Page 1 of 18 1234567891011 ... LastLast
Results 1 to 50 of 851

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

  1. #1

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

    0.2.4.0 trailer link

    Homeworld:2 was a highly anticipated game, but to many (to us at least) it was largely a disappointment. Discussions about what it could have been, or should have been, have been a familiar sight in parts of these forums since. This project, Homeworld:@, is the realization of one such vision of how it should have been. Starting with two friends idly talking and drawing, it has grown both in scope and contributors. Homeworld:@ now encompases a full total conversion project with plans for an epic new storyline, many new factions and fleets alongside those returning from game 1, gameplay overhauls, and a new campaign.

    Completed feature list:



    Downloads and terms:


    Current Development



    Ship Exhibitions:



    Credits:



    Contact Information:
    Posting in this thread or private messaging either myself or Avatar II is sure to get our attention. We also reside frequently in #HW@ on the Rizon IRC network.
    Last edited by Siber; 4th Jun 12 at 5:34 PM.

  2. #2
    Rampant Member severijn's Avatar
    Join Date
    May 2003
    Location
    Belgium
    As someone who closely followed the development of this frigate, I will gladly take it for a spin. Looks like you guys made alot of progress since the last time I checked.

    Now where did I put that disc...

  3. #3
    Member JMScomp's Avatar
    Join Date
    Mar 2008
    Location
    In Exile....
    I'm interested in hearing where you go with this one.

    I can't try the frigate out right now, as I have RLPs keeping me from using my desktop, but I am definitely going to give it a try.
    Homeworld 2: Crossfire
    "History comes full circle. Sometimes, humanity survives. Other times...it's obliterated. We tell stories to help us remember history, to keep us from reigniting a war that would no doubt destroy another planet...and perhaps some other race. I wish the best to those who would find the fallen meteor. One cover, a little secret, who follow the trail...who reconstruct my nightmare..."

  4. #4
    hundeswehr
    Guest
    that's quite beautiful. the hull design on the first ship looks consistent with the rest of the body.

  5. #5
    Sajuuk333
    Guest
    Impressing...You guys, are exactly whta the FX Mod Team would need...pity you're busy...contact me if you think you can lend some aid.

  6. #6
    Member Khar Makaan's Avatar
    Join Date
    Mar 2008
    Location
    Somewhere in the Vaygr Reaches
    Looks nice...
    And adds a little more to the events between the landfall and the Vaygr invasion ^^
    I'm really looking forward to its developments

  7. #7
    Khar Makaan: For clarity's sake I'll state right now that we are more or less entirely ignoring the events and backstory presented in Homeworld 2. What we are making is intended as a followup to Homeworld 1 and Cataclysm. We do have plans for the Vaygr, but they probably won't resemble the current adversaries much at all.

  8. #8
    Member HisDivineShadow's Avatar
    Join Date
    Sep 2007
    Location
    Summerville , Georgia NW georgia
    heres a noob question
    i downloaded your assault frigate package
    now how do i actually get it in game and play with it?

  9. #9
    Either unrar the package into your Homeworld2/data directory and run the game with the "-overrideBigfile" flag in the shortcut, or place the .big in the same directory and run with the "-mod AssaultFrigatePackage.big" option. At the moment we have not included the ship in any build lists, you just have the five you start with as Higaarans.

  10. #10
    Member HisDivineShadow's Avatar
    Join Date
    Sep 2007
    Location
    Summerville , Georgia NW georgia
    excellent it worked.
    these ships are pretty awesome
    i like them a lot

  11. #11
    queen-bee
    Guest
    Same here, can't wait to more of those.
    Loves the design...

  12. #12
    Sajuuk333
    Guest
    Would you like considering my previous post, please? I feel ignored

  13. #13
    Sorry, Sajuuk, I didn't mean to give that impression. I haven't had a chance to talk to my partner at any length about your comments, but I'm certainly planning to do so. I'll say that yours was one of the most flattering and encouraging posts so far in the thread, and when we have more to say about any possible working with FX mod, we'll likely contact you via PM.

  14. #14
    Member HisDivineShadow's Avatar
    Join Date
    Sep 2007
    Location
    Summerville , Georgia NW georgia
    i represent a mod as well
    slipstream the price of freedom
    hit us up if you want to do some collaborating

  15. #15
    I'll be testing thing ASAP.
    Will comment after I try it out.
    Hath anyone verily existed a stones throw unwavering quite assured to employ thee venture yonder desireth to become appear vastly similar?

