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R.E.A.R.M. -alpha 0.0.3c

  1. #401
    Member MacModder's Avatar
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    Another bug, a serious one.
    But most people won't notice.

    REARM was created on a windows machine.
    Therefore, REARM has Windows' HW keyboard commands.
    The pause command for windows is the pause key.
    A mac has no pause key.

    And I thought it was my poor, old, overloaded computer. (Mac uses F12 to pause and there's no way to undo it ingame)


    About the artillery frigate bug- I've never seen it. They've always stayed way back- not quite maximum range, but still way out of BC range, which is the important thing.
    Everything has a reason.

  2. #402
    Well, I have not even a remote idea how to solve this, I'll need other people help about the Mac compatibility. (another thing: did you try the language hotfix? Did it work?)

    You need the Probe production on your frigate (I guess some collision problem or something else with the subsystem cause it), did you have the Production subsystem built? Because to me, it happens quite often.

  3. #403
    Member MacModder's Avatar
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    It's spreading!!!
    first REARM had the pause problem, no other mod. (that I used)
    Now every mod has it. (used or not)
    And I just fired up vanilla. Yesterday, the key was F12. Now, its the non-existent pause key.

    Er- does anyone know where the nearest troubleshooting thread is?

    Oh, right. REARM. Uh- I'm quite certain there was a probe facility built. It stayed in the fleet, didn't budge. Is the bug related to strike-groups or solo frigates? I've seen loners charge, from every category, vanilla, other mod or REARM. Do you build a probe facility on every artillery or just some?

    This thread, which I just discovered, might help.
    http://forums.relicnews.com/showthread.php?t=199793
    If you knew about it already, I'm sorry

    :edit: There is a Mac substitute for "Pause", it is control-F15. Why? Dunno. And every time I load a mod it erases my settings. Aggravating. I wonder– does any other Mac user have this problem?

    And back to REARM, when's the Vaygr supercarrier coming? And the Hiigaran LRM? Wish I could help model but... Maya doesn't have an OSX port. (not that I can, anyway, but wishes are cheap) Keep up the good work, Pouk!
    From your faithful mod-tester.
    Last edited by MacModder; 7th Jan 10 at 6:51 PM.

  4. #404
    Member Dim@'s Avatar
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    Pausing is easy - just click "Menu"
    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

  5. #405
    Member tadamir's Avatar
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    MacModder, you mentioned earlier that you had problems with the in-game pause zoom in/out function, has that repeated? Because the only game I've played so far with REARM was 56mins game time and about 4 hours real time, so a lot of pausing and zooming in and out with not a trace of a problem. Could this be a Mac/PC thing?

    Also 'F10' brings up that menu screen Dim@ mentions for PC's, would that help you?
    (zero experience with Mac personally)

    Pause for me is the 'Scroll Lock' key (NOT my keyboards 'Pause' key), above the Numpad, do you have one of those maybe?

  6. #406
    For the armor, of course, it would need to le some firing angles uncovered for allow enemy to strike well if they manage they firepower well.

    Another thing you can do with those armor, a armor plate with low hp but very high resistance against almost everything (play with armor penetration and damage in accuracy table).
    This way, you could have an armor that protect against most kind of bullet untill down, but would let concentred ion beam hurt the hull while not taking down the armor too much (untill a little hole in just a piece of metal is not a real damage :P ).

    But it would need some real annoying weapon setting ^^, for get a nice result within all weapon and ship.
    To make each armor a sufficantly amount of hp for have just more hp than the ion beam hp trough value, (while still having a descent behave with other ship that will no have armor), but while tanking more or well for the others kinds of weapons.

  7. #407
    Member MacModder's Avatar
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    Pausing is easy - just click "Menu"
    Sure- but then you can't rotate the map or give orders to your men. F10 does bring up the menu. No, I don't have a scroll lock key.

    Pouk, just to be clear, having a command Frigate on the battlefield is essentially a high powered Fire Control Tower, right?

