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A Homeworld Universe Mod - HWU v0.0.94 DL available

  1. #2401
    Technically speaking they arent mine they belong to Doci from the GCM mod team.

  2. #2402
    True, but you did the detail work to adapt them to HWU.

  3. #2403
    regardless he does get credit for the stuff so does matt cause he did the colorize bit which i didnt know how to do at the time. What i would like to do is colorize the Taiidan crusier engine at the back and turn that red and use iton the beast HC that would be awesome sadly that particular thing i wont be able to do unless someone has that engine mesh by itself and not as page0.

  4. #2404
    Don't like the screens of this ship.

    A.) it's a normal corvette.

    B.) Those mounted guns on the hull are much to huge for a small ship like that. It looks odd and uncreative.

    Anyway great job maybe it still requires some work.

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

    I hope you will include the energy cannons.

    A.) They were major part of Cataclysm and are therefore cannon and belonging to the Homeworld Universe.

    B.) They are really cool. It would be fantastic to have those upgrade features for all main races that used those weapons in Cataclysm. Taiidan,Kushan,Somtaaw,Beast and no one else. It would also make sense. I mean all Hw2 races are using energy weapons and no kinetic weapons anymore.

    If you're unwilling to include them it would be a real shame. Well your decision.

  5. #2405
    Member chris80502's Avatar
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    Quote Originally Posted by LeviathansWrath
    So dont expect to see those guns in the future cause i dont think chris is gonna add them.
    Regarding the energy cannons, I stated in PM that I would definately use the energy cannons but I am not willing to add new weapon systems into the mod just days before we are going to have a release - we need time to check, balance and make sure that it doesn't screw up game play (seems my words fall on deaf ears). So they will be in for .95. As for the Beast HC, you don't need the engine texture by itself, you can just copy the sections from the Taiidan HC textures into the approrpriate Beast textures and it will work just fine (provided you colorize it red).

    Last night I went through the BH and NS teams and put comment lines in the .ship files for all ships that don't actually have engine trails or use them yet (hw2.log had around 20 lines of pseudo errors so I fixed that up last night so the log looks cleaner) - I also added trail lines for ships that just needed the .ship file edited for the trail to glow. Also, I tried to play as the BH and NS teams and found them very, very WIP, what's with the Ghostship (BC?) it doesn't have any weapons. The Beast Bentusi ship also seems way under powered, it's beams were firing constantly but didn't do much damage. On a personal note, I feel like recently I'm the one who isn't getting any credit Levi. I've literally spent thousands of hours of my life working on the mod (and the materials from UHF which are included), you use my work at will and rarely say anything about it. I'm sorry if I don't release as often as you like, but I demand that releases be as decent as possible, not just a few changes and then oh, let's put out a new release. People need time to play a version before a new one comes out, maybe a critical error should get a new DL, but if the version is tested properly it shouldn't be a problem. Yet again, when I need you to be testing the final release candidate you decide to work on more units instead of fixing up your team materials or even posting a comprehensive bug report. All I'm saying is just don't forget, there would be no HWU without me, I started the project, searched out contributors, compiled all the contributors work, added numerous teams of my own, textured nearly an entire fleet (I know not the greatest, but I am still learning), made the websites (and tutorials for a number of things to help people out), answer questions and PMs daily (which takes a bunch of time) and even had the initial idea that lead to the breakthrough of more than 6/7 races in Homeworld2. I didn't want to lead the mod but ended taking the role because no one else would - and after a year and a half and so much work - yeah I will do things my way because people are happy with the game play and happy with how the mod is turning out. I've done literally thousands of changes since the last release, but it just never seems to be enough for you. Ultimately I just want the mod to turn out well (and how the community at large wants it - I may make a command decision here and there, but I feel I've earned it), and if it takes a bit longer because I'm being a little fussy I don't think that should be a big deal - enegy cannons can wait for .95 and I do agree with GBscientist, they are necessary for the Somtaaw ships for sure.

