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

  1. #451
    Hmm, i see what you mean.
    But i think that what he though about when exposing this idea, was to challenge players ones against other with the most exact kind of stuff available for all of them. So the game would be more about direct player's skill.

    The faster who lauchn construction and research and rush win :P . Something less about the different way the vanilla gameplay offer, but more about the rythme of the players' actions.

  2. #452
    OK, but still, what would be the point of putting this into an expansion mod.
    It would reqire modifying ship families and I don't want to split them into speacial subcategorries just because of that.

  3. #453
    Dmn, when i read back myself, i have the impression of a sentence that relate to 100 different thing xD. How the hell do you understand me xD ?

  4. #454
    Member tadamir's Avatar
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    Getting back to your question about Corvettes,
    one Hgn Corvette I never use is the Minelayer.
    For some reason I feel it to be fairly useless, and hardly ever build one, let alone Research it.

    Having said that, the ship itself is quite hearty and bulky and doesn't look too bad.

    Perhaps you could convert this fairly useless ship into the Heavy Corvette you mentioned earlier?
    I'm not sure what weapons to give it though.
    How about keep it as a Minelayer, just make the mines more effective?
    Instead of Laying a Minefield (something I never really got to work very well), what if it built a limited number of a HGN version of the Mine-Trap?
    These would be one-shot movement, say, into the middle of your enemies RU patch, or wherever you want.
    So you build 3 Heavy Corvettes, they can build 5 Mine-Traps each (before having to Re-dock with a Capship to re-load?), giving you 15 Mine-Traps to send towards the enemies RU operation, all at once. (just made up numbers)
    Maybe they could have a single weak Flak Turret too?
    Belay that, just remembered it has some weak gun already.

    I dunno, just throwing out ideas. I find it hard to remember the bigger picture, as in what would balance this? etc.

    -----------------
    Also, standard Destroyers.
    I love them, I think they are great.
    Buuuut, they do get kinda boring, there is nothing you can DO to them.
    So, I was thinking, how about if you can select ONE turret from each, Retire it, and build a different kind of Turret weapon, just to mix things up a bit.
    Say the HGN Destroyer, it has 3 Dorsal Turrets, what if you could select the middle one, retire it and built a Flak Turret?, or an Anti-Missile Missile Turret? or whatever else is possible?
    So you still have Three standard DD turrets, just now the DD can (kinda) defend itself from Strikecraft if it has sacrificed a standard turret for a Flak one. etc.
    (I think Complex went a bit over-board with this idea, making all Ion-Turreted Destroyers etc, where did the power come from??)
    But swapping 1 turret for a different turret could make things interesting.
    I can't decide whether it would be better to have only 1 turret location that is the Retire-able/swappable one (top middle for HGN, bottom turret for Vgr?), or let the player choose any of them).
    I'm really enjoying this with your Frigates, I think the DD's should get some Modular-love too.

    ----------------
    Now the downside to having so many Build-capable ships in your Fleet is that bashing 'B' or clicking the arrow bar either side of the ship-pic to cycle through them all is becoming cumbersome.

    Is there any possibility of 'Grouping' Build-capable ships of the same Type together in this build menu and selecting the individual ships 'within' that Type-Group, from tabs below?
    So your 5 BC's are all within one Battlecruiser Tab, allowing you to hit 'B' once to get past them, not 5 times.
    (I generally don't mess with what I've built on BC's anyway, so once the Hyperspace and Firecontrol Modules are built, it was always annoying to have them still in the build menu.)

    >Probably going to need pictures to try and explain this!<

    phew, stop writing man!

    EDIT: awww crap, got Ninja'd, hope none of the above goes against what you want for your mod!
    Last edited by tadamir; 13th Jan 10 at 7:21 PM.

  5. #455
    -The Minelayer corvettes are pretty powerfull, but there can be some improvement (on an advanced minelayers, not on the original ones. When I was thinking about revising minelayers, I had some ideas. For example mines without tactical overlay -very unfair against humans, no effect at all against AI. Also more armor or distortion field, because they tend to die a lot).
    -Minetraps for hgn - no
    -using minelayer corvette hull for heavy corvette - I've seen it before (I don't know where -PDS? TFS?), it had plasma weapons of bombers or turrets (there were two types). And again: No.
    I guess I shouldn't set the sdandarts so low with my first models (-turrets and refinerries. I don't count vgr frigates there, because making them different is weird, making them same is right). Now it's turning against me. -Everytime someone suggests to recycle something, based on knowing that in my mod there are already models like that which I'm not particullary proud of, I feel like delete all this lower stuff... And I've told you Tadamir several times (actually lots of times) to stop suggesting recycling to me, I thought you've understood me.

