Ok, so I managed to change the range for the buildable torpedo launchers, except the nose torpedo launchers. Still having a problem with that.
Ok, so I managed to change the range for the buildable torpedo launchers, except the nose torpedo launchers. Still having a problem with that.
Many thanks
you have a spot in the teamlist
@Relic: Buy yourselves back from THQ and make HW3 already.
Oh, I forgot to mention this, but what I'm doing isn't being used in any other mod or anything. I'm just doing this for my own personal gameplay. Still haven't figured out how to change the nose torpedo range. As it turned out, the 6 tube torpedo silo wasn't taking effect until I built a new destroyer. Was using a save game with a pre-built destroyer lol. Is there anything else I should look out for? Lol, if I'm on the teamlist, you're all doomed.
The nose launchers uses the standard "hgn_destroyertorpedolauncher.wepn" (the same as normal destroyer uses). If increasing the range in the .wepn file doesn't help, try to edit the missile parameters. The missile is the unedited one from the vanilla HW2 called "Hgn_LongRangeTorpedo", but because it didn't need to be edited, you won't find it in the "missile" folder, you'll have to copy it from the original game files (the exported Data or the Data decompiled by S110). The lifetime of the hgn_longrangetorpedo.miss is 20 seconds, maybe it's not enough.
I don't know what a teamlist is guys.
Hi Pouk,
"Nice to meet you".
Can you provide us some of the color schemes you use?
Other issue: have you thought of (or willing to have) a single player campaign, disregarding Relic's one?
Nice Mod!
See ya
Last edited by Solopoa; 7th Apr 12 at 4:45 PM.
Hey Pouk.
I have a couple of AI issues with my mod, and was wondering how you fixed it.
Have you managed to get the AI to play with the modular subsystems on your MDD? If so, how?
I haven't managed to make AI build weapon subsystems. I'd like to know that too.
Hey Pouk I only ask this because I know you pulled it off, but where is the tutorial for Localizing strings. I can't find it on Karos
I didn't pull it off properly yet, I have yet to find a way to pack them into the .big file together with other files. As far as I know, there's no tutorial, but it's rather easy. Alll text is in the folder called locale. There should be a folder called English, you can copy it and edit it, then you put something like -locale english ( -locale folder_name) into your shortcut.
Well I can't make it work, I go to change the LocaleDat.lua, so I can add a new dictionary for my mod, and the thing just prints the Localizer strings where the contents of the new table shoud be. luatrace says: LOCALIZER -- Requested string range doesn't exists '8001'
any ideas what I'm doing wrong?
You asked how I've done it, so my asnwer is that I haven't edited the LocaleDat.lua file once in my life.
But since you're referring to that specific file, I suspect that you have nothing but that file in your locale folder. In that case either get decompiled data folder by s100 that has "english" folder in the locale one, or simply just export the English.big.
Hi, i am a bit new here)
on moddb is old info) what is new here?
I give more attention to moddb when it comes to the mod presentation. So although moddb has an old info, it's still the most current information on the mod you can get. The mod itself is slightly further than the last released version, but due to the facts I explained on moddb I can't currently work on it.
Pouk, is there anything you want me to do for ya? i got alot of spare time and i like your mod alot. I can do stuff for you and then you have most of the work done so you only have to fiddle then release another version
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I noticed you only have one map! would you like me to make some more? i usually spend my time making maps now instead of just modding.
You would help?
My problem is that I branched into different directions in the latest versions and left a lot of things unfinished. Well we need to polish one ally race that still doesn't have all the LODs and even their hods aren't sometimes in a proper order, I need to fix dockpaths for all the High Command Vaygr ships, I still need to finish a few ships but I suppose that's my job. And sure, maps. Are you making the more realistic looking map (well by "realistic" I mean looking like places in a Homeworld universe), or the symetric or even geometrically shaped maps? Because I'm more for the believable maps. I'm not saying the map shouldn't give a fair chance to all players (so certain symetry is necessary and welcomed), but I don't want my maps looking like an arena inside a pebble cube.
If you're really up for it, I could move the mod onto dropbox and I'd invite you into the rearm dev group on moddb.
Id be happy to help with maps! The modding side is a bit more difficult as its your mod, and you know what you want so its hard for me to do that. I can make all sorts of maps. Fair ones, un fair ones. Ones with tiny amounts of RU's dotted about so the player has to keep on moving. maps where there is no up down left right. I prefer symetry anyway in hw2. I make massive maps for my own copy of hw2, with Asteroids specially placed, so the AI plays as normal on a maps 5x normal size. I can make your maps like standard HW2 maps if you want? or like anything.
if possible, suggest editing the thread's title to remove the "c" ...
Well that is a question. As I said I don't consider this one to be too official. Plus it's a Christmas release, the tradition (heh, tradition, I've done it twice) is that this realease may be poorly polished, but it's a momentary preview of what is currently going on, basically a Christmas present, nothing else. And the rule here is it doesn't have to be perfect at all, not even close to it. It's so rough it has never even appeared in the moddb download section, only as a link in the picture. Basically it's in a state I would never release it otherwise, so I'm not too concerned about it not being listed or too noticed.
So I don't know. Should I actually update the header of this thread with a version that is nowhere near the standards, but is more current than anything else?
Hi Pouk,
I was looking around at Deviant and found your profile and saw again the modular destroyer.
I was wondering, in the case of the destroyer itself, the stock one: I dislike when the normal towers sweep out the fighters and at the same way that a destroyer can destroy a swarm of fighters alone. I always thought that the destroyer should have a flak turret to do this job efficiently and the normal cannons would start working only at corvettes or part of them. This reminds me the old rock-scissor-paper analysis, but it's also interesting.
I don't remember now and haven't gone to REARM to test it yet, but what is your point of view on this matter? Sorry for any innacurate term, feel free to correct them. I hope we and others reading this can have a good debate on this issue, regarding point of views based on experience.
Not to hijack the thread, but that's the way I've set up the standard destroyer in one of the mods I'm working on.
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