    I wanted to get out a .9398 version for testing today since I found that two progenitor ships were crashing the game intermitently but it will have to wait unti after work (I do have to work full time too).
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  6. #2406
    As for the energy cannons glad to hear that you will still include them it is wise to let yourself more time with them. .95 it is.. Looking forward to .94 & .95.
    Last edited by 23-down; 5th Aug 10 at 12:12 PM.

  7. #2407
    Maybe if someone hadnt overwritten my NS BC ship file IT WOULD HAVE THEM! And with regards to the DDs for them if i turn up the damage they would be overpowered because they fire fast. And i didnt think you needed credit because it would be obvious that you GOT IT, and i have been working on them but slowly cause i prefer to be uncononsicous for as long as POSSIBLE BECause i hate BEING ALIVE. And im working on videos to add to the HWU site to help promote the stuff while granted they tend to have what i made but they do show off the stuff you changed ex your blasted annoying hive frigs etc.

  8. #2408
    I seem to have touched a nerve. I apologise if my misunderstanding of the dynamics of the HWU team has ignited a problem.

    I am pleased to hear, though, that Chris is committed to getting Energy Cannons in at some point, and I do see logic in his point that now is poor timing to add them.

  9. #2409
    Member Moleman's Avatar
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    levi you need to calm down, and as always with the rules of modding, give credit always, no matter what, and chewing out chris doesnt help this, chris is right in most point, and even though this started as a community project stemmed from his idea, its his ideas that have taken us quite a ways, as for GBscientist ~ its good what you do, you are very straight forward about a lot of things(from what ive read in your posts from thread to thread) and it is good to have a voice like that around here, granted a new one, but a change in voice style never the less, giving critasizm where it should be sent, dont apologize for voiceing your opinion, just keep on trucking

  10. #2410
    Okay okay moleman chris gets credit etc, will be working on fixing whatever got changed to the NS abd BH since i gave chris the materials cause the ones i sent him were good to go thou now i can do dockpaths better so ill clean those up as well as hardpoint positions. Fixed the NS BC weapons cause the ship file was purged And i got the NS MS fighter and vette docks to work better and chris if you want that just say the word and you will get them and ill be working on stuff they are missing mostly units that i forgot.
    http://www.moddb.com/mods/a-homeworl...lsars#imagebox
    Heres the video i made of Elite pulsars and the other races of HWU.
    Mostly Bad vs good guy with me being sort of on the bad side.
    Hig Taiidan Turanic vs Kushan SOmtaaw Taiidan.
    And yes the model is kinda messed up cause the bottom hardpoint isnt big enough to actually fit the gun so if anyone knows where to get one that does that will be great.
    WIth regards tot he E cannons since i went ahead and put them in ran into an issue with ships that alrdy have a special attack in them ex ACV for somtaaw and beast. When researched they fire those at will instead of letting you give the E command. Think i got a way around this but not sure you will like it when it comes to it.

  11. #2411
    Member chris80502's Avatar
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    Sorry for my rant earlier,

    Of course I want any improvements you've made to your own teams.

    "blasted annoying hive frigates" - Really I thought they were quite fun, sure not like Cataclysm but better than nothing for now - we can always upgrade as we go along.

  12. #2412
    Give me a few days to clean up stuff thou i can get the NS ms to you now.

  13. #2413
    Made some changes to the NS just added their plasma frigate that they were missing but ah im not sure what to do with the MCV and mimic models for the BH, any idea what to make them into guys?
    EDIT
    On another topic would it be better to reduce the cost of certain ships to match their hw 1 price list for individual units from that game. Ex bomber in hw 1 cost 85 or so a squad would be 425 total cost while inters would be cheaper. Corvettes would be more expensive depending on what it is. EX heavy vette in hw 1 and cata costs around 220 to 250. So squad of 3 costs 660 to 750. the 750 estimate is for the beast. IF anyone thinks this is worth some merit post plz or just reply etc.
    Last edited by LeviathansWrath; 6th Aug 10 at 6:25 AM.