    And for others, just to be clear once and for all: I do reuse parts of other ship, not that I wouldn't. But it's mostly just about a half of ithe ship. Reasons:
    -If the section is the same in the whole ship family, why not reuse it? (frigates for example)
    -If I have half of the ship original and half of the ship new, I can easily see how much work I need to do to make it blend into the game, to make it look natural. I just need to make the rest of the ship in the same standart then, otherwise it will look bad. It's kind of quality self checking system -while you can still easily see where is the original and where is the remake starting to appear, it's require more work.

    I'm very looking forward to the moment I'll be done with this and when I'll start to make more ships from scratch. But now, I'm in the stage where I don't need as high quality as on the bigger ships, so I'm making my life easier now. But when I'll finally get to the DDs, BCs and higher, the reusing old parts will be history.

    -DDs. I had the same idea (I know how it sounds when I keep saing "I had the same idea", but what else should I say when really I had), but with one exeption: Not one turret for all destroyers. But to let one DD as it is and the other with replacable turrets (all of them). This way everyone can decide if he really wants to go thourgh all of this annoing micromanagement, or if not and the default DD is just fine for him.

    -I'm not using the menu you're talking about, I'm using the Q key, but you're right and this is very serious problem and I'm aware of it and I'm trying to keep the number of ships with building ability as low as possible.

    Anyway, I would be very glad to solve this, I would have to ask somebody. This is important.
    Last edited by Pouk; 13th Jan 10 at 7:42 PM.

  6. #456
    Member tadamir's Avatar
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    Sorry Pouk, didn't mean to frustrate you.

    I guess we have a differing idea of what we mean by 'recycling'.

    I was hoping you would be into re-functioning (Re-arming even) some stock ships that don't get used much,
    AS WELL as creating the new ships from scratch that you are more interested in doing.

    I don't think the standards were set so low at the start, the obvious quality of your work seems to be what is drawing people to it.

    Again, apologies for any misunderstandings.

  7. #457
    Ok, that would be possible, but it would have to be clearly stated that it's an intention (Hiigaran didn't have the time to bother with researching new hull, so they've stripped down the minelayer because it has a big space used for storing mines, where you can put a lot of ammo for the turret now)

    Recycling. Everyone says kithbashing, but I don't like to use that word, because I have no idea what does it mean -I know what it's used for, I just don't know where it came from and what's bashing or kith, that's why I don't feel familiar with it

    Edit: Hey and I'm sorry, I just don't like reusing existing models, but that's my problem. I don't know why, but I can't change it, it's me.
    Last edited by Pouk; 13th Jan 10 at 8:58 PM.

  8. #458
    Member tadamir's Avatar
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    TBH I'm not all that big a fan of Kitbashing models in computer games either, and never really felt that is what you did.

    (FYI - Kitbashing as a term originated with plastic 'assemble it yourself' models of aircraft or other vehicles.
    You would take the fuselage from one airplane 'kit' (maybe an A-10) and 'bash' it together with, for example, the wings of a completely different aircraft kit, (say an F-4) to get something which was usually pretty ugly, but interesting.

    A combination of TIE fighter central ball and X-wing wings is a fairly famous example. The Fugly?)

    Edit: hey no worries at all, I'm pretty hard to offend!
    Last edited by tadamir; 13th Jan 10 at 9:12 PM.

  9. #459
    Na, the TIE cockpit mated with an X-Wing's S-foils (chir'daki or Deathseed) wasn't really an Ugly, it was a standard production design manufactured by the Twi'leks. A true Ugly would be something like the X-TIE, which was an X-Wing's fuselage with a TIE's solar panels. There's also the DYE-Wing, which was a TIE Fighter ball mated with a Y-Wing's engines.

  10. #460
    Na, the TIE cockpit mated with an X-Wing's S-foils (chir'daki or Deathseed) wasn't really an Ugly, it was a standard production design manufactured by the Twi'leks. A true Ugly would be something like the X-TIE, which was an X-Wing's fuselage with a TIE's solar panels. There's also the DYE-Wing, which was a TIE Fighter ball mated with a Y-Wing's engines.
    I can't see why anyone would make these, at least in-universe. That's like Species 8472 welding Romulan Warbird engines to a Borg Diamond or something.

