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Homeworld 2: Mothership Warfare

  1. #51
    after the closing "
    Huh? Closing "? I wasn't aware that the command lines could come with speech-marks. Mine (the one I used for the .pdf instructions) looks like this:

    D:\Sierra\Homeworld2\Bin\Release\Homeworld2.exe -luatrace -mod MothershipWarfare.big -w 1280 -h 800

    And works fine. Interesting.

  2. #52
    Member MatthCoFreak's Avatar
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    Sometimes in the properties window you will have :
    "D:\Sierra\Homeworld2\Bin\Release\Homeworld2.exe" -luatrace -mod MothershipWarfare.big -w 1280 -h 800
    I don't know why you have this on some computers and not on the others. And it doesn't work if you put the command lines before the speech-mark.
    Lead developer of the Homeworld: Blue Planet TC.
    Member of The Apocalypse Project TC for Freespace 2.
    To all newbies : remember to use S110's clean data.
    Latest version of CFHodEd.

  3. #53
    Member Dim@'s Avatar
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    Battlecruiser complete
    Normally, in Windows, speech marks in command line options are used to indicate one argument with spaces in it.

    By default, a space separates two commands, but if you need to have a space inside the command, you need to surround it with speech marks.

    That's why Bentusi_Core's one works without them - there aren't any spaces in the file path.
    Destroying things is easy.
    Creating things is hard.
    Creating things in order to watch them explode is just plain fun.

    Explosion Damage Script, Scripting Tutorial

  4. #54
    DarkShadow
    Guest
    this is a great mod. just a couple of things i noticed:
    The AI doesn't seem to build shipyards (max resources/unit cap, standard AI)
    As soon as a death pod moves away from a ship, the damage is instantly repaired but the damage fx remain.

  5. #55
    As soon as a death pod moves away from a ship, the damage is instantly repaired but the damage fx remain.
    Yeah, that's a bug- there doesn't seem to be a way around it.

    The AI doesn't seem to build shipyards (max resources/unit cap, standard AI)
    ...A fair number of people have said this, which is a bit unsettling. All I can say is that the AI does build shipyards, I've seen it! However, it's possible that it's only smart enough to do so on either Hard or Expert. On Standard and Easy it takes 'going soft on you,' to some kind of ridiculous extreme.

  6. #56
    Member MatthCoFreak's Avatar
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    I can't believe there are actually people playing on anything but Expert.

  7. #57
    Member
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    Jan 2010
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    Canada
    I can't believe there are actually people playing on anything but Expert.
    I play on Hard when there are teams and I don't want to drag the game on for 4 hours.
    Also, who wants to start off in a new mod on Expert when you have no idea how to play it properly yet?

  8. #58
    I play on Hard when there are teams and I don't want to drag the game on for 4 hours.
    Also, who wants to start off in a new mod on Expert when you have no idea how to play it properly yet?
    Fair enough, I should say. How did you find the Mod's AI on Hard?

  9. #59
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    Fair enough, I should say. How did you find the Mod's AI on Hard?
    I find them challenging enough, though they don't seem to ever use their entire tech tree. It sometimes takes way too long to go into their secondary civs (AOE freak here), but sometimes they're sending these things after my resourcing very close to the beginning of the game. In other words, they're unpredictable, and I like that.

  10. #60
    I've also noticed that the AI likes to build Light Crusiers or Barges en masse if the unit cap is isn't at low or Default.

    Like, insanely. I did a one-on-one with a Hiigaaran oppononent, only got attacked once by a swarm of fighters... got there and the AI had built 30 Light Carriers... o.o

    Vaygr aren't as bad, but they've done it occasionally. It mostly happens with the Hiigaaran..

    Also, I've noticed that the Flak turrents on the Heavy Destroyer seem to be.. "free-floating", so to speak. Just a headsup.

    These are my only real complaints. This is an awesome mod that I keep playing over and over. I love the O3 Mothership, to be honest. I just wish it could build more.

  11. #61
    Like, insanely. I did a one-on-one with a Hiigaaran oppononent, only got attacked once by a swarm of fighters... got there and the AI had built 30 Light Carriers... o.o
    30?!?!

    This is part of the reason the AI isn't allowed to build Bishop class transports, actually. In mod-testing, I once attacked an enemy Mothership to find a roughly infinite supply of the damn things. Unfortunately, I can't work out a way to make it stop. Apparently the AI just sees them as a tactical advantage.

    Also, I've noticed that the Flak turrents on the Heavy Destroyer seem to be.. "free-floating", so to speak. Just a headsup.
    Hmmm- thanks, will look at that.