  14. #2414
    Member Moleman's Avatar
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    levi as a personal favor when you double post can you edit your previous one? sry its a pet peve of mine

  15. #2415
    The balance is really good so far.. Some teams are a bit weaker due to missing ships. I wouldn't change the costs for the ships. Only when you make global costs like every corvette of a specific type costs the same in every team then you can do that.

    But for what? It is fine like it is at the moment at least in the last released version it was.

  16. #2416
    In the short term, giving everyone roughly equal fighters and corvettes of roughly equal cost will keep the mod balanced. In the long term, it will be more interesting to differentiate the costs and capabilities more.

    For instance, in a UHF race, I would expect the Kushan designs to be already available or cheaply researched, be quite weak, and very cheap. UHN ships or Somtaaw ships would be more expensive to unlock and build, but rather more capable. Hiigaran ships would retain their current cost and capabilities, but would all need to be unlocked by research. This would provide a range of options for the player to mix and match his or her fleet. A similar balancing strategy could eventually be adopted across the whole mod, with Taiidan, Kushan, and Turanic ships being the weakest and cheapest, while cost and strength both increase by the relative newness of the faction.

  17. #2417
    Would be cool such a thing..

    Playing as a special UHF race starting with the Kushan keeping researching till the Somtaaw Tree is unlocked. You keep all your old Kushan units but can't produce them anymore. All new ships you can now build are Somtaaw ships till you reach the Hiigaran technology.

    That makes however only sense when other factions get such special races too. Taiidan - bit more modernised Taiidan - Hiigaran Timeline Taiidan Forces.

    But I guess that would be a hell of work to do so.
    It needs new maps with enough resource asteroids , new research scripts etc. Would be still cool maybe some day far in the future something like that could be realised.

  18. #2418
    Anyways now with the changes that chris made i got a version that has 4 races with the EC cannons working thou there is one problem with this. You will notice this issue with the ACV's and that is the only problem. When researched the acvs will fire their EMp at will. Only work around i believe would be to put another acv into the build list but with energy cannons alrdy set to normal on it so it dont have to be researched but you will have to research EC to unlock but it wont be the actual EC upgrade itself as the somtaaw only have one vette with guns. Anyways if anyone would like to test this out plz PM me. Tried to give the guns hw cata stats as close as possible with the exception of destroyers and cruisers, will need to tweak them. But at the very least those that try it out plz give some feed back on what you would like edited, weapon color, speed, range, damage etc. Also i gave the hw 1 assualts their P bombs.
    EDIT
    Turns out this applys to the acolytes as well. Hmm any idea how to get around this instead of adding antoehr acolyte with the EC variant into the build list?
    Last edited by LeviathansWrath; 8th Aug 10 at 11:20 PM.

  19. #2419
    Actually you can script around the ACV issue using:

    sobGroup_ChangePower(<sSobGroupName>, <sJointName>, <bWeaponPower>)

    Description
    Enables or disables all weapons mounted on <sJointName> on all the squadrons in <sSobGroupName>.

    Example
    SobGroup_ChangePower("Dreadnaught", "Weapon_HullDefense1", 0)

    Arguments
    <sSobGroupName>: the name of the sobgroup to change the power of the weapons on.
    <sJointName>: name of the joint where the weapon is mounted
    <bWeaponPower>: 0 = disable, 1 = enable
    It may be a pain to implement but the end result of a real working acv with emp separate would be worth it.
    Path To Victory

    - I can count to 1024 on my fingers! -

  20. #2420
    Would that work for the acolyte as well and can you give more info on this sobgroup cause i dont know what that is. No experience with that so yeah molou that would help.

  21. #2421
    What it does is deactivate/activate a weapon based on the hardpoint. You'd have to do it over gamerule script - basically say: If player A is race hiigaran and has research energy cannons then:

    fill all ships of type (say - ACV) and activate weapons on hardpoint 'energy cannon', deactivate weapons on harpoint 'normal gun'.

    It's hard to explain without an example if you don't know how HW2 gamerule scripting works.

