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Official HWU Release

  1. #151
    I just went and enabled the kushan to build Md's and upgrade them, and the beast can now build their standard DD. Also i gave the existing fleets that have SF frigates regen multiplyer so support frigates will be usefull. OH about the enabling part i was referring to the AI, thou im still having issues getting them to upgrade other stuff.
    EDIT
    There are a few left oover ships that arent being used at the moment but i could get them in if anyone would like that, the following ships are just sitting in HWU taking space.

    Hiigaran Assualt Carrier, this baby comes packed with modules alrdy built but cant build frigates and it has better guns than the carrier itself.
    Hiigaran Battle Carrier, looks like it can build cruisers thou im not sure looking at this thing. however it is untextured.

    TObari BSA - looks like their SHipyard thou it looks like it can build weapons on it.

    V super carrier, this is that ship you see as a derelict


    EDIT
    I managed to fix the beast AI so now they build, or rather dont stop building like i noticed before hand, also i removed all scouts from the AI build list so they will build combat units instead of spamming useless scouts.
    Last edited by LeviathansWrath; 24th Jun 12 at 11:59 AM.

  2. #152
    Or you could just make them attack with the useless scouts.

  3. #153
    Ye get rid of those useless ships... But back em up somewhere just in case.

  4. #154
    Anyway, how about adding in light defenders for kushan and taiidan? Also, why do only kushan and taiidan defenders have energy cannons and why do they not need an upgrade to get them?

  5. #155
    lol i never noticed that the defenders had those, i never built them ever.
    EDIT
    I modified all ion frigate and destroyer ion weapons, i removed their ability to shoot ions at fighters and corvettes, im trying this out in an attempt to get the AI not to turn all its ion frigates after bombers etc and keep firing at the real targets in front of them X_X.
    ALso Beast AI now builds cruise missiles to subvert your ships BEWARE. IN addition ill be decompiling the complex big file to see how they set up their AI research upgrades etc cause i have a lot of stuff that the AI should be able to research.
    EDIT
    Beast AI research is done, except for one item, collector collection upgrade, not sure how to add it it just yet.
    EDIT
    I have succeeded in getting the AI to research harvest upgrade =) So they will harvest faster so keep an eye on them or you will reget it lol.
    Last edited by LeviathansWrath; 24th Jun 12 at 7:29 PM.

  6. #156
    Quote Originally Posted by LeviathansWrath View Post
    I modified all ion frigate and destroyer ion weapons, i removed their ability to shoot ions at fighters and corvettes, im trying this out in an attempt to get the AI not to turn all its ion frigates after bombers etc and keep firing at the real targets in front of them X_X.
    Not sure about that.. Yes it may be stupid if those ships do that and yes disabling it may be better but then again in spirit of Homeworld that's how it is and how it always has been. Removing that not just removes some of the tactical aspects of the game but also kills a tiny bit of the spirit of Homeworld. But I'll wait till I see it in game before I give my final judgement.

    Oh Defenders still had Energy balls that's great reimplement that feature but only for destroyers and cruisers as research able upgrade for Kushan, Taiidan, Somtaaw, Beast. And yes I agree with Stuart adding the light defenders would be a great thing. Also as mentioned in earlier tests defenders need to be a bit stronger.

    Then we also need the original corvette behavior again for the 4 Hw1/C main races. A feature that was already implemented in the last official release with Chris involved.

    I will commence some new beta tests soon. I did just reinstall windows and wasn't on the pc the last week.

  7. #157
    Well its just that in hw 2 those frigates are not meant to hit them in the first place, thou in hw 1 yes ion frigates would kill vettes easily, but HW 2 is a different game. Speaking of frigates would anyone like frigate docking for repairs enabled?

  8. #158
    I believe that was tested out in HW2 Advanced Mod Revived... and the frigate perma docked... do it for Somtaaw and Beast, but make it like fighters and corvettes, not like HW2 Advanced Mod did it...

  9. #159
    Here is my current variant of our mod.
    https://sourceforge.net/projects/hom...0.big/download
    Changes that have been made are as follows.
    I enabled the AI to research everything it has or rather i have been able to do this for Taiidan, Kushan, beast and i got prog to research as well. I also added the Mark 2, Vanaar Jet and MD into the taiidan build list aka AI build list, and i enabled the missile destroyer for kushan as well, dont underestimate the Mds they will rape your swarm. Also i enabled the beast smt destroyer and gave them all their upgradeable research for everything. I have also included the Ai to research the collection upgrades, so they will be able to harvest faster as well. Also i went and enabled level 2 improved production for the AI, that is every Ai that is in the name right now or at least those that can upgrade. I think this is the last change, i enabled support frigates to increase HP regen of nearby ships, i dont know if this is even gonna help but anything works. OH BAH i knew i forgot something, i got rid of all the error messages showing up in the hw 2 log.
    And lastly beast can build cruise missiles and upgrade them as well so beware. One last note, the Prog can upgrade everything so their drones will be at 5k hp, corvettes 10k, frigates 100k etc etc, so dont play against more than one prog AI unless you wanna die badly.
    EDIT
    I got the UNH and RAM AI teams fully researchable, and with the ram team i got the carrier ions researchable for the AI and i removed the carrier from counting as a buildship for the AI, now what this means is that the AI will now use it in attacking, it will still build but wont act helplessly. However they wont hang around RU patches.
    EDIT
    Doing so has caused the attack carrier to stay in parade formation with the ship that built them or spawn with, guess i wont be able to get the Ai to attack with them.
    Last edited by LeviathansWrath; 1st Jul 12 at 9:25 PM.

  10. #160
    Just a small report about some things I noticed while playing Taiidan. (tested previous version not the one u just posted 1 post above this)

    - Torpedo Frigate research is back
    - Probe needs engine trials
    - Defenders have energy balls as reported before by Stuart
    - Why does the MK2 Cruiser cost the same as the Vanaar? It doesn't seem to make much sense. Recommend to lower the price and strength so that you'll have to pay like 25% extra cash for a better cruiser variant.
    - Research Outpost seems to spawn a little to close to the mothership when the ms is building it. Causing weird formation issues with ai players & sometimes also for the player force.
    and of course shadow glitches but you're aware about that problem so there's no need to mention it in detail.
    Harvesters are getting half stuck in the outpost during their docking operations. Perhaps let em dock in the blue area but not letting them vanishing inside it.

    Recommendation: Replace the hyperspace sensor module on the carrier that looks disgusting and totally out of place I didn't trust my eyes when I first see it. Maybe use something smaller and attach it to the main hull.

    common issues:

    You really have to do something with the newly ported maps as some aren't playable due to the fact how you ported the original hw1\C Asteroids. They're having texture issues and causing massive FPS drops. That happened to me at least in some maps but not all of em. I will check again which maps are giving problems then I'll tell you their names.

    wishes for Taiidan as usual: Light defenders, colony ship as torpedo frigate (As seen in HWC).

    Beast:

    Harvesters half stuck inside their carrier during docking ops.

    Ps: Congrats on the mp3 player it really feels epic now.

  11. #161
    About the carrier sensors i had to combine 2 carrier modules together to make those because when you looked at them a certain angle they would vanish on you.
    EDIT
    Ill probably reduce the price of the mark 2 but the firepower comes from the fact that it has 6 ion beams and its stock bc damage.
    15k hp damage for each beam or something like that while the vanaar jet has 25 k damage for 4 beams.
    EDIT
    I am going to try and reclassify the raider carrier as a destroyer to see if that changes its behavior, it will still take up the carrier slot, be displayed as such, but im hping this will make it not sit around.
    EDIT
    now that im looking at it i take it back that will take up the destroyer slot, meh damned attack carriers.
    EDIT
    SOT AI team research up and running.
    Last edited by LeviathansWrath; 26th Jun 12 at 11:39 PM.

  12. #162
    About the carrier sensors i had to combine 2 carrier modules together to make those because when you looked at them a certain angle they would vanish on you.
    That's ok but the sub module itself should be changed with another smaller and more fitting model. Or maybe just scale it down by 70% it'll probably look nicer that way.

    Small bug: The former Taiidan battlecruiser research is still inside the research tree.

    Idea: Just played with RU income every 30 seconds 10k each. I still needed like 1:30 hours to research everything. I would suggest to create a new game mode and call it HWU_Fast all research files in here will be the same with the exception that the easiest research takes up to 2 seconds and costs like 10RU and the most expensive research costs 100RU and takes like 20 seconds to research.

    If you're unable to build a free tech game mode like we had it in hw1\C due to the art how hwu works then at least that could work. It would make testing stuff a lot easier and faster.

    Ps: another file mirror next time this at sugarsync is incredibly slow.
    Last edited by 23-down; 27th Jun 12 at 7:52 AM.

  13. #163
    you should try building more than one research module, it really does speed things up having more than one.
    Anyways ill be uploading my current thing to sourceforge, im hosting the mod there as well, and we only have 5 teams left to do for AI research.

  14. #164
    I never knew that extra research modules sped it up. :P

  15. #165
    it does speed it up by a certain percentage, build one or two more and you will notice a difference.

  16. #166
    Then increase the build speed for research modules It still takes a long time till you get more carriers and shipyards... ^^
    And money is also such a thing. Maybe lower the research modules their prices as well.

  17. #167
    https://sourceforge.net/projects/hom...0.big/download
    i know 23 down you dont like sourceforge but it lets me get files to you guys when its done uploading.
    Last edited by LeviathansWrath; 1st Jul 12 at 9:25 PM.

  18. #168
    Sourceforge is ok... I actually like that page.. Is that the same version than yesterday or a new one if yes what did you change?

  19. #169
    way newer 23, i got 14 AI teams working with their research fully done and ready to pwn you lol, just avoid playing vs 2 prog AI on expert for now. Also i went cleaning out the mod getting rid of stuff we dont need, and i replaced mikalis rocks with some of bloodfleets, they look like real asteroids instead of the super space potatoes. Speaking of research i got the AI using my harvest upgrades, so they will collect faster and i got level 2 production for those teams as well.
    In addition i went and created a bunch of topics on source forge so heres the page im hosting HWU on.
    https://sourceforge.net/projects/homeworlduniver/
    Changes other than those are : Missile destroyers ROF got nerfed, and the missile life time reduced. Fixed some errors that i made by accident in the research file like being unable to upgrade to level 2 armor etc or the BH not having their shipyard research avaiable, seemed i missed that one oops :P I removed the requirement for building cap facs which needed a RS module which stock hw 2 didnt need. Only team i didnt do this for was prog figuring if i did that everyone would be dead lol. Cant think of anything else, what ive been doing for the last few days was related to our Ai and that was it, oh and i got rid of all mini errors in hw 2 log. And i checked each AI that i did for problems, got rid of all the issues that i had with them so they work 100 percent and will research everything that they can build and upgrade.
    Last edited by LeviathansWrath; 27th Jun 12 at 5:01 PM.

  20. #170
    Well well my friend that sounds very promising I'm downloading the new version and then check for some new issues... Btw what do you think about that idea I had. That with the increased research speed as separate game mode. We could use it as sort of developer game mode to run tests fast and efficient. Could be beneficial if it wont take to much effort to get it working.

    Anyway hyperspacing out.

  21. #171
    well looks like i came across a problem with the prog team for some reason the dreadnaught maybe be crashing the game so i will be reverting to the version i have on moddb and put in my AI research upgrades and my building and researchfolder into it, at least i know that one was fine.

    EDIT
    Other version was crashing as well but i was able to build the dreadnaught, among other caps but if i had them on the viewing level itself game crashed so i dont know wth is going on.
    EDIT
    I take it back its the kushan fleet itself, MEH gonna have to remove one ship at a time to find which one from the viewing level.
    EDIT
    I just have confirmed the issue has to do with the drone frigates or more to the point of them spawning drones. Ill get shadowgaz to take a look consdering he did the drones.
    EDIT
    I take that back its just the kushan drone frigate that is the problem, MEH wonder what could be going on and there is no fatal exit listing.
    EDIT
    Beast and somtaaw drone frigates are unaffectd its just the kushan and pirate drone frigates.
    EDIT
    Its just the hw 1 drones and shadowgaz is working on it now, should be fixed soon.
    EDIT
    Shadow got the hw 1 drones working, anyways im now working on returning proper ship sounds aka guns, dont know about the ambience yet.
    EDIT
    Editing the sounds ended up causing fatal exits.
    EDIT
    Anyways im going ahead and finishing the hw 1 kadeshi team as far as modules go, does anyone know how to get ahold of Xangle? I need his permission to use the FX khartoba.
    Last edited by LeviathansWrath; 28th Jun 12 at 5:12 PM.

  22. #172
    Maybe you will find him there... On that page is also somewhere a link in the forums which leads you to his chinese hw website. You can also check there for him with google translate it is possible to browse that site.

    http://hwfx.divine-serenity.net/

  23. #173
    i cant register there, otherwise i would be going through that and i pmed him on moddb. ON a side note i noticed our mod leader was on the other day, so looks like chris is alive.

  24. #174
    Hm that's good but also concerning that he didn't check in here.. I guess he moved on to something else for good or just doesn't have the time anymore after all he said he has an important job by now.

    Anyway here a very small report.. It's hard to play test as it crashes quite often probably due to the Drone frigates. The Log just complained about a microsoft.dll so I can't provide more specific information.


    Small Report:

    Global issues & suggestions:

    - Mp3 player not working after loading a game. It's still playing the music in randomised
    order but you can't open it anymore therefore you're unable to do manual changes.
    Maybe adding a script condition to check if a game has been loaded and then re enabling the player will fix that?

    - The map radical symetry has to many asteroids to close to each other causing your own harvesters plus ai harvesters to get stuck. should get fixed.


    Taiidan:

    - Destroyer doesn't seem to use it's turrets very often. I'm also missing the recoil
    animation for the turrets.



    Hiigarans:

    - Spawnbug: Mothership spawns inside the Progenitor gate and also appears out of nowhere it's not hyperspacing in.



    Raiders Ascendant:

    - Collectors getting half stuck inside the Resource controller. It wasn't like that in the original Hw1 version.

  25. #175
    Well looks like you beat me to the punch like always 23 down i just noticed the music player myself, something to do with the deathmatch file Shadowgaz created, anyways hes looking into that one. And as for the hiigaran ms i dont have aa clue why it is doing that, its listed in the hyperspace gate parade. So far ive gotten the cruiser sounds done, alrdy had that avaiable tks to the mark 2 and vanaar jets. I am beginning to include hw 1 weapon sounds, so far i have done all ships for the kushan and taiidan, well cept for the defenders.
    EDIT
    does anyone know what happened to the Readme created by chris?
    Edit
    found his but i cant edit it so i went and made one, probably doesnt include everything but just enough to get people going, i hope.
    https://sourceforge.net/projects/hom....docx/download
    EDIT
    I have been considering getting rid of the kushan and taiidan infected ion frigates and replacing them with something else. Does anyone have any objections to this because honestly only needs one ion frigate and the IAF will suit that role fine. Just need to figure out what to replace them with.
    Last edited by LeviathansWrath; 29th Jun 12 at 11:54 PM.

  26. #176
    Member Shadowgaz's Avatar
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    If your going to remove the ions just give them to the new strain race, they could do with some more some beast infected textured ships. BTW i found the cause of the problem, apparently the music player and the credit menu are not good friends, I'm seeing what can be done, may have to make do with a much more simple player.
    -- Edit
    Seems like the uisettings got mashed, fixing now, with any luck ill be able to make bounty's display now and whatever else was not working with the ui.
    -- Edit
    Fun facts: since the 7th june the bounty and ru lump sum has been broken, since the 14th the credits have been broken.
    Ive fixed the credits/music player but my backups only go as far back as the 7th, chris's RC2 did not have bountys. Does anyone have a earlier version of hwu 1.0 or lower with working bountys and lump sum injections?. Going to try to use the one on mod db from the 22nd may, ill see if i have any luck. If not ill need someone to upload an older version. I could be wasting time though, they could have never worked in HWU lol.
    -- Edit
    22nd may is dead too, gonna need someone to upload a working one if they have it.
    -- Edit
    If no-one has a working bounty HWU, then ill remake the project from HW2_HWClassicEnhanced_v1_1_1 (which will take time) so for now lets just finish the hod shadow issues and see what happens.
    Last edited by Shadowgaz; 30th Jun 12 at 10:40 AM.
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  27. #177
    for those that care here is the fixed big, shadowgaz fixed his boo boo.
    https://sourceforge.net/projects/hom...0.big/download
    Last edited by LeviathansWrath; 1st Jul 12 at 9:25 PM.

  28. #178
    Im in the process of adding markers to frigs and caps that are missing them and i believe i have fixed the shadow glitches well mostly, some cant be fixed due to the nature of the ship in question, also im getting proper firing sound effects for weapons. For Example for the RAM HC main cannon it uses the siege cannon blast off, <object width="405" height="344"><embed src="http://media.xfire.com/swf/embedplayer.swf" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="405" height="344" flashvars="videoid=5886f3"></embed></object>

  29. #179
    Back then Chris managed to fix all ships period. So nothing will be impossible.
    Anyway glad to read that the majority of ships got fixed. So in my next testing I will look for left overs of the nasty shadow glitches.

    And here my latest bug reports.

    General suggestions:

    You said you've got rid that the ai spams scouts. Most races still send em. I have a nice idea. Let em really use their probes instead. That means if it's possible at all. Make it so that the probes are in the scout class for the ais exclusively without changing the fact that the probe can get find inside the utility section for our human players. Probes should be for the ai only 1 time moveable. So that we don't get the same chasing stuff like it is at the moment with scouts. As for the scouts itself put em in the regular fighter class for all the races. Then maybe you can code it that they use their EMP attacks but don't forget to give em a low build priority otherwise the ai will spam scouts instead of interceptors.

    One additional side note. I'm just playing on a lap top and so far I've never experienced any lag issues with Hw2 not even with 6 races and several 100 of ships on the field. But since you've changed the asteroids once again 2 versions ago I'm experiencing massive lag especially when the game starts or whenever I zoom in. So by my judgement these new asteroids are not properly coded or modeled I can't say for sure. But it's only laggy when I zoom onto those new and larger asteroids. The frames are dropping drastically. As that wasn't the case with the previous asteroids we've used (those with the massive texture bugs) it has to be just that. I can't imagine anything else right now what could cause the lag. So a investigation is required.

    If my memory serves me correct then Chris got Sensor Arrays once working like they used to be in Homeworld1. You should investigate on that if that can get reimplemented again. A sensor array made every ship visible in the sensor manager.



    Taiidan:

    - Compared to other races the Taiidan build their shipyards very late in game. It's the 3rd game that I notice this. It wasn't like that couple of versions ago. When they get their first shipyard out other races already have like 2 or 3 of them. But as soon as the first one gets out the other 2 yards follow very fast. So maybe lower the countdown for them so that they get their shipyards a little sooner. Same counts for Progenitors & Raiders Ascendant. As the Ai behaves each game different it's hard to say if I just had x3 times bad luck with them or not. Best thing to do would be to check on each race if everything is alright regarding the shipyards.



    Hiigarans:

    - Space Station Chimera has texture glitches & a none working parade formation.
    The shining texture glitch should get fixed (probably a HOD issue) and perhaps the station should be allowed to
    build everything just like their regular shipyard. Then the Hiigarans would have 2 stations instead of one but it's just an eye candy thing. Could be also possible to move the regular Hiigaran shipyard to the Somtaaw and Higs just get the Chimera space station but I'm not really a big fan of that idea.

    Idea for Hiigarans:

    - Make use of the Crew Transport Bishop. Add some turrets at fitting spots and add it as light cruiser. I believe Homeworld FX along with several other mods did something similar before. It is just to compensate the fact that the Taiidan are superior at the moment when it comes down to their cruiser numbers.

    - Add Tanis base as smaller combat station. Theoretically it could function similar like the Naggarok or the Nomad moon just without the unit production ability. Maybe you can code something nice that the Ai will use it as static defense unit or so.



    Raiders Ascendant:

    - Compared to other races the Raiders build their shipyards very late in game. It's the 3rd game that I notice this. It wasn't like that couple of versions ago. When they get their first shipyard out other races already have like 2 or 3 of them. So maybe lower the countdown for them so that they get their shipyards a little sooner. Same counts for Progenitors & Taiidan. As the Ai behaves each game different it's hard to say if I just had x3 times bad luck with them. Best thing to do would be to check on each race if everything is alright regarding the shipyards.

    - Suggestion: I suggest to insert the Defender units of the regular Turranic Riders in here and replace em with the Defence Fighters. The Defence Fighter would be a nice turret one thing the RAM team lacks at the moment. You could also copy the Turrets from the regular Raiders into the Ram team.


    Ok time for some testing with the other existing races.



    Kadeshi:

    - Gatherer (harvesters) need a harvest animation. (beam) And they should face the asteroids intead of how it is now.

    - Remove the sub modules for all their ships as they can build everything already. Either that or create prerequisites. Same counts for their research tree. It's none existant at the moment. The only research is your resource harvesting level upgrade.

    - Frigates are small enough and should leave through the needleship hangars not enter per hyperspace.

    - Defence Field Frigate needs a ship production Icon.

    - Defence Field Frigate is called Multibeam Frigate when you select it after it's construction. Needs to be fixed. Perhaps call it Defence Beam Frigate. Would be a fitting name.

    - Suggestion: Perhaps increase the size of the harvesters and fuel pods a little. It's hard to see em and I usually play without those disgusting green and red squares. I'm sure others also play without that feature as well.

    - Kadeshi missle destroyer not facing towards the enemies. Looks weird and needs to be fixed. It should act in that regard like the Taiidan MD facing it's enemies.

    - The Cloaked Multibeam frigate and grav well should be located in the regular frigate section. They aren't platforms and both of them use their ion cannons and are therefore not simple generators meaning they are combat vessels.

    - Suggestion: Lower the shipyard a little more in it's size. It looks still to massive and due to the fact that it's so upscaled also ugly texture wise. Textures are very pixelic. I recommend to experiment with it. The cruiser still has more than enough room at the time being to navigate in there. So lower it to the possible minimum so that the cruiser still has room in there but is like 2 meter away of colliding with the walls.

    - Shipyard rally point needs a slight change. Ships are hanging around below the entrance point. I believe it's also missing a parade formation.

    - Cruiser Either needs some sub modules or it shouldn't have a build option for any modules available.

    - balancing needed. It seems Kadeshi ships are rather weak or my opponent the PTV Pirates are to strong. I will further test on that. I just saw how some rockets of them almost single shotted my destroyers (they had 4 of their missile frigates vs 2 of my destroyers).

    - Should you really get in touch with Xangle of Homeworld Fx also ask him for permission to receive their great Bentusi vessels and offer him something in exchange if possible. Would be epic if we get their ships. The Bentusi faction could be done the next day with those vessels.



    Tobari:

    - Resource units getting stuck half inside the resource controller.

    - Tobari needs a research tree for unit upgrades etc.

    - Flagship can't build any module & sensor subsystems.

    - Tobari need proper ship icons.

    - For some reason Tobari can't produce their carriers.

    - Tobari need their own shipyard. For now I would suggest to get rid of the Hiigaran shipyard and use this instead http://imageshack.us/photo/my-images/14/tbrbsa.jpg/
    You could rename it to mobile command post. Who says that a yard always has to be a yard?
    It makes it at least more interesting that each race plays itself a little different.
    As for weapons why not.. It could get some small ion beams which work against fighters or so. You can't attack with it manually though the weapons act automatically in defence only.

    - Eventually the remaining ships needs to be textured but that's an old problem for HWU so I'll skip further details.



    T-Mat:

    Idea: - Maybe make the long arms to sub modules so that your mothership just starts with the main section. I would also probably rotate it by 90 degrees so that it faces the bottom or top side. Cause it looks odd at the moment. It just isn't a Proginitor mothership which really looks like some sort of space vessel. This ship reminds me more of an insect not sure. ^^

    Idea: - Maybe let every ship leave through the blue section. Either on the back or the front of the mothership. The only exception would be the carrier which is to large and therefore wouldn't fit in there. You could also combine that with the arm extension animation. So whenever a ship leaves the mothership the arms would get extended till the specific ship leaves the area. At the moment the arms are extending only when the mothership is under attack.

    Idea: - T-Mat are supposed to be as strong and evil as Progenitors right? How about letting the mothership defend itself with a salvo of larger rockets similar like with some of the PTV Kadeshi cruisers. So when somebody attacks the mothership it will attack anything it range. But of course it wont work against massive fleets but perhaps against smaller frigate formations.

    - T-mat needs a research tree for unit, production speed upgrades.

    - In the frigate section is a ship called T-Mat destroyer (Ion frigate) Fix that as the name could become confusing.

    - What does the T-Mat frigate do? The name keeps the player in shadows as it is unclear what it is and what it does. It also seems to be very short range and maybe needs some adjustment regarding the weapon range. By it's weapon layout it would probably make an excellent Flak frigate. Then why is it so uber large when being classified as frigate. Other frigs of the T-Mat are much smaller. Maybe make it the same size how the T-Mat Ion Frigate. Or get rid of it in that section and form it to a cruiser by scaling it a little more up. Yep T-mats are still in need of a cruiser.

    - Suggestion: You could use that vulcanized ship as shipyard for them. While it may not look very T-Mat alike it would make a good yard. small Ships even cruiser could leave through the vulcanized lava. While harvesters dock at one of the many circles. In addition we could also get rid of spamming T-mat mother ships.
    http://shipyards.relicnews.com/misc/.../megaship1.jpg

    - Harvesters aren't docking properly on the Resource controller. I assume that they normally have to enter behind the ship and then unload in that tiny little circle and then leave it on the front of the ship. If that's Hw2 wise not possible then I would suggest to let em enter that small circle directly. You possibly need to increase the size of the controller a little so that they can enter it properly.

    - Suggestion: The T-Mat Attack Bomber is labeled as anti fighter ship. But the name would suggest that it is a ship exclusively good against frigates and capitals. Perhaps rename it to T-Mat Attack Craft, T-Mat Attack Fighter or T-Mat Attack Entity. If it's supposed to be good against anything then you need to update the unit description strong vs fighters, bombers, frigates, capitals. At the moment it's weak vs last 2 named classes.

    - Several of the T-Mat vessels lack explosion effects such as the Gravity well for example. (which btw would also make a great shipyard when scaled up)



    Turranic Raiders:

    - Suggestion : Recommend to get that large mothership of Turranic prowlers or Derelicts (the same model) as replacement for the current mothership. The currently used mothership would make a nice drop off point for harvesters. I investigated and it's in fact not created by any Homeworld FX members. So perhaps try to reach the original author of that mod and ask him for permission to make use of that or any other needed ship.

    - Suggestion: Replace the junk yard miners with the miners from Raiders Ascendant team and add the junk yard miners to the progenitor Team and replace the miners there. The current used Progenitor miners (The Reclaimers) would make a nice addition to the movers.

    - Defender, Lance Fighter, Gravity Well Generator, Research ship needs proper ship icons.

    - Pirate mothership can't order any destroyers or carriers. Needs to be fixed 'cause other motherships have that advantage.

    - Suggestion: Pirate Defenders have typical Hw1 combat behavior. Copy that combat behavior to all Taiidan, Kushan, Somtaaw, Hw1 Pirate factions and Main Beast faction. (Basically everything that is a corvette and Hw1 time based + the Defenders of course. We had that in the past and many people wish for it again.)

    - Raider Carrier can't build sensor sub modules.

    - Derelict repair corvette doesn't seem to be able to heal. Tried to heal my mothership which was under attack but they refused to do anything. Investigate on that. Maybe it's just that mothership that can not get healed at the moment?

    - Mothership needs a slight redo in it's docking path. Cause ships collide with some of the wreck-ages while entering. Of course that's only eye candy. They just need to enter it a little more to the left. Those which leave also needs to leave it a little more to the left so that everything is little more adjusted towards the middle.

    - Multigun corvette is half disappearing when looking at it down below. Maybe you can fix that.

    - Derelict carrier needs engine glows and trials.

    - Research ship much to fast compared to other research vessels. A real beauty you've got there.

    - Derelict Carrier needs proper docking paths. At the moment fighters can't dock. I recommend to let fighters which enter flying in of the top side while leaving fighters take the bottom side.

    - Suggestion: Maybe use the nice colored version of the Derelict carrier & cruiser. We have em and I think they rock. Using the real wreck-ages looks at a certain perspective weird. Then again it fits the colors of the remaining pirate vessels better. I let that for you to decide.

    - Suggestion: I recommend to add in the Destroyer of Raiders Ascendant instead of the Taiidan Destroyer. It is confusing when you play against other Taiidan. Sometimes I'm not sure which ship belongs to me or not.

    ---------------------------------------------------------

    Ok I'm pretty much done for now more test results are to come but not today... As usual many things are just suggestions from my part. Things where I think could make the mod better or just would make more sense story wise, ship style wise, gameplay wise etc. It is up to you to make use my suggestions or not. At least the bugs & glitches should get fixed. So have fun and be proud because it's getting freaking hard to find issues with the main races these days. So I assume we're getting closer to an ultimate final release.

    23-down
    Last edited by 23-down; 1st Jul 12 at 7:03 PM.

  30. #180
    IM uploading current variant now, takes some time to do thou, anyways the Hw 1 kadeshi team isnt finished and i will add requirements for their ships aka modules etc in order to build them but right now im leaving as is as they are incomplete, and PTV Raiders need nerfing they are OP with their missiles etc.
    Anyways changes since last time.

    Shadow issues are fixed for the most part probably a few i missed. Added markers to the Taiidan HC, Beast Tdn HC, Taiidan carrier, Beast Tdn Carrier, Raider carrier, Ram frigates, now what these do is enable certain effects to occur when A, ship is damage or B when the ship dies, aka explosion effects, anyways you should check out the death explosion effect for the capitals listed up top. ShadowGaz fixed the music player so now use F9 to play it. I got ahold of new research icons for harvesting and weapon upgrades, so far i only added damage upgrades to the SOT team seeing as i couldnt decide on how to edit their weapon files for their BC and dreadnaught, regardless they seem okay despite the readout, dont let the numbers FOOL ya. Oh i gave markers to the Beast MS as well. Beast MBF and HC now have red ions but im having issues with both ships, for one the mBF charge effects are bigger than they should be and last way 2 long and 2nd beast cruiser damage it inflicts with its ions appears after it fires, or should i say damage occurs when it stops firing. Speaking of beast MS i gave the somtaaw ms, beast ms guns just like how it was in cata and the command carriers, and outposts.

    Credits to complex team for the new icons. Anyways i havent removed the other subverted ion frigates yet, waiting on bloodfleet to find his subverted support frigate, then i will add in his Sf and the subverted assault frigate. I havent noticed any lag from the rocks if you want me to replace the rocks on those maps aka mikalis maps with rocks from hw 2 say the word, also i could make it so all rocks are harvestable, aka asteroids 1 and 2 dont have RU value to them right now but i could change that to expand patches sort of say. Also before i forget i removed cloaked fighters and IAF's ability to cloak other ships around them so they can only cloak themselves. Also i removed that BSg fighter, dont know why it was in there, and i got rid of SOT shipyard subs, they dont belong with the current SOT shipyard they were for an older version, dont worry i backed those up. Anyways that reduced the load a little bit more.

    Anyways heres current working version
    https://sourceforge.net/projects/hom...0.big/download

    Oh and 23 down about that MD, it will face frigates and capitals vs Frontal but fighters and corvettes it will move to shoot. On a final note i improved the combat AI behavor with regards to certain ships, thou this was long before this, but worth mentioning, IF Brandboxed BC's and HC's will go after cruisers first, and i believe i set ion frigates to do the same go after big ships first. So the AI will do the same when your Big cap gets in range of an AI bc and you got frigates the cruiser wont go after your frigates, should fire at your cruiser now instead. I always seem to keep forgetting something X_X, anyways i have also given Kushan and Taiidan ships their homeworld 1 sounds, that includes ambience and weapons with the exception of hw 1 based ions, having similar problem with the beast HC. Anyways so you will hear bullets from fighters and the corvette guns, frigate, destroyers, missile destroyers and cruiser weapons. Lastly i maanged to give the RAM HC the siege cannon firing sound aka the big BOOM.
    EDIT
    I just figured out why the somtaaw destroyer wasnt firing its missiles, the weapon was set to special attack, seems removing the torp research from the somtaaw etc removed the destroyers ability to fire its missiles, anyways i went and set it to normal attack so it will fire now.
    Last edited by LeviathansWrath; 5th Jul 12 at 5:36 PM.

  31. #181
    Game settings:

    Hw Universe
    Expert AI
    CPU Attack Priority : Very High
    Res multiplier : Very High (3)
    Start Res : Blaze high 20.000
    Res injections : 10.000 every 30 seconds

    General ideas:

    - If possible build a script in the map selection that gives you 1 additional spawn method. At the moment we have "fixed" & "random". I would wish me a button called team spawn. Because in many maps in 3v3 for example at least 1 of your allies could end up on the other simply due to the fact that you do not see the spawn points in the mini maps when selecting. I'm not sure how such a script would look but theoretically all it needs to do is to check where the player spawned who his allies are and let em spawn to the nearest spawn points. Of course such a script would need to run before the ships jump in. Could become tricky if not even impossible.


    General issues:

    - Music player still not selectable after loading a game. In fact this time it's not even playing the music. But that's a rather small price to pay. However it should continue to play the music. The previous player at least continued with the music. This time it didn't.



    Taiidan:

    - Taiidan Sensor Array could need some fancy light animations. Good spot would be the spikes on top. For example lights popping up of left to right.

    - Taiidan Research ship seems to fast. / Interesting it's as fast as the Turranic Raider Research ship was. If you did change the speed for all of the research vessels then ignore my last report about the Turranic Raider Research Vessel and also this right now.

    - Suggestion: If possible add a small beam animation and let Taiidan repair corvettes aim at their repair points while repairing looks odd at the moment.

    - Suggestion: If possible let salvage corvettes aim at their targets.

    - Taiidan only spamming vanaars please also let em build regular cruisers and mk2. Play around with the % values.

    - Taiidan Proximity sensor only 1 time moveable that thing should be able to move around unlimted times. In Hw1 it could move unlimted times.

    Congrats to Leviathan couldn't find one single shadow glitch in the Taiidan Team. So that faction is pretty much complete.

    - Major wish: I'm wishing me that for 2 years now. ^^ please please add in light defenders and the Taiidan Colony vessels renamed as Taiidan Rocket frigate. After seeing how the Beast used em during the beast wars they modified their vessels to fire missiles of the lower hangar section similar how the Vaygr cruiser except that theirs goes down instead up while leaving the rocket area.


    Add those 2 little things (pls ) fix the few things mentioned and we can call the Taiidan officially complete ship wise and game play balance wise. There wont be any need after that to touch em not till we finally get their enhanced ship versions up and running. Congrats Shadowgaz & Leviathan.



    Kushan:

    - Suggestion: If possible add a small beam animation and let Kushan repair corvettes aim at their repair points while repairing looks odd at the moment.

    - Suggestion: Add in light defenders to make the ship list complete.

    - Suggestion: If possible let salvage corvettes aim at their targets.



    Beast:

    - Beast Kushan Missile destroyer needs reddish engine texture. Just noticed that. The Chal-Sto has the needed engine texture.

    - Major wish: Please copy over the subverted Taiidan colony ship of the Onslaught new strain team to the Beast Forces as torpedo frigate. It was part of original Cataclysm and should be therefore in it. I mean you've also included the several Ion Frigates and even the Kushan Carrier what is good. So to make it complete by adding in that ship.



    Onslaught new Strain:

    - Spawn bug: Mother ship appears out of nowhere. Fleets at the start also spawn each times in different distances to each other. (missing parade formation)

    - Carrier can build the Platform module but doesn't have any ships to build. Therefore you should get rid of that module.

    - Mother ship at the other side can build 2 platformers however these are the ships of the regular Kadesh team. Not sure if those vessels are supposed to be in there. In the original mod there weren't any custom models and yet we have 2 customized Kadesh ships in it. This can't be right. If I remember correct that mod had only models from Hw1 & Cataclysm in it nothing else. if you want it to be that way then the carrier also must be able to produce those ships.

    - Research module needs engine trials.

    - Research module and mother ship can't build sensor sub modules.

    - Bentusi Destroyer Hyperspace animation to slow not synced with the real disappearance of the ship nor the sound sample.

    - Parts of the Cruisers back are disappearing when having the camera behind it.

    - Parts of the Harvesters their little spikes disappearing (those which leads to the lights) when looking at it at a certain angle.

    - They could need a probe, proximity sensor. Perhaps you can implement some derelict vessels for that. I'm sure something will fit eventually.

    conclusion.. Expect for the named things this race is pretty much done and balanced I suppose.



    T-mat:

    - Guess you accidentally ruined the T-mat Ai in your latest version. They build some fighters if at all & harvest a little but that's it. Nothing else is happening. In the version I tested 2 days ago they were very aggressive and awesome. I recommend to restore it to that point and fix the mentioned bugs of 2 days ago slowly by hand or try to see where the issue is being located before you restore it to an earlier point.



    Progenitors:

    - Not doing much to be honest I fail to see where they are like x10 harder as you mentioned before. The first thing I saw of them was a Sajuuk after 35 minutes into the game nothing else ever attacked me or was really produced. Maybe increasing their ship prices and production times wasn't such a good idea?
    Till they attack the player the player takes em out without any resistance. At least in theory that is. I need to test that further. In my next tests I will entirely focus on them.



    As for the rocks well it's hard to say... When you say it works fine for you and you don't notice a difference then it obviously has to be me. Then again it is possible that the new rocks are simply more performance hungry than the last ones. Another possibility is that some maps are corrupted in that regard. I will test out the maps and then give you the names of those which lag for me. If they lag for you too then we know the maps are the cause. So better let the rocks how they are for now.

    You can still replace em should we figure out that they are the cause for my FPS drops.
    Last edited by 23-down; 3rd Jul 12 at 6:41 AM.

  32. #182
    I did the work for the shadow issues lol and the music player does work for me dont know why not for you anyways use F9 key.
    And what special weapon for the keepers are you talking about, are you talking about the Defense shield that is in. Also reason why weapons pen that shield is based on penetration percentage, so CRuisers have 100 percent field pen.
    EDIT
    I have reduced the price of progenitor Frigates, caps and balcora.
    So new costs are as follows with same build times.
    Frigates 1.1k may reduce to 900 ru.
    Keeper 2000 ru
    Overseer 4000 ru
    Sleeper 5000 ru
    Balcora 4500
    Sajuuk 16k

    I left the other caps alone anyways i clocked sajuuk at 21 mins.
    Last edited by LeviathansWrath; 2nd Jul 12 at 10:49 PM.

  33. #183
    Oh so the Progenitor shield weapon is still in it that's nice. I thought it came in a later release of Chris which we've lost. Alright then never mind.

    I'm aware about the F9 button but it just didn't open it after loading the game. And I heard a static sound every 10 seconds but no music. But when you say it works fine for you it just must be my lap top which can't handle it I don't know. So ignore my statement.
    Last edited by 23-down; 3rd Jul 12 at 6:50 AM.

  34. #184
    Anyways i went and improved the Somtaaw and beast processor dock paths i noticed that workers were taking 2 long to dock so i fixed that they dock way more quickly and much better now.

  35. #185
    That's nice.....



    Game settings:

    Hw Universe
    Expert AI
    CPU Attack Priority : Very High
    Res multiplier : Very High (3)
    Start Res : Blaze high 20.000
    Res injektions : 10.000 every 30 seconds


    General suggestion:

    - If it's possible make it so that you can also zoom in to the different drone types of Drone Frigates.

    - Observation: This is the 2nd game now where it seems that I did destroy all enemy vessels but it just wont give me the victory message. The hyperspace gates were destroyed as well of course. I scouted the entire map over and over again. Is the winning condition maybe ruined? Please check on that. Maybe I'm also just blind who knows but the ai also wasn't doing anything at that point. Normally they would head to the last enemy construction ships if there are any left on the field.



    Beast:

    - Beast Somtaaw Destroyer not using it's missiles. Perhaps the same issue how it was with the Somtaaw Counterpart?

    - Beast mother ship needs a parade formation for carriers.

    - Naggarok can't produce any sub modules. It should get special sub modules such as the fire control tower etc.

    - Naggarok not engaging enemy ships after giving a direct attack order. You should make it like Sajuuk in that regard. Classify it as multi function cruiser. Good at close range against fighters epic against Destroyers. Maybe little weaker than Sajuuk itself.

    - Naggarok needs an engine trial.

    - Maybe make Naggarok 2% faster than the fastest cruiser in the game or just let it rotate very fast while having the same speed as it is now.

    - One last idea for the Naggarok. Perhaps you can rebuild the Naggarok vacuum cleaner ^^ weapon. and when it fires enemy ships take massive damage. To see that would be very interesting because that would be an enirely new weapon system in Homeworld2. At least by the visuals.

    - Beast Torpedo Research should get a name change. they don't longer use Torpedos. They use Drones so write Drones. That's only a cosmetic change. Same goes for every other Drone race which may still have Torpedos displayed instead of Drones.

    - Beast & Somtaaw should be allowed to dock their frigates as only races in the game. That's how it was in Cataclysm. Would be a nice unique feature for those 2 races.

    - Captured a Progenitor Sleeper ship. My movers can only dock with the subverted Kushan Carrier.



    Somtaaw:

    - Somtaaw & Beast should be allowed to dock their frigates as only races in the game. That's how it was in Cataclysm. Would be a nice unique feature for those 2 races.



    Progenitor:

    - Progenitors spams only Sakuuks of the capital ship class. Fix that.

    - Idea: For the Kushan scaffold we have it already. I suggest to spawn the derelict version of the Prog mother ship when it dies.

    - Keeper, Observer defence shield should make the specific ships invinsible for the time being while the special is active. I guess that's what Chris changed when I mentioned it earlier I just couldn't really remember.
    Last edited by 23-down; 3rd Jul 12 at 2:03 PM.

  36. #186
    I alrdy changed that missile launcher issue and im getting rid of torp research for races that have it other than higgy, and as for the movers i guess i didnt add in the current sleeper dock paths that i have now, movers can dock inside the sleeper, thou its set at one at a time, so that includes drones and corvettes.
    EDIT
    HEy 23 down do me a huge favor and put stuff that you noticed into another text file and send it to me, so i can check them off as i go, that would help.
    EDIT
    Btw i updated my links on the first of july, so maybe you got older stuff?
    EDIT
    23 down which maps were you playing on which this happened to you?
    Last edited by LeviathansWrath; 3rd Jul 12 at 1:53 PM.

  37. #187
    Nope it was the latest version which you released 2 days ago. I'm always downloading the updates as soon as you post about them.

    Alright in the future I will separate recommendations & bugs entirely.

    I can't say it yet. I play em randomized. Gonna have to test em in a chronological order top to bottom.

  38. #188
    Okay somtaaw Frigate docking has been enabled for their carrier ill do the other 2 ships in a bit.
    Edit
    Mothership frigate docking enabled for somtaaw.
    Edit
    i decided to increase RU drop off rates by 50 percent for carriers, shipyards and controllers and single drop off controllers get double drop off rate.
    So following rates are for these ship types.
    Carriers= 60 ru a second per collector
    Shipyards = 60 ru a second per collector
    Controllers and processors = 60 Ru per second
    single drop off controllers = 80 ru a second.
    EDIT
    All hive frigate forward guns have been turned into subsystems, they wouldnt fire so this was my only way of getting them to fire and they do very well i might add, also they are not targetable.
    EDIT
    FRigate docking enabled for somtaaw and beast for all caps that can dock them.
    Edit
    after playing an hour and 20 min game as the prog i have come to the conclusion that the oppressors need to be nerfed as they have 100 percent hit rate vs everything, just noticed that today lol.
    Last edited by LeviathansWrath; 4th Jul 12 at 12:10 AM.

  39. #189
    https://sourceforge.net/projects/hom...0.big/download
    Shadowgaz is redoing the mods deathmatch from scratch in order to enable stuff that isnt working right now, like bounties, crates, research etc. Anyways he got all that stuff working but its gonna take him like 2 more days. Anyways i just added in 2 more frigates to the standard beast team and i changed their ion beam colors to ksh red as they were in hw cata. Fixed some shadow issues for SOT team. Fixed dock paths on taiidan ms and carrier for fighters and vettes.

  40. #190
    Are you adding in the light defenders and taiidan missile frigates?

  41. #191
    Taiidan never had missile frigates and no im not adding those in, taiidan team is complete as it is. Ill be changing the weapons on the defender soon here, so they will be changed to kinetic not energy weapons.
    EDIT
    Looks like i might be able to get that FX khar Toba and maybe the taiidan MS, thou xangle will need to get Enterprise E's permission for his cruisers, but seeing as i got his permission shouldnt be that hard and also that guy making the complex simple mod seemed to have gotten his as well, seeing as he added his cruisers in thou at one point i thought he didnt have permission which is why i told him to get it :P
    Last edited by LeviathansWrath; 7th Jul 12 at 6:36 PM.

  42. #192
    That are fantastic news about the Khar-Toba and the motership it would be indeed epic if you could get your hands on those vessels. I wish you and all of us best of luck. Hopefully we will get those ships. Perhaps also ask him for the Bentusi ships if you see any opportunity because they have some awesome new models in their bentusi team which would pretty much finish ours very fast then.

    As for the Energy weapons perhaps the 4 main factions (Taiidan, Kushan, Somtaaw, Beast) can research em but unlike it was in one old HWU release only caps should get em. And it should be only available after full cruiser tech has been researched.

    Then there is one thing I noticed lately while replaying Cataclysm. The Somtaaw battlecruiser fires up to 5 missiles plus it's ion cannons. I believe in HWU it's not firing any missiles at all. At least I can't remember that I saw any. So check on that maybe Chris forgot to activate the missiles back then..

    LeviathansWrath wrote: Taiidan never had missile frigates and no im not adding those in, taiidan team is complete as it is. Ill be changing the weapons on the defender soon here, so they will be changed to kinetic not energy weapons.
    I couldn't disagree more with you on that point and I hope you also do see the irony in your statement. If you argue like that then remove all teams and restore them to their original state. Means Progenitors gets 3 ships, Kadesh the Needle ship and swarmers and Taiidan no Vanaar Jets etc. Usually I agree with almost every of your decisions but denying an official Homeworld ship is like denying world war 2.. Denying either one of those things is a crime indeed. So I hope you will rethink this.

    So by my opinion I still suggest to get that Taiidan ship in there and I also still suggest to get the light defenders for Kushan & Taiidan in there as well. The more the better while it originally served as colony ship we've seen in Cataclysm that it can get easily modified to serve as missile frigate. Of course you're right with one thing the Taiidan team is pretty much complete, yet one - two more ships wont make any difference.

    the Beast definitely should get the Taiidan Colony ship as missile frigate as it was even used as such a ship type. Story wise & in game. It would be a nice addition to the hive frigate. Just take the weapon stats of the hiigaran torpedo frigate to balance it properly.

    by the way great work to you and Bloodfleet for the new Beast Frigates. They look great. But the Support frigate has a wrong texture set on the bottom. Bloodfleet needs to fix that.

    Gonna start some new game testing as soon as the next version comes out with the fixes from Shadowgaz.
    Last edited by 23-down; 7th Jul 12 at 10:52 PM.

  43. #193
    Actually i alrdy have those missile frigates as you call them in for BH and NS, they fire 3 missiles.
    Update on my end:
    I am almost done with the Hw 1 kadeshi team, i just finished off most of their icons got like 3 ships left. All i have left to do besides enabling production requirements is get the repair corvette, Assault frigate and carrier icons done but i need to hod the other 2 first, and then i need to replace our khar toba with the one from FX and get their subsystems for that carrier. 23 are you talking about the Support frigate or the defense field frigate? If anyone can translate what xangle said cause he confused the hell outta me :P

    Spoiler


  44. #194
    Member Chimas's Avatar
    Join Date
    Jun 2012
    Location
    now watching c-beams glitter in the dark near Tannhäuser Gate
    Hi levi,
    Another of my snobish suggestions ehehehehehheehh:

    You could put here and in Moddb the COMPLETE LIST of HWU SHIPS and its owners, so whenever you have to talk to a modder or the other way around, there will be a source/link to consult about who else is envolved. I'm telling this because right now you're probably the modder with the largest fleet in hand and the awareness of its aspects. Also, you are probably in position to be a HW broker or weapons dealer in terms of catalysing the process of mod exchange. For example, Xangle might take like forever to talk to enterprise-E.

    Anyways, I have to remind us all that you're busy with keeping HWU going, so I wouldn't like that this suggestion looks like some sort of critic.
    Related to HW, I know nothing is easy, it's just an idea ...
    Last edited by Chimas; 8th Jul 12 at 6:59 AM. Reason: grammar

  45. #195
    Actually a good idea. Maybe some hall of fame on the moddb site for the different authors with some pictures showing their ships. I can assist you there Levi if you want to do that.

    Or put it into a readme.txt. In the old RC2 release (Filefront) should be a readme inside. Just continue from that point on the readme. Or I could create a PDF file calling it Mod_Credits.pdf filling it with pictures and the author names giving them the credits.

    Actually i alrdy have those missile frigates as you call them in for BH and NS, they fire 3 missiles.
    I know that. But half of the Beast vessels in that Beast team aren't beastified what makes that team rather unpopular among people. Besides it stays fact that in Cataclysm that ship was with the original Beast forces after their capture. If you're really so upset with those ships for what ever reason then lets go for a compromise several people requested those ships for the main teams in the past. Maybe put em in but don't allow ai to build em so those ships will be only for the player hands. Remember when modding something you do it in the first line for yourself to learn and improve yourself but usually also for the fans to make em happy. Balance wise adding those ships wont make any difference because the HW2 combat system is everything else than complex. Counters exist against each and every ship. It's a rather simple stone,scissor,paper Principe themed game that Relic brought us.

    Anyway I meant the Support Frigate the new vessel that came with the assault frigate. On the bottom near the engines is a wrong texture or a texture that wasn't even assigned. Basically it's just a black square down there and when lights shine on it, it doesn't fit texture wise nor team color like.

    Try to ask bloodfleet if he can help us getting High definition textures done for our enhanced Taiidan models. I could also provide up scalled original Taiidan Textures without any quality loss for the ships which need em.
    Last edited by 23-down; 8th Jul 12 at 10:34 AM.

  46. #196
    bloodfleet can beastify ships not make new textures.

  47. #197
    That's what I meant we can use the original taiidan textures but we can enhance em without any quality loss so they will look more HD and not so pixelic after that he just needs to paste em onto the newer models we have which will be the same than making beastifying them.

  48. #198
    IM uploading my changes to the HW 1 kadeshi, i got icons done for all ships cept for the Carrier as im holding off on that for a bit, xangle asked me to help him get permission from enterprise E for him and his crew to use his cruisers in the FX mod. Anyways i will probably have to wait to hold off on adding in their Khar toba, not sure if he meant that i can use it or not but seeing as he doesnt speak english very well and you know how language barriers are. Anyways Also i enabled some frigates for the prog team that werent in the AI build list and one that wasnt for the player and i reduced their cost to 900 for frigates. Also i did the kadeshi research tree for the ships i have in as of now. Im not quite done with the team seeing as there are a few ships that need to be added in but i can say that i will be able to get all research ships up and running aka when you build the first, its the only one you are allowed, not in this update thou and also you can build modules on it aka more research ships that count as modules, so they will look like the finished product like in hw 1. Anyways i removed the ability of certain SY to move, which are Nomad moon, scaffold, Research station, because these ships were causing problems for the AI collectors when they got 2 close. In addition i solved my problem of the beast HC not upgrading and i included Regeneration rate upgrades for the Stock Beast team and the AI will use these upgrades as well, and fighters and corvettes have hp regen as well, so these upgrades will cut all hp regen times in half at level 2. I figured that HP regen upgrades may be just for the beast teams. The hw 1 kadeshi AI doesnt have research enabled yet, nor have i put in build fac requirements just yet, still waiting on Xangle or rather Enterprise E so i can help them out, but if this goes through i may be able to get that taiidan MS not sure, xangle didnt mention anything about it.
    EDIT
    Well that was fast Enterprise E just responded and i was expecting him not to show up for a week, anyways he told me to tell xangle to use them but dont change the weapons on them but he can alter the stats for balancing purposes like i did.
    Last edited by LeviathansWrath; 9th Jul 12 at 9:11 AM.

  49. #199
    Does anyone want me to add in the Derelicts mod from hw 1 into HWU, the turanic side will go into the PRT raider team.

  50. #200
    Yeah, go ahead.

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