  16. #16
    Wow. It's design takes me back alright. Look completely kushan. I love it.

  17. #17
    Sajuuk333
    Guest
    You do have understanding of the Homeworld building style and lore! The 9CCN Team appreciates your style and wishes you good luck, regardless you join us or not

  18. #18
    Banned Silver_Wolf#'s Avatar
    Join Date
    Jul 2004
    Location
    Constanta, Romania
    That is one hell of a ship, sexy in the Kushan way (I've always loved Kushan assault frigate) , keep up the good job.

  19. #19
    Sajuuk333, I have a missive for you, but your PM box is apparently full. If you could clean a bit of space, perhaps we could begin some discourse?

    Everyone else, I'd just like to thank you all for your kind words. It's nice to see outside enthusiasm, and it makes me want to get the next ship out that much faster.

  20. #20
    Banned Silver_Wolf#'s Avatar
    Join Date
    Jul 2004
    Location
    Constanta, Romania
    Heh maybe someday I'll see the old Kushan Defender resurrected in a new sexier form (that thing looks so cute and defenceless once it rolls out the production line but when the first guy comes into range out pop 3 gun turrets and proceeds to give a new a-hole).
    Either way I can't wait to see what's next .

  21. #21



    The Spirit-class Corvette is the main heavy strike craft of the fleet. The Spirit is based heavily on the previous generations of heavy strike craft, although it fills a much broader role than either the Hammer or the Cavalier. The Spirit, a Kiith Paktu design, retains the swiftness and maneuverability of the most advanced first generation corvettes alongside a significantly enhanced armament. The earlier cockpits provided a full 180 degree view of the space ahead; the Spirit instead substitutes ubiquitous sensor arrays to give the same information density to the pilot whilst allowing the pilot coccoons to be buried deeper within the hull. The sleek lines of the Spirit do not betray its thick armor and robust power systems supplying two medium railguns.

    Most notable are the Spirit's large aerobraking surfaces analogous to the wings of an aerofighter. These surfaces can be used to rapidly shed speed in an atmosphere, and also serve as excellent locations for powerful attitude thrusters contributing to the unparalleled maneuverability of the Spirit. Additionally these versatile craft are often converted to serve special roles, and these large surfaces can be used to mount various equipment, such as long range scanning probes, additional fuel tanks, or even orbit-to-surface munitions in certain situations.

    The Spirit is widely used amongst the vast majority of the Kiith, and is a common sight amongst the Kushan fleets. While a wing of Spirits can be a pricey investment, they are superb escort and harassment craft, and are often tasked to some of the most dangerous missions in combat: escorting the bomber wings. Many of the finest pilots in the Kushan fleets swear by the Spirit as the ultimate synthesis of speed, firepower, and durability; the craft can outpace all other Corvette-class vessels and keep pace with heavy bombers, giving them immense strategic flexibility. Like all Corvettes, the Spirit is large enough to suffer greatly from capital ship weapon turrets, but its speed gives it an edge against other, slower, heavier designs.

    Max Velocity: 210 m/sec
    Armor: 1300
    Firepower: 24
    Coverage: 95%
    Maneuverability: High
    Mass: 750 tons
    RU Cost: 190 RUs, build time 20s

    End Story

    Same usage rules apply. Again, not yet built into the build manager and such, so you'll have to modify some files yourself to spawn it into the game. As last time, available in .big and .rar formats, and under the same conditions and terms. Enjoy!

  22. #22
    Sajuuk333
    Guest
    Again, a piece of high-quality work from you, guys! Keep it up, and chat to you later

  23. #23
    Member Khar Makaan's Avatar
    Join Date
    Mar 2008
    Location
    Somewhere in the Vaygr Reaches
    Nice ship, really
    (can't find anything else to say )
    All of this has happened before...
    All of this will happen again...
    Time is but an eternal cycle.


    Chrome's "Homeworld: Legacies" Fan/Reader

  24. #24
    Beautiful work, guys! I really really hope you will finish your mod and not abandon it due to RL or something. In my optinion, that would improve HW2 as much as the new shader mod.

  25. #25
    Research Databank Entry: Energy Cannons

    Most heavily popularized by their portrayal in the 'Cataclysm' saga of entertainment products, the heavy plasma cannon is a refinement of the older exile-era plasma bomb launcher technology. While the development of Kushan equivelants by Kiith Nabaal was popularized heavily as a universal replacement for coilgun. Though this didn't stop the media from creating a number of decidedly dramatized stories where this was so, live-fire tests showed that the lower muzzle velocities and the significant time it took to aggregate enough fusing plasma for a second shot dramatically reduced the Energy Cannon's effectiveness against light craft.