    If any of the HWU team can script, I'd leave it up to them - otherwise I can post an example later.

  22. #2422
    guess ill leave it to someone else from HWU cause i dont have a clue.......................... not stupid just this is ARGGGGGGGGGGG!
    Anyways if anyone wants to try what i got PM ME! Firepower for the EC's vary between classes, thou super caps like DD and BC HC have over 1000 damage for those guns but cause less damage against fighters and vettes from what i can see in the damage multplyers.

  23. #2423
    Member ajlsunrise's Avatar
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    easy peasy to script.

    I'd need to know the research names and ship names though.

  24. #2424
    CorvetteEnergyCannons,FighterEnergyCannons

    hgn_bst_acv, hgn_bst_acolyte,hgn_smt_acolyte, hgn_smt_acv
    anythhing else you need to know?

  25. #2425
    Member ajlsunrise's Avatar
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    are the research names the same for both the beast and the somtaaw?

  26. #2426
    those are chassis upgrades so yes it should be. THe only difference is in the Root Research which is the required research item to get themin this case your race. hope that dont impede that.
    Anyways ACV EMP and acolyte missiles are the issue atm.

  27. #2427
    Member ajlsunrise's Avatar
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    Ok. You'll have to change a couple things.
    1) the weapons will need to be set to "Normal" (both projectile and energy).
    2) Remove UpgradeName = "UseSpecialWeaponsInNormalAttack" from the Research items.
    3) the ships need to have hardpoints that correspond with the following code:
    Code:
    function UpgradeToEnergyCannonsHack_Init()
        Rule_AddInterval( "UpgradeToEnergyCannonsHack_Run", 1.0 );
    end
    
    function UpgradeToEnergyCannonsHack_Run()
        local iPlayerIndex = 0;
        local iPlayerCount = Universe_PlayerCount();
        while iPlayerIndex < iPlayerCount do
            -- do the corvettes
            -- create the SOb Groups
            SobGroup_Create( "ECUpgradeHack_CORV" );
            SobGroup_Create( "ECUpgradeHack_CORV_temp1" );
            SobGroup_Create( "ECUpgradeHack_CORV_temp2" );
            
            -- clear them
            SobGroup_Clear( "ECUpgradeHack_CORV" );
            SobGroup_Clear( "ECUpgradeHack_CORV_temp1" );
            SobGroup_Clear( "ECUpgradeHack_CORV_temp2" );
            
            -- fill them
            SobGroup_FillShipsByType( "ECUpgradeHack_CORV_temp1", "Player_Ships"..iPlayerIndex, "hgn_bst_acv" );
            SobGroup_FillShipsByType( "ECUpgradeHack_CORV_temp2", "Player_Ships"..iPlayerIndex, "hgn_smt_acv" );
            SobGroup_FillUnion( "ECUpgradeHack_CORV", "ECUpgradeHack_CORV_temp1", "ECUpgradeHack_CORV_temp2" );
            
            -- change power
            local EC_Corv = Player_HasResearch( iPlayerIndex, "CorvetteEnergyCannons" ); -- returns 1 if true, 0 if false
            SobGroup_ChangePower( "ECUpgradeHack_CORV", "Weapon_ProjectileCannon1", ( 1 - EC_Corv ) );
            SobGroup_ChangePower( "ECUpgradeHack_CORV", "Weapon_ProjectileCannon2", ( 1 - EC_Corv ) );
            SobGroup_ChangePower( "ECUpgradeHack_CORV", "Weapon_ProjectileCannon3", ( 1 - EC_Corv ) );
            SobGroup_ChangePower( "ECUpgradeHack_CORV", "Weapon_ProjectileCannon4", ( 1 - EC_Corv ) );
            SobGroup_ChangePower( "ECUpgradeHack_CORV", "Weapon_EnergyCannon1", EC_Corv );
            SobGroup_ChangePower( "ECUpgradeHack_CORV", "Weapon_EnergyCannon2", EC_Corv );
            SobGroup_ChangePower( "ECUpgradeHack_CORV", "Weapon_EnergyCannon3", EC_Corv );
            SobGroup_ChangePower( "ECUpgradeHack_CORV", "Weapon_EnergyCannon4", EC_Corv );
            