    These are my only real complaints. This is an awesome mod that I keep playing over and over. I love the O3 Mothership, to be honest. I just wish it could build more.
    Thanks! Who doesn't love the 03, what with all those turrets? I would've made it build more but... I ran out of models...

  12. #62
    Detailed comments are here.

    The top over-supplied ships of this mod:
    1. Vaygr Scavenger Barge
    They are just....reproducing themselves! Everytime you beat one of them, three of them are spawned somewhere on the map.

    2. Hiigarian Light Carrier
    These ships are not just produced in large numbers, but also strangely tough against some weapons. For example, my insanely-buffed Turanic Dreadnaught's main cannons aren't doing sh!t to it unless I target the engine (which the cannon does 25 times the normal damage when targeting sub-systems)

    3. Hiigarian Carrier
    Just like their lighter counterpart, the Hiigarians love them. There's usually at least 5 carriers and loads of light carriers

    4. Hiigarian Shipyard
    When given too much resources, the Hiigarians are known for calling way more shipyards than their Vaygr opponents. These can be a trouble when they did the research to strengthen their armour to the level of a Cradle.


    Also, in terms of AI second tier selection,
    Hiigarian: Rather random, good thing. But Nabaali shipyards are rarely seen. This is however a good decision, since Hiigarian AIs spam normal shipyards instead of using their only second-tier production ship slot for another shipyard.

    Vaygr:
    1. Ion Factory
    These are seen way too many times. Ion carriers rushing from the factory, ion frigates, etc. Boring, plain boring. Blown right away to give the Vaygr a chance to pick a less boring choice.

    2. Bio-carrier
    While the bio-carrier is a great ship, the AI never seem to build anything from this ship. Scared? Maybe, but the Vaygr AI will soon find himself ambushed by a Pride Cradle or a fleet of Crossbows.

    3. Microship factory
    Arguably the most annoying second-tier which process some offensive capability. These microships are fast, deadly and annoying as hell, but they're not seen as often as the others.

    4. Trader's Heavan
    Rarely seen, but this psuedo-Progenitor-mothership lighthouse has great defensive capabilities and great strike crafts to offer.

    5. The Dead
    Extremely rare to see a Vaygr AI choose this. Annoying as hell and deadly as hell- either in terms of collisions or morale multiplier.


    Found Glitches:
    1. Somtaaw Crossbows cannot be repaired
    2. Pride Cradle does not move like a Mothership, and often crashes into the targets.
    3. Sajuuk main cannon is not tweaked- They does almost nothing to mothership-class ships
    4. Lowyards map sometimes just want to crash when loaded. Also some units are automatically given to the player, including an array of shipyard, two or three carriers, a squad of Sobani marines, two marine frigates, a destroyer and several probes (All Hiigarian stuff). A great and unfair advantage if the player is playing as Hiigarian himself (The production ships can actully produce things in this way)

  13. #63
    Thanks for the input, CNR! Some of the stuff you pointed out is intentional, some VERY MUCH is not. To wit;

    1. Vaygr Scavenger Barge
    They are just....reproducing themselves! Everytime you beat one of them, three of them are spawned somewhere on the map.
    Hmmm. Maybe I shouldn't have made them able to build themselves. I've heard a couple of complaints about this...

    [Light carriers] These ships are not just produced in large numbers, but also strangely tough against some weapons. For example, my insanely-buffed Turanic Dreadnaught's main cannons aren't doing sh!t to it unless I target the engine (which the cannon does 25 times the normal damage when targeting sub-systems)
    I've noticed that LCs seem weirdly tough, I can't work out why. They don't have that much health.

    The emphasis on regular carriers is intentional, though. I just like them.

    4. Hiigarian Shipyard
    When given too much resources, the Hiigarians are known for calling way more shipyards than their Vaygr opponents. These can be a trouble when they did the research to strengthen their armour to the level of a Cradle.
    The Shipyard limit is usually pre-set at "2" to prevent this kind of thing. The Hiigarans are supposed to be able to order one extra yard (the Nabaali) and that's it. How many are showing up?

    These are seen way too many times.
    That's weird. The selection process is supposed to be random. However, it's a very haphazard kind of random.


    While the bio-carrier is a great ship, the AI never seem to build anything from this ship
    I've definitely seen bio-laser corvettes flying around. Array corvs less so, but the AI does build them. Usually only if it doesn't have a lot of money, though. For some reason.