    Request: A gameplay mode restricted to Frigs and under.

  8. #408
    MacModder:
    Sorry to hear that, but there really is nothing I can do about it. I don't have a Mac, I know nothing about it. The Mac modding thread may help in some aspects, but that's it.

    Work on a Vaygr supercarrier has stopped because of other things necessary for 0.0.3 release. But I'll try to finish it before I'll have too much other work in RL (some school projects for a few next months).

    TonyOneBlairoby:
    I'm not sure what exactly do you mean, how would I penetrate the armor for ions without destroying it, but I don't really want to change every single weapon settings. Not just because of amount of work, but I also don't want to mess with things that already works.

    MacModder again:
    I don't know what exactly do you mean by high powered (smaller, so more advanced to maintain the same level, or more efficient?), but it is a Comand tower / Command Corvette. But seeing it is as a big command corvette in a size of a frigate, so it can have another subsystem, is more accurate.

    A gameplay mode restricted to Frigs and under.
    This is all about finding a good gamerule scripter, which I really need. It could be finished a months ago, if I had anyone for this.
    True is, that I didn't put much efforts to look for a such person yet, but I was talking about this thing with somebody, but it didn't go well.

  9. #409
    Member MacModder's Avatar
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    (another thing: did you try the language hotfix? Did it work?)
    Yes I tried it. No it didn't work. Perhaps I am installing it wrong? I have not tried it with the new 0.0.3, however.

  10. #410
    It won't work with 0.0.2, the names were written right in ship files the back then.
    Last edited by Pouk; 8th Jan 10 at 2:10 PM.

  11. #411
    Member tadamir's Avatar
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    Mac, I was wrong anyway, 'Scroll Lock' takes screen pics for me, 'Pause/Break' IS my pause button, my bad.

    Pouk, I used that Language fix and it worked a treat, now I see proper names for everything, which does make a very nice difference.

    I played another game (albeit with a few Allies as buffers against the Hard baddies) using Hgn last night and I must say, that Supercarrier is just so nice.
    It looks good with any combination of Subsystems built, or none.
    I built a fleet using 2 Supercarriers (which feel more like Battlecarriers) as the backbone, one fully upgraded, the other with no production facilities, just the ventral Ion Cannon, hyper module and fire control module.
    Using them side by side with a BC and a few DDs was great fun.
    Being able to hold all the strikecraft I needed amongst the three Caps and jumping around launching what was appropriate for the situation was very enjoyable.
    [IMG][/IMG] [IMG][/IMG]

    I did notice that when I selected five or more corvettes to dock with the un-upgraded SupCarrier, they got 'locked-up' at the entrance to the hanger and wouldn't dock until I micro'ed them, stopping all orders and docking each one individually.

    Launching is nice and fast though.

    If the Vaygr are getting a Supercarrier of equal quality, and 'fit' to it's race, then this is shaping up to be a very fun mod.

    EDIT: ah I see I've been Ninja'd
    Last edited by tadamir; 8th Jan 10 at 2:21 PM.

  12. #412
    I wanna ask you for a permission to use that screenshot on a moddb homepage, it's so great. What do you think about it? (or upload it yourself, if you want to)

    Corvettes doesn't dock again? Weird. It has happened to me once, but it was because I had a supercarrier next to the big gehenna asteroid and corvettes didn't had a chance to fit between the collision boxes.

    Vaygr are getting the Supercarrier, which looks different (totally different than the Hiigaran one and a little different than other Vaygr ships), but I believe it fits pretty well (I hope).
    I don't know if anyone can see it, but I've based my new designs on a study of Vaygr and Hiigaran design characteristic, shapes they're using, silhouettes which make them recognizable, so even the Vaygr supercarrier isn't so similar, it should fit. (the Hiigaran one is more similar to the rest of the fleet, but it also isn't exatly the same.)