  11. #461
    Actually there is an in-universe reason for this: Both Republic and Imperial startships were composed of parts from common manufacturers using Common schematics and blueprints. Both the Tie and the Xwing had existed for at least 20 years before Episode 4.

  12. #462
    Well, that is all very nice, but please stay in the M51, not in the galaxy far far away... Capital planet in this thread is Hiigara, not Coruscant.

  13. #463
    oh i know, i was just responding to an above post.

  14. #464
    No problem.

    And here's the drone frigate preview, I really hope you'll like it:



    The rest is there:


  15. #465
    Interesting, what does the sphere do?

  16. #466
    Member monolith's Avatar
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    The DF looks great! It fits perfectly into the frigate arsenal of the Hiigarans!

    I have a question about the micromanagement that is necessary if you like to use many artillery frigates like me. I think, it's just too much. If you want to change the armaments, you have to recycle the existing launchers and replace each one of them with another launcher. Listen to that idea, you might like it:
    Why don't you try making the frigates squads, i.e. they come in groups of 2 or 3 ships at once (except marine frigates etc.). This would lessen the amount of construction ships in the build menu (you know, the bar where you can normally scroll through your flagships/carriers/BCs/SYs) and it would probably lessen the micromanagement too, provided that the subsystem change at all ships at once. You get the point?

  17. #467
    NumberZero: The sphere is there because it's a remakke of the HW1 Drone frigate, it's used for controlling (or monitoring, targeting...) of drones.

    monolith: Thank you, it was my intention to make it fit as much as possible (I really enjoy those next generations of ships from HW1, there'll be some others).

    I don't want to group frigates into squads like corvettes and fighters (am I getting it right?). But what I can do is to add for you the frigates with the other armament to the end of the list. It will be a little too many ships in the build menu, I know, but as long as you don't need the other artillery frigates, you don't need to scroll down there.

  18. #468
    Member MatthCoFreak's Avatar
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    The drone frigate looks very good. It catches both hiigaran and old-fashioned kushan styles.
    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.

  19. #469
    VERY awesome looking frigate!

  20. #470
    Thank you guys.

  21. #471
    Member aquemnun's Avatar
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    agreed with everyone above. That's a very fitting design, and it's also faithfull to its HW1 counterpart.

    Hell you can even think of a background to it just by looking at it. Looks something like a design that was rushed into production to combat vaygr forces, so the old kushan designs were fished out and modified to fit on the modern hiigaran frigate chassis.

    Again, nice work =P
    Nuke them 'till they glow then shoot them in the dark.

  22. #472
    Member KeyBored's Avatar
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    The nose looks a bit flimsy, other wise, looking good!! Whats next?

    Some HW2 style antennae would look good! Like on the MS and Carrier.

  23. #473
    KeyBored: yeah, it does, but it's the secondary product of the curve and shape I wanted. The nose will be partialy red+yellow (or what color the Hiigaran sensor arrays have) and I probably add some more antennas to the goblin mesh (it means the mesh with extra details), so it may look like a sensor array as it is. I would rather not break the "blade" shape, if I won't have to.

    Wanna know the plans for the future? Ok, for the 0.0.3b (the smaller update for people on moddb) I'll probably make the Support frigates first (whether people will use them or not, I want them) and maybe one last and final frigate for Vaygr.
    Then for 0.0.4: The Vaygr Supercarrier and Light cruisers for both sides (notice the word "battle" is not present, it would be smaller more mobile ship than BC) and as many HGN frigates as I can make.

  24. #474
    Member tadamir's Avatar
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    Very nice Drone Frigate!

    I like the hint of Flak Frigate with that port-side wing and the dagger-like nose under the Drone Control Dome gives it an excellent aggressive look.

    Very good work.

    (and hey, sorry too for causing the little OT derailment earlier)

    Nice future plans, looking forward to the SuppFrig

  25. #475
    This near future plan is actually boring, I'm looking forward to the versions after.

  26. #476
    Member tadamir's Avatar
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    I'm looking forward to all of them.

    The pedigree of that Drone Frigate is very evident,
    you've captured the design ethic really well, for both Vaygr and Hiigarans,
    nicely done.

