I like this mod
Just a small update:
This weird thing is almost ready:
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and this as a bomber:
Cloaked bomber
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Why is there a fishing pole and a bobber on that thing? You want it to catch space fish?
Yeah, big space fishes and maybe even huge space whales. ...Well, now serios explanation of all that: It's a command frigate and so it has a big antenna as a command corvette has, for easy recognition for people, except it could fit only on a bottom side. The thing in front is a radar or distortion field device, it could be both. And it's not uncommon shape in HW, look at HS inhibitors on asteroids in SP campaign, a distortion probe, a drone frigate... In one cutscene in HW2 even appear a radar dish, so why not this. And there will be a buildable subsystem between the sphere and the middle section, so the sphere will be less visible.
Very good! Missile Bombers!
Very good job on those ships, they keep the original race feeling.
Loving the bomber there pouk, I can't wait to see what you make of the capital chassis for both sides
Do you mean something like an 'armor' subsystem or will it serve another purpose?there will be a buildable subsystem between the sphere and the middle section, so the sphere will be less visible.
I love the idea of armor subsystems![]()
Last edited by aquemnun; 23rd Sep 09 at 1:10 AM.
aquemnun: short range mobile HS inhibitor, weapon subsystem, and maybe adv. sensors with "ping" ability (this thing has a short/middle range "ping" ability) plus one other thing, if I can make it to work. I've heard about the armor subsystems and how to make one, but I would have to test it first (what exactly happen when the subsystem is destroyed, if is it compatible with armor research etc.). Would you like to see armor subsystems in REARM? On this thing and maybe some shaped panels on front of VGR carrier and other ships?
Very much so, It'd work something like this
Armor subsystem research: unlocks armor subsystems on capital ships (alternatively you could have it unlock automatically at ship armor lv2)
Bingo!maybe some shaped panels on front of VGR carrier and other ships?
Armor subystems would have a fair amount of health, and would provide a little defense boost to the ship (using the function spheres with an 'Ownshiponly' command). Basically this protects the ship from fire until it (the subsystem) is destroyed (so all fire that is aimed at the ship only hits the armor subsystem and does little / no damage to the actual ship). Like all subsystems it can be built again after it is destroyed (for a price obviously).
This would be handy for sending carriers / production ships of value into enemy space, so they can stay alive long enough for re-enforcements to arrive, and also gives a true purpose to those anti-subsystem bombs (Armor peircing rounds anyone?).
Missile bombers? You mean anti corvette missile fighters perhaps?
Dunno about that, but a anti corvette missile frigate would be fun to see.
MelvinVM: VGR anti corvette missile frigate? Something as a torpedo frigate? And no, I don't mean anti corvette missile fighters, I am serios about those missile bombers, sorry.
I quite like them, this whole "advanced fighter chassis" you are designing for the hiigarans. Especially the 'torpedo' bomber.
(Think about it melvinVM, less projectiles fired but a bigger bang, and the attacking ship doesnt have to stay in weapon range as long as an ordinary bomber would)
MelvinVM: So, what do you have against missile bombers? I am wondering what's so bad about them and why it is that much worse in your opinion than standard plasma bomber? (and in which way is missile less normal than a blue plasma pulse?) The bombs are slow with almost no turning rate and this bomber deal much less average damage per second than a regular bomber, because it has long reload times, so what's the problem, tell me. I am not being sarcastic, I really want to know.
I certainly support the torpedo bomber concept; afterall, that's what I intend my bomber to be like.
Well I like a torpedo bomber, only having it cloak would make it a very advanced vessel, no?
Nothing wrong with that, but if its a torp bomber and it cloaks it could destroy any capital in a few numbers and vanish without a trace.
I would really, really like if somebody could make a missile turret without the game crashing (why does this happen anyway, missiles should be turreted like any normal weapon)
melvin download any build of TPOF and look at the subsystem files if you want, we sorted missile turrets AGES ago.
MelvinVM: you need much more than just a few, but you're generaly right, it's a very nasty combination, I know that. I've just made them a little less effective and any other rebalancing will be part of a discussion.
Still crashing for meI'll figure it out, for now, my modelling skills have been "absent" and I feel bad about it.
On this mod's topic, yeah a cloaking bomber is very nasty, maybe too nasty.
A small mobile cloaking generator is what I miss at homeworld 2, carriers can cloak I know, but to move a hidden strike force is something else.
I can make it less powerfull, more expensive, I can shorten a cloaking time, anything. You can test it in a two or three days yourself and propose a solution. And there will definitelly be mobile cloaking generator. While VGR has a command frigate, HGN will have a cloaking frigate instead (again, with some custom upgrade).
so the Command frigate will have quite a sensor range and other abilities I suppose? like a electronic warfare frigate.
Maybe the cloaked fighter could need to reload the device by docking a carrier or something else?
And/or make something like a EMP shock if you let the device ON too long.
In that way, that could give a sense to the fact that the device is quite small, it can't power himself, so you have a limited use.
After, maybe you can make those fighter with a little explosive damage radius, so they damage there friends when explodings.
It would be a non sense i think to lower health point, because the fighter don't really need the device for fight
So, i don't even know if it is possible; maybe make the ability unable to work if the health is under a certain ratio. The ship is not less amored because of the device, but the device functionnality could depend of the global vessel stat.
In another way, make the fighter slower, or accelerating slower, i mean, with less agility, because of the weight the device add to the ship, so they should count more on the surprise effect than on weaponry and global combat superiority.
Or an other of my thoughs, make the fighters depend on a generator ship. They would need to be in a cetain radius around this ship for the ability to be unlock.
The radius should be high enough for the ship (that should be quite weak) don't need to be directly targetable by the enemy untill they do a special hunt against him.
To respond on catching space whales, how ironic i had to watch Macross 7 OVA, they had space poachers trying to cathc space whales... thats a little weird, but on a serious note on this mod. I like the Bomber fits well, i love the missile theory too. i hope you make a Kitbash version of Sajuuk or something, i've been dying to see a Kitbash of that...
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TonyOneBlairoby: interesting ideas, but I can set the cloaking time to some very low value in case it will be too efective. And those fighters are slower than normal. I like the EMP shock idea, or maybe spawn some EMP when it die or something, but I have no idea how to do it.
Ultraxwing: Sajuuk? why would I remake Sajuuk, it doesn't make sence to me. Although in an early stage I were thinking about progenitor technology (movers and dreadnaught, but it won't appear in this mod.)
Yeah, and BTW, your alpha is here:
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download
or
download
I wouldn't expect you guys to not now how to install it, so there is no readme or anything. Just a few comments:
-It's an alpha version, keep it in mind, there is lot of unfinished things.
-If you want to help to improve this mod by some constructive critique, please do so at this forum or PM me.
-No ship is allowed to use (yet) -I don't want to see my ships appear in another mod before I even release mine.
(and there is a slight chance that the big file won't work, because I've never compile anything before and I left my english version of a game at home, so I can't test it on it.)
Last edited by Pouk; 25th Sep 09 at 1:01 PM.
It doesn't work for me:
Fri Sep 25 20:38:25 2009
Loaded Archive: 'Homeworld2.big'
UTIL -- filepath failure, path doesn't exists 'C:\Program Files\Sierra\Homeworld2\data\locale\french'
Loaded Archive: 'french.big'
Loaded Archive: 'rearm0.0.1.big'
Uing ..profiles\ for profiles folder
GAME -- Using player profile Joueur1
Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 3
Using NVIDIA Corporation's 2.1.2 GeForce FX 5200/AGP/SSE/3DNOW! renderer (Suspected driver is nvoglnt.dll 6.14.11.7516)
Loaded Archive: 'frenchSpeech.big'
Loaded Archive: 'Music.big'
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
Built by : mrbuild
Data path : C:\Program Files\Sierra\Homeworld2\data
Could not initialize all fragment programs. Please use the '-fragment_program 0' command line parameter
Unabled to find data:animatics/combined512x512x30HzNS.avi
Resetting fp control word.