    While the basic technology is over eight decades old, the innovations it represents are subtle and quite dramatic. The original plasma bomb launchers were all spinal weapons systems only slightly less bulky and massive then an ion-beam weapon and relied on bulky ammunition to contain the blast. By contrast modern energy cannon use a smaller containment mechanism that can be mounted in large turrets. Unfortunately they still are only built in anti-capital roles, featured on heavy bomber craft and as secondary armament for capital ships. All but the most unrealistic commanders agree that the Kiith fleets must continue to maintain a supply of craft armed with coilguns for their versatility and decent performance against both large and small ships.

    Allows production of: Attack Bomber, Cloaked Bomber, Destroyer, Cloaked Destroyer, Heavy Cruiser, Dreadnought


  26. #26



    If frigates are the backbone of any fleet, destroyers are the arms. The Tempest-class Destroyer mounts an engine practically the volume of a full frigate, providing it with the greatest speed of any Higaaran ship larger than a Corvette, and a system of thrust vectoring combines with extensive thruster arrays to let the Destroyer kill velocity just as well, and twist and tumble to face any threat.

    The Tempest's development cycle was one of the most remarkably smooth projects in the history of inter-Kiith efforts; especially considering the dramatically different design methodologies of the Kiith involved. Initially Kiith Soban proposed phasing out the destroyer-class ship entirely in favor of a heavily expanded frigate hull that would replace both the old Revelation and Firelance lines of Destroyers and Frigates respectively. This was however emphatically opposed by both Kiith Nabaal and Manaan who maintained that a class of ships smaller than cruisers but capable of mounting more complex systems than frigates was necessary. In what may be a first since landfall, Kiith Soban conceded the point immediately and proposed a radical compromise. The Tempest design program was tasked with creating a rapid-response unit that would mount enough firepower and armor to serve as a front-line combatant if necessary, and would have the drive endurance and facilities to conduct commerce raiding and deep strikes. Only recently put into mass production, the five year old Tempest has already won outstanding acclaim and uniform praise from all ship captains and task force commanders alike.

    With an array of three large dorsal energy cannon turrets and a pair of medium ion beam turrets, the Tempest brings significant firepower to the table, and has the tremendous thrust necessary to bring that firepower to bear on distant targets quickly. With fighter or corvette escort, a squadron of destroyers makes a highly effective assault force that can outmaneuver the larger cruisers and mothership-class vessels with ease. It is best to utilize these powerful ships against the vulnerable rear and side aspects of target ships, although the excellent coverage of its weapons array gives it utility in the midst of a capital ship brawl as well.

    Max Velocity: 145 m/sec
    Armor: 38000
    Firepower: 451
    Coverage: 80%
    Maneuverability: Low
    Mass: 150000 tons
    RU Cost: 1500 RUs, build time 150s

    Story Ends
    Same terms of use stuff, slightly different download situation. Now all three ships and a starting fleet for them come packaged together, still in loose files and .big options, though both .rared this time, for rudimentary readme inclusion. More documents will probably be included in later releases. The frigate and corvettes got slight facelifts this time too. Enjoy!

  27. #27
    Member
    Join Date
    Sep 2003
    Location
    Columbus, Ohio
    I like the destroyer. There are definately Kushan design elements there. What about fire coverage on the underside? You have three turrets topside, but none there.
    10% of life is what happens to you and 90% is what you DO about it

  28. #28
    The energy cannons can't fire down, its true. Both ion cannons can, though, which is a considerable amount of firepower there. The destroyer should orient to bring those topside guns to bear anyway.

  29. #29
    hmmm that looks a lot like the HW1 Kushan destie lol >_> or it is LOL just me probably

  30. #30
    The resemblance is quite intentional.

  31. #31
    Member
    Join Date
    Sep 2003
    Location
    Columbus, Ohio
    ...and well done. It does look like a logical progression from the Kushan version.

  32. #32
    Member -=[F@LC0]=-'s Avatar
    Join Date
    Mar 2006
    Location
    Germany
    Hi, I really like your ship design. Especially because I liked Hw1 stile ships.

    As you may remember, no Hw1 Kushan ships had a sharp nose or arrow style front. -
    They were all rounded

    - So in my opinion the Corvette could need a little bit more flat nose but thats it - the rest of the model is just fine.

  33. #33
    Sauce PLZ?
    I demand MOAR!

