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A Homeworld Universe Mod - HWU v0.0.94 DL available

  1. #2251
    I wish mimic logic worked in HW2. So disappointing it doesn't...

    As for the drone frig, that should be fairly simple to do though if you want it to launch individual drones from different points you'd have to make it an animation or they won't launch right (all go to one point). The way to get around that is to make them turrets and animate the turrets to launch from the ship when entering combat...

    Hmm... now there's something I have to make for the hiigarans...
    Path To Victory

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  2. #2252
    Hey, i read you since 8 month, and i think you should make a list (on: the first post of this thread, the moddb page, your website) that contain every race with the space ship already done, on going, and those who are not yet done. May be with a color code. Thus this project shook clearer for everyone.I think not being alone, I realize the work done but not the remainder.

    And just a sugestion but add a asteroid mine base like the complex mod and maybe a large station with lot of emplacement for module, for defence but with not engine (just hyperspace) for each race.

    Hw2 is a very good game but the station (but need a statics points into the space)

    Thank for your work and made this one of the greatest mod ever created, you can.

    May the force be with you =)

  3. #2253
    Here is my review about the Turranic Raiders faction:

    Harvester: Engines have 2 little shining circles the rest is black of the textured engine part. You should make the entire engines parts shining.. Again I would love to see that ship within the progenitor race. They might have not thought about progenitors as they released Homeworld1. The textures however are very similar to progenitor ships seen in hw2. The engines are the best proof for that. That makes it a prog ship in my heard. Pirates or Taiidan just took control over it somehow seen in the Karros mission. If we go with the textures however it was originality a prog ship. It could also be in both teams.. Both use it as harvester or salvage corvete since that was it actual purpose.

    Graphical issue: Ever noted that all Forces aren't aiming correctly on the Kushan Destroyer? They are aiming on 1 of the front turrets but allways fire over the ship. It still makes damage but I think there should be more since they aren't aiming pretty good. They should aim on the center of the ship like it is happening for other ships as well. Test it with Ion frigates and you'll see what I mean. That needs to be fixed.

    Bug?: I noted that harvesters can't dock on carriers and controllers while those are moving. I also noted that sometimes in the Taiidan Team. This should be getting fixed if possible. Harvesters in Hiigaran Team can dock on their carriers without any problems while those are moving. In Hw1 harvesters had also no problems docking moving carriers or controllers.

    Unbalanced: The mothership can't produce capital ships while other factions can. No matter if the ms is capable of releasing a carrier etc. or not. It should be possible to produce larger ships anyway. Then they can hyperjump in like it is allready the case for the frigates. Right now it's unbalanced and with standard unit size I have 1 less construction point for capital ships. That gives me a disadvantage against other factions.

    Odd: I noted different names for the subsystems between the mothership and the carriers. It's more or less the same but should be everywhere excacly the same. It could cause confusion or at least it look's strange to have different names on the same subsystems. You used custom sentences for the modules on the mothership.

    Unbalanced: Every single corvete has the same price that's unfair. A rocket corvete is much more powerful than a general corvete and should be therefore more expensive while other corvetes should be less expensive.

    ok that's all for now.. Again I really dislike the fact that pirates uses that many derelict ships. 1 or 2 can be ok but so many that just sux (my opion only of course.) I mean we never saw something like that in the 2 Hw1 Era games. Maybe you're just not advanced enough yet and those ships are just placeholders I can't tell but I hope it. A Taiidan cruiser or destroyer is ok but everything else is too much if you ask me.

    Wish: I wish me more ships like your great sensor array. Fresh but still in original Turranic style with their corresponding textures.

    The derelict ships fully textured would make a great ancient hiigaran empire side or some new kithid. However do what ever makes you happy. It isn't my mod so all I can give you are my opinion & support by reporting bugs and other issues I find. Remember: There's no accounting for taste.

    Continue working it's a great mod so far.

    23-down
    Last edited by 23-down; 9th Jul 10 at 11:22 AM.