CmdLine: -mod rearm0.0.1.big -GameRules rearm0.0.1
Starting Level: data:LevelData\Multiplayer\Deathmatch\2P_SHIELDS.LEVEL
LUA 'data:Ship\VGR_EMPCORVETTE\VGR_EMPCORVETTE.events' -- parameter: <expression> expected;
last token read: `}' at line 103 in string ""
Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\icon_subsystem2.mres) -- FATAL EXIT -- graphic/346:! --stack trace-- 0x005ECDE7: getLibraryID () 0x005ED151: getLibraryID () 0x005ED729: getLibraryID () 0x0052273B: GSHTTP::operator= () 0x00522A3F: GSHTTP::operator= () 0x00522BFF: GSHTTP::operator= () 0x00522D40: GSHTTP::operator= () 0x005A63D6: getLibraryID () 0x004952A1: GSLobbySessionDesc::operator= () 0x00490C11: GSLobbySessionDesc::operator= () 0x004911D2: GSLobbySessionDesc::operator= ()
I confirm. It's not a big compilation error cause I successfully managed to unbig it, but it seems an UI subsystem icon is lacking... But \Ship\Icons\icon_subsystem2.mres actually IS in the .big... Needs further investigation...
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.
I kinda expect there will be at least something wrong, because I have no experience with it. And icon_subsystem2.mres refers to two non-existent files (lower resolution icons), sorry. I'll fix it and upload it again in a minute, I hope this time it will work.
EDIT: OK, I've changed the links so it should work now (well, I hope so). I didn't create new subsystem icon files, I've just changed the paths in the .mres file, so low-res icons will be completely wrong. If it won't work this time, I'll send it when I'll get home, I would like to test it more properly on my second PC with english HW2 in different settings and so on. And once again: sorry, a month and a half ago I didn't even know that I would be able to create any mod at all, so some issues like this just may appear.
Last edited by Pouk; 25th Sep 09 at 1:17 PM.
Preliminary notes:
--------
There were a number of hods that I could not view in CFHodEdit. These are: hgn_doublegunturret, hgn_doubleionturret, hgn_triplegunturret and hgn_tripleionturret. I would recommend changing the names from "turret" to "platform" since, to me, turret implies something that might be a subsystem on another ship where platform indicates something autonomous.
I really liked the vgr_commandfrigate, but would recommend removing the bottom forward facing antennas. How about replacing them with a big radar dish as a "weapon" that does 0 damage (because its a weapon, it will contantly be re-aiming itself at the various enemy ships)?
The only model I was not that fond of was the vgr_empcorvette. I think it was the top and bottom nobs of the four that make up the emp projector.
I do like the stock game's vaygr proximity sensor which I have turned in to a weaponless scout ship. I also really like what you have done with the resource controllers for both sides. I had originally not liked your vgr_resourcecontrollerdouble when I saw your pictures of it on the forums, but looking at it in person it was much better. That round black circle below the bottom turret, what is it going to be (a torpedo launcher to give it some standoff capability against bigger ships)?
just my![]()
10% of life is what happens to you and 90% is what you DO about it
Higaraan Drone squadron are a bit lazy.
I think you miss an attack formation, because if you ask them to attack a thing out of range, they do nothing.
They only attack if the target is in weapon range, and in fact, they just act like turret, but it seem all interceptor in drone squadron don't really fire.
Those new turret seem more usefull at defending.
I think i will make a game vs easy CPU for take the time to see each new ship in action, because for now, it was just a throw of everything at enemy force xD.
gthompsn:
-"turrets" may be renamed to platform, why not.
-radar dish aiming at enemy ships is really nice idea, although I don't know if it fits at this place (it can be a some sort of subsystem on a top side), but I'll see what I can do about a bottom of a ship and I'll reconsider it. I'll look at the EMP corvette as well, it was one of the first thing I've made after platforms, so it's not as good as the rest.
-black circle isn't anything, but i can turn it into something, it's more a matter of ballancing the firepower than design in this case.
TonyOneBlairoby: yes, drones... They are just WIP now. It's not supposed to be squadron of fighters (that's the problem about it now, they cannot shoot anywhere but straight ahead and that's why they do nothing) Drones will be manufactured in a drone frigate and all I did so far is a sphere and a wall formation, the final drones will look and act completely different (they will shoot at enemy missiles for example).