    Edit: the second screenshot is also pretty nice (it didn't load to me before, or you've edited the post, I don't know). You're always welcome to post the screens anywhere. Because both of your screenshots are showing things from an interresting angles and showing two or more things at once -supercarrier, destroyer production, fight, new badges etc)

    2th edit: I've looked at your gallery of screenshots there. Nice.
    Last edited by Pouk; 8th Jan 10 at 2:45 PM.

  13. #413
    Member tadamir's Avatar
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    Hey thanks a lot Pouk, you are most welcome to use any of those/these pics, I would be honoured.
    I considered posting some to your ModDB page, and I will now as soon as I figure out how.

    I think you have captured the design ethic for both the Hgn and the Vgr very, very well. It is what drew me to this mod, so I have full faith that your Vgr Supercarrier will be great too (no pressure aye?!).

    I was messing with the edit of that second pic, you guessed correctly, it should be stable now.

    I spend a lot of time Paused when I play HW2, just looking around and taking way too many screenshots, some of them come out ok.

    Cheers!

  14. #414
    For posting on moddb you need to register there, then you may add new media by clicking to the little + button. You may also ignore the things I've said about the three images posted by someone else, because those images were pretty normal, lot of them were capturing the exact same thing, just a half of a second later. But the main reason was, that he has send about 18 of them, which I really couldn't keep that way.

    I hope people will like the new Vaygr supercarrier and accept it, but I won't be talking about it very much, to avoid expectation.

  15. #415
    Member tadamir's Avatar
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    Ok good, I've been registered there for a little while.
    The comments you made about those other screenshots where what made me try and capture some decent pics showing your new badges, and the new things with, as you say, a few different things going on.

    I've just uploaded some more to my imageshack, but they are mostly Studies; same pic with different subsystems highlighted, showing what's new etc.

    Feel free to grab any that may be appropriate for your ModDb page.

    (Just saw that DD blasting away pic, cheers for the credit )

    Sure, the HGN SC is so good it may be a hard act to follow with a VGR one, so expectation may be a little high, but don't worry about it, personally I'll be happy with what I'm given.

    *EDIT- I've posted 4 more pics to your ModDB page and will stop there, remove any that you don't want.
    Last edited by tadamir; 8th Jan 10 at 5:28 PM.

  16. #416
    For beam penetration, just mod the very last value of a weapon line setting, the 26th one: <iInstantHitThreshold>

    If the thing (ship or sub i believe) have less that this amount of hp, the beam go trought.
    It is generally used for simulate very destroyed hull that no more stop the beam.

    But in my proposition, the subsystem would have a certain health to fit with that effect while it don't mean the beam is really punching a lot the armor plate.

    By exemple, if the vanilla hig BC ion turret have the value set to 2000; you could make armor subsytem set to 2300 hp but with high resistance against this kind of beam, so the armor down slowly under 2000 hp and then the ship covered by this armor start to be damaged.
    Of course, the best result would be to have this little delay of armor melting before reaching hull on each firing (untill they are not each on the exact same impact coordinates).

  17. #417
    Member Dim@'s Avatar
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    A gameplay mode restricted to Frigs and under.
    I just wanted to tell you that it's pretty simple to make something like this, if you want to.

    Just create a new unitcaps file, alongside the "Small", "Large" ones, and call it something new. For example, "Frigates.lua". Then, inside that, make the unit cap of everything above frigate 0.

    Finally, make a copy of deathmatch.lua (leveldata\multiplayer). Inside it, change the GameRulesName and description, then, in the table at the top, there is the list of options. (I've already written about this file in my Scripting Tutorial) Find the "unitcaps" option, and change the values at the bottom:
    Code:
    { 
            name = "unitcaps", 
            locName = "$3214", 
            tooltip = "$3234", 
            default = 1, 
            visible = 1, 
            choices = 
                { "$3215", "Small", "$3216", "Normal", "$3217", "Large", }, },
    Make it so that there is only one setting (If you want more, add more unitcaps), which links to the "Frigates.lua", like this:
    Code:
    { 
            name = "unitcaps", 
            locName = "$3214", 
            tooltip = "$3234", 
            default = 1, 
            visible = 1, 
            choices = 
                { "$Your String Here", "Frigates",}, },
    P.S: Your PM box is full

  18. #418
    I know that I can play with unitcaps and basically restrict any units I want (although I really haven't thought about doing so in another .lua, which actually enlarges the possibilities a lot, that way I can make .lua gamerule script just about ship class restrictions, which is nice, thanks).