            -- now the fighters
            SobGroup_Create( "ECUpgradeHack_FTR" );
            SobGroup_Create( "ECUpgradeHack_FTR_temp1" );
            SobGroup_Create( "ECUpgradeHack_FTR_temp2" );
            
            SobGroup_Clear( "ECUpgradeHack_FTR" );
            SobGroup_Clear( "ECUpgradeHack_FTR_temp1" );
            SobGroup_Clear( "ECUpgradeHack_FTR_temp2" );
            
            SobGroup_FillShipsByType( "ECUpgradeHack_FTR_temp1", "Player_Ships"..iPlayerIndex, "hgn_bst_acolyte" );
            SobGroup_FillShipsByType( "ECUpgradeHack_FTR_temp2", "Player_Ships"..iPlayerIndex, "hgn_smt_acolyte" );
            SobGroup_FillUnion( "ECUpgradeHack_FTR", "ECUpgradeHack_FTR_temp1", "ECUpgradeHack_FTR_temp2" );
            
            local EC_Ftr = Player_HasResearch( iPlayerIndex, "FighterEnergyCannons" );
            SobGroup_ChangePower( "ECUpgradeHack_FTR", "Weapon_ProjectileCannon1", ( 1 - EC_Ftr ) );
            SobGroup_ChangePower( "ECUpgradeHack_FTR", "Weapon_ProjectileCannon2", ( 1 - EC_Ftr ) );
            SobGroup_ChangePower( "ECUpgradeHack_FTR", "Weapon_EnergyCannon1", EC_Ftr );
            SobGroup_ChangePower( "ECUpgradeHack_FTR", "Weapon_EnergyCannon2", EC_Ftr );
            
            -- now that we're done with this player, move on.
            iPlayerIndex = iPlayerIndex + 1;
        end
    end
    4) add UpgradeToEnergyCannonsHack_Init() somewhere after the special fleets rule is called (it may work before, i don't know).

    Try that. Let me know what happens.

  28. #2428
    guess i got some hod files to edit as well then will get back to you.
    ALso the EC cannons are not universal i made weapons for ships that had say like Ksh auto gun or kinetc burst cannon etc and made a E weapon for each of them. So with that in mind i just have to replace what you got in there for weapons with what i got and edit the stuff like you said right?

  29. #2429
    Weapon names don't matter - it's only the joints on the hod that make a difference. If you have 5 weapons on the same joint, this script will turn them all on or off.

    You just need different joints for the different weapons.

  30. #2430
    Member ajlsunrise's Avatar
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    it's only the joints on the hod that make a difference
    What he said.

    Anyways, it's 3am here, and i've got to get to bed...

    talk to me later if you have any problems

  31. #2431
    Edited the changes etc will let you guys know if it worked.
    However if it does work i will need to add EC upgrades for the infected raider interceptor as well as the cloaked fighter and the heavy, multigun vettes.
    edited it like you said but they fire both the normal guns aka kinetic and EC. When you said after the special fleets rule did you mean add it into the mod checklist or something else?
    And do i have to remove the upgradename= cause i alrdy removed the use specialweapon in attack and they still use kinetics with the EC.
    Last edited by LeviathansWrath; 9th Aug 10 at 5:54 AM.

  32. #2432
    Member chris80502's Avatar
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    Sorry for going AWOL for the last few days, had a busy weekend.

    I have just finished up a few last details for .94, was tired of losing Turanic Heavy Cruisers (among others) because of capture ships going inside of the ship mesh making them impossible to destroy.

    Levi, I would wait to edit any .hods until the .94 release.

    I have a question, did the Taiidan and Kushan have the energy cannons in Homeworld 1? Also, didn't the Somtaaw only use the energy cannons?

