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Homeworld2: EVOLUTION

  1. #1
    Member mickey's Avatar
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    Homeworld2: EVOLUTION



    I about four years create the of my mod!
    I have an operational experience with 3D program and strongly there is no knowledge in the field of HW2 SCAR-scripting: (
    Much is already made, but many my ideas today I cannot simply embody, since simply I do not know as it to make!
    Here at a forum I opened new themes, however the majority of questions remained without the answer (
    Also to me stirs weak knowledge of English. All it brakes my work...

    The basic idea of my modernisation it to create atmosphere feelings of game from original Homeworld!
    Also the purposes of my mod:
    1. Correction of original errors
    2. Correction Original of balance (the weapon, armor, speeds, the costs, time to constructions etc.)
    3. Possibility to play for other races (Progenitor, Kadeshi)
    4. Addition of sounds from Original HW
    5. Creation of new FX-effects
    6. Obligatory observance of stylistics of Homeworld Universe(Only hw races, Only hw design)!!!
    The Most important thing: I DO NOT WISH TO DEFORM SENSATION OF ORIGINAL STYLISTICS HOMEWORLD2!


    28.09.10
    More than for four years I have edited and have created a lot of new things for Homeworld2: EVOLUTION!
    I have the big gratitude in relation to Dim@. This person has already helped me with many details concerning scripting in game, however its possibilities are limited!
    At present my work is strongly slowed down in the absence of knowledge in the field of AI-scripting!
    For release of Homeworld: EVOLUTION to me necessary to force CPU-player to use the all innovations which have been created for Hiigaran and Vaygr and completely to create AI for new race(Progenitor) in multiplayer.
    I am in great need in the help of experts understanding how to create new rules in files - cpubuild.lua, cpubuildsubsystem.lua, cpumilitary.lua, cpuresearch.lua
    Every day I expect your help in this area of scripting!
    In advance many thanks...



    22.4.12
    Today, with help of one person I have created the strong CPU-player of Progenitor race, but CPU-Player of new race never uses Hyperspace Jumps.
    This is a main problem! CPU Progenitor Player do not use Hyperspace for attacks, as it is done by the basic races.
    I have found out that all AI-ships capable to use the Hyperplace For attack, are written down in the list located in hw2.exe file.
    Today only two ships (if have onboard module HYPERSPACE TypeString) are capable to use Hyperspace Jumps together with nearest frigates and other capable ships. It Hgn_Battlecruiser and Vgr_Battlecruiser.
    I think so, Progenitor is founder of Hyperspace Technologies and it should use Hyperspace also!
    If more than five years ago I would know that there will be a problem with AI-Hyperspacing then at all would not wish to create Progenitor race for multiplayer. Progenitor race without use Hyperspace is a present shame!
    It is necessary. If to solve a this main problem, then after a some time I can make the first release.
    Last edited by mickey; 22nd Apr 12 at 7:27 AM. Reason: Restoration of images

  2. #2
    Member Djodar's Avatar
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    hey nice pics man.

  3. #3
    Member aquemnun's Avatar
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    ok:
    1. awesome.
    2. when do you think we will be seeing a release of this awesome looking mod?
    3. awesome!
    4. I'm certain there is a way to script SCAR damage, it was done on the vanaar jet and quaar jet II, I think it is in the events under damage =)
    5. AWESOME!!!!
    6. ....wait did you say the kadeshi too?!
    7. AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!



    .....yeah I think i've made my point
    Last edited by aquemnun; 25th Nov 09 at 8:34 AM.
    Nuke them 'till they glow then shoot them in the dark.

  4. #4
    Aionlover
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    so beautiful pics
    hope you will be a big cheese in the game

  5. #5
    mickey, aquemnun: What was the point no. 7 ?

  6. #6
    Member MatthCoFreak's Avatar
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    Another projenitor mod ?

    Looks good. Several brand new meshes, some nice effects already. Keep up the good work
    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.

  7. #7
    Member aquemnun's Avatar
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    I think his point #7 may just be the same as my point #7

  8. #8
    UGH, unbearable! How dare any one be THIS good at making ships that look like they absolutely belong in HW2? At any rate, truly fantastic stuff! This puts all other Projenitor mods I'm aware of more or less in the dust.

  9. #9
    Member aquemnun's Avatar
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    It is interesting to note how many subsystem slots the modified ships have, the vaygr flagship appers to have at least 8 module slots (unless the top 2 have been removed) and the vaygr carrier appears to have 4 module slots on it. I wonder if this is to compensate for a massive selection of new subsystems?

  10. #10
    Member mickey's Avatar
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    Vaygr Flagman - 10 subsystems
    Hiigaran MS - 8 subsystems
    Carriers - 4 subsystems, 3 production slots
    Shipyards- 7 subsystems, 2 production slots (Сorvette, Frigate - removed)

    That is made already and is worthy in my opinion:
    For the basic races Hiigaran and Vaygr:

    1. Scales are increased and the geometry of many ships is changed
    2. The quantity of slots for subsystems on all courts twice is increased
    3. Effects of explosion of each unit are changed
    4. All subsystems have Fx-explosion
    5. Sounds from original homeworld are added
    6. It is added in 3-4 times more capture and repair points on all vessels
    7. It is reversed ballance the weapon-armor (the armor is added)
    8. Speed practically each unit is changed (slowed down)
    9. New original units are added
    10. New original subsystems are added
    11. It is changed FX - animation of ion beams
    Last edited by mickey; 25th Nov 09 at 2:15 PM.

  11. #11
    Member mr. WHO's Avatar
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    @Mickey:
    http://avoreg.ru/v.php?id=50c598de38...9cf7af4e5a2784

    This thing is preatty simple but COOL modfication of Vgr Destroyer that turn it into real missile ship


    Would you mind if I'd modify Vgr Desrtoyers in similar fashion in my mod (the ship would be a bit diffrend as I'd use mirrored section of Destroyer to make another "missile wing") ?

    I don't want to make sense of stealing someone's design idea, even if it's simple, comparing to the rest of your work (those Progenito models kickass ).

  12. #12
    Member mickey's Avatar
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    Quote Originally Posted by mr. WHO
    Would you mind if I'd modify Vgr Desrtoyers in similar fashion in my mod (the ship would be a bit diffrend as I'd use mirrored section of Destroyer to make another "missile wing") ?

    I don't want to make sense of stealing someone's design idea, even if it's simple, comparing to the rest of your work (those Progenito models kickass
    Certainly I do not object! I too take sometimes another's ideas, and I consider that in it there is nothing bad!
    Idea of Universe Homeworld - too not my) Each of us has simply accepted it...

  13. #13
    aquemnun: SCAR = SCripting At Relic, a programming language used in HW2. To quote the wiki:
    Quote Originally Posted by Wikipedia
    The SCAR language was created for the express purpose of coding in Homeworld 2 and deals mainly with events in the single-player campaign (zooming out with the camera, creating enemy ships, moving the player to the next level, etc.)
    Good luck with your mod, Mickey. It already looks great in its current state. Wish I could help with those problems, though...
    Last edited by Blah; 25th Nov 09 at 7:27 PM.

  14. #14
    4. All subsystems have Fx-explosion
    How did you manage this because I've tried this for years and couldn't get it to work.
    strange...as wonderfull as it may be,i'm still...up here... floating...and no one even seems to notice.

  15. #15
    Only one word can be used to describe this... AWESOME!
    Progress: 12%
    Current work: Realistic Newtonian Movement

  16. #16
    Member aquemnun's Avatar
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    aquemnun: SCAR = SCripting At Relic, a programming language used in HW2. To quote the wiki:

    Quote:
    Originally Posted by Wikipedia
    The SCAR language was created for the express purpose of coding in Homeworld 2 and deals mainly with events in the single-player campaign (zooming out with the camera, creating enemy ships, moving the player to the next level, etc.)

    ah... I guess I was thinking about BSRM =/ ah well. Agreed, best of luck with this mod! I cant wait to see your invisionments of the progenitors and the kadeshi.

  17. #17
    Member mickey's Avatar
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    All thanks!
    My modest achievements for today:
    Race Hiigaran is ready - 90 % (AI - is supported)
    Race Vaygr is ready- 90 % (AI - is supported)
    Race Progenitor is ready - 65 % (AI - is not supported)
    Race Kadeshi - 20 % (AI - is not supported)

    For today I require experts in area HW2 scripting!!!

    I have stopped and I can not solve following questions:
    1. I cannot to create function Explosion damage for all large ships
    2. I cannot to create function Phase for крr_Destroyer
    3. I cannot to create Defense mesh for some courts [thread] 237690 [/thread]
    4. I cannot to create Ru-Generation Subsistem

    I ask the help of experts in area sripting HW2!
    Last edited by mickey; 30th Nov 09 at 4:51 PM.

  18. #18
    Member aquemnun's Avatar
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    thats great to hear mickey, as for your questions

    1. by explosion damage I suppose you mean having explosions going off when the ship is damanged but not "dead". This is done by copy / pasting a few explosion strings from the "death" event into the "dmg1/2/3" event (this is unique to each ship and can be found in ship/ship.events)


    2. I did this in a custom mod, just rename the phase animation into "death" in the events file, and when the ship dies it gives the impression of phasing out. however I am not sure how you would do this for hyperspace, normal phase etc.

    3. again I have done something similar, but trust me it sucked. The defense field doesnt turn with the ship, so the ship would be facing one way, and the defense field 'bubble' would always be facing one way.

    4. complex did it, I think it has something to do with gamerules (however I have never looked so I could be wrong)

    Hope that helped




    also: yay kadeshi!!!! I look forward to seeing some pics of the new ships you have for them (when they are done of course)
    Last edited by aquemnun; 29th Nov 09 at 7:07 AM.

  19. #19
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    4. Create one or maybe several invisible subsystems that fit around the whole ship(Eville Jedi did something like this for early versions of WarLords before he switched to a different approach).

    question: are you planning to have a version of the dreadnaught berth that is not a derelict? Several people have implemented their own versions of "Big Red" as it might have looked when it was completely new and I would love to see your take on it.
    10% of life is what happens to you and 90% is what you DO about it

  20. #20
    Member aquemnun's Avatar
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    (dont you mean 3? lol)

    and yes that is a possibility, all you have to do is get the keeper phase .hod, enlarge it slightly and have it as a subsystem and bingo you have a defense field. although there could be some problems as the subsystem could either be self repairing (like engines and other innate subsystems) and it would always be visible. OR you could have it destroyable but cheap, and under the build menu have "repair sheild subsystem" to rebuild the shield after it has been destroyed (set it as an innate system so it is automatically built on new ships but can be destroyed).

  21. #21
    Member mickey's Avatar
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    All thanks!
    Give all one after another! We will not hasten!
    Let's discuss only the first question!

    Quote Originally Posted by aquemnun
    1. by explosion damage I suppose you mean having explosions going off when the ship is damanged but not "dead". This is done by copy / pasting a few explosion strings from the "death" event into the "dmg1/2/3" event (this is unique to each ship and can be found in ship/ship.events)
    I have in view of damage of close units at explosion of the large ship! [thread]3714573 [/thread]


    This function is in Complex-mod, however I cannot understand it!!!

    I need the help of Good scripters!!!

    I will create separate themes with questions!
    So we will not have a mess!
    Last edited by mickey; 29th Nov 09 at 4:11 PM.

  22. #22
    Member aquemnun's Avatar
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    good idea mickey, but your link doesnt appear to work


    EDIT: ok I think I found the thread you created and....uh no idea how to do that i'm afraid. Although from the looks of it someone might know how to do this. Best of luck

  23. #23
    Member Dim@'s Avatar
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    We can continue discussing this in the thread created separately.

    1. You will need to script

    4. Also, achieved by scripting.

    Do you know how to use LUA gamerule scripting in HW2?
    Destroying things is easy.
    Creating things is hard.
    Creating things in order to watch them explode is just plain fun.

    Explosion Damage Script, Scripting Tutorial

  24. #24
    Member mickey's Avatar
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    Do you know how to use LUA gamerule scripting in HW2?
    You have in view of deathmatch.lua!??
    I badly know it!
    In deathmatch.lua which I have added all my changes I took from others mods!

  25. #25
    Member mickey's Avatar
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    NEW "Homeworld2: EVOLUTION" SCREENSHOTS IS ADDED!

  26. #26
    Ha, laser-frigates. This is just too impressive!

  27. #27
    Member aquemnun's Avatar
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    holy crap @ all the new screens. the new motherships and carriers for the hiigarans / vaygr look incredible without having to be that much different from the originals. Also loving all the progenitor ships, especially the 'dreadnaught carrier'.

    All I have to say is if you can do as good a job with the kadeshi that you have done with the vaygr, hiigarans and progenitors, then you will have made me, and every kadeshi fan very very happy

    EDIT: one idea which I have managed to implement (sort of) for the progenitors.

    When a huge ship like the foundry is destroyed, spawn debris as normal (in your case the big chunks) and have one or two 'megaliths' spawned with it, that can be captured and can build movers. This would be handy because if your foundry is destroyed you could still 'reactivate' the derelicts and build ships like in the campaign. Balancing wise it sorts itself out, because hiigarans, vaygr and kadeshi cannot build progenitor ships, so the megalith is only of real use to the progenitors.



    But no idea how to spawn megalith on death, I'll leave someone else to figure that out.
    Last edited by aquemnun; 1st Dec 09 at 3:40 AM.

  28. #28
    Member mickey's Avatar
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    When a huge ship like the foundry is destroyed, spawn debris as normal (in your case the big chunks) and have one or two 'megaliths' spawned with it, that can be captured and can build movers. This would be handy because if your foundry is destroyed you could still 'reactivate' the derelicts and build ships like in the campaign. Balancing wise it sorts itself out, because hiigarans, vaygr and kadeshi cannot build progenitor ships, so the megalith is only of real use to the progenitors.
    Thanks!
    I will tell to you fairly thought of this idea!
    But not all so is simple!
    Because with spawned-object nothing can be made!
    It cannot receive a command and selection!

  29. #29
    Member aquemnun's Avatar
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    You can if you set the megaliths to capturable, and set their build families to progenitor. Then when they are spawned they are not on your team, however they can be captured and, seeing as they are progenitor megaliths, build progenitor ships (like in stock homeworld if you capture a hiigaran ship, when you play as the hiigarans, you can still build using the captured ship).


    Although yes I do see what you mean, this idea isnt without its challenges

  30. #30
    L@pt0p Guy
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    if you want some scripts
    prehaps i can do some things for you
    pm me for what you need

    explosion damage shouldnt be too much of a problem

    i can do that in a gamerule

  31. #31
    Member mickey's Avatar
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    Today three answers are necessary to me!
    1.Function Explosion Damage http://forums.relicnews.com/showthread.php?t=184685
    2.Defense mesh http://forums.relicnews.com/showthread.php?t=237690
    3.Ru-gen Subsystem http://forums.relicnews.com/showthread.php?t=211735
    Last edited by mickey; 1st Dec 09 at 1:52 PM.

  32. #32
    Member aquemnun's Avatar
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    Awesome, good to see you got the help you needed =)

    EDIT: my god yesterday I had a dream about what could happen if the kadeshi started reverse engineering progenitor ships.... multi phased cannon destroyer anyone?
    Last edited by aquemnun; 5th Dec 09 at 7:34 AM.

  33. #33
    Member mickey's Avatar
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    Awesome, good to see you got the help you needed =)

    EDIT: my god yesterday I had a dream about what could happen if the kadeshi started reverse engineering progenitor ships.... multi phased cannon destroyer anyone?
    Kadeshi today have only the basic units from original Homeworld! At first it is necessary For me to finish Hiigaran, Vaygr and Progenitor
    While I have got stuck on these three problems which brake of my mod

  34. #34
    Member ajlsunrise's Avatar
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    is there a download yet? or when can we be looking foward to a download? (but by all means, don't rush yourself just because we want a download!)
    in other words: LOOKS AWESOME!!! can't wait until we get the chance to play this!

  35. #35
    Member mickey's Avatar
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    Quote Originally Posted by ajlsunrise
    is there a download yet? or when can we be looking foward to a download? (but by all means, don't rush yourself just because we want a download!)
    in other words: LOOKS AWESOME!!! can't wait until we get the chance to play this!
    Thanks...I very much try!
    While mod is not ready!
    Three my problems are not solved!
    Progenitor AI is not supported
    Kadesh it is not so ready

    I hope here at a forum to find support in the decision of the basic problems for my mod,
    However while problems are not solved

  36. #36
    Member aquemnun's Avatar
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    Kadesh it is not ready
    awwwww.

    For the first release at least [alpha], I dont think it would be entirely necessary to get AI done for the progenitor. I'm not saying you should forget it (heaven forbid, I want to kick some proggy ass with the kadeshi) but for the first release I can guarantee that the faction I will be using will be the progenitors.

  37. #37
    Member mickey's Avatar
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    Thanks, I understand you!
    My friend I do in details the best mod!
    I will not have an alpha-beta of versions!
    If there will be a release of my HW2 modernisation I plan a minimum 3 high-grade races in all nuances!
    It Hiigaran, Vaygr and Progenitor! (Kadesh - while it is possible to postpone)
    At present Hiigaran and Vaygr are almost finished!
    It is extremely necessary to create damages from explosions of the large ships for all races!!! (Main my problem!)
    It is necessary to my work with Progenitor:
    1. Creation of frigate class (while there is no frigate)
    2. Full end of a tree of development (Research-Tech) Work is ready on 60 %
    4. Creation Phase-effect for Kpr_Destroyer
    5. Creation of RU-Generator
    6. And eventually creation AI (here it is necessary to work)
    -------------------------------------------------------------------------
    PS: I Hope soon to receive the help on these questions!
    Last edited by mickey; 17th Dec 09 at 2:15 PM.

  38. #38
    Member Dim@'s Avatar
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    For your explosion damage, mickey, I hope to be of help very soon.

    I should be able to post a complete tutorial (added to the general scripting) by Monday at the absolute latest.

    Also, I am considering creating my own function for explosion damage (currently using quite old code), that can interpret a table of values, which can contain a list of all the ships names, and their explosion radii and damage. That way you just copy-paste my code, and edit only the table.
    The current code involves writing a different function for every ship you want to explode, which is very difficult to implement when you don't know what you are doing, since there are a lot of values to change to suit yourself.

  39. #39
    Member mickey's Avatar
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    For your explosion damage, mickey, I hope to be of help very soon.

    I should be able to post a complete tutorial (added to the general scripting) by Monday at the absolute latest.
    !!!!!!!!!!!!!!!!!! Спасибо!!!!!!!!!!!!!!!!!!
    Thanks my friend!!! It is good news!
    I look forward!

  40. #40
    Member aquemnun's Avatar
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    hmmm I just had a thought mickey about the kadeshi needleships. How about having a system where you start with the needleship "body" (an open fighter hanger at the front, the frigate bay in the middle and the engines right at the back). And from there you can add modular sheild systems / tails / other bits on to give every needleship a uniqueness factor, that and the mothership would be able to adapt to many situations.

    An example of this could be

    Stock hull (the "ship" you build)
    normal needleship hull (just like in hw1)
    heavy defense needleship hull (slower but more sheilds)
    big engines needleship hull (lighter weapons and sheilds and faster)
    tons of guns needleship hull (medium sheilds, slow and powerful!)

    forward sheild (the dome section at the front, but it doesnt have to be a dome)
    standard needleship dome (allows you to build capital ships, attached to an animated "door" joint at the front of the ship)
    Defensive needleship dome (wider than the normal dome, gives the ship more health and protects ships launching from the needleship)
    Agressive needleship fins (thing a hammerhead shark turned on its side, a large verticle fin at the front of the ship that has a fair share of turrets)

    needleship Spire / Tail (enough said :P)
    standard tail (no special features really, a lot of PDS guns)
    ECM tail (reduces accuracy of enemies, and increases the accuracy of friendlies, command corvette style)
    Bombardment tail (similar to the agressibve fins, the tail that has say 8 heavy turrets going down it in 2 rows, and a missile launcher or ion cannon at the tip of the tail )

  41. #41
    Member MatthCoFreak's Avatar
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    Main issue would be with collision meshes. Either your ship has the collision mesh of a full needleship, and bullets will hit a invisible hull until you build the appropriate subsystem, or you have the collision mesh of a body-only needleship, and other ships will be able to go through your subsystems. There are workarounds, but that remains a issue to be dealt with.

  42. #42
    Member aquemnun's Avatar
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    I suppose a simple workaround would be to expand the "base" ships avoidance sphere, so ships wouldn't get close enough to collide with the collisionmesh-less subsystems, and weapons can hit subsystems anyway, so it would only be a matter of finding the right size for the avoidence sphere so it prevents ships from knocking into the sheild or tail sections, without making enemy weapons miss by a considerable distance when firing at the needleship.

    What I said was a concept of course, but I suppose you could work around the problems you have identified by slimming my idea down somewhat, and instead of having whole sections of the ship, you simply start with the standard needleship and add "structural" hardpoints to the ship (such as the fins, sheilding etc).

  43. #43
    Member mickey's Avatar
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    Thanks for new ideas for needleships! As I understand you aquemnun be fan Kadesh!?
    I too very much like this race!
    I will take into consideration your ideas, however my job with Kadesh will be only in the future!
    At present I work with Progenitor race and many of main my questions are already solved by means of Dim@!
    Many thanks to it!

    Already now:
    Explosions of the large ships for all races - is perfectly works!
    Phase-effect for Kpr_Destroyer - is ready by 90 %
    RU-Generators - is perfectly works!

    Unfortunately Time for modding happens not always since I besides it am compelled to be engaged in the my basic job
    But Our work has not stopped!
    I would like to create original race and I try!
    Now I try to create a tree of development for Progenitor and I try to think up the basic technologies and upgrades.
    After the termination of it I plan to pass to creation of class Frigate. I wish to create the ships surpassing Hiigaran and Vaygr analogues, but more expensive in RUs!
    Still I will tell that I am not going to to create a considerable quantity of the ships for Progenitor race, after all it only the rests of a great civilisation on a plot in hw universe! I think their ships should be multi-functional both their number and a version should not be big!
    After end of these stages I plan to create high-grade AI for them, and only then it will be possible to pass to kadesh!

  44. #44
    Member aquemnun's Avatar
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    Indeed I am a fan of the kadeshi, they're my kind of fleet!

    Good to hear you are still alive and working on the mod, jobs and college can be a real pain when modding. AH well, you cannot rush art!

  45. #45
    Member mickey's Avatar
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    Now my job moves by means of Dim@!
    When I will stumble on complicated questions, I will ask the help on concrete problems.
    Thanks in advance...

  46. #46
    and when we can get release?)

  47. #47
    Member aquemnun's Avatar
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    and when we can get release?
    *facepalm*

    read the above posts, and for that matter, the forum rules as well =P

  48. #48
    Member mickey's Avatar
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    and when we can get release?
    My friends! Excuse, but while I do not know the answer to your question!
    It will depend on my progress
    For the accelerated release I even can refuse idea with Kadesh race!
    But while Progenitor it is yet not ready!
    Short of other small problems, for release also necessary to make Frigate class (2-3 units) and perfect AI!
    Thanks for understanding...

  49. #49
    Member mickey's Avatar
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    Unfortunately now my job is very slow
    Many questions remain without answers...
    Last edited by mickey; 18th Mar 10 at 3:13 AM.

  50. #50
    What questions do you still have? The last we knew, Dim@ was helping you figure stuffs out. I don't know what help I could be, but I thought I might as well ask.

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