  27. #477
    Member KeyBored's Avatar
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    Hmmmm, my mod is 'bout 0.2 percent complete. nothing compared to yours *sigh*

    I wondered what a goblin mesh was.

    "ERROR cant have multiple lods with a goblin mesh."

  28. #478
    tadamir: I like redesigning things.

    KeyBored: Hey man, don't worry, I've started modding half of a year ago, so I'm myself practically beginner as well. And my mod has also far from finishing.
    My advice to you is to start with smaller and realistic goals -I don't mean to reduce your plans, I mean to focus only at one reachable thing: To make a ship, to make all the planned ships in one class, then other class and so on and so on. This way you'll see what you've accomplished.
    And don't work at too many things at once.

    Yeah, you can't have more LODs in goblins, just one.

  29. #479
    Member KeyBored's Avatar
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    yeah but i understand this stuff now, its easy peasy, i can add new ships ALL day long, i can make weapons till my hearts content (which it never will be ^^), Its just SOOOOO LOOOONG. Its taken me 3 days to make a new race work, add research and build stuff for 2 ships. the other 2 are just vanilla with changed race names.

    Ive got some HOOOMUNGUS Research trees though, but not silly huge.

    What's the difference between battle and super carriers?

  30. #480
    So long? No, the great thing about modding is that it's made of hundreds of microtasks and you can finish something every day. Every ship is so tiny and so low-poly, it's done so quickly. Not like the high-poly models and high-poly scenes with all these material settings, rigging, animation and rendering -weeks and weeks of the same work. The modding is a scaled down world, that's why it's my relaxation, I don't have to wait for the results as long as I usually do. I guess I have a big advantage in this.

    Anyway, back on topic: The Supercarrier (and believe me, I was searching if I should call it Super Carrier or Supercarrier) is an ultimate carrier, I won't make any bigger thing than that and still call it carrier. "Supercarrier" seems to be the official term for the top and largest aircraft carriers (you know, not LHD or something).
    I guess I'll also make some battle carriers, but not now and not any soon.

  31. #481
    Hi there,

    uhhh it takes some time to read to all the messages.
    At first Pouk: Your Mod looks very impressive (i will test it as soon as possible).
    I like your kind of approach the HW univers. Hiigaran ships had to look like Hiigaran ships an should use Hiigaran stuff and same for the Vgr. And every vessel should have some drawbacks. Often mods/modders tend to make a lot of super uber units which makes most other units nearly useless. I like the idea, that i can cripple a BC with my bombers even in the endgame phase.

    Frigates: In HW2 they are pretty useless when the first DS come into play. In my opinion its not because they are to weak, its because they hang around like brick and get shoot down like sitting ducks (is this the right picture? I'm no English native speaker). Best of all is that the AF start some suicide attacks instead of defending the other frigates from bombing raids. The flight AI for Frigates is stupid. They should move more (not like fighters or covetts) and attack from different angles and move move move. I think i remember a sphere formation in HW1. You could arrange your ion frigate in a Sphere around your enemy and even a BC need some time to pick them up one by on. It was not that bad an with some movement the frigates doesn't need to get more armor or heavier weapons (my opinion ;-)

    Hiigaran Frigates Ideas:
    - Holo-Frigate: for example projects some (5?) other non existing frigate around the Holo-Frigate. Or it projects a Destroyer to confuse the enemy and misguide him about your own fleet strength.
    - Minelayer Figate (be afraid you don't like it): Instead of dropping mines one by one the MLFig drops a pouch of mines (8?) in a spheroid pattern. It could control 4 of those minefields and the mines last as long as the Frigate exist. Second function is minsweeping.

    Var. Frigate (yes I know they doesn't need another one, but I liked the idea): Cant remember exactly but in HW Cataclysm was an Thug frigate that ram into the hull of ships push them away and make them unmaneuverable (right word?) for a while. Because the Vgr. don't use those immobilization weapon (forgot the name) they could use a thorn like (something jagged..) Frigate which rams into the hull of the ship, make some damage and immobilize it for 20 seconds. The Frigate has some thrusters to reach attack speed... Like the imagination of 2-3 Figs sticking in the Hull of some Hig. BC and produce annoying metal bending and ripping noises. For me it seems like the right kind Vgr. disable ships. Not with high-tech... with brute force...