    :P

    great job so far man
    really like your work =D

  34. #34
    You should do some strike craft. You've got a corvette, a frigate, and a destroyer... >_>

  35. #35
    I am a sun God Ammon Ra's Avatar
    Join Date
    Mar 2002
    Location
    Europe.
    The corvette doesn't look very "homeworldish". The front part is too rounded, not that curves are bad, just that the geometry is too indeterminate since it all seems to be one smoothing group. Otherwise, really good ships
    *mildly disgusted with negative price discrimination*

  36. #36
    Demonslayer: >.> strike craft are insanely hard. One thing that's really troublesome about attempting to capture the aesthetic of the old strike craft is their damnable simplicity. See, with bigger ships you can always throw in funky little detailmabobs, like the whole assault frigate armored-hood dealie. We tried to evoke the lines of the old assault frigate whilst doing some new stuff. Certain aspects turned out a bit better than others (hey, it was a learning experience), but it was pretty decent. That was based off of the first and only batch of higaaran assault frigate concepts I did. The corvette took a bit of sketching, but I was actually inspired by a modified twin-gun pulsar corvette posted a million years ago. I have no recollection of the name of the poster, but it inspired the whole sleek motif. For those offput by the sharp pointy nose, we'll have a beefy heavy 'vette out at some point.

    Where was I? Strike craft. That's the thing; redesigning capital ships can be done by a process of reduction; which is to say figuring out which bits made it that ship and not some other ship. Then you doodle instead of paying attention during lectures and slap on those reduced elements, doodle some more, and you have a design. Since I think the kushan destroyer had to be my favorite kushan craft I took extra time to try and get everything just right on the destroyer concept (and to a similar extent the texture). But, it's not impossible. You can always grind away at a capital ship concept just because you have enough little detailmabobs and doohickies you can use to signal "hey, this is a carrier/cruiser/missile destroyer/shoryuken frigate".

    The homeworld 1 interceptors stubbornly refuse to be reduced, because they're already so simple and beautiful. Tonight I think I've finally scratched out what we'll try for the higaaran interceptor, but saying I've been through fifty to seventy concepts for the little bastard already is not an exaggeration. I've got pages and pages filled with indecipherable pen sketches that are me wrestling with the problem of taking the flattened shape, offset sensor vane/cockpit, and central gun and trying to make something new that doesn't suck.

    So... I guess what I'm trying to say is : Rest easy, we've got some little guys coming for the Higaarans, at least one. And depending on how fast I come up with a set of views for Siber to model, maybe a second. And maybe a few things for one of the other factions, though who knows.

    Next on our general agenda is filling out the two critical missing slots in our burgeoning fleet (besides strike craft), which is a production ship (carrier) and a harvester, so we may back-burner the interceptor and other ships in favor of that.

    ---

    Regarding the corvette: Siber's been grumbling a bit about the nose, he will probably revisit it. Also, we added some goblins on the cockpits that help add a bit more shape there; lazy us not taking updated screenshots. Thanks for all the feedback, and we hope to get some new stuff to you before the end of time itself.
    Last edited by Avatar II; 18th Aug 08 at 12:53 AM.

  37. #37
    Adhira
    Guest
    Woah, i admit i didn't catch the value of these ships at all just from the screenshots!
    It's simply awesome, as soon as i started the first skirmish i just paused and couldn't stop myself from admiring every ship over and over!

    I'm actually a Kadeshi design fan and always snobbed the P1, but your models and textures are just on another level.
    They also respect the Kushan design almost perfectly, the strong nostalgic feel i get from them speaks unmistakeably about how well you worked on evolving the old ships into the new ones.

    (okay, lets consider the corvettes' nose adjusted already XD)

    Anyway, some in-game feedback:

    Skirmish: Hiigarans - Vaygr -------------------------------

    Spirit-class Corvettes: i tried various things (love their slick profiles) and i noticed that they are taken out quite easily by Lance Corvettes (i got distracted by noticing the new cool sounds the Desty's guns do and when i checked back the 'vettes were no more :/ ). in my opinion, they look too "big" (literally) to be annihilated that quickly. I would still use interceptors or hyperspace in a frigate or two to create ruckus before send a wave of bombers in.
    For now they look more reliable than original HW2 corvettes, but are not...:x

    Reconciliation-class Frigates: ("baby Makaans" as my silly girlfriend calls them...that Vaygr freak...)
    These are way, way better than flak frigates in terms of attack (tracking, mostly), but again, it's a shame how fast they go down to bombers and in my opinion "a shame how fast" means "too fast". The little pulsars you put on them seem to miss fighter-class ships every time.