And thank you for your feedback people, really.
Last edited by Pouk; 25th Sep 09 at 5:05 PM.
the only reason I suggested a radar dish on the bottom is to replace the antennas there since the dome you have topside is quite nice as a general purpose omni-directional device.
Yes I know you mean instead of antennas and I'll look at those antennas tommorow.
why not make a kitbash of Sajuuk, if i could make some good models i sure as heck would, with a couple of buildable ion turrets, missiles silos, cloaking, heck it would be the bad ass navy.
If your error is either "subscript out of range" or "out of memory" Then download the most recent version of CFhodED, older versions of HODED cannot read .hod files created by the newest version.There were a number of hods that I could not view in CFHodEdit. These are: hgn_doublegunturret, hgn_doubleionturret, hgn_triplegunturret and hgn_tripleionturret. I would recommend changing the names from "turret" to "platform" since, to me, turret implies something that might be a subsystem on another ship where platform indicates something autonomous.
Last edited by aquemnun; 26th Sep 09 at 9:52 AM.
No sajuuk, no.
It's far too big for the game right now as the Vaygr would have nothing against it.
What, you want sajuuk with ion turrets and missiles as a addon? AND cloak?
FEEDBACK TIME: Great work pouk, Your ships are as innovative as they are original, and aside from a few things (such as the names of the occasional subsystem) All appears to be well. I particularly like the armor subsystems for the vaygr carrier and the command frigate, that was near enough exactly what I had in mind. =)
The only way I rekon you could improve said armor subsystems would be to give the carrier armor a little more plating (goes a bit further back, and stops where the fighter bay is). Aside from that a very good release from a very promising mod. I look forward to seeing your later releases.
Thanks. And you're right, I'll do some changes about the carrier armor.
And I've just invented one ship I like so much, that I think I'll delay my planned HGN frigates and insead of it I'll finally do something big and something that many people are missing (nad something Hiigaran this time).
Great work m8. I am really impressed so far from your alpha release...can;t w8 for another release,.
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Me being the inquisitive person I am, I would like to ask "OH MY GOD WHAT IS IT!?!?". But the I think it would be better not to know, suprise me pouk. =PAnd I've just invented one ship I like so much, that I think I'll delay my planned HGN frigates and insead of it I'll finally do something big and something that many people are missing
(Its a long shot but lazarus?)
honestly, I don't find big ships impressive these days, I take my eyes on the total design of things (like the Higaran Ark model, its design is ugly in my eyes).
Pouk, you need to give each ship a different name.
Giving a ship a name like Assault Corvette is cool for the Build Menu but when your in battle and need to send some Assault Corvettes after a Carrier or any other ship, the last thing you need is to find yourself having to hit the pause button so you can scan the battlefield to find them because all the new Corvettes are called Lazer Corvettes.
Last edited by adamstrange; 27th Sep 09 at 9:37 AM.
strange...as wonderfull as it may be,i'm still...up here... floating...and no one even seems to notice.
In concept the ark had a brilliant design, In my opinion homeworld 2 fails miserable at superimposing the sheer size of capital ships. I cant help but look at the mothership and think it looks small.like the Higaran Ark model, its design is ugly in my eyes
I love the concept of huge megalith ships like the ark, I definately agree with you on " the total design of things ".
Yeah, it's weird that way. Despite being much more detailed, HW2 ships just look smaller somehow than HW1 ships. Perhaps it's the ingame camera's focal length? Who can say...I cant help but look at the mothership and think it looks small.
adamstrange: I know, it's unplayable now because of theese "laser corvettes", which aren't laser corvettes at all, flying around. In next release it will be fixed. Or if you actualy like to play it, I can fix it tomorrow, together with all wrong names.
And BTW guys, how should I name the long range mine mortar/cluster shell/ I don't know what, artillery weapon? My english is not good enough to name it properly.
Last edited by Pouk; 27th Sep 09 at 10:34 AM.
call it "frag" (for fragmentation) or cluster. There are a lot of good words and I think what is important is to get one that describes what it does as opposed to terms that might be a more "correct" military term.
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