  32. #482
    Alte Hippe:
    Hi. I didn't have a time yesterday for any longer messages (other work and school), so I'm answering now.
    Hiigaran ships had to look like Hiigaran ships an should use Hiigaran stuff and same for the Vgr. And every vessel should have some drawbacks. Often mods/modders tend to make a lot of super uber units which makes most other units nearly useless.
    That's exactly what I'm trying to do.

    I'm also not a native english speaker (obviously), but sitting ducks is a proper term and it captures the HW2 frigates pretty well. I've made some change with the Ion and Flak frigate (I think I haven't release this yet) and it's pretty good. Ion frigates move slowly from side to side and Flaks don't sit on one spot neither. (But it's not perfect, Ion frigates have some problems keeping the target in range and Flak frigates tend to stop and turn around like a parking car.) I have no time for testing, so I think I'll need some comments from you people (as soon as I'll release those changed frigates).

    Sphere formation (strikegroup) is a pretty interresting idea, but I still have no knowledge about creating of the strikegroups.

    Your Frigates Ideas:

    - a Holo-Frigate: This is a crazy idea. I can't see any technical problem which would prevent me from doing such thing.
    Only one thing: Does it really fit into the Homeworld? HW2 is not that hi-tech and I like it. On the other hand, we have seen some hi-tech toys: Defence field frigate (only energy shield in HW), the HW1 collectors and HW2 Marine frigates uses the same "teleport" beam. And we have also seen Bentusi shownig the huge galactic holo map to the exiles.
    So yes, maybe it would be possible to really make it into the mod (with some third hyper-advanced research module for example) and it would also be nice (imagine the blue light, turning the projection off, instead of dying explosion), but first, I would have to be convinced that it really is the Homeworld thing. I would have to make it look as low tech as possible to not disturb and ruin the feel from the game.

    - Minelayer Frigate: I haven't find a way to lay the minefiled at once (and the mine trap is the closest I could get). Plus the drone frigate will be pretty similar.

    - Vaygr Ram Frigate: Interresting (and exactly the insidious and low-tech as Vaygr needs, maybe not that low-tech, but not bad).
    But there are a lot of technical difficulties:
    -how to make the frigate to actually intersect the collision box of the targeted ship? Would it have to decrease its own collision box? Would it need an animation which would move the whole ship forward or new attack style? Would it even have to "dock" like the marine frigate?
    -how would it make the damage? With some very low range cannon I guess. (the metal sound shouldn't be the problem then)
    -what next? How to make the frigate to step back and ram again. Still with the attack style I think.
    Last edited by Pouk; 16th Jan 10 at 4:23 AM.

  33. #483
    Member KeyBored's Avatar
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    surely strike groups are just 3d parade things, so co-ordinates basically, ill have a look when i get back home, off to a bike shop to get new cranks ^^

    With the ram frigate, just have an invisible low range attack that has a huge push.

    Maybe a repulsor wave FX, with an emp burst with a push???

  34. #484
    Of course, big push, EMP..., but I'm talking more about how to make those two ships actually "touch" each other. Because if it was just about weapon range, I believe the ship wouldn't come closer than the collision box allow her to.

  35. #485
    Member KeyBored's Avatar
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    Decrease the collision box size, turn collisions on if possible, use animation?

    Of course, big push, EMP
    hehe i said something useful ^^, Keybored is cleverer than you puny humans think

    Answer time
    -how to make the frigate to actually intersect the collision box of the targeted ship? Would it have to decrease its own collision box? Would it need an animation which would move the whole ship forward or new attack style? Would it even have to "dock" like the marine frigate?

    It woule have collisions turned on, a decreased collsion box, and animations to withdraw the frigate or if you use push you wouldnt need to have any animations

    -how would it make the damage? With some very low range cannon I guess. (the metal sound shouldn't be the problem then)

    Yes, 1 degree cone of firing invisible gun that causes massive damage, with and INCREDIBLY low range so the ships have to touch linked with an emp burst.

    -what next? How to make the frigate to step back and ram again. Still with the attack style I think.

    Maybe the attack style could be viable, or animations, but is the weapon has a push value it wont be needed

  36. #486
    Member MatthCoFreak's Avatar
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    You might want to have a look on my attack script for the somtaaw MBF frigate in HWU ; it's pretty basic and is surely perfectible, but I think it would correctly fit to your flak frigates and others.

  37. #487
    Hi,

    very interesting ideas. I also thought about the marine fig. maneuver. Is it a similar attack to the ramming one?