  4. #2254
    Member BloodFleet's Avatar
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    on "graphical issue" ....you mean hitbox/collsion mesh issue :P

    I wish there was an easy fix for that, several HW1/HWC ships have that issue.
    I r modder (dur)...my ModDB page is http://www.moddb.com/members/bloodfleet/mods

    btw my XFire is raaminator if you wanna play my mods (or any other) I will play if I am online.

  5. #2255
    Personally i dont think the nomad moon suits the SY role more like battlestation hence is what it was intended for. Any ideas for a replacement or go with the infected research module?

  6. #2256
    Yep I noted it's a shame..

    Update:

    I noted that the Outpost don't have ressourcer stations yet absolutely nothing.

    Below I will post 2 pictures showing you my idea how you could make it.





    Where you put the modules itself no idea.. If I would be in your position I would cut some pieces from the model on the outer areas on the station and make em into modules like you did with the taiidan research station.

    LeviathansWrath: I agree.. I think it doesn't fit very well. Besides the Nomad was a moon not sure if it was a real moon or a mankind construction but one thing is for sure it had no engines.. It was basically a test prototype and a defence weapon beeing tested there. You should create your own ship to serve the role. Alternatively there are plenty of other mods which have great ships I'm sure there will be 1 ship among them which would fit and just needs retexturing to make it beast style.

    Btw: That gives me an idea. Why don't you use the taiidan colony ship as missle frigate? It will launch automatically cruise missles through the docking ring just like in cataclysm only difference is you have no control over the missles.
    Last edited by 23-down; 9th Jul 10 at 12:16 PM.

  7. #2257
    Member BloodFleet's Avatar
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    lol thats coz the research station was in parts in hw1/hwc (the model was 3 different parts)

    the outpost is not like that.

  8. #2258
    no 23 the missile vette isnt more powerful its just better at anti corvette duty then it is fighter duty which the standard corvette is best at.

  9. #2259
    Hm ok then.. I'm just thinking like it was in hw1.. There the missle corvetes were really strong against fighters and other corvetes.. not sure that all corvetes have the same price still sounds unbalanced other factions get corvetes for less cash. Meaning they can produce faster and rebuild casulties faster for less money.. You're seeing my point here ??

  10. #2260
    Member BloodFleet's Avatar
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    balance isnt exactly the focus at this point in the mod ;p


    well i guess for the races currently playable it kinda is, but except for prog they are all fair imo

  11. #2261
    Yeah guess you're right it's still important to post these things early so they can put it in a to do list or something like that... Well I'm off for now...

  12. #2262
    Member chris80502's Avatar
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    Quote Originally Posted by elonex777
    i think you should make a list (on: the first post of this thread, the moddb page, your website) that contain every race with the space ship already done, on going, and those who are not yet done. May be with a color code. Thus this project shook clearer for everyone.I think not being alone, I realize the work done but not the remainder.

    Thank for your work and made this one of the greatest mod ever created, you can.
    Well thanks, as for a list of work that needs to be done, yes I have thought about that many times, but I always just do work instead of that - maybe though in the future.

    Quote Originally Posted by 23-down
    Graphical issue: Ever noted that all Forces aren't aiming correctly on the Kushan Destroyer? They are aiming on 1 of the front turrets but allways fire over the ship. It still makes damage but I think there should be more since they aren't aiming pretty good. They should aim on the center of the ship like it is happening for other ships as well. Test it with Ion frigates and you'll see what I mean. That needs to be fixed.
    The Kushan destroyer isn't the only one and it's more than just a graphical issue. For some reason some ships don't get targeted accurately, we are unsure why and have tried fixing that issue since UHF. For human players I suggest adjusting the angle of your attack vessels for better coverage - until we can work out a solution.

    As for the Turanic missile corvette, it uses the same exact weapons as the Vaygr version. Regarding the Turanics - they of course need the most work of the primary HW1/Cata teams - I have been trying to focus on finishing off teams one by one while still trying to get some progress done for the other races. I started with the Taiidan, moved to the Kushan, went to the Somtaaw, then back to the Kushan, but have neglected the Turanics for too long.

    Thanks for the thoughts on the Turanic Outpost, I actually had thought about those little spots on the inside of the outpost for collector docks a long time ago - I'll see what I can do.