    Tempest-class Destroyers: These seem pretty balanced, but i have yet to send them into a serious situation, involving battlecruisers and that other weird stuff the Vaygr usually throw in. They keep a a really close range compared to normal destys so i suspect my usual "disturbance tactic" with intys and spare bombers will not work as cover for them.

    -----------------------------------------------------------

    Seriously guys, i can't submit this "reply" without saying again how cool your ships are, please do more, now the old Hiigarans look really too ugly and meaningless to play with :/

    PS: Are you implementing the fuel system from HW again? It's not that important for the P1, but i know there is a script for that around here... (and i refuse to play mods like the FX one until the Fuel Pod stops pretending to be a Mobile Refinery >_>)

  38. #38
    Member Khar Makaan's Avatar
    Join Date
    Mar 2008
    Location
    Somewhere in the Vaygr Reaches
    Well, the problem is that the removal of fuel consumption is pretty well hardcoded into the game...
    That means that whatever you do you'll never have that sort of thing like fuel (or at least i think ).

    FX Team had used a little trick to give some drawbacks in the mod (cause they're otherwise very effective ^^) by replacing the fuel consumption with a drop of speed (to 50% if i'm not mistaken, look in the recent updates of the mod in their thread) when not in a certain radius of a fuel pod (named command pod in the mod) or of a Needleship.

    Just my

  39. #39
    Adhira
    Guest
    FX Team had used a little trick to give some drawbacks in the mod (cause they're otherwise very effective ^^) by replacing the fuel consumption with a drop of speed (to 50% if i'm not mistaken, look in the recent updates of the mod in their thread) when not in a certain radius of a fuel pod (named command pod in the mod) or of a Needleship.
    Yeah, i was joking XD I do play the FX mod, but not being able to to use the Fuel Pods as their original counterpart bugs me a bit.

    I don't know much about LUA, but i found this script posted by Belzebuddy for Tefeari's "Homeworld: Empires" mod (it has been dead for long time, apparently) and wondered about what it did, since it's named "Fuel Pod Management"

    Belzebuddy's Fuel Pod Management

  40. #40
    Adhira: The link to the file is dead. Would you mind posting the script?

  41. #41
    @Blah, adhira knows its dead, hes asking what that link was for.

  42. #42
    Adhira, I really appreciate quality feedback, and also knowing that someone bothered to download and examine these babies in game. I know Avatar will be pleased that you like the sounds. However, something to keep in mind as your giving them a spin: We plan on removing all of HW2's ships and replacing them by the end, and our idea of how ships should be balanced is fairly different, emulating HW1 more than anything else. Commentary on balance won't be truely useful until we've at least got a skeleton skirmish fleet to pit against itself. A great example of this is that a decent wing of corvettes can make fighters evaporate, largely because our fighters will have in the neighborhood of five times the HP of HW2 fighters.

    We won't be using the fuel burn script. I've heard its something of a performance drag, and honestly, managing fuel levels is always a pain. We have uses planned for support frigates, fuel pods, and so on, that hopefully will sufficently justify their continued existence.

    That aside, some ship specific points.

    Spirit: These are only the lightest of corvettes that will be available, and it's worth noting that they've been scaled down since last release following a review of relative sizes. Lance corvettes are probably Super Effective against them, so it's not too surprising that they went away. Don't worry, lance corvettes will be going away, themselves.

    Reconciliation: Baby Makaans? Sterange. Regarding the pulsars, those are ultimately supposed to be anti-missile point defense. If that can be made to work properly is yet to be seen, and we don't have any missile firing ships built in our lineup yet, so proper testing of that feature hasn't really been undertaken in full.

    Tempest: I'll tell you from experience that one on one, a Tempest will lose to a stock destroyer, because the destroyer and BC firepower levels are out of control. They're still pretty effective against frigates, though.

    Have you noted the independent hyperspace ability for frigates and destroyers?

    Your anticipation is encouraging. In return for getting my day off to a happy start, I'll give you a present, a peak at one of the tweaks that'll be in our next release.



  43. #43
    Adhira
    Guest
    Euh, maybe i live in another dimension, because it's not dead for me, but here you go:

    Data\leveldata\multiplayer\Kadesh Deathmatch.lua



    Data\leveldata\multiplayer\lib\SobArray.lua



    Data\leveldata\multiplayer\lib\SobGroupFunctions.lua



    AND an alternative link: 2Shared - Belzebuddy's Fuel Pod Management Script

    Now, to avoid digressing to much about the FX mod here, a production unit for the HWAT would be the best, i'm ready to dump the higgy Carrier anytime~

    Do you also plan on making a new Mothership? The original Kushan version was supposed to be an emigration model and was mainly designed to be a safe vessel for the cryogenic chambers, so the new version should be more battle-oriented.

    The Pride of Hiigara is basically a fatter copy of the old one and its engines don't match with your new Kushan-style ones.
    Last edited by Adhira; 24th Aug 08 at 12:42 PM. Reason: fixing the code formatting method

  44. #44
    Don't worry, our planned mothership is rather different from the Pride, while still touching on its roots, and will be able to do the Kushan proud in a fight. We'll probably have a carrier soon, at which point the releases will get a bit more meaty and playable, and we'll have to do things like build lists and stuff. I look forward to that day with great anticipation, but there are a few ships to get out of the way before we get there.

  45. #45
    Adhira
    Guest
    Oops, i was writing my previous post when you posted, Siber

    Anyway, thanks for the clarifications, i'm really looking forward to the next update!

    Regarding the "baby Makaans" thing, it's because the frigates vaguely resemble Makaan's (vaygr admiral ship) design, i think you called it "coated". Just ignore that XP

    i indeed noticed the independent hyperspace ability, but thought it was just for testing purposes. I used it to HS my frigates around the Vaygr main fleet to stay out of the range of heavy fire and at the same time mow down all those careless corvette and fighter classes. (6 guns really get the job done fast)

    Just another question popped in my mind, any thoughts about the old salvage system? That and the tactical use of repair frigates and corvettes (for quick docks in the middle of battle) were two really tactical features in HW.

    The infiltration system of HW2 is sure good, but seeing a multibeam frigate be captured and slowly delivered inside the mothership just to re-emerge with loyal Kushan crew adds a little more realism to that.
    Mainly because i find it hard to imagine that a unit could be able to retain full operative power and capacities after having a bloody battle going onboard...
    A captain knowing his ship is going to be conquered and used against his own fleet would better destroy it himself than letting that happen.
    Last edited by Adhira; 24th Aug 08 at 7:53 AM.

  46. #46
    Not to mention infiltration frigates having enough crew onboard to capture theoretically endless battlecruisers, eh? We've not hammered out how we want to do salvaging, or even what is possible in the engine, so that's still pretty up in the air. Repair ships are going to be making a comeback, I'm fairly certain.

    And yeah, freely hyperspacing frigates and up is intended. Feature, not a bug! We may have to adjust the cost and such before all is said and done, but at least in skirmish that should stay in.

  47. #47
    Member
    Join Date
    Sep 2003
    Location
    Columbus, Ohio
    Adhira: the code would be much more readable if you put them in tags and formatted it.

  48. #48
    Adhira
    Guest
    Siber: That's indeed a good feature for strategical action. I wonder if the AI will be able to make full use of it too, eventually. And yay for repair ships!

    gthompsn: too much for a forum noob like myself, but i'll try to sort it out. EDIT: fixed!

    Meanwhile you can use one of the two download links, the file is as small as my lack of modesty.

    Then again, since that post i got engrossed into figuring out how Lua works and i'm sure that script has nothing to do with a fuel system. It just sorts out some kind of formation involving the Kadeshi fuel pod and swarmers.
    I guess it's related to the Hive Carrier mod that Belzebuddy made and which involved completely automated escort formations for capital ships, if i'm not mistaken.
    Last edited by Adhira; 24th Aug 08 at 12:43 PM.

  49. #49
    Excellent ships.The destroyer is particularly neat. Its a real pleasure to see original ships that aren't either a box with turrets strapped on, or existing ship models distorted and merged, and yet fit visually within the Homeworld universe. They are also a pleasure to see considering that a disproportionate number of truly original designs are invincible monolithic supercapital ships. Keep up the good work!

  50. #50
    Hey guys, thanks for all your kind words. It really means a whole lot to us
    Make sure to stick around, we have some rather interesting stuff in the pipeline. Unfortunately, my inspiration in ship concepts has been straying rather far from the original gameplan. So, expect the unexpected.

    (edit) And with that last line, I mean our original plan was clear up a harvester and a carrier for the Higaaran faction and get them into play. Not that I was suddenly and dramatically changing ship styles. (/edit)

Page 1 of 18 1234567891011 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •