_Gimble
    SoundType                       GS_SmallEnergyCannon
    DamageLo                        7
    DamageHi                        10
    MinAngle                        0
    MaxAngle                        11
    BulletLength                    15.0
    BulletRange                     4500.0
    BulletSpeed                     4000.0
    BulletMass                      0.0
    FireTime                        0.18
    BurstFireTime                   1.4
    BurstWaitTime                   1.1
    }
    
    GUN         1
    {
    Type                            GUN_Gimble
    SoundType                       GS_SmallEnergyCannon
    DamageLo                        7
    DamageHi                        10
    MinAngle                        0
    MaxAngle                        11
    BulletLength                    15.0
    BulletRange                     4500.0
    BulletSpeed                     4000.0
    BulletMass                      0.0
    FireTime                        0.18
    BurstFireTime                   1.4
    BurstWaitTime                   1.1
    }
    
    gunsFireTime                    0.18
    ship dps: (2*(((((7+10)/2)/0.18)*1.4)/(1.4+1.1))) * 0.18 = 9.52 dps
    [edit 1

    the gunsFireTime actually makes it only have one gun, so heres the right formula (which is consistant with the screenie):
    ship dps: (((((7+10)/2)/0.18)*1.4)/(1.4+1.1)) = 26.44 dps

    end edit 1]


    stats for hgn_interceptor:
    health = 30 (5.3 times less... check!)
    speed = 325 (check!)
    range: 1600 (check!)
    dps: 1 * ((((37)/0.6)*1.3)/(1.3+.8)) = 38.175 dps (not check!)

    [edit 1:

    screenie:

    end edit 1]
    Last edited by ajlsunrise; 22nd Feb 09 at 12:44 AM.

  36. #186
    Homeworld 1 units are most accurately feet per second. If you convert over as MPS directly and plug it into the game, it's fairly obvious; you get fighters sniping each other over huge ranges. There was a very long discussion about this that culminated in someone finding a humanscale door on the taiidani corvette textures that was six or so "units" tall ... unless the Taiidani are -really big-, this was generally accepted to imply that HW1 units are feet rather than meters.

    Wow, so the raw DPS is actually smaller. You'll have to multiply out the accuracy values, as they're pretty much a straight-up damage modifier in HW2 unlike the physics-based hit system of HW1 (essentially: if your bullet hits the target, it -hits- the target). Plus, HW2 has armor class based damage unlike HW1. Doesn't really matter, as the HW1 armor is enough to make a single HW1 interceptor be more than capable of wrecking the heck out of multiple HW2 interceptors.

    Moleman: That is a very hard question to answer completely. The most important thing to do when texturing is have a detailed and coherent plan of attack as well as a working relationship with your modeler, so if he or she has made a UV choice you can't handle you can fix it.

    Here's the short version, though, of the answer to the question I think you asked. I use Photoshop Elements as it came with my scanner. Then I use lots of layers.

    LOTS.

    Don't even think of asking for videos or somesuch of me working unless you WANT to watch 100 hours of tedium.

  37. #187
    Member ajlsunrise's Avatar
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    Quote Originally Posted by Avatar II
    Wow, so the raw DPS is actually smaller.
    did you see my edited post? which interceptor are you talking about?


    Quote Originally Posted by Avatar II
    Don't even think of asking for videos or somesuch of me working unless you WANT to watch 100 hours of tedium.
    lol

  38. #188
    The raw dps of the HW2 interceptor in that case. And yes, I did see it. The ingame DPS calculations don't take into account accuracy or somesuch; we just ran a few playtests with a completed .hod and saw a single hybrid interceptor account for half a squadron of Vaygr bombers in a single short pass. These things are vicious in groups.

  39. #189
    MODDER GENERAL'S WARNING: The contents of an future downloads may not exactly match the following possibly inaccurate but still damned awesome looking Republican Taiidani colors interceptor


  40. #190
    Member ajlsunrise's Avatar
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    Quote Originally Posted by Avatar II
    The raw dps of the HW2 interceptor in that case. The ingame DPS calculations don't take into account accuracy or somesuch
    i hope/think that's how the actual raw dps works (in hw2)... can you tell me how much the ingame dps says? (i'd have to go borrow my friends computer to see it...)

  41. #191
    Member Moleman's Avatar
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    well i guess i can put the video on my wishlist...lol just kidding anyways im trying to teach myself how to make good HW2 looking textures, do you have any tips fro base coats that dont look flat?

  42. #192
    AjlSunrise: I think the number you quoted is about right for the HW2 inty. They fire higher damage shots less frequently than their HW1 counterparts. Unfortunately, the firepower readout really doesn't work that way. :/ I got into HW modding fecking around with the loose files versions of PDS, and accuracy shifts have zero effect on the firepower number. Neither does armor penetration, and how would it? If you have over a dozen different armor types with radically different armor pen values for them, would you have it average things out or what?

    Moleman: I tend to start with a neutral gray tone... lemme look it up. RGB = 129,125,123. Then I use a multitude of overlay layers using some generic metally tiling I've found hither and yon. Some of it's built out of stock HW2 textures; I find it kind of cathartic that way. You'll have to adjust a lot with brightness/contrast controls, but it's worth it. Then I use multiply layers to draw in lines, which I lighten with neutral grays in different overlay or multiply layers. I use low opacity layers with thin white and black lines to do the shading on the edges of panels, and have yet another layer in turn where I draw in the colored blocks of warning text, etc.

    You'll probably end up with a large number of specialized layers even if you try really hard to keep it under control; I had about 15-20 at any given time on this interceptor; when I was done with the republic version there was a team and stripe layer, the colored blocks and danger arrows layer, the layer for dirt smears around access ports and maneuvering jets, four or five different layers for underlays and overlays, which are best for details, a layer for paneling, two layers for hull coloring, and a layer for height shading. It's far from efficient or even a particularly professional technique, but I've been refining it rapidly (just compare to the assault frigate, which is much lower average detail level).

  43. #193
    Member Moleman's Avatar
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    ah that was exactly the kind of advice that i was looking for

  44. #194
    Member Ringleader's Avatar
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    The ships are looking excellent, but the muzzle flash is kind of big/low resolution, maybe some updated effects will bring it all together.

  45. #195
    queen-bee
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    the trail's effect needs some tweaks too...
    As usual : Sexy ship!

  46. #196
    The intercepter looks really cool. Hope it can "fly" as good as it looks.

  47. #197
    Member Jake's Avatar
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    Looks good so far; my only qualm is the Vaygr-style striped pattern, which make it look like a candy-cane. You might also want to think about making the Republican variant subtly different in performance to reflect real-world tendencies towards variance in supposedly common designs.

  48. #198
    Jake: Actually, I was thinking we were aiming more for that than any Vaygr weaksauce. That's a neat idea about the variance between the Republic variant and the UNH variant, though, going to be putting that into effect I think.

    Queen-bee & Ringleader: New effects are on the menu. It was about 3:30 AM, and we were just excited to get the dang .hod in game XD. Don't worry, stuff will look -lots- better once we get it all fixed up. Here's a screencap of the stripes set up properly:


  49. #199
    Member ajlsunrise's Avatar
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    here's another question:
    are you planning on having the Republican Taiidani, the Imperial Taiidani, or both???

  50. #200
    Indeed we are planning on having both Republic and Imperial Taiidani fleets. There will be some shared units, but otherwise there will be a degree of difference.

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