    4. Trader's Heavan
    Rarely seen, but this psuedo-Progenitor-mothership lighthouse has great defensive capabilities and great strike crafts to offer.
    I'm glad you like their strike craft. I was worried they were horrendously overpowered.

    Found Glitches:
    1. Somtaaw Crossbows cannot be repaired
    I'll own up- My fault. Couldn't be bothered fiddling around for another set of latchpoints in Harded. Came up with a slight justification in the backstory and pretended not to notice...

    2. Pride Cradle does not move like a Mothership, and often crashes into the targets.
    Intentional. Hazard of having one (they are very powerful, after all). Also, side effect of their Mothers' intense discomfort.

    3. Sajuuk main cannon is not tweaked- They does almost nothing to mothership-class ships
    Bugger.

    [IMG]4. Lowyards map sometimes just want to crash when loaded. Also some units are automatically given to the player, including an array of shipyard, two or three carriers, a squad of Sobani marines, two marine frigates, a destroyer and several probes (All Hiigarian stuff). A great and unfair advantage if the player is playing as Hiigarian himself (The production ships can actully produce things in this way)[/IMG]

    Annoying. The Units automatically given are intentional, though, just to mix things up. It is Hiigaran space, after all.


    Thanks again for the feedback. I'm especially interested about this shipyard issue, because that shouldn't be possible...

  14. #64
    I once saw like 5 or 7 of the Hiigarian shipyards from the same AI (even when I change the starting fleet to flood the Hiigarians with 40 battlecruisers and 40 destroyers, which is way above the capital limit)

    BTW, it would be fun if the shipyards in Hiigarian space maps and dead ships like the Mover near the dead gate and dead carriers/Cradles can be targeted and destroyed like normal units.

    For the second-tier thing, 7 out of 10 times the Vaygr choose Ion for some odd reason that I don't know, and there's a very very little chance to see the Corpse Bay (although they're blown off by me instantly everytime to prevent Big Miss spam)

    Hiigarian choices are more random, but the 03 Mothership seems to be showing up a bit more oftern (The AIs are broadside-lovers like us maybe)

    Oh yes the Light Carrier, I shot it with this self-customized version (Don't worry, the author allows this kind of action) of the Turanic Dreadnaught which can withstand and destroy a massive 5-AI Hiigarian fleet assault.

    Overpowered Turanic Dreadnaught in action


    While shooting at the seemingly thin-armored LC with the overpowered cannon (which is ion cannon in nature), it still takes two full hyper cannon shots or more when shooting at the ship's main hull, while regular carriers, supposed to be tougher, can only withstand less than 0.5 shot from the hyper cannons.

  15. #65
    Lately it seems that this mod makes Homeworld crash on me after a certain period of play. Other mods don't do this. I thought maybe it was a problem with having multiple .big files in that directory, but even after moving them, the mod still crashes. This is frustrated since it often happens before I can even get to my "choices". Which sucks, because I REALLY like this mod. ;_;

  16. #66
    It looks like a Gator with engines if you look at it right. It even has the teeth.

  17. #67
    Is this mod ded?
    I AM MORDOR, WIZARD OF EVIL BUNNIES AND DARK KITTENS...Oh and welcome to my happy world *I point to a field with a computer with Homeworld 3 on it.* Now get your shit and leave!

  18. #68
    This mod is no longer being updated, I'm afraid. I'm sorry it's taken me so long to announce this, but I've been quite far out of circulation for awhile. I had great fun making MW, and it was an educational experience, but for various reasons I'm no longer really in the modding arena. I don't have the time!

    I would like to thank everyone who played or otherwise supported the MW Mod, and as something of a goodbye present- here are two brand new maps which didn't make it into the Mod, and should be fully playable whether you have MW installed or not. Just download the files and plonk them into the relevant folders. Providing they work, those of you who have been after bigger playing fields should be pleasantly surprised...

    http://www.mediafire.com/?9mv5sb2u9fruuzd

    Incidentally [plug] one reason I don't have time to mod HW is because I've been helping out with the development of a sci-fi flash game called Black Market over at www.bigblockgames.com. The game's still in very early stages, but I'm supposed to be telling people to come on down and check it out- so if you enjoyed MW (or even if you didn't but are generally just well-despised to people), drop by [/plug]. I hope it's okay to add that here. I do so on the basis that anyone who liked the MW mod will hopefully like this also.

    Here endith the transmission. This is the Mothership Fleet, signing off.

    Sajuuk bless Hiigara.

  19. #69
    Sad to see you go man. It was a grand time, I had fun.
    Co-founder of Homeworld:@
    Open to new members

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