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Mods of Adamstrange

  1. #1

    Mods of Adamstrange

    Well for sometime I've been talking about creating a series of mods and have posted shots of work in progress but from the time that I started to build my first mod till now has to be around 2 years.

    Probably some of you thought that I was like some other players that talk and post shots but the mods never make the light of day.

    Ok you Space Cadets & Desktop Starship Commanders...the wait is over.

    I will be releasing a series of mods here and I have lots of ideas that I would like to explore so I will also be recruiting for those who would like to help but first up is...


    DESTROYERS 1.0 was created out of a suggestion from one of our members [CumberledgeJ] who wished he could play with just Capitalships and from the concept of the MP Risk gamerule that limits gameplay to just Capitals and Frigates.

    I originally planned to just have the standard Destroyer and an advanced one [better armor and weapons] but I then just started creating more new ships and so I added them in.

    This mod is mainly a sort of testing platform for trying out new Destroyers and effects for my other mods and not all the Destroyers that I have designed are to be found here.

    Those ships will all be in the FIRESTORM SUPREMACY mod.

    For those who don't know about this mod's progress,Destroyers 1.0 allows the player to just use Destroyers.

    You can build shipyards but your limited to four of them.
    A new feature that has been added to this mod as well as my other upcoming mods is distinct detonations.

    Each ship blows up differently from each other so the standard Hgn Destroyer has a different looking explosion than the standard Vgr Destroyer.

    Also any Destroyer armed with different weapon systems,each one of those weapons will also have their own distinct sound.

    The FIRESTORM SUPREMACY mod will strive to have different looking subsystems for each race.

    A gamerule has been added called Last Ship Standing [scripted by Grey Ghost] that allows you to play until every single ship is destroyed.

    I added unlimited resources to the gamerule [well actually 1,310,000] for those of you who just want to build and battle and not worry about gathering RU's.

    I removed almost every research except for the standard Destroyers & Shipyard because it was not needed.

    Known Bugs
    For some reason the AI took a long time to start to build unless I gave it some starting ships so I gave it 12 standard Destroyers.

    Some Torpedoes detonate on launch and this is caused I believe by the way I hodded the ship and the secondary burst weapons assigned to that weapon [think of it like a misfire]

    Both Shipyards are armed with missile launchers but the VGR Shipyard for some reason won't fire its missiles [or at least some times] but this will be fixed in the FIRESTORM mod.

    CREDITS
    JMSComp: Model Editing & Parts Creation
    Axel: Custom Turrets & Advanced Heavy Destroyer
    Grey Ghost: GameRule Scripting
    Adamstrange: ShipDesignHodding,Sound & FX
    Destroyers Intro Theme composed by adamstrange

    DESTROYERS 1.0
    http://www.gamefront.com/files/20060...stroyers1.0.7z

    Next up is a HW2 GameRule thats been given a cold shot of acid.


    DYNAMIC RESOURCE RACE
    Inside the RDN TOOL KIT is a Gamerule called Resource Race where you have to collect a set amount of resources before your opponent does.

    This mod takes the original Resource Race gamerule and greatly expands on it by combining the Dynamic Fighters Mod,the Ultra Debris Mod,the ResearchModv1.15 Mod and adds new ships,new explosions,new menu and custom intro music.

    Because of the way that the original Resource Race gamerule is setup,there are probably more features in this mod [maybe a bit overkill] than you may ever use because I just kept adding things.

    Dynamic Resource Race Features
    ---------------------------------
    39 Maps
    5 Levels of Research.
    Both Motherships have better Anti Fighter Defenses.
    Both Motherships can launch Light and Heavy Torpedoes.
    Bombers for both races are inexpensive.
    Single Unit Fighters cost more but out perform squadrons.
    Powerful Fighter Launched Long Range AntiCapital Torpedoes.
    Fighter Bomber Launched Low Yield Nukes with Emp Damage Radius.

    Hgn Destroyer has a Side Torpedo launcher added to it.
    Hgn Carrier has Advanced Rear AntiFighter Turrets and a Single Medium Range ShipCannon.
    Hgn Fighter Assault Carrier has a prebuilt Fighter facility,multiple cannons and a Defense Shield.
    Hgn BattleCrusier is outfitted with Long Range Rear and Under Cannons and powerful Ion Beam Turrets.
    Hgn BattleCrusier Ion Beam Turrets have one nasty burn through effect when it hits a ship.

    Vgr Destroyer has better Fusion Missiles and fires a new Heavy Torpedo.
    Vgr Dual Hull MultiCannon Destroyer armed with Medium Range Cannons,Better Armor but no missiles.
    Vgr BattleCrusier has Better Fusion Missiles,3 Heavy Cannons and Dual Side Torpedo Launchers [way more powerful than the Hgn BC].
    Vgr Carrier armed with Single Top Cannon and AntiFighter Missiles.
    Vgr Frigate Assault Carrier armed with better armor and Medium Range Cannons.

    Advanced Fighters,Advanced Corvettes and Advanced Frigates can only be built from specific ships.

    Hgn Fighter Assault Carrier builds only Advanced Fighters and High Level Bombers
    Hgn BattleCrusier builds only Advanced Corvettes.

    Vgr Frigate Assault Carrier builds only Advanced Frigates but it builds them faster.

    Hgn Marine Frigate [Masada] armed with Pulse,Ion and AntiFighter Turrets.
    Vgr Infiltrator Frigate [GoGan] armed with Short Range Cannons.
    Hgn Guardian DefenseField Ship armed with multiple Defense Turrets and a powerful DefenseField [trust me,they are going to need it]...

    Vgr BattleCrusier builds only High Level Fighter Bombers that can wreck havoc on any ship from far away.

    Certain stock ships outfitted with extra turrets.
    Resource Controllers explode leaving a white hot heated resource cloud.

    Almost every missile has its own distinct detonation effect and some have smoke exhaust.
    Almost every weapon has its own distinct firing sound.

    Known Bugs
    =========
    Don't try to fly through any Balcora Gates as this will result in the ship being destroyed.
    There is some sort of bug that even when the model has the collision box's center removed the game doesn't allow it.

    On my system,when you save a game that has a star background,when I would reload the saved game,the game reloads with no problem but the star background doesn't reload.

    LAG WARNING
    This is my system specs;
    -----------------------
    Dell 8300 P4 3GHZ
    Nvidia 5200 128MB Video Card
    2GB Ram
    Windows XP Pro SP3

    If you are running a system with lower specs than this then you may have a hard time trying to play this mod as you will experience a large amount of game lag with the effects like when Hgn BattleCrusier Ion Beam hit a ship or when the Vgr nuke detonates your system will slow to a crawl.

    Another game lag symptom may be caused due to the Burning Fires and Smoke Effects when ships get hit.

    Most HW2 players have vastly higher spec systems than mine so they won't have this problem.

    SIDENOTES
    =========

    The map called DAY OF DEFIANCE II is a 2 vs 2,side by side Skirmish map so set position 1 & 2 for Team 1 and position 3 & 4 for Team 2.
    Otherwise you will have the enemy right next to you...well...if you like that sort of thing.

    The 5 levels of research are only for stock HW2 ships but some of these ships have been enhanced with extra weapons.

    CREDITS
    ======
    Big Thanks to JMSComp for his model editing and parts creation.

    Original Assault Carrier built by Le Sun Tzu.
    Fighter Bomber Pods built by Le Sun Tzu.

    ResearchModv1.15 created by Alsin.

    Ultra_Debris_Mini-Mod_v0.3A created by Bakuras.

    Turrets created by Axel.

    Dynamic Fighters Mod created by Alex Drake.

    Thanks to Tel'Quessir for the Hgn [BloodHound] AssaultFrigate,MultiLance and StandVette ships.
    http://www.pds.hwaccess.net/news.php

    EvilleJedi's PlanetPack.
    SRI-Sajuuk's Backgrounds.
    Eagle1_Division for finding the Background used in his "Cradle of Worlds" map
    Ajlsunrise for cutting up my PulseFire Frigate.
    Dynamic Resource Race Intro Theme [Resource Glitch Mix] composed by adamstrange

    DYNAMIC RESOURCE RACE
    http://www.gamefront.com/files/20060...esourceRace_7z

    If I missed anyone then please let me know.

    Are these mods balanced ?
    Most likely not because I'm not very good at that.

    As far as Recruiting help for my mods I just need one or two persons to do just a handful of jobs.

    Scripting
    I need a some one who can script just 3 things.
    A script that sets up to Resource Controllers so that when a Collector docks to dump its load the Controller releases steam from the sides.

    A script that sets up the Motherships so that when they build Capitals,steam is released from the door [HGN MS] and from the top of the VGR MS.

    This would be the hardest [if it can be done]...
    A script that gives the game ordinance load outs so that ships now have a set amount of ammo [except of beam weapon armed ships] and have to be reloaded.

    Playing The Mods
    Just drop the BIG.files into your DATA folder and create a shortcut to your desktop like any other mod.

    To play the Dynamic Resource Race Mod you have to go to your game menu and select D.R.R

    Stay tuned for the Balance of Power R.O.T.V

    PS
    The first downloads had a bug where the Vgr MS had an extremely long visual range allowing you to see the enemy at game start.

    If you have this version you can re-download it again as this has been corrected in the current upload.
    Last edited by adamstrange; 3rd Mar 11 at 4:22 PM.
    strange...as wonderfull as it may be,i'm still...up here... floating...and no one even seems to notice.

  2. #2
    Member Krnt's Avatar
    Join Date
    Jul 2009
    Location
    Bridge Between Worlds, Core of the Universe
    I've seen some shots in your Photobucket page,
    And I have a question, All those pretty effects are included in this mod?

  3. #3
    Yes
    The pictures are just enhanced for those who would like to use them as wallpaper.

    The neon rings in the above Destroyer pic don't exist.

    I did that to remind me of the idea to actually do that to the ship.

  4. #4
    Member Krnt's Avatar
    Join Date
    Jul 2009
    Location
    Bridge Between Worlds, Core of the Universe
    You need to make the fighters subsystems unselectable because they are annoying, would be better if you make them part of the ships, the corvettes subsystems too.

    Also, it looks great, you have done a lot of work on it.

  5. #5
    Thanks Krnt
    I will get to work on that.

  6. #6
    one more question with the destroyers mod what do i do with the cap death lua file?

  7. #7
    Drop it into your GAMERULES folder and when you start the game select "Last Man Standing".

    Right now I'm working on 2 updates so I need some feedback that I can use.

  8. #8

  9. #9
    I tested everything you released. Love all of it. Like, litearlly, no gripes at all IMO.

    Only one gripe. Your mod rapes the shit out of my Quad SLI set up with anything more than 8x AA enabled. Even Crysis loves 16x AA and I can slop on 32x AA and get 15FPS too.
    Hath anyone verily existed a stones throw unwavering quite assured to employ thee venture yonder desireth to become appear vastly similar?

  10. #10
    What is 8x AA ?

  11. #11
    Member MatthCoFreak's Avatar
    Join Date
    Aug 2006
    Location
    France
    AA = antialiasing
    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.

  12. #12
    What does this do and whats it for ?

  13. #13
    Antialiasing is kind of digital image smoothing.

  14. #14
    Member
    Join Date
    Mar 2009
    Location
    Ohio
    ok whatever happened to the destroyers mod i cant link to it or if i do it keeps saying there was an error at file planet

  15. #15
    Member Blaze's Avatar
    Join Date
    Feb 2009
    Location
    El Paso, Texas
    I would like to try the dynamic mod but the link for it says it has a error...

  16. #16
    Member
    Join Date
    Mar 2009
    Location
    Ohio
    ok where he has his link at is dead to homeworld 2 period for any of his mods right now does anyone have a copy they can post here so we can try it i would really like to try destroyers 1.0

  17. #17
    Sorry guys but I've been really busy.

    The mods are all in production but the links to the DESTROYERS 1.0 & DYNAMIC RESOURCE RACE should be up by tonight if not sooner.

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