Contrary to popular belief, 32X AA rapes the GTX 295. There's no point unless you're on an old old game, or a rather newer game with an excellent engine.Originally Posted by KeyBored
HW2 is neither.
See sig for details.
Contrary to popular belief, 32X AA rapes the GTX 295. There's no point unless you're on an old old game, or a rather newer game with an excellent engine.Originally Posted by KeyBored
HW2 is neither.
See sig for details.
Hath anyone verily existed a stones throw unwavering quite assured to employ thee venture yonder desireth to become appear vastly similar?
Errh, this change a lot in my mind.Battlestations/Outpost on the other hand, will be the platforms in the size of a destroyers or bigger.
-The reason for building this is because it has a guns and it can hold more fire than the ships of the same size. Just the movement is a problem.
In my opinion, an outpost is not a simple structure with many guns, or more well armed than mobile armed stuff could be.
For me, an outpost is in some way, just behind the front line, it is like a relay between force acting in the area, and the main General Quarters. Or it would be throw first fot initial exploration and/or reconnaissance.
But in your description, i would more see your station following the fleet, and hold back enemies' counter attacks when you retreat your fleet. In some way, to keep the front line even when retreating (or just gain some times). Or directly hyperespaced into frontline for assist your fleet if an decisive battle is in a critical way for the player.
Or it could just be used as mining operation or production/inteligence fleets defense.
This way, the term "outpost" didn't fit well in my mind. I would more see that as an "Escort/Support - Fortress/Station".
First of all, the movement would be two times slower than the mothership, it can move mainly just because it can turn and face the enemy (and of course because it's Vaygr and they like to be mobile).
But that was exactly what I was asking about: so you're saying that the outpost really is the border base. Ok, thanks. In that case, I won't use this term when it wouldn't make sense, but I really did like it.
I feel like it's too small and specific for the fortress name, it's definitelly not an escort and support is not aggressive enough. Which means I'll stay with the original Battlestations. (if it was at least in the BC size and with proper design and weapons pointing to all directions, I would call it fortress, it's good name, it just doesn't fit to this structure.)
Another option is to make it big enough to deserve the fortress name, but I have a feeling that you people wouldn't like it.
Last edited by Pouk; 27th Feb 10 at 7:00 PM.
#654
You could make it special and the ONLY way to move it is to hyperspace it.
That way you could remove the speed issue and give it the title of 'fortress'
Oh...And make it expensive.
The only problem with this is that most games would not use it as its such a late game item that by then your either burning what you mine or your in for the slog.
If your opponent is mobile enough they would hit and run around it.
The speed isn't a problem. The problem is that some names doesn't fit to the structure that moves.
The Vaygr one will definitelly be mobile. If not, I would have no reason to make it.
The thing is, that I've drew something, I really like it and it has an engines and big engine flaps. If it wouldn't have those features, it wouldn't be the same and it would be really ugly. So the hyper only in this case is not going to happen. Plus I've said it needs to rotate. Yes, it can be done with very very slow forward speed and normal rotation speed, but why would it be able to rotate and not able to move forward? You can of course restrict the movement completelly and make a standard turret/platform out of it, but it wouldn't work the way I need it in this case.
Anyway back on topic: I still believe there would be a place for it in a late game. It's an armed station, you want to say that you woudn't have a reason to use a middle sized or big armed station? The price would be reasonable, it has its drawbacks, so I can't ask an extremelly high amount of RU for it.
Only thing is, that some people are saying here, that big and powerfull stations take the fun out, so I want to be carefull about the size and firepower of it and again, I want to keep it reasonable.
Last edited by Pouk; 27th Feb 10 at 7:41 PM.
#656
I see what you are getting at.
And as long as both sides are equally tied on firepower it should not be an issue.
One side has a huge fortress...One side has a big gun to kill it which costs the same. It all balances.
I think big is fine (space is infinite after all) and everyone wants at least something approaching the original Megalith ideas, so big is good.
I would definitely use a Station (whatever you choose to call it in the end) late game, mid-game, whenever it felt appropriate and the RUs allowed.
Just don't over-arm it, but I don't think you would anyway.
Have to show this, the most dedicated and hard-working Resource Collector Crew in the Hiigaran Navy;
![]()
![]()
It took me a while to realize what exactly is going on on that picture and where is the collector, but then I've spot it and laughed.
I'll do the station big enough and small enough. The weaponry will be pretty strong but specialized -kinetic turrets (similar to the Vaygr destroyer ones, but more bulky). It will beat the destroyer and it will damage the battlecruiser. I'll rise the hyperspace cost so people won't tend to move it from place to place if they really don't need to.
#660
I wonder if it would be possible to make it so it can repair/act as a minor base?
It would still need defending....Maybe that would be its strength/weakness.
Like with cruisers.....You use lots of smaller craft so it can't track/kill them so easy..Big ships get targetted first
It can have the docking bay, yes. But if you're talking about the ship production, then propably not, or just very very limited.
Perhaps Fighter/Corvette docking bay for repairs
and Probe/Utilities production only?
Seems appropriate for an OutpostBattleStationFortress.
This reminds me of an idea I had for my Reservoir Frigate (the Support-Frigate type). I was going to have it be able to build fighters, but they would be duplicate .ship versions that would take much longer and much more resources to build. You could do the same if you decided you wanted to build from your stations.But if you're talking about the ship production, then propably not, or just very very limited.
tadamir: I'm surprised they even survived... My collectors are usually the first things to go in that kind of fire...
I was surprised too, the Expert AI displayed some interesting behavior in that game, aside from thrashing me.I'm surprised they even survived... My collectors are usually the first things to go in that kind of fire...
Rammed me dammit:
It was nicely timed, 2nd BC shooting at my CapFacility destoyed it just as ramming BC hit, looked exactly like the ramming BC had taken the CapFacility out.
Pouk, that Frigate Parade is very nice, what map is that?
.
Last edited by tadamir; 1st Mar 10 at 2:37 PM.
I forget to reply:
Those two ships look like they can lock to each other.
-the map... It's actually the "Bentus Random" from Mikails map pack. The map (and the background) is different everytime you start the game.
Yea it made me wonder if you had made the bow of the Supercarrier deliberately like that, it seemed to fit so well.
Made me wish old school Ramming Frigates were possible, they were much fun.
-The map; in a weird coincidence, I found and installed Mikail's Map Pack the same day.
I was pretty happy with that Developers Gallery map with at least one of everything in the game in it.
I suck at the Campaign so hadn't seen some things in-game before.![]()
tadamir: It's great map pack, and nice coincidence.
everyone: R.E.A.R.M. Xfire group
hey dude,
You probably already fixed this issue, but the drones glitch when they try to dock with my mothership...
I scuttled them but there were at least 5 twitching and they would not blow up...i couldnt even target them.
I would read previous posts to see if u already resolved this, but its very late and i might forget to post if i go to sleep![]()
when the next release? 2 weeks ago You said that next release will be at one week..
Tadamir:
Should give them some badges or something.Have to show this, the most dedicated and hard-working Resource Collector Crew in the Hiigaran Navy;![]()
#674
Hahaha....When I saw that missile destroyer all I could think was...
"Hmm...A ramming spike...What I could do with that!"
Having a ship that big as a ramming attack would destroy EVERYTHING in its path!.
Motherships beware!
lol... u could even make it like that civil war submarine with a giant pole and a bomb at the end of it xD
Guys, it's a sensor, how can even anybody think that it's a ramming spike? I hope you're not serious.
#677
Please what is that for a relatively ^ ^
Does the Vayger destroyer as he had Ramming spike at the front? NO
it is an antenna and the antenna Pouk looks good as it is.
Pouk, I agree w Baroness. Your work is great as it is.
10% of life is what happens to you and 90% is what you DO about it
#681
Hang on. How did I become a bad guy here?
I simply stated that when I saw the ship I thought IT LOOKED like a ramspike and then I wondered to myself how I would use that in-game.
I never said that that was what it WAS....Only that it was what I thought it looked like. And at no point did I say it looked bad.
No need to get upset here. I like how it looks.
It looks perfect dude, don't get rid of it, its perfect for vaygr i officially like it, and i really don't care for vaygr ships, but you make me like that =D
Do you Remember Love?
lance;
haha, they got nothing more than their names added to the list on the miles-long Wall of Honour at the Hiigaran Naval Academy's Memorial Fields; Fleet Logistics Quadrant, Resourcing Unit Division, Maintenance & Engineering Sub-Sector.Should give them some badges or something.
Pouk, this Missile Battlecruiser is most excellent, I personally think the sensor-spike is nicely in proportion and fits the precedent set by the vanilla Vaygr Destroyer's sensor-spike.
It's going to look very nice all textured and lit-up, I'm really curious about the Hiigaran side of things now, what they may get as a counter-part.
I doubt anything he does in that sector will make me as happy as this. Don't get me wrong; I know that Pouk will come up with something amazing, but I've seen so many "Hiigaran Battleships" and such on this forum that there's no way I can be as excited about a new hgn unit as I am about this. Pouk, you've done the Vaygr a great service!I'm really curious about the Hiigaran side of things now, what they may get as a counter-part.
Yea the Hiigs seem to get a bit more love than the Vaygr in that department.
I'm pretty excited about this craft too and the whole mod in general.
Being a Vaygr-preferred-player I'm pretty happy with Pouks mod so far and it's just getting better and better.
(Thanks again Pouk!)
TonyOneBlairoby:
Yeah, I know, bottom and top of that part may be not that easy to accept. Problem is that I like the general straight shape of it, it was a purpose to make it look like this. But I may put a lot of goblin mest there to break the line with a details.
tadamir:
Hiigarans. In 0.0.4 they'll get the Light Cruiser (which I'm also really looking forward to make) and maybe a Batllecruiser, but only IF I'll come up with some idea or shape. The Higaran BC for me is the most difficult ship class to design. And I really mean it, it's a very basic shape and it feels like redesigning an egg -something impossible. But I want to try it, because it's a big challenge for me. (the cloaked fighter is a result of such challenge, because mixing the shapes of an old cloaked fighter and the curren hiigaran interceptor is also impossible, look at their shapes). And that's it for 0.0.4. But if I'll close the Vaygr frigates and corvettes in the 0.0.4, the 0.0.5 will be all about Hiigarans.
doci7: Well, Vaygr are my inspiration, I like Hiigarans as well (I think), but they are way harder to design (I'll never understand why there are so many Hiigaran ships in mods and so few Vaygr.) I'm not sure how good will my Hiigarans be, I've made only the supercarrier and cloaked fighter for them.
There are more Hiigaran designs since they are the good guys.
Exactly. Good guys you're playng for with not as interresting design as your opponents. At least they have Karan S'Jet.
Personally, I never really liked the Higaaran designs.
They're ok, sure, but a little too standard. The only one that really sticks out for me is the destroyer. The rest of their ships... meh.
But maybe that's the style they were intended to have.
Mololu, there's just something about the Hiig Destroyer aye (ironically the most Vaygr of the Hiigaran designs, going by the horizontal/vertical orientation thing).
For me its the broadside behavior, stroke of genius for whoever insisted on implementing that.
Hey Pouk, have you ever seen the Avatar heavy cruiser from HW1? It looks very different. You were asking for shapes?
Everything has a reason.
I have played HW1, but what about it? And what do you mean that I was asking for shapes?
HW1 Kushan design is pretty far from the current Hiigaran design, I don't see your point.
Maybe he thought you could inspire yourself from them, even just a little so the final ship no more have similarity with the kushan thing xD .
Exactly.If my ideas are slag, don't use 'em. –Flashpoint
I've totally forget to post the newest version here on relicnews:
![]()
download 0.0.3b
or
download
The 0.0.3b changelog:
changelog
-NEW SHIPS: -VGR Double Support Frigate
-VGR Armed Support Frigate
-VGR Pulse Cannon Destroyer
-VGR Small Hypespace Beacon (WIP)
-HGN Modular Destroyer
-NEW MAP: -2P Dust Snakes
-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 Multipliers: "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 an missile Vaygr and kinetic, ion and High-tech Hiigaran). The regular gameplay is absolutely intact, but it opens new possibilities
-new menu options for the faction gameplay. Different factions can be selected individually for each player (thanks for the part of Mikail's Gameplay Enhanced mod)
-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
-parade formations include new ships as well now, which means that new ships will line up with others after they are build and they'll respect the rally point command
-new set of menu icons (display family) for the Modular Destroyer weapon positions
-all new subsystems icons are finally properly present also in the taskbar (useful especially with the modular destroyers and artillery frigates)
-two new Artillery Frigate presets (the exact same frigate, but with prebuilt subsystems)
-fixed bug when Artillery frigates with Probe production modules were flying too close to their targets
-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, cost of the Frigate raised from 800 to 850 RU
-new unitcaps restriction for Artillery Frigate
-build priority of the Artillery Frigate and other new ship lowered, so they don't occupy the space for actual production ships in the "queues" -building manager under the Q key
-production of the Artillery Frigate was split to the Probe facility and Drone facility, it's no longer just one subsystem
-vaygr Command Frigate has new subsystem for Probe production
-cloaked bomber damage increased
-five new menu backgrounds
Nice Pulsar Destroyer, that's a surprise. The design was special![]()
I like the opera house, pure missile damage![]()
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#699
Ok...Been playing a bit today...got a couple of small issues.
Only on the Hiigaran side...I don't play the Vaygr enough to know if there are issues.
The modular destroyers...EXCELLENT idea!...Love them. Couple of issues though. You have to research the extra torp slots. But the torps have such a long load time and dont seem to do that much damage. It seems a little bit of a waste.
It does much more damage if you stick the kinetic guns on all ports and save the RP cost.
I would suggest lowering the damage a little and increasing the fire rate.
Also. Was it intentional to keep the Modular destroyer and normal destroyer armour/speed upgrades seperate?
They are both off the same chassis so all you are doing is picking and choosing your guns.
Mobile refineries and the new refineries.
I like the armed versions! My resources finally have protection!
But the armour upgrades do not apply to them...Was this intentional? The normal mobile ref gets an armour boost..but the new ones don't.
Cloaked fighters.
In the info box it says it needs 'Miniaturized cloak Device' but in the research it just says 'Cloak device'. I know its a tiny issue...But its worth mentioning it anyway.
I would also recommend replacing the words 'Front' and 'back' with 'Forward' and 'Rear'
Keep up the good work!
Last edited by Kalamain; 28th Mar 10 at 7:54 AM.
The long reload time is an intention, the torpedoes really are the strongest weapons. The damage per minute value is the highest.
The separate upgrades for those two destroyers isn't an intention, but as far as I know, you can apply the upgrade to the whole class (frigate, destroyer) or the single ships. Vaygr are upgrading the whole classes at once, but they have to research the single ships first. Hiigaran uses the separate research. I'm not sure if there's any way in between, if the modular destroyer can share the upgrades. I would welcome any advice in this issue.
This particular research for refineries isn't ready yet.
There's a short name and the long name. If you hoover the mouse over the Cloak device research, you'll see the longer name in the research description.
Yeah I thought those terms would be totally wrong, at least the "back". What's the exact difference between the front and forward?
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