    Quote Originally Posted by LeviathansWrath
    Personally i dont think the nomad moon suits the SY role more like battlestation hence is what it was intended for. Any ideas for a replacement or go with the infected research module?
    I wanted to try and keep only real Beast ships in the "standard" Beast team IE only ones from the game. Sure I know it was more of a defense platform, but it's huge size would suggest that it could easily produce ships - hence the decision to use the base as a shipyard. Also due to it's huge size I like the fact that you really don't see more than around five of these on a map.

    Quote Originally Posted by Blood Fleet
    balance isnt exactly the focus at this point in the mod ;p

    well i guess for the races currently playable it kinda is, but except for prog they are all fair imo
    In fact, it always is. The balance of HWU is a very delicate thing, because all of the ships are on one team slot to accomodate the HWU race limit break feature.

    On that same note, I have a little bad news to report:

    At some point after .92 something happened to that unbalanced the whole game AI. I was playing a game using my most recent compile of the mod last night when I noticed that many of the teams weren't building frigates. I went back to .93 and found that the AI was working excellent in those .93 & .92 releases. I have dumped the .92 AI back into the latest version and it seems to have helped some. It may be that the new Hive Frigate weapons are to blame. I found out in UHF that a minor change to the balance can have devestating results - when I added the Kushan Drone frigate to the AI back then it completely changed the play of the game because the drone frigates missiles were from the Hiigaran destroyer. When playing the game, huge fleets of drone frigates and destroyers would come to kill you, but no battlecruisers. I believe this may be what has happened again, I will be testing it out tonight.
    We Want YOU - Homeworld Universe Community Project
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    HWU @ Relic News - HWU @ Moddb - HWU Home
    Latest alpha release HWU Mod, v0.0.94 RC2 or Mirror 1 v0.0.92
    Homeworld Universe Tutorials - Tobari Renegade Homepage

  13. #2263
    Concerning your AI issue, to my knowledge the AI uses counter values of a ship and it's weapon damage to calculate if they need it.

    Thus if a shipis being built and has really high damage for some reason but shouldn't be that common, set its counter values lower and it will balance out the AI.

    This is also a great way to make the AI build capture frigates. Happened to me by accident when tweaking arouund some stuff.

  14. #2264
    with regards to hitting the dds and etc fire at the engine subsystems. GIving this order will allow your ships to hit the vessel easier than just sitting there and wasting shots. Believe me this helped me kill DD's on both kushan and taiidan alike much faster.

  15. #2265
    Member Shadowgaz's Avatar
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    ide still keep your latest .93 ai backed up in case you descover later something is missing in the .92 ai, even if it has major frigate problems.

    I have had some good ideas for research and building, im going to come up with some drawings and tommrow show you what i mean.
    We Want YOU - Homeworld Universe Community Project
    Texturers, Modelers, Concepts, FX & SFX, UI, Scripters
    HWU @ Relic News - HWU @ Moddb - HWU Home
    Latest alpha release HWU Mod, v0.0.92 or Mirror 1 v0.0.92
    Homeworld Universe Tutorials - Tobari Renegade Homepage

  16. #2266
    For 0.93 :

    can you solved those thing :

    - Menu Wallpaper for 1920 x 1200 Users.
    - T-Mat race
    - File "modchecklist.lua" for Tobari Mothership.
    - With some race, collectors cannot dock with mothership, so you have to build "mobile rafenery first".

    This mod is, for me, the best homeworld 2 mod !
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  17. #2267
    Member chris80502's Avatar
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    Mololu, thanks for the tip - that might just help.

    Shadowgaz, as for the AI, there certainly isn't anything missing - upon further investigation, I believe the issues are caused from the addition of the unbalanced Progenitor race (that was added into classdef.lua). Only the ships in classdef.lua have their values integrated into the overall setup - so I have reverted to an older classdef.lua and the game seems to be playing better (I have also diabled the Hive Frigates drones for now as that was another part of the problem). There is still a little unbalance, not sure why yet, but the Vaygr (in the games I played yesterday) had maxed out their fighter limit, I counted 21 Vaygr Bomber squadrons - so something is still a big askew. On the bright side though all teams were building ships of all types again.

    Babasior, I believe the first three things you've listed are all fixed. About the harvesters docking, that will be done in due time. I'd like to integrate your formations mod directly into HWU for the next release - I've had much fun with X formation - any chance for the English version soon?

  18. #2268
    Hello Chris,

    For formation script, i must to translate it (but my english is not very well .. So if someone want to translate it in english, german or any another language i will be happy).

    Last formation script is here :
    http://www.mediafire.com/?jcyw2yzqyny

    I have made quickly for test purpose (i use Public ComplexModToolKit find here :
    http://complex.mastertopforum.com/co...1-0-vt231.html (you need to be member of complex forum)
    ), an another mini-mod wich is a GUI update of homeworld 2 :
    http://www.mediafire.com/?ttbomo3ttde

    I have made this mod and use it only for Single player, Single player vs IA ... I d'on't know if chat button and diplomacy button are in correct position and size in multiplayer game ... (It's just a trial ...)

    Chris, if you want to integrated Formation script in your mod you can, but i think this is a bad idea (because for no english people language)
    And it's easy to combinated mod together with "mod manager" tool ...

    So try your mod with :
    FormationFR.big
    UIBabasiorFR.big
    in same time.

    GUI will be in English - French for you ... (For me it's in French only, because i have a french game.)

  19. #2269
    Member Shadowgaz's Avatar
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    Some ideas reguarding research and build options.

    WALL OF TEXT


  20. #2270
    Member ajlsunrise's Avatar
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    Actually, nevermind about what I was saying... it appears that there isn't much I can improve on the way it's set up right now without spending more time on it than I'd like to.

    Sorry for getting hopes up.

  21. #2271
    Fixed the taiidan ms and cc now they have guns to defend themselves with. WOrking with bloodfleet to fix the missile destroyers for hwu will get back when we got something.

  22. #2272
    Member MelvinVM's Avatar
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    Sad to announce the Criidaar is on a halt, there's major losses, problems and issues here as well as this is not the only project I am working on.

  23. #2273
    double post sorry
    Heres a video of the modified missile destroyer
    http://www.xfire.com/video/305573/
    Acts like the hw 1 missile dessy but has splash damage which means when it hits it affects the entire group. Probably need to up the HP of the fighters to balance it out but tk bloodfleet for this cause tks to him we got the MD back =) ALso no sound so sorry about that ill look into what i can do about that. Edit!
    GOt rid of the splash damage so should be more balanced.
    Heres a vid of the Beast md with sound on xfire. Had to sort something out on my end thou i may still need 2.
    http://www.xfire.com/video/305613/
    Last edited by LeviathansWrath; 11th Jul 10 at 3:39 PM.

  24. #2274
    Member NunoDRKS's Avatar
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    wau.... sad to hear that Melvin.... I only hope you can fix them all... =)
    http://www.ipetitions.com/petition/homeworld3tobe
    Sign this plz...............that if u want HW3 on stores......

    watch my modeling galery.... http://s696.photobucket.com/albums/vv328/NunoDRKS/


  25. #2275
    Got the beast ms fighter fac but its not a subsystem yet, probably could use someones help with that one, anyways heres the hod shot from cold fusion.

    Spoiler


    i may need to adjust the distance between the 2 and all but its a start, next up beast ms corvette fac =) The fighter fac will be up on the upper spire and the vette one on the bottom.

  26. #2276
    About GUI test :

    I have made a new GUI Test in 4/3 and 16/10 screen to correct size and text position.
    I have made a multiplayer LAN Test too...
    I will post an update later when all will be ready.

  27. #2277
    Fixed Beast research issue with regards to ion cannon upgrades level 2, added Level 1 and 2 upgrades for the infected kushan carrier and build speed upgrade, same goes with the beast MBF.
    IM compiling the big file now and gonna test it out. get back with the results in game soon i hope. Would anyone like weapon damage upgrades added or energy cannons from like hw cata? Talked to bloodfleet about using his but im not sure how to add those into the thing -_- Also he solved his flat image issues but turning the energy guns into missiles and well they work lol.
    Last edited by LeviathansWrath; 16th Jul 10 at 3:59 PM.