  33. #2433
    No one had them in HW1. In Cataclysm everyone had them (somtaaw, beast, kushaan, taiidan).

  34. #2434
    Member ajlsunrise's Avatar
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    In Cataclysm everyone had them (somtaaw, beast, kushaan, taiidan).
    Kushan and Taiidan had them by default. Somtaaw and Beast had to research them.

  35. #2435
    anyways AJ it didnt work, unless i did something wrong which i dont believe so.
    Chris i sent ya updated materials for the NS so check you spam mail :P Havent done the BH cause been having problems at home.
    EDIT!
    Made changes to ship attack focus, aka what ships will go for first 2nd 3rd etc. Made BC's HC's attack bigcaps first aka BC and HC class ships, then onto the small then frigs when brandboxing.
    Ion frigs will fire at same targets first as the BC's and HC's, Hence anti CAP frigs, this will make the AI harder.
    Heavy corvettes will attack vettes first, and i changed the EC damage to 60 and fixed the multis EC damage to 29 to match hw cata EC damage stats. Am compiling as im typing this with the changes and if anyone would like to try this out plz PM me so i can link what i have for ya. Tks for taking time to read this LeviathansWrath OUT. Also i got rid of the EC secondary tracking system so they dont fire at secondaries anymore so full power against the target you want to die.
    Last edited by LeviathansWrath; 9th Aug 10 at 10:51 PM.

  36. #2436
    Member chris80502's Avatar
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    Levi, I haven't received anything in my PM, Hotmail or Gmail. Also, don't forget, you probably can't match the stats directly to cataclysm unless the entire mod is rebalanced to HW1/Cata standards.

    On another note, Mololu & ajlsunrise, do you guys thing that the code/idea you've presented for the gun hardpoints can be adapted to work on the Somtaaw MS for a second engine glow? What I want to do is to add the engine glow for the Lower Decks of the Kuun Lan but I am almost positive that subsystems can't use engine glows since they don't use the ship controller type. So I was thinking if I could say turn on and off EngineNozzle2 when the Lower Decks subsystem is built that would work out perfectly. Not sure if it's worth a whole game rule script just for a little extra eye candy though.

  37. #2437
    Won't be that simple really as the joint thing only works for weapons (and levi: it works - I'm 100% sure of it as I use a very similar system ingame. There has to be some mistake on the implementation).

    While you can script ship's engine glows to turn off, I don't think you can script a single joint to go on or off which is really what you'd need.

    You could however make an FX that looks like an engine glow and trigger that per script if the main ship is moving and has the subsystem. Not the best solution but I can't think of anything else remotely helpful.

  38. #2438
    Member Moleman's Avatar
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    well the engine glow is in a sense a FX slaved to the HOD of a ships, creating a new FX using the same engine glow mesh shouldnt be that hard an infact can probably also be used to switch the engine texture on/off for the subsystem as well

  39. #2439
    they seem balanced to me with a small damage increase and rate of fire increased and speed of the bullet decreased thou the damage balance goes out with the DD and HC;s. Oh and chris heres a thought for ya for tryin something out. Change the can attack ability on the HC BC and ion frigs to focus on bigcaps first then small and then frigs, SHould make it more interesting, especially with the AI since those ships will go after your big ones first. GL keeping them alive chrisheheh.

  40. #2440

    A little idea

    I was thinking while playing a little I think it is boring that the Kushan and Somtaaw share the same drydock. Now I do know that both factions are from the same people.. But still both uses different ships and technologys..

    My idea is simple. Remember in Homeworld1 we had the Kushan and Taiidan mothership. At the moment we have the placement for a Kushan mothership with the Drydock.

    For the Somtaaw we could use the Taiidan Variant so that the station doesn't look like its standing in space. Infact it will be then sitting in space like here.



    It would be also a good thing to quickly determine to which side it belongs.. Standing means Kushan sitting means Somtaaw.

    We could go even further if we like and could modify it a little bit (For me an impossible task for modder with model programs probably a task of 15 minutes to do so.)