    The thing is, that I wanted something pretty more complex, something I could never be able to make myself...

    And I've cleaned my PM box now.

    TonyOneBlairoby: I get it now, this is something what can be tested, but I would rather change the armor hp and other parameters to get such effect, than ion weapons.


    Edit: Thank you again Dim@, I've just included such options.
    Last edited by Pouk; 9th Jan 10 at 1:10 AM.

  19. #419
    I've decided to regularly post the current .big versions here in this forum from time to time. All of this versions will have the same name as the previous main release (easier for me, easier for you: I don't have to bother with names and you don't have to modify your shortcut, just replace the old .big with the new one and that's it).
    Only drawback for you is that you won't be surprised when you'll get the regular release.

    Changelog:
    -new Unit Cap options for "strikecrafts only", "frigates only" and "capital ships only" (all of it in a "normal" and "high" variation)
    -the arrow icon of the missiles was changed to a crosshair
    -appearing and disappearing distances of a missile tactical overlays reworked, (for example Cluster Missile submunition and Mine Trap mines are visible only from a normal distance)
    -missiles doesn't continue flying in a straight line after their target is destroyed anymore
    -the hit FX of a Hiigaran Cloaked Bomber missile changed to be much more visible

    download the last version here

  20. #420
    I notice one thing while i played with multiple AI. When i had a 3 player game, let say 2 vs 1 in a game, i had an ally, but i never interfere into the fight at all.
    Somehow the results is always my ally win against the enemy, regardless of what race they are in this mod, whether vgr vs hig, hig vs hig, or vgr vs vgr. Even an Hard AI at my side can win against an Expert AI of an enemy, i tried the same with Expert vs Expert as well and the results are the same.

    Please take note that when i notice this, i tried a few games which i never join in the fight at all and be an observer (quietly mining researching and building lol). I do notice that its always the allied AI wins the fighter, corvettes battles that leads to its victory. Is there any AI flaw in this case? Somehow the AI is stronger when they were on our side?

  21. #421
    I am pretty sure the fact that there is 2 player in enemy team affect the AI.
    If they have scout or probe around you, they may probably manage to build attack ship that will not be good against your ally combat capacities (if you have only your inital capship mothership and carrier, the enemy may mainly make bomber, but would be desintegrated by your ally who make interceptor by exemple).

    After that, the enemy may split his forces, that make little group easy to take down one to one when if regrouped, they would smash throught there way.

    And the fact that he have to pay attention to 2 enemy, even if one of them have not offensive behavior, can slow his reaction itself probably.

  22. #422
    I've tryed REARM and regular HW2 and it looks about the same. (I've used two Vaygr, killed my ships at the very beginning, to become just a spectator and left it be.) The only thing I could observe was, that the enemy was distracted by my starting position and had to actually find out, that I'm not there anymore. So it put him into a disadvantageous situation, when he had to split his force, which the ally used for taking the asteroid field in the middle of them, but that was it.

    But if you were still present, the single enemy still had to count with both of you no matter if you've been doing anything or not.

  23. #423
    Ah, that makes sense, thanks guys. By the way, will there be new vgr fighter or Hig corvettes that will match their current counter part at the current version??

  24. #424
    Sure, I won't let it as it is. I have a plan for the Vaygr fighter, but I'll have to think a lot about the Hiigaran corvettes, because I have no idea for a corvette that would be a something new, or at least something nice. (it's just so much easier to design for Vaygr). Probably some heavy corvette which is harder to kill, but which have a weaker weapons. Or I don't know.