  28. #2278
    I would love to see the energy beams like it was in Cata.. Those are then just available for taiidan, kushan, beast and somtaaw.

  29. #2279
    Actually you can have all ships that have bullets upgrade to that stuff, cause its not just kush taiidan somtaaw or beast that has them. Anyways posted some stuff on moddb so take a look.

  30. #2280
    My goal over the last week has been to play a skirmish game using each of the new races (I skipped Hiig, Vgr, Kush, and Taiid as they are already complete races). I have only Beast, Tobari, and Kadeshi left to try.

    Here are my preliminary findings:
    The Progenitors rock. They are complete, visually interesting, and fun to play.
    The Bentusi are barely functional and little better than punching bags.
    The Turanics are complete and have an interesting variety of ships. They could be improved by using Mololu's new models if we can get permission.
    The UHN is nowhere near complete and is almost unplayable. I'm sure this will be remedied as HW:@ progresses.
    The two Onslaught races (New Strain and Bounty Hunters) are a waste of disk space. They are grab-bags of left-overs and cut content that make very little sense. It would be better for the next release if they were cut from the mod and their spaces filled with other options.

    Here are my suggestions:
    1) Get some more more Bentusi content. A mod called 'The Last Return' had some spiffy models if the author could be found.

    2) Ask Mololu if we can use his Kadeshi and Turanic models. I understand that the goals of HWU and Path to Victory are very different, so a mod merge is unfeasible, but if we ask nicely maybe he'll be generous and share the models with us.

    3) Invite the Galactic Council mod to participate in HWU and use their races to replace the Onslaught races. As far as I can tell, the goal of both mods is to get a very wide representation of the Homeworld universe, so merging wouldn't be ideologically problematic. Then we'd have the Tobari, Criidar (if MelvinVM can get his hard disk fixed), and all the races from GC (all of which look damn good).

  31. #2281
    Member MelvinVM's Avatar
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    I honestly agree on the onslaught stuff, they are a cataclysm mod itself and do not really have a straight thing in the homeworld universe as well as its far too confusing having the same unit with a complete different role and weaponry. (swarmer scouts, derelicts, etc)

  32. #2282
    not gonna happen you 2, durandels stuff deserves a chance to live agian and thats final.

  33. #2283
    Member MelvinVM's Avatar
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    if it was more original content i'd say yes but, the onslaught mod is using existing homeworld models & concepts which might be very confusing, at least add something so players can actually see the difference for like, when they use the turanic derelicts and the derelicts from the onslaught mod.

    Why does it deserve a spot though?

  34. #2284
    now if you want them removed persuade chris to do it, anyways if any good will come of this f u c is that certain ships in the other teams that were missing team colors will be getting them TKS TO DURANDELS FLEET.
    Last edited by LeviathansWrath; 17th Jul 10 at 4:18 PM.

  35. #2285
    Leviathan, I don't think that name calling on this issue is called for. You obviously have an emotional attachment to the Onslaught mod that Melvin and I do not share. From an objective point of view, the bulk of the other races use different units or have a good reason for not doing so (for instance, the Beast races use captured ships and the Turanics use derelicts) but the New Strain and Bounty Hunters look to me like repetition for repetition's sake. If you really want those units to stay in play, why not combine the New Strain with the Beast and the Bounty Hunters with the Somtaaw?

    Oh, I forgot to give my impression of the Beast Evo in my previous post. Beast Evo is almost as good as the Progenitors, in my book. It has a complete set of ships, each of which include appropriate Beast infection textures, and it plays well. I would recommend adding a few more frigate options, though.

  36. #2286
    meh i just wanted to give durandels stuff a second chance cause he edited the textures and his mod was unique. And i believe it would be a bad idea to combine the stuff together because that would give an individual race way too many ships, not to mention having to redo the build and research LUA that would be a nightmare in its own right. Personally i would like the onslaught teams to stay because it would give peeps that loved that mod to try this one out as well. Also speaking of build and research lua im editing it to add stuff that was missing ex cloaked fighters had no upgrades ex no speed now they will and tks to bloodfleet reg beast have an anti frig destroyer. Sorry just that i dont like peeps that are critical of stuff when its doable or complaining about stuff, personally with this mod since its a community mod change what you dont like yourself its not that hard to get going once you do. Thou i will say this with regards to the mod that debris need to be removed from frigs and caps to make the game run smoothly.
    Last edited by LeviathansWrath; 17th Jul 10 at 4:41 PM.