    Does the EMP pushing ships or does they starts to spinning slowly? I never realized that... but when i think about it I never used the scoutfighter ability at all I had to test this.

    Oh, it seems not to be very simple to let a Ram-Frigate do there job. I would divide a ramming procedure in the following parts.
    1 . RFrig needs a minimum range for attack (1km?). If the range is shorter than that the RFrig breaks the attack run and try to find a new suitable position.
    2. Starts the attack run. Use special thrusters to accelerate very fast to threefold speed (to fast or to slow? Is the 'thrust' an special ability that had to be triggered by a key or could it be part of the attack self?).
    3. The RFrig rams its nose section (1/4 of whole shiplength) into the hull of the attacked ship. This should be an initial attack with a major amount of damage for the attacked ship and maybe some damage for the RFrig (It would be nice if it moves partly into the ship, but i am not sure whether it be possible by reducing the collision box (remembering some issues about collision box an hyper space?!?))
    4. While the RFrig is in the sphiphull it does some minor damage (i imagine that the nosesection of the RFrig is something like a huge buzzsaw or a like that drills used to dig huge tunnels or something similar and it digs slowly into the bowls of the attacked ship). The thrusters still work an push the attacked ship a little bit. Because its not a calculated push the attacked ship starts to spin slowly (This could be the immobilization used by the EMP).
    5. Push Back: The ship pulls itself out of the attacked ship and goes on distance (May be it could use a short negative thrust. I don't know whether it is possible for HW2 ships to move backward)

    I m very curious, whether it is possible in HW2. It would be a nice Frig.

    I'm also very curious about your Vgr. SuperCarrier design. This vertical design is so unusual. I like the Vgr. Destroyer with his asymetric 'V' silhouette.

  38. #488
    Member MatthCoFreak's Avatar
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    When disabled by EMP, the ship just stop where it is. No spinning or whatever, contrary to the cataclysm one.

  39. #489
    I am pretty sure this kind of ram frigate would be more kamikaze than anything else.
    I mean, space ships are too much weak structures, i don't see a way for them to resist a shock like that.

    I maybe though about a kind of marine frigate with some hull hammer mounted on it, so it come to the enemy ship like any other marine frigate does, and then his hammer start hurt the enemy ship hull surface.

    A little like the uber evil ship from first star wars clone wars tv show, an episode where mace windu were defeating a giant hammer xD .


    Also, i just got an idea, i don't know at all if it fit in your mod.
    I read you speaking about pushing stuff and all, and i though about a possible artificial blackhole weapon thing.
    That could have several use, like trap enemy ships (affected in function of there mass and the "power" of the generated blackhole) for a short period of time, letting you kill them safely with long range weapons or just escape, or trap there force away when you attack other spot.

    The reverse could also exist why not, for make broke enemies' compact formations.
    Last edited by TonyOneBlairoby; 18th Jan 10 at 12:07 PM.

  40. #490
    Like the Guardian from SOASE, interresting.

    Remember the C&C Generals idea of mine? The one which evolved from the KeyBored post about two basic ships types in every class restriction?
    KeyBored is making his "The General Idea Mod" now (which is far deeper than what I'm going to have, I believe it will turn out nice), but I've spend the whole today with modifying ship building families etc, and now I can say, that I've made a solid base for this type of gameplay (it will be fully implemented once I'll have a script for that). It's all there and waiting, it doesn't affect the regular game at all, because it's just about the ship families. So far I have Missile Vaygr, Laser Vaygr and Kinetic Vaygr, Ion Hiigarans and Kinetic Hiigarans. I'll see about the third Hiigarans when I'll have more units for them. At this moment it's nothing big, but it will definitelly be pretty nice when I'll make some BCs and DDs and every faction will have different units. But the new units I have (Assault corvette, Artillery frigate, Triple laser corvette...) are already categorized in their factions.

    As I said, the regular gameplay is intact, but you will be able to choose this game mode and then play for one of three Vaygr or Hiigaran faction.
    Last edited by Pouk; 19th Jan 10 at 1:36 PM.

  41. #491
    Member KeyBored's Avatar
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    OMG, Pouk, Nooooooooo, bugger, new mod time..... I was hoping that wouldnt happen , there almost identical factions aswell. Im gonna stop my mod anyway, not enough spare time.

    Actually im not gonna stop, im gonna make mine 100 times better than yours :P

  42. #492
    I've said that this thing is just a simple ship restriction, but you have all the modifications and research. The mod of yours is going to be much more complex, this is just selecting which ships will be build from one MS and which from another, nothing else.