    Where I'm not done are frigates. I have plenty concepts for frigates of all kinds and every ship is different.

    But don't worry, ship classes will be filled fairly for both sides.

  25. #425
    Wut about bombing corvette? Each shot would be less concentrated than a bomber plasma canon, but since it just turn around ship while firing and while never face target weapon, it could work well.

    Or light pulsar corvette, less damage deal per second, but mounted on 2 turrets, with fast rate of fire, point defense and next gen of anti-fighter corvette.


    What those corvette don't directly did against there counterpart, they let it to you fighter that now hav'nt to deal with what your new corvette can deal with.
    Last edited by TonyOneBlairoby; 11th Jan 10 at 12:21 PM.

  26. #426
    Member aquemnun's Avatar
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    -new Unit Cap options for "strikecrafts only", "frigates only" and "capital ships only" (all of it in a "normal" and "high" variation)
    ah good to hear you got that working, sorry if my initial code was rather dog-eared. =]
    Nuke them 'till they glow then shoot them in the dark.

  27. #427
    Probably some heavy corvette which is harder to kill, but which have a weaker weapons.
    Yeah, that's a good idea; I had a similar unit planned for my own fleet I called the Vanguard Corvette. Just a theatrical ship made to take lots of hits and dish out very potent *looking* fire itself. Something to distract your enemies while you move in more damaging but comparatively less durable ships.

    Also, a trend with Homeworld corvettes is for them to have utility roles. Consider making corvettes with multiplier spheres, like with the Command Corvette. Or you could give the Vaygr or Hiigarans a dedicated disably-ship. Corvettes with non-sphere burst EMP cannons that actually disable big ships effectively might be pretty cool. Such are the best recommendations I can think of at the moment.

  28. #428
    Member aquemnun's Avatar
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    hmm doci you just gave me an idea for a hiigaran corvette, something like a "tactical corvette". Basically it would be a lot like the vaygr command corvette but it would have anti munition systems aboard, so say it had a gattling gun that could shoot down missiles, or a missile to missile intercept system, that could protect ships around it from danger.

    (naturally the weapons on this ship would only be able to target munitions, leaving the acctual ships to the fleet the tactical corvette is in)

  29. #429
    doci7: my EMP corvettes do have a sphere burst EMP, but they are very efective compared to the the scouts. They have no problem with frigates and in a group of 4, they have a chance to disable a destroyer if they attack in the same moment.


    Possibilities: (coment please, what do you want, what not, because hgn corvettes are the weaker area for my imagination)

    -Redesigned old multi-gun corvette. The ship would require no research, because it would use an older concept on the newer chassis (something between the old corvette and the new one -not just sticking turrets on gunship, but new redesigned body) And I think it would be less effective (turrets are smaller than the turret of the current gunship, the design is old), but cheaper.

    -Heavy corvette. It would have a stronger body (visually massive) and would be armed with something like stronger pulsar gun or light ion (the beam would last only about the same time as the pulsar beam). The weapon would be big and slow, but not on a turret like a pulsar weapon, but it would look like a part of a hull (I have almost an exact idea, but I can't explain it with my english). The ion weapon would have less radius it can cover (like 0-90 degrees to just one side) and it could have an opening animation (like the vgr heavy missile frigate). It would be more expensive. (I would like to at least try this one)

    -Corvette with very thick armor, but a weak weapon. (the one we have talked about) Used for distraction and to take the damage instead of more fragile ship. I think the cost would be about the same as the gunship.

    -Some special purpose corvette. (Not EMP, I already have one and not Command -I just really want to keep the assymetry between the fighting sides). But I have no idea what would it be -jamming enemy weapons? Small defence field? Increasing some aspect of friendly ships (armor)?