  37. #2287
    Member Shadowgaz's Avatar
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    debris need to be removed from frigs and caps to make the game run smoothly.
    I second that, but would it be possible to limit debris instead of just removing it completely?, it would be bad to remove debris totally.

  38. #2288
    Member Moleman's Avatar
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    @GB ~ thanks for the compliment on the beast evo, i hoped some one would give a good opinion on them, they still need tweaking and some need major hod modification, however i did attempt to balance it out as much as possible.

    on the subject of the onslaught mod (the 2 races in question) i say remove them, yea they were a good mod but as mentioned before repetition is repetition, and that part of the mod alone is about 100-150 mb of disk space to my guess form previous work on mods. as well combining them probably wouldn't do to well either as each race is rather delicate and adding a boat load more to a race while the others lack can be quite trouble some.


    as for debris, debris will always spawn, doesn't matter what you remove it from once you get a large 6 player match going things will lag due to engine limitations as i have tried this numerous times.

    there are also several things i agree upon and i may help take part in the negotiations with Chris if that's OK.
    1. the addition of mololu's keeper,kadeshi and up coming turanic races, if not add but to improve the current ones and as for the keepers make them separate, we have the progenitors and the keepers 2 separate things, replace there old HW1 kadeshi with mololu's new kadeshi, as well if he gets a fuill race, replace the old hw1 turanics with his new turanics, i would like to help negotiate these for the mod if that would be possible with the assistance of Chris, me and him have been working closely on this project for some time along with the rest of the community and i would like the mod to continue to expand and better itself as always, thanks to the community.

    as for speaking to the guys from galactic council mod, that might be possible but we would have to negotiate with them first, I'm currently in pending status as a mod member with them the only things i lack at the moment is good running hardware for a computer.

    any of these options seconded that would be great and we can get these negotiations under weigh if possible

    as an honorable mention i know the members of both of those teams in question watch this mod as well and i do hope that you will allow us to help you and in return allow us to feature your races in the mod

  39. #2289
    ah well was worth a shot trying to get that stuff hodded but at least one good thing came outta hodding those ships. I got fleet color for ships that dont have them. EX kad MBF, kadeshi MS. ALso if the onslaught team gets removed from the main mod ill keep a back up for those that would like to play with them ex durandel im sure would.
    Last edited by LeviathansWrath; 17th Jul 10 at 7:20 PM.

  40. #2290
    Member Shadowgaz's Avatar
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    @Moleman

    as for debris, debris will always spawn
    I noticed the major problem is that cap ships spawn loads of small size debris that collide.
    Would makeing debris limited to cap ships and have 1 debris per cap ship help?, possibly boost the default ru’s there worth to make them valuable to salvage and encourage people to do so, possibly give them a GUI icon that makes people notice them.
    Or did you mean once a large six player match is underway the engine lags reguardless?.

    replace old hw1 turanics with his new turanics
    /agree.

    replace there old HW1 kadeshi with mololu's new kadeshi
    /dissagree, to me the newer swarmers look wired, also I don't really like the new needleship, but I don't have any major objections if this takes place, he said we could use the race providing we didn't use any of the progenitor hybrid ships.

    progenitors and the keepers 2 separate things
    /agree, but you would have to make sure each team has a reasonable amount of ships to make them viable, there will probably be some dupes (I.e keeper, dreadnaught) but I won't matter if the skins are different, I think the keepers should = PTV005 keepers with maybe some balance alterations, same with the kadesh/turanic as PTV has a much much faster gameplay style to HWU.

  41. #2291
    I tested out the Kadeshi, Beast, and Tobari last night, so here are my reviews of them:

    The Kadeshi are mostly functional despite their tiny build list. The Multi-Beam Frigates don't make attack runs as they did in HW, though, and that could probably be fixed by modifying their attack scripting to be similar to bombers or lance fighters.