    Look at the screen below. The blue base thing could be merged into a box. The modder just cuts the blue base thing in the middle from the station and creates 6 sides of that thing. Or just makes a box of that 1 item if it's possible.

    The main front stay like it is blue or gets a texture like from the Somtaaw mothership hangar. (there could be also little holes for fighters and vettes , frigs, caps.)

    The other sides getting some beton like textures or also yellow textures like on the edges of that station. Or something completely different. This box will be connected to the mainstation. The little window textures on the upper side of the station could be getting replaced with Somtaaw ship bridge textures. That way the entire station will look more like a recreation from Somtaaw Technology.

    Should there be any holes it would be also possible to create little door bays just like the Somtaaw Carrier is using. So whenever a cap or Frigate is leaving large doors will open up. Would be surely cool to see something like that.



    I hope I did explain it understandable.. It's complicated to explain it.. But I'm confident you understood what I'm talking about.
    Last edited by 23-down; 12th Aug 10 at 4:52 PM.

  41. #2441
    I have another thought for how to make the Missile Destroyer behave like it's HW1 counterpart.

    Each missile launcher needs two timers.

    The first timer uses the current reload time (I'll say 2.5 seconds for this example) and every time the timer finishes it adds 1 to a variable named 'ammo'. Ammo can only go up to 8, after that, the timer keeps cycling, but doesn't add any more until ammo drops back below 8.

    The second timer is the new reload timer and has a very fast reload time, say half a second. The catch is, the launcher only fires when ammo is greater than 0 and reduces ammo by 1 every time it fires.

    The described structure should allow large volleys of missiles followed by slower sustained fire if it works in lua script.

    *

    On a completely different note, do the Somtaaw have any capture-capable ships? I haven't had the gall to send any of my Workers into the middle of battle to see if they can capture as they should.

    *

    From my latest testing I found a couple of issues. The Destroyer and Cruiser/Dreadnought research for the Taiidan and Somtaaw (and probably the Kushan as well) only unlocks the research for said units; It is possible to build said units without conducting the research that they should require.

    I'm sure this has been suggested before, but perhaps the HW1 ships could be scaled up to match their HW2 equivalents. The difference is size is quite jarring to watch, especially with fighters.

    The Taiidan Support Frigate doesn't seem to be capable of repairing capital ships. I didn't check if the Repair Corvette could, though.

  42. #2442
    Just to clear stuff up for you GB chris made it so you dont have to research the ships to buiild them dont ask me why cause i dont agree with that. 2nd Repair beams dont work with the hw 2 engine. Thou one could set them up to increase the repair rate of the ships in the field. Think FX Taiidan with their supports when units are inside their field radius and get a boast to their repair rate same thing can be done with HWU support frigs, also somethingelse to point out is that GW generators hw 1 stuff etc can have their hyp inhib enabled.

  43. #2443
    Hm more than 7 races were also impossible with Hw2 engine and yet you guys found a way around it... Keep researching and maybe you will also find a work around for the support frigates.

  44. #2444
    Techincally speaking its not 7 races its one tks to the guy that made the special fleets mod and chris made his own changes to that. Anyways im having problems getting the ship multiplyer ability to work. Im getting crashes when i shouldnt be so im getting ahold of a clean back up of my HWU material and will get back to you guys when i get it working. IN addition the hyp inhib ability of the gw mobile gens work.

  45. #2445
    With support frigs there's always the un-ideal solution of letting them repair the way collectors did in HW2 but giving them a different effect and forcing them to stay farther away from the ship they're repairing.

    But it isn't a really 'fine' solution.

    Not sure if you can really script HW1-style repairing in HW2. You'd have to find something to trigger it by, that's the main issue.

  46. #2446
    GOt the thing to work but like bloodfleet said its not a great increase but culumtive none the less with say like 4-6 support frigs. I think what was crashing me was the gravgens,.
    Edit that was before i tried to add it into the mod itself, now that i tried it wont work cause of something that was edited by chris or whoever........
    Last edited by LeviathansWrath; 13th Aug 10 at 12:49 AM.