    -Cloaked corvette. Almost the same principle as the cloaked fighter, it would need to have some drawbacks. But I would rather don't make this one.

    -Missile corvette. But it would have to work totally different than the vgr one, to keep the asymmetry. I don't know: Long range? Miniaturized cluster torpedos of the torpedo frigate? Very fast and low damage missiles or very slow and high damage bombs? I really don't know, but different.

    -The bombing corvette of TonyOneBlairoby. (what would make it different from pulsar gunship? It also circles around the targeted ship)

    -Rapidfire corvette. It would shoot streams of bullets and it would be more expensive.

    -Flak corvette? Bad idea, but it would have to have very weak flak.


    So please comment, pick some, give some more ideas. As you can see, I have nothing that different and special in this category.

  30. #430
    I didn't realize you already had EMP corvettes; my bad. My favorites on that list are the Heavy Corvette, RapidFire Corvette, and the Distraction Corvette. The idea of a Cloaked Corvette intrigues me, but as you say it would be difficult to differentiate it from Cloaked Fighters in terms of usefulness.

  31. #431
    personally I like aquemnun's idea (especially the countermissile version)- it has a neat "rushed into production"/ "we need to counter the Vagyr's missile ships" feel. And it has a distinct reason to exist.
    I also like the Heavy Corvette idea, though personally I'd like to see it with a front mounted light ion cannon/ heavy pulsar, making bomber-like attack runs. (though that might make it a little too much like a beefed up Hgn lance fighter...)

  32. #432
    doci7: OK, thanks.

    geofreitag: I thought aquemnun wanted to use that idea himself, in that case I wouldn't take it to him.
    What I think: Well, it would be interesting to see a corvette with the multiplier sphere for armor and with the anti-missile gun or other anti-missile weapon system. Ultimate defenter.
    But I wanted to make the regular Defenders (capital D, the ship from the first game in a modern style). I thought about them as something like a low maneuverable heavy fighters, this makes them a high mobile swarm of corvettes. (BTW, how do you want to make them move, when they just fire at missiles? Is it even possible?)
    Plus it's practically the same as drones, so I would have to make them different than my drones.

    I'm thinking...

  33. #433
    multiplier sphere for armor
    That would be a distinct tactical function, but the problem is what kind of explanation to give to something that realistically makes no sense. Since HW ships generally don't have shields, there doesn't seem to be any way of explaining how the presence of one ship can increase the durability of others. However, I just had an idea that may or may not work. If you could make a variation on infiltration pods that autonomically launch from the corvettes and latch on to allied craft, these could pose as "maintenance drones" that would seem like the same sort of thing as Repair Bots from Cataclysm but would figure into the gameplay as armor boosters, not repair-speed boosters. That, of course, would just be a visual aid; you'd still have to give the Corvette an armor-boosting modifier sphere, but you get the idea.

  34. #434
    Member aquemnun's Avatar
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    I thought aquemnun wanted to use that idea himself, in that case I wouldn't take it to him.
    If you want to use that in any way, feel free, anything I throw in this thread is yours to use if you want to use it. (plus I churn out hundreds of ideas yet only manage to make 2 or 3, so anything else is free for anyone else to use, I dont mind)

  35. #435
    doci7: Yeah, this is true, it doesn't make any sense at all.
    Your idea: How to do it, if the ship isn't damaged, how to point things similar to the infiltrator pods, at a healthy friendly vessel?

    aquemnun: ok

    Edit:
    Does anyone know what is wrong with those decompiled attack scripts?
    Last edited by Pouk; 12th Jan 10 at 5:59 AM.

  36. #436
    Member aquemnun's Avatar
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    how to point things similar to the infiltrator pods, at a healthy friendly vessel?
    I'm afraid that cannot be done, because the infiltrator pod counts as a missile (when the infiltrator frigates board other craft it uses the same mechanism as the marine frigate, but fires custom missiles at the ship instead of the boarding beam effect (which explains why the pods sometimes spread out instead of going straight down when boarding large ships).

  37. #437
    Member KeyBored's Avatar
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    Pouk....I have the game ^^, thought ill just add that pointless, space using comment, for no reason?!

    Anyone else still covered in snow?

    Could we have a spam corvette, hi speed low cost?

    game mode idea : 1 or 2 units only in each class able to be built, Tactical gaming!

  38. #438
    Regarding ships that launch and attach (well, dock) to friendly ships autonomically, there is precedent, but of course it is Complex Mod and therefore represents knowledge that is most likely unobtainable.

  39. #439
    For bombing vs pulsar, the difference would probably be damage against superior armors.
    The pulse would just make a tiny cylindric hole in the armor when the plasma blast could melt it in more splash way.

    It would be more anti frig / caps / subsystem corvette when the pulsar one are more anti corvette ( instant hit VS bullet). And also more though and voluminous.

    Less adaptable and multi function than pulsar (i mean good vs slow and/or fast target), while also moving and dodging slower than pulsar, easier to aim and shoot.

    So it could be a very threat for your fleet ships if you hav'nt anti corvette defense.




    You could aslo make some maintenance corvette, what provide "repair rate time" reduction in a certain radius. Or even order them to repair ships like ressource collector if possible.

  40. #440
    Ok, I'm lreaving that armor boost idea...

    KeyBored: That's not a game mode, that's just a simple Unit Cap. I've made similar unit cap, but instead of 2 for every class, I've made it 5-7 or so. You may test it, it's pretty interesting. And I think I can't go much lower, because it wouldn't be that easy to take two frigates and two corvettes against two DDs.

    TonyOneBlairoby: Hmmm. Well, in that case it would at least need an interresting design (just like the Vgr Assault corvette -the ship is nothing special on the description, but it at least looks differently, when it "doesn't shoot differently").

  41. #441
    Member Dim@'s Avatar
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    Regarding ships that launch and attach (well, dock) to friendly ships autonomically, there is precedent, but of course it is Complex Mod and therefore represents knowledge that is most likely unobtainable.
    It could, possibly, be scripted. Not easily, but it could.

    EDIT: Oh, and an infiltrator pod can be made to do this, you just have to turn it into a ship!

    EDIT 2: Or even, have a maintenance "Field", where ships repair faster, but give it a visual effect of these little pods flying about. Whether they dock or not is a matter of how far you want to take it.

    Does anyone know what is wrong with those decompiled attack scripts?
    I don't know, but if you need to change them, get the RDN ones - they have comments in them!

  42. #442
    Banned Zloyd's Avatar
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    I`ve got similar idea: what if make support frigates acting like capture vessels but only repairing friendly vessels?
    Or maybe supporters could be made as drone frigates with drone-repairers.
    Or even module...

  43. #443
    Member monolith's Avatar
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    I always used to think of support frigates in HW2 as "customizable" frigates that you could equip with subsystems (cloak/inhibitor/hyperspace) and/or weapons and/or a hangar, not for producing strike craft but rather for transporting them via hyperspace, thus making ambushs possible, and for repairs of course.

  44. #444
    So the anti-missile defender with the repair ability? (like the collector)

    To be built in a drone frigate or to be the drone frigate? Because I don't think my drone frigate can have any more abilities, it would be too strong.

    monolith: Yes, the Support frigates (as you know them from the first HW -strike craft repairers) will be made for both sides right after the drone frigate.

    Plus for Vaygr you already have the Command frigate. For Hiigaran, there'll be the similar thing as the command frigate, but it will jump and cloak (some kind of spy). I was talking about this one way back in this thread, but I still haven't find a time to finally make it.

    Dim@: Thanks for that good advice, the RDN ones are far better.

    Looks like I'm going to give a little life to the frigates after all.
    Good thing that frigates are naturally lazy, so it works pretty much as I wanted, they're nothing like oversized corvettes.
    Last edited by Pouk; 12th Jan 10 at 5:55 PM.

  45. #445
    Member KeyBored's Avatar
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    no i mean you can only build interceptors assault corvettes, torp frigate, no others, so its more tactical, not unit caps

  46. #446
    By units in each class you mean just two types, not two of any ships, right, I get it now.
    But how is that tactical?

  47. #447
    Member KeyBored's Avatar
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    Everyship has is advantages and disadvantages, if you only have a few ships, you have to use them more wisely, I dont know, i crashed me game by launching 3000000 missiles at once HEHEHEHE.

  48. #448
    ...if you only have a few ships, you have to use them more wisely...
    Exactly, but only if you really mean low Unit Caps. There's nothing tactic about having just few types of units.

    Tactics is to have a few units, but lot of unit types and options to choose from. (-you have just a few units, so you can micromanage them and you can pay more attention to them, but you have lots of possibilities what to build, depending on your strategy)
    Not to have a lot of units (or any number), but with almost nothing to choose from. This just doesn't make any sense.

    Lets say you have the low (or very low, high, it doesn't matter) unitcaps. And now you have just two types in every class... So everyone will build the torpedo frigates and assault corvettes.
    Well, yeah, the situation is much clearer, because it's as simple as it can be, but there're no combinations and counters, no thinking, no tactics and no strategy.

    Different thing would be to have a classes of technology (Just like different generals in C&C Generals), so you pick for example from a "Laser Vaygr" or "Missile Vaygr" and you could use only that units. It can be done, it would be very interresting (although I have no idea how to let players to pick them from a menu).
    Last edited by Pouk; 13th Jan 10 at 12:51 PM.

  49. #449
    I remember a day, i dreamed about an homeworld 2 mod with cards gameplay :P .
    I game setting, each player choose a card from his deck, and one or 2 other are choosen aleatory from his deck when launching the game.

    -It could be a global repair time / speed / hp / ect ... increase modifier.
    -A card that can be activated latter in-game and povide bigger increase modifier, but for a certain period of time.
    -Additional starting fleet ships.
    -Rare ships (same chassis than original ones, with little personalized texture and firepower/capabilities) that last the entire game after called.
    -Unique ships (unique design ofc, sort of mercenaries) with high combat capacity (or other domain if they are done to excel in another domain, like an uber ressource collector, or an uber repair carrier, or an uber BFG tur-station. They would last only a certain time after being called (professionnal have ask from everywhere).
    -Ressource delivring over-time
    -More starting ressource
    -limted amount of ressource delivering that can be called during the game
    -ect ect ...


    Also, not only the kind of ship you have is about tactic, the way you make them move also have effect on the issue of the battle.
    I remember in one of my games vs the cpu, a starting fleet of 2 hig bc, 2 carriers, 8 collectors, some fighters-corvette squadron.
    I win while destroying 5 hig BC and 1 destroyer, + all kind of frigate and shipyard the AI could have build.
    I builded nothing and lose my carrier in the very beginning of the game.

    The 2 first enemy BC had the same hp as mine, the 2 next with lvl 1 armor, and the last with lvl 2 armor.

    I win with 1 BC having only 10% hp or around :P . Don't try directly like that, because it was not in vanilla hw2, my cruiser had missile turret instead of bullet ones, so i could manage to dodge some of the shots, moving in a certain direction around the enemy bc, also getting upper all the time for remain above the enemy bc and expose only to his top ion and arbiter turret (mainly the arbiter cause my bc were smashing there top ion turret :P ).

    By exemple, if you attack flak frigate squdron with bomber, the issue of battle could be very different if you attack them by the front, or by under (where they havn't fire angle).
    Last edited by TonyOneBlairoby; 13th Jan 10 at 2:20 PM.

  50. #450
    -Well, that kind of thing is far beyond my skills, but you've gave me some idea.

    -Yeah, sure, it is also question of maneuvering, of course. My point was to say that I don't think that having just a few types of units wouldn't be that good.

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