    The Tobari need a lot of work yet. They don't even have a Mothership. On the other hand, I'm in favour of new races and content and they do show promise.

    The Beast plays fairly well. My only real issues are the lack of properly creepy Beast vocals and sound effects and the fact that the Naggarok is pretty much useless.

    And now some collected random thoughts and suggestions:

    1) The use of Hiigaran Resource Collectors for many of the races (Kadesh, both Onslaught races, Tobari, Turanics) totally trashes the immersion for me. I realise that Resourcers are not flashy, but everybody uses them and they would add cohesiveness to each race. The inappropriate re-use of the Hiigaran Mobile Refinery is a similar problem.

    For the Turanics, in particular, I suggest replacing the Hiigaran Resourcer with the Taiidan one. Because the Turanic Raiders had a long-standing relationship with the Taiidan, this makes more in-universe sense than using the Higaran Resourcer.

    2) I thought of another way to make the Taiidan Salvage Corvette less of a pain in the backside. Increase the time it takes to highjack a ship. If Leeches are implemented, they could be used as capture ships, as well, but make them really slow at capturing.

    3) The Infected MBF from New Strain might make a good addition to Beast Evo, who are rather short on frigates. Adding some Infected Swarmers and Fuel Pods would complete the set.

  42. #2292
    Member BloodFleet's Avatar
    Join Date
    Nov 2007
    Location
    The Naggarok
    just want to point out that on your 2) capture speed is not defined by the capture ship it is defined in all ships that are capturable. Assault frigates are like 30, motherships 300, etc

    I am helping to get proper Beast ship sfx (have already done this by now actually) the voice is another story though, as it is way more complicated. Naggarok can be fixed.

    As for the other stuff ya the mod is not exactly near done, but you know that :P

  43. #2293
    Member Shadowgaz's Avatar
    Join Date
    Apr 2010
    Location
    A place with good games
    @GBscientist
    Don't take this as an attack,it it is not meant to be one.

    The Tobari need a lot of work yet. They don't even have a Mothership. On the other hand, I'm in favour of new races and content and they do show promise.
    They do have a mothership, there was a typo in the mod check list, in the previous version they could hold there own quite well.

    Naggarok is pretty much useless.
    Yes, because it is lacking the beast missile weapon currently.

    Also i'm working on fleet speech for the kushan/taidan somtaaw/beast at the moment, but its a long ass process, does anyone know if there is a list somewhere that states what each AIFR file number relates to? (IE 1238 = “systems failing on all decks”).

  44. #2294
    Member Moleman's Avatar
    Join Date
    Jan 2008
    Location
    Arizona
    as well about the resourcers, the ones in there are a temp until resourcers are developed to properly replace those ones so the races arnt broken and wont function, in short they are there as place holders for now.

  45. #2295
    bloodfleet beat you to the punch shadow he is adding beast voices right now, Hes got a few working alrdy mostly stuff like research and the mothership.

  46. #2296
    Thank you all for answering my questions and responding to my suggestions.

    I'd like to respond to Leviathan's earlier post about energy cannons. I would like to see these available as a researched upgrade, but said upgrade should be very expensive.

  47. #2297
    Not too expensive and it would have to be either a global upgrade or a ship upgrade that you research for each one that has bullets.

  48. #2298
    I was thinking global upgrade when I suggested making Energy Cannons expensive.

    Are Energy Cannons actually more effective, or would the upgrade just give you a prettier bullet effect? If they're more effective, then a substantial cost for a global upgrade is warranted, if not, then it doesn't have to be as expensive.

  49. #2299
    Member ajlsunrise's Avatar
    Join Date
    Jun 2008
    Location
    Binaryland
    Are you talking Cata's energy cannons?

  50. #2300
    Energy cannons home in on the target and hit 100%. Mind you im not sure what that stat now is since bloodfleet turned the cannons into missiles to get rid of the flat texture issue he had, the energy ball wasnt 3D now it is. And i guess global would work but im not sure how to get this stuff in game in the first place but would be cool to have.

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