    Edit: Anyway, don't stop, really don't.
    Last edited by Pouk; 19th Jan 10 at 1:49 PM.

  43. #493
    Member KeyBored's Avatar
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    Its the wording you used, C&C generals, , Its also exactly (almost) the same factions as me, Pouk, i know of a way you can do it, when you pick higgarans and load the games, there should be a research choice, then you can say is this research is done, restrict all the researhc that unlocks these craft. if you see what i mean

  44. #494
    Or maybe add a specialisation at the same place where we choose team color and race.

  45. #495
    I've said C&C generals, because the only thing I was talking about back then was C&C Generals. How else would you describe it?

    Also there can't be much different factions than the ones we both have. Vaygr use mosty missiles, then laser and kinetic weapons, they have nothing else. I wouldn't use Laser Vaygr if I wasn't planning the Laser frigate and some more bigger laser ships.

    I say again, this is a simple thing, it won't affect your mod. This is just an option you can turn on inside my mod, I won't even deal with balancing that much.

    If you want me to edit the post to not mention the C&C, I can do it for you, why not.

    I want to make it by different MS. To call your custom MS right in game. It have some adventages: Enemy doesn't know what do you have from the very beginning and I can also edit the MS name according to the faction specialisation for example. I could also replace the point defence with laser if I want.

  46. #496
    Member KeyBored's Avatar
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    Nah, i just sorta went, AHHHHHHH, cos its my first mod and well, yeah. Ive almost made my particle cannon ie, PACSAT

    Yeah, well, weve both got exactly the same ideas, PD lasers, like the ion higgys are gonna have an upgrade where all the piddely guns get changed to gattling pulsars, and turrets, ion cannons, all buildable and stuff like that.

  47. #497

    download

    Some little update. But two things first:
    -there are no new ships (except the clones).
    -it's not really 0.0.3b, I've just made those backgrounds in advance, it's just unnamed replacement (or is it? I don't know).

    Changelog (from 0.0.3, not from the last update like this):
    -new Unit Cap options for "no strike crafts", "no frigates", "no capital ships", "strike crafts only", "frigates only" and "capital ships only" (all of it in a "normal" and "high" variation)
    -new game options: Starting fleet, RU injection, New Resource Mulipliers: "No Mining", "Very Low" and "Very High"
    -ship class and family system completely reworked to allow sorting Vaygr and Hiigarans into 3 factions (kinetic, laser, missile Vaygr and kinetic, ion and High-tech Hiigaran). The regular gameplay is absolutely intact, but it opens new possibilities.
    -new starting fleet option for "Kinetic Weapons Only", "Ions and Lasers Only" and "Hi-Tech and Missiles Only". Individual faction selection still in progress (it doesn't work with AI yet, it's still possible to build more than one mothership and there's not enough new ships for proper gameplay yet).
    -new starting fleet: "REARM Gallery". Its purpose is to show all new ships, but it's actually playable
    -new research for Long Range and Cluster Missiles of Artillery Frigates, allowing them to find a new target in case its original target has been destroyed. This is significant improvement of Artillery Frigate efficiency.
    -research finished
    -AI can research new units now, which means that new units are finally fully integrated
    -new (third) language -german
    -two new Artillery Frigate presets (the exact same frigate, but with prebuilt subsystems)
    -the arrow icon of the missiles was changed to the 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
    -health of a subsystems of the Vgr Artillery Frigate significantly lowered
    -cloaked bomber damage increased
    -two new menu backgrounds
    -size of a missile overlay (the crosshair) scaled down

  48. #498
    Member tadamir's Avatar
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    -AI can research new units now, which means that new units are finally fully integrated
    Excellent, downloading now.
    Last edited by tadamir; 27th Jan 10 at 9:04 PM.

  49. #499
    The game seems to be a little harder though, AI is sending powerful strike craft waves supported by Artillery frigates far from behind. You can't use your strike crafts to take out those frigates or at least their missile launchers, because they would be slaughtered and you would expose yourself.

  50. #500
    I had some time today and I did something (don't mind the textures):


    It's a Vaygr support frigate. And that's a little problem, it doesn't really look Vaygr, or does it? Maybe I should reduce the plating and make it a little rounder. But still, it can't be smaller, because the fighters have to fit inside. I'm not sure.

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