  47. #2447
    Wouldn't it be possible to create a fake weapon for the support frigs.. And that weapon increases via script nearby ships health. Adding some little animation screen coming out the frigate to the target ship. A new animation should be no problem (FX mod proofed that) and a condition that works backwards from a normal damage script. Something like if ship has 100% restored health points then it will attack the next friendly ship in range that has low health...

    Only clue here the player would have no conrol over the healing procedures because it's impossible in hw2 to attack friendly units automatically.

    Another problem would be that the AI can not use it unless you can also write a condition here that the support frigate attacks only friendly targets. But what if the player attacks enemy ships would that heal the enemy ships then as well? No not with a condition in the script.

    It would be required to remove any other weapons as side of the beam weapon. But that would a small price to pay in order to get a working repair frig.

    So in short form again:

    Script that uses the opposide behaviours within the scripts.

    Support frig will regognise friendly frigs and caps as enemies (it ignores the fighters) Enemy caps and frigs are seen as friendlys.. So that it wont heal enemy ships.

    The damage system works backwards. If a friendly cap has 100% Health the frigate will ignore it but if it's losing healthpoints the frigate will attack this (friendly) in the script designated as evil capital ship and start healing (a script + condition if a support frigate is attacking the ship then the specific ship gets it health regeneration till it's back on 100%.

    The script thinks now the ship has been destroyed because it's back on 100%. It starts to ignore it again till it drops in health again. That way support frigates could heal automatically without the need to manually give it any healing orders besides the fact it is impossible to attack any friendly ships in hw2 with special weapons or just normal weapons.

    Sounds complicated but in theory it could & should work. Now it's only a question of the Engine and how far you can stretch the definitions of the lua scripts.

    One thing is clear it would require some new specialized scripts for those support frigs and maybe even every frigate and cap in all the teams a new little condition line for support frigs from the main teams Taiidan, Kushan.
    Last edited by 23-down; 13th Aug 10 at 4:25 AM.

  48. #2448
    Problem is you can't order a ship to attack a friendly ship. I haven't been able to get a ship to fire on friendlies.

    Even worse - you can't determine if a ship is shooting (only if it's attacking) - or what it's shooting at without a very complex series of querries making determining what ship to repair nearly impossible and highly unstable / prone to errors.

    I honestly believe this would end up being more work and effort then it would be worth ingame.

  49. #2449
    You're right I forgot thats in hw2 impossible, damn me..

    But read my post again I edited it again and explained my thought a bit more.. It wouldn't be even required to attack friendly units manually.

    It's all a matter of scripting now I'm not sure if it's worth the effort or actually possible Chris must decide this. As I see it that's the only solution that could work. As long as no one tries it no one can't be sure if it would work good or not.

    Sad that Relic never released an SDK with what people could do so much more. Or released the contents of the game.exe free for all so that people can start creating their own exe files with the gamecode in it.

    Contra: you would have no control over the healing process everything would go automatically by the support frigs still better than no support frig at all.

    Technically it wouldn't be so much work like you think. You can just copy most of the scripts and change them to do and count the opposide thing and everything targeted for the support frigs. However if just 1 of the conditions wouldn't be realizable this intire idea can be scrapped.
    Last edited by 23-down; 13th Aug 10 at 4:32 AM.

  50. #2450
    Bleh at the very least i can have chris enable the Grav mobile generators gw ability all he has to do is replace the 0 with a 1 and instant mobile gw. And i was discussing with bloodfleet that he changed certain corvettes into utility category. Salv vettes, repair vettes and minelayers. Utility Slot for normal unit cap does have like 50 open slots so why not right? Anyways did a complete format and before i did that backed up my hod files and textures and i got a back up of my modified EC HWU on filefront so will get back to work, was having problems with my comp................ will get to work on whats left of fixing of the BH fleet dockpaths and then getting what ships they are missing ex Mimic and MCV and something to fill